XRM Antibase Missiles

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parcival
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Post by parcival »

I agree with what Ramaglor says.
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Kltplzyxm
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Post by Kltplzyxm »

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Last edited by Kltplzyxm on Tue Jul 01, 2008 10:27 pm, edited 1 time in total.
Ramaglor
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Post by Ramaglor »

Well Mr. K, I don't know what the exact time would be between TP2 attacks. A team with a miner could pull in an attack per load.... a team that has no miners could get $4000 in 8 minutes just by payday, or they could get it in 4 minutes or less if they have good cash scouts. So if it cost 50% more that would be 12 minutes and 6 minutes respectively. It would also mean that the very first attack would be delayed another 2 minutes or so.
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Death3D
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Post by Death3D »

Ramaglor wrote:QUOTE (Ramaglor @ Jul 1 2008, 05:06 PM) [...]if current range and life is 3300 m and 12.5 seconds (i dont know, im guessing) than the launch distance can be up to 3300 + your speed x 12.5 seconds = about 4100+ at top speed. On the other hand, if range and life were 3300m and 25 seconds, the launch distance can be up to 3300 + your speed x 25 seconds = about 4900+ at top speed.
Death3D wrote:QUOTE (Death3D @ Jul 1 2008, 02:40 PM) lowering launch speed drastically but incrementing lifespan
We could even make them dive bombs (a la GT, IIRC). Make them have 0 accel, but a long lifetime. Most Hvy bombers (iirc) move at ~85 mps so bomber must start moving (in a straight line and aimed toward the base) before firing, otherwise the projectile (which for this example would have a 40 sec lifetime) wont reach the 3400m range.

Of course, then there's to balance the fact that the projectiles will move SUPERSLOW and will be easily shot down or absorbed by ints or whatever, but that speed thing can be tweaked with a little accel.

QUOTE (other points in support)· it gives the D a tad more time to get to where the bombers have ripped to and start smashing a few
· bombers have to get up to an adequate speed before starting to launch
· makes it be a little more awareness dependant (bomber pilots must start moving at the base before clicking, etc).
· make XRM racks be extra heavy to make the speed-up process even more slow, without hampering regular hvy bombers bombing.[/quote]
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Kltplzyxm
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Post by Kltplzyxm »

Ramaglor wrote:QUOTE (Ramaglor @ Jul 1 2008, 03:33 PM) Well Mr. K, I don't know what the exact time would be between TP2 attacks. A team with a miner could pull in an attack per load.... a team that has no miners could get $4000 in 8 minutes just by payday, or they could get it in 4 minutes or less if they have good cash scouts. So if it cost 50% more that would be 12 minutes and 6 minutes respectively. It would also mean that the very first attack would be delayed another 2 minutes or so.
Its fine if you dont' know exact times, but think coming up with ballpark estimates helps. Anybody else got anymore guesses?

#1: So think of it this way... you would then have 12 minutes to get your @#(! together vs. 8 minutes before. Do you think 12 minutes is enough time to recoup?

#2: Costs per rack/time til next tp2 will be meaningless if the SUP team is flush with cash. Push button pay big cash, win.
Clay_Pigeon
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Post by Clay_Pigeon »

My theory is that once ints are brought out of the stratosphere (maneuverability wise), XRM will be unnecessary.

If we must keep it, make it anti-shields only -- you use XRMs to soften up a target, not to kill it.
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HSharp
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Post by HSharp »

[following post does not include Bios]

Try to look at it from the sup's POV, the only way sup can kill bases is using bombers and figbbrs, exp can use HTT and Bombers and Tac gets Stealth Bombers and SY get caps.

There is a limit to how effective ac3, srm ab3 bombers are against tac and exp, bombers have the high sig which means that its easy to see where a bomber is coming from and camp it up, HTTs and stealth bombers on the otherhand have very low sig which means you cant tell where they are going to strike next. Not to mention HTTs and then SBs are actually cheap compared to getting effective xrm runs. To get XRM runs you need starbase, tp1 research, bomber and heavy bomber research, a sup, xrm1 research, upped sup, tp2 and all this is pretty $#@!ing expensive compared to tac needing bomber, tac, adv tac + sf + sb and exp needing exp, adv exp, TT, HTT + SRM EMP (with sig ga as well to make HTTs even more stealthy).

If a team can afford to get xrm tp2 then its the other team which should be removed for being stupid enough to let the other team get it. Also as you all know XRM can be dissalowed in the game by removing SY (which only hits sup and SY techpaths really).

[/Bios exclusion]

Now with Bios it is different because bios get it cheap and easy with tp2 xrm being possible around 30mins very cheaply and they can do it more stealthily then anyone else, so if you want to nerf xrm you should only nerf it for Bios
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Sushi
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Post by Sushi »

I like the idea of making them somehow easier to shoot down (bigger/slower).

That, or provide an effective counter. Maybe make it so that emp mines can take out incoming missiles (like EoR does)? /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

But then again, I'm not entirely convinced that XRM needs a nerf... it's pretty expensive, and generally a late-late game tech anyway. (Looks like HSharp beat me to that point).
Last edited by Sushi on Tue Jul 01, 2008 10:46 pm, edited 1 time in total.
beeman
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Post by beeman »

Raveen wrote:QUOTE (Raveen @ Jul 1 2008, 03:32 PM) Make XRMs bigger and easier to shoot down?
Most realistic to me...make 'em easier targets so you'll take it in the $$$ if they get shot down.
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Kltplzyxm
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Post by Kltplzyxm »

+1. I find the idea of shooting down bigger XRM's fun. It's like a penalty shootout in football, but the whole team is the goalie. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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