Ah, but that's just Murphy's Law at work. It would still happen. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />madpeople wrote:QUOTE (madpeople @ Apr 21 2008, 06:16 AM) 1 or 0.5 sec less riptime would be good too, so many times where you get podded in the last part of the last second of the rip sequence /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
Perking figs
well, to add to the already numerous mumbo jumbo that is never going to be implemented /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
How about making figs a reflection of the role they want to play (since they are supposed to be multirole anyway)
-So say, a more significant reduction of signature if shields are dropped,
-and cargo being a more noticeable reflection of the ships speed : so if going miner hunting sectors away you would load up less fuel and dumbfires, but a galv blaster, or heavy d weapons like df and minepack would make the ship more sluggish.
But definetly in terms of speed - it makes no sense that an int can travel further into enemy territory than a fig can.
Either better fuel efficiency on the fig, or an overall higher thrust speed. (but not boost speed)
How about making figs a reflection of the role they want to play (since they are supposed to be multirole anyway)
-So say, a more significant reduction of signature if shields are dropped,
-and cargo being a more noticeable reflection of the ships speed : so if going miner hunting sectors away you would load up less fuel and dumbfires, but a galv blaster, or heavy d weapons like df and minepack would make the ship more sluggish.
But definetly in terms of speed - it makes no sense that an int can travel further into enemy territory than a fig can.
Either better fuel efficiency on the fig, or an overall higher thrust speed. (but not boost speed)
Last edited by emene86 on Mon Apr 21, 2008 5:40 pm, edited 1 time in total.
i'd like to see fighters maybe only with light boosters or heavy boosters, no intermediate efficiency and accel booster that doesn't really help it (a fast booster is to avoid instant weapon focus, a light booster is to travel long distances. why do we have a medium booster, other than because it's the basic one, because it doesn't help you to avoid weapon focus or travel high distances?)
Classifiable up to Trolleomorphism.
figs should just get a targeting reticule & longer range.
Though that might disrupt the balance, if figs are used correctly, they do just fine at there intended roles.
I havn't seen anyone mention the anti capital capabilty of figs, though the servivabilty against skycaps is very poor, so its best to take as much cover as possible when aproaching/rushing a capital. So better to camp them instead.
Its cheaper to gain territory control with figs since teliports don't cost as much, and figs can rip to any teli at any time from anyplace.
Though that might disrupt the balance, if figs are used correctly, they do just fine at there intended roles.
I havn't seen anyone mention the anti capital capabilty of figs, though the servivabilty against skycaps is very poor, so its best to take as much cover as possible when aproaching/rushing a capital. So better to camp them instead.
Its cheaper to gain territory control with figs since teliports don't cost as much, and figs can rip to any teli at any time from anyplace.
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takingarms1
- Posts: 3052
- Joined: Fri Feb 20, 2004 8:00 am
Re figs vs ints, this is an old debate. Ints are supposed to own figs 1 vs 1, but figs are supposed to be able to mass against ints much faster/better. DN has given Sup many perks, but I suspect as others smarter than me have noted, that the real remaining issue is that sup is economically harder - no HE3 GA's and more expensive tech. As K noted, sup needs missile GAs, rip GAs, hull GAs, missile upgrades, and gat upgrades to become sweet. Ints just need mini upgrades. Clearly that is an imbalance.
Also, un-nerfing quickfires just a bit might be a good idea, so the figs can do miner/con D better.
Also, un-nerfing quickfires just a bit might be a good idea, so the figs can do miner/con D better.
I don't understand this... figs + galv own capships every time. It's the worst matchup for caps, really.Death3D wrote:QUOTE (Death3D @ Apr 22 2008, 11:26 PM) Open field, figs have no chance against capships, being so loud.
Last edited by takingarms1 on Wed Apr 23, 2008 12:40 pm, edited 1 time in total.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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This isn't about matching up figs vs ints, it's about perking the abilities of the fig for what it *should* do (and comparing ints and figs at various tasks, however these do not include matching up figs vs ints in dogfights).takingarms1 wrote:QUOTE (takingarms1 @ Apr 23 2008, 07:35 AM) Re figs vs ints, this is an old debate. Ints are supposed to own figs 1 vs 1, but figs are supposed to be able to mass against ints much faster/better. DN has given Sup many perks, but I suspect as others smarter than me have noted, that the real remaining issue is that sup is economically harder - no HE3 GA's and more expensive tech. As K noted, sup needs missile GAs, rip GAs, hull GAs, missile upgrades, and gat upgrades to become sweet. Ints just need mini upgrades. Clearly that is an imbalance.
On the 'vs. capship' issue, yeah, I don't know what I was thinking when I posted that.
I think I was thinking about a turreted ass ship already in sector, and what can figs do against it; that is, a lot of the team might get compromised to following it down and those that do find it get owned by SC, ass cloaks again, etc. The thing is it can tangle up a lot of the fig team and felt that if a capship got in sector it would need base sitting and then simul-launch to kill it, forgot to compare it to other techpaths and therefore failed to realize that figs are the ones which would actually have the better success in this task (compared to ints, etc), if we measure success in actually killing the capship, not just making it rip.
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CronoDroid
- Posts: 4606
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I don't know what core you're playing where Tac is better than Sup at miner D.
Out of all the changes I like the low sig one best, it would make galv runs, miner O runs and any sort of run much better. Right now a bunch of ints can get very close to a miner before they're spotted because of low sig and kill everything, figs should have the same ability as they're probably meant for miner O in the first place, rather than ints.
Out of all the changes I like the low sig one best, it would make galv runs, miner O runs and any sort of run much better. Right now a bunch of ints can get very close to a miner before they're spotted because of low sig and kill everything, figs should have the same ability as they're probably meant for miner O in the first place, rather than ints.
Ze anti-int faction makes enough noise, possible community core might bring some goodness that way?
Better start a lobby group. Who does those funny little rackable sigs?
Better start a lobby group. Who does those funny little rackable sigs?
Last edited by Jonan on Wed Apr 23, 2008 2:20 pm, edited 1 time in total.
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