Hrmmm . .. bbrs are garrison. hvy int bombing? I know, I know, ab/ac ups, but the bbr is garr tech and you can have hvy bbrs and mini3 hvy ints and int bomb without any htts.spideycw wrote:QUOTE (spideycw @ Jul 24 2008, 02:21 PM) Sup has 2 endgame techs utilizing tp 2 Neonoob. Figbees and bombers so really we are just bringing them into line with the one's below.
Exp has 1 end game tech
Tac has 1 end game tech
Temp Removal of XRM-AB
I would like to hear some of the reasons people are voting yes
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.
I want to see the difference it will make in actual games.spideycw wrote:QUOTE (spideycw @ Jul 25 2008, 12:47 AM) I would like to hear some of the reasons people are voting yes
If things suck, it will just be changed back.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Ok, lets rather do this argument. TP2, XRM is teamwork. Loads of it to get the cash and loads of it to get everyone to get the bbrs and to attack one thing as a team.
Disguising a tp drop is extremely difficult.
I don't understand the need for this poll.
I've been in numerous games where tp2 failed, only because the team did not do it as a team or the defending team did do it.
So please don't bring this to the table, thank you.
Disguising a tp drop is extremely difficult.
I don't understand the need for this poll.
I've been in numerous games where tp2 failed, only because the team did not do it as a team or the defending team did do it.
So please don't bring this to the table, thank you.

02/08/09 08:32:33: goatporn@sysX (all): MTCIA
02/08/09 08:32:34: goatporn@sysX (all): LORLFL
02/08/09 08:32:41: goatporn@sysX (all): what
-
ShadowFox_
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QUOTE I would like to hear some of the reasons people are voting yes[/quote]
I would like to know how people are voting yes.
I would like to know how people are voting yes.
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
What about the factions that don't have XRM-AB? /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Edit - Added /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Edit - Added /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Last edited by Stingrae on Fri Jul 25, 2008 11:44 am, edited 1 time in total.

02/08/09 08:32:33: goatporn@sysX (all): MTCIA
02/08/09 08:32:34: goatporn@sysX (all): LORLFL
02/08/09 08:32:41: goatporn@sysX (all): what
Why? Turn it off with SY off. We can turn it off now. You want SY with tp2? Tie it to something else (I know, I know, code change).
xrm is extreme end game tech. is this any cheesier than SY tech fully pimped out? if we want to remove it temporarily, ok, but I voted not to remove. I know I don't play the number of hours others do, but it has never felt like a "push and win" button for me except with bios. tp2 hvy bbrs cloaking with xrm is truly cheese. that could be mitigated by increasing xrm sig perhaps?
otherwise, in my somewhat limited 3 years, I have seen tp2 fail as often as win. a good team that goes exp can use pps to find scouts or have hvy ints spread around critical bases (either at alephs to stop incoming scouts) or at critical points to be within striking distance of the drop to hit it prior to it activating. Tac can have sfs floating around bases to hit the tp2 with lrm3 prior to activation.
This seems to be the seminal point. Comms often do not counter tp2 properly or rally their teams to respond to tp2 properly. This seems to be getting better, bit by bit. 2-3 folks sitting in sector can stop a normal tp2 drop b/c of the distance to base. a 5-6k drop becomes exponentially more difficult, yes, but also requires additional assistance.
how many PU games have you seen ppl out searching for the tp2'er? I know when I drop, 9-10 times there MIGHT be 1 scout out, even on non-xrm drops.
ppl search much more thoroughly for sbs than for a tp2 scout, neh? change that. tp2 scouts can be dangerous. get them!
xrm is extreme end game tech. is this any cheesier than SY tech fully pimped out? if we want to remove it temporarily, ok, but I voted not to remove. I know I don't play the number of hours others do, but it has never felt like a "push and win" button for me except with bios. tp2 hvy bbrs cloaking with xrm is truly cheese. that could be mitigated by increasing xrm sig perhaps?
otherwise, in my somewhat limited 3 years, I have seen tp2 fail as often as win. a good team that goes exp can use pps to find scouts or have hvy ints spread around critical bases (either at alephs to stop incoming scouts) or at critical points to be within striking distance of the drop to hit it prior to it activating. Tac can have sfs floating around bases to hit the tp2 with lrm3 prior to activation.
This seems to be the seminal point. Comms often do not counter tp2 properly or rally their teams to respond to tp2 properly. This seems to be getting better, bit by bit. 2-3 folks sitting in sector can stop a normal tp2 drop b/c of the distance to base. a 5-6k drop becomes exponentially more difficult, yes, but also requires additional assistance.
how many PU games have you seen ppl out searching for the tp2'er? I know when I drop, 9-10 times there MIGHT be 1 scout out, even on non-xrm drops.
ppl search much more thoroughly for sbs than for a tp2 scout, neh? change that. tp2 scouts can be dangerous. get them!



