Defending against HTT for a non exp team is hard. If you lose a base to HTT you don't only lose the base, you also give the enemy team a base, extra tech and control of the sector. And you don't have the option to recapture the base.
I think HTT is the most powerful endgame tech, far more powerful than SB or TP2/Galvs. Which is not a bad thing in itself, but it's another thing making exp "the default choice".
cc_02
-Bring giga SY in line with other SY's
-Fix XRM (I am full of ideas but I am sure you have your own)
-Move seismics and emp mines to garrison/starbase (especially seismics)
-Fix XRM (I am full of ideas but I am sure you have your own)
-Move seismics and emp mines to garrison/starbase (especially seismics)
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
/wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" /> /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" /> /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" /> /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" /> /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" /> And I'd go for the 10%apochboi wrote:QUOTE (apochboi @ Jun 19 2008, 10:59 PM) Question;
What do you guys think about making IC figs a bit smaller, maybe 5-10% just depending.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Koczis wrote:QUOTE (Koczis @ Jun 20 2008, 05:02 PM) I'd like to suggest just two minor changes (since huge changes won't be considered anyway):
1. Merge missile damage and tracking GA into one to make it a bit easier for supremacy to face expansion.
2. Remove interceptors ability to use pulse probes, leave it for scouts only.
I like both of these ideas.
Why?Lykourgos wrote:QUOTE (Lykourgos @ Jun 20 2008, 08:42 PM) An interceptor alone on miner D should not be defenseless against an SF.
Against SF's you need scouts, not ints. If people need to step out of their interceptors once in a while, that is a good thing.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
A scout can kill an SF with hunter 2? You can put 10 scouts around 1 miner and 3 SFs will probably kill everything and the miner too, so your analysis is incorrect.
Last edited by Drizzo on Fri Jun 20, 2008 8:13 pm, edited 1 time in total.
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.
Lone fighter on miner D is pretty much defenseless against sfs as well, so why it should be different for interceptors? Why solo interceptor suppose to be sufficient miner D?
Besides int is in best situation anyway, if attacked by sf he have best chances to escape (unlike scout or fighter). Of course he won't save miner than.
Besides int is in best situation anyway, if attacked by sf he have best chances to escape (unlike scout or fighter). Of course he won't save miner than.

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WhiskeyGhost
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Ints work too much towards a hunt/kill aspect with pulse probes instead of a "Defensive" role. Pulse probes really negate the whole poor scanning thing, and in my opinion, is just another means of letting ints whore better against stealth craft by themselves (and low signature scouts). If it's a defensive craft, it should perform better at things like alephs, or with something to compensate for it's weaknesses. Hell, even fighters need scouts to spot things for them (what with the massive scanning range of 800 for Adv figs).



