The EXP problem

Development area for FreeAllegiance's Community Core.
Grim_Reaper_4u
Posts: 356
Joined: Wed Jul 30, 2003 7:00 am
Location: Netherlands

Post by Grim_Reaper_4u »

apochboi wrote:QUOTE (apochboi @ May 18 2008, 11:56 AM) Edit: Im through responding to grims retarded posts.
You obviously weren't around for the Spunky-Noir wars or you wouldn't think it was so retarded /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Drizzo
Posts: 3685
Joined: Mon Mar 28, 2005 8:00 am

Post by Drizzo »

Increase seeker 2 damage.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
WhiskeyGhost
Posts: 1014
Joined: Wed Dec 06, 2006 9:15 pm
Location: Gulf Coast, guess which one?

Post by WhiskeyGhost »

Ooh, a strange thought that just came to mind, leave seeker alone but perk Quickfire towards medium based hulls (so there isn't a 15% dmg penalty) while either lowering by 10% more, or retaining their 50% dmg penalty to ship shields (so bombers aren't easy to spam them on until after you drop it's shields. Dumbfire should still remain much better option against bombers since they do a lot more damage per rack via overall efficiency and hit anyways). If necessary, lower their CM resistance by 5% as well.

Then it would make quickfire look more appealing and seeker more geared towards fighter to fighter/scout combat.
Last edited by WhiskeyGhost on Sun May 18, 2008 6:05 pm, edited 1 time in total.
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
cashto
Posts: 3165
Joined: Mon Sep 10, 2007 5:40 am
Location: Seattle

Post by cashto »

Give me a 35 kb, a hvy int, and a martini, and I will overboost the miner and pod myself on a rock.
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
Grzegt
Posts: 86
Joined: Thu Oct 25, 2007 10:00 am
Location: Poland

Post by Grzegt »

Drizzo wrote:QUOTE (Drizzo @ May 18 2008, 06:52 PM) Increase seeker 2 damage.
Sure, and don't forget to nerf QF2 damage. /doh.gif" style="vertical-align:middle" emoid=":doh:" border="0" alt="doh.gif" />
takingarms1
Posts: 3052
Joined: Fri Feb 20, 2004 8:00 am

Post by takingarms1 »

Paradigm2 wrote:QUOTE (Paradigm2 @ May 17 2008, 05:38 PM) There were many complex issues that went into the the switch, but ints were nerfed FAR before people started running to DN.
Ok, you're right. There were more issues than just nerfing ints. Still, nerfing ints was one of the big issues that a lot of people complained about.

QUOTE Saying that nerfing ints will make the core "not fun" is simply erroneous. I think you may find that a slight nerf to ints may in the macro make games more fun and increased enjoyment. If the nerf does not change what the interceptor flies like, fundamentally, it will not decrease its fun factor. I can agree changing hull types might actually fundamentally change the interceptor -- nerfing fuel will not.[/quote]

I agree, and I'm actually in favor of the fuel nerf. My post was directed to the more radical changes like making ins lt hull or making them fly like bricks. If those things were implemented, it would take some of the fun out of the game at least for me, and I don't think I'm the only one.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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IB_
Posts: 1651
Joined: Thu Aug 17, 2006 3:11 am

Post by IB_ »

How about reducing the light ints clip, if its reloading all the time it would reduce the danger of it.
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

i don't think anyone has any problem with how much fire power ints have.

the issue people have with them is that they can boost sectors away, kill something, and then boost back
IB_
Posts: 1651
Joined: Thu Aug 17, 2006 3:11 am

Post by IB_ »

If they have to carry more ammo they have less fuel.
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.
WhiskeyGhost
Posts: 1014
Joined: Wed Dec 06, 2006 9:15 pm
Location: Gulf Coast, guess which one?

Post by WhiskeyGhost »

madpeople wrote:QUOTE (madpeople @ May 19 2008, 05:10 PM) i don't think anyone has any problem with how much fire power ints have.

the issue people have with them is that they can boost sectors away, kill something, and then boost back
That, and probably the oddly low signature they have. It's basically the same signature a scout has, if it doesn't have shields or missiles loaded. You'd think signature wouldn't matter for a ship your slapping tons of armor and firepower onto for 'defensive' usage.
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
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