A tp scout can hide 12k out then make his run in and drop and that you cannot stop. Your only hope is that you can kill it in time while he is nanning it and avoid his mines.
Also Juckto I meant those who vote "WE SHOULD TAKE THEM OUT" in case you are confused about what the yes option is
Temp Removal of XRM-AB
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.
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Dark_Sponge
- Posts: 386
- Joined: Sun Dec 23, 2007 4:43 am
Have you heard of a figbee?Dark_Sponge wrote:QUOTE (Dark_Sponge @ Jul 24 2008, 10:56 PM) I'd like xrms to stay in. TP2 is the only endgame strategy that requires 2 upped bases. It should be tough to stop.
Nerf it some more but leave it in.
How about Giga Shipyard?
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.
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WhiskeyGhost
- Posts: 1014
- Joined: Wed Dec 06, 2006 9:15 pm
- Location: Gulf Coast, guess which one?
I said remove em. I'd like to see what happens more then anything, but mostly, i'd like to see some new strategies for Sup against Hvy ints w/mini3 that work reasonably well on a level field without resorting to needing XRM.
I don't recall seeing more then 1 or 2 games where sup w/sy off won, and beat maxed out Exp without resorting to another tech path (or being horribly stacked).
I don't recall seeing more then 1 or 2 games where sup w/sy off won, and beat maxed out Exp without resorting to another tech path (or being horribly stacked).
Last edited by WhiskeyGhost on Fri Jul 25, 2008 4:09 am, edited 1 time in total.
The only times I found it overly difficult to set up a tp2 drop has been when flying reg/adv scouts while the enemy is actively searching with adv/hvy scouts. And even then, its perfectly possible, especially with multiple veteran tp2 scouts.
Also a fully upgraded sy is 15k(the base) +10k + 15k + 20k + 25k (class upgrades)= 85k for battleships, plus you have to factor in shipspeed, large sheild 2+3, skycap through longtom..... so total cost for "unstoppable" battleships will put you back over 110k, plus 10k per ship, along with the corvettes, carriers, and frigates that people have wasted.. Meanwhile, if you are going tp2 xrm, you already have an upgraded supremacy, so its 10k (starbase)+ 10k (hvy bombers) + 10k (tp1 +2) + 10k (xrm 1 +2) = 40k, relatively unstoppable in a pickup game, and even if you add in hvy scouts, and 15 hvy bombers, thats still only half the cost of your battleships.
Also the only thing i've seen battleships used in a regular game was for turtle breaking. If you can break a turtle with tp2 scouts with a faction other than bios, you probably didn't need to use tp2.
Also a fully upgraded sy is 15k(the base) +10k + 15k + 20k + 25k (class upgrades)= 85k for battleships, plus you have to factor in shipspeed, large sheild 2+3, skycap through longtom..... so total cost for "unstoppable" battleships will put you back over 110k, plus 10k per ship, along with the corvettes, carriers, and frigates that people have wasted.. Meanwhile, if you are going tp2 xrm, you already have an upgraded supremacy, so its 10k (starbase)+ 10k (hvy bombers) + 10k (tp1 +2) + 10k (xrm 1 +2) = 40k, relatively unstoppable in a pickup game, and even if you add in hvy scouts, and 15 hvy bombers, thats still only half the cost of your battleships.
Also the only thing i've seen battleships used in a regular game was for turtle breaking. If you can break a turtle with tp2 scouts with a faction other than bios, you probably didn't need to use tp2.
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
QUOTE We don't need to save our thingy.[/quote]
I vote yes because constant change keeps the gameplay fresh. Also, figbees are underused.spideycw wrote:QUOTE (spideycw @ Jul 24 2008, 02:47 PM) I would like to hear some of the reasons people are voting yes
Also, so that I don't have to hear you whining about it anymore ... /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
Last edited by cashto on Fri Jul 25, 2008 4:20 am, edited 1 time in total.
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
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CronoDroid
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Make XRM cost 50k? 25k? Obviously we're going to take it out and test, tho.Ramaglor wrote:QUOTE (Ramaglor @ Jul 24 2008, 11:13 PM) its 10k (starbase)+ 10k (hvy bombers) + 10k (tp1 +2) + 10k (xrm 1 +2) = 40k, relatively unstoppable in a pickup game, and even if you add in hvy scouts, and 15 hvy bombers, thats still only half the cost of your battleships.
Mmm . .brainstorming, move xrm to SY?





