Temp Removal of XRM-AB

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fuzzylunkin1

Post by fuzzylunkin1 »

Before, Fuzz was going to say:

"Second thoughts, maybe people that let the enemy get XRM should die by XRM."
Zwitter
Posts: 277
Joined: Wed Aug 18, 2004 7:00 am

Post by Zwitter »

I've only ever seen XRM and TP2 used by themselves a couple of times. XRM on some bomber runs as the first rack, then when they run out your close enough for the SRMs probably. I've seen that happen maybe twice. And the last game I commed my team did a TP1 drop with PTBs.

So they're both useful *by themselves*, but they're hardly ever used seperately, and obviously the problem at hand is that when combined it is some serious @#(!. Going on a TP2/xrm run is fun, being on the receiving end is total @#(! because there's literally nothing you can do once it happens.

So yeah, I'd have to say that XRM either needs a serious nerf or removal. I said otherwise in some other thread, but I've changed my mind since then. There is literally no way to stop an XRM run once all the bombers are in, and right now that's the ONLY thing XRM is used for, and the only thing TP2 is used for, even though it's useful for lots of other crap. If XRM gets removed maybe we'd start seeing more interesting uses of TP2 drops.


X_Avenger_X wrote:QUOTE (X_Avenger_X @ Jul 26 2008, 07:00 AM) I dont understand a lot of people in this thread, its perfectly viable to tp2 without XRM AB, you just need to be a little more thoughtful about where you drop, and how you drop.

In respect to how to tp2 without XRM AB ... heres a few clues for some of you:
> Uneyed drops in blind sectors or behind asteroids where the base is close
> Aleph drops
> Dual tp2 runs in same sector, or on another target entirely
> Decoy tp2s
All increase you chances of a probe living long enough to rip your fleet of bombers in.

The role of heavy bombers in TP2 drops are to give you that extra survivability ... it takes forever to solo one even with a Mini 3 Heavy Int.
This is correct, as this is what my team did in the TP1 @#(! I mentioned. They did two TP drops, one in the sector with the garrison, the other int he sector with the sup. The sup one was eyed immediately and destroyed, while my team ripped to the other one then flew through the aleph into the sup sector and blew it up. Was pretty funny to watch.
Jazel
Posts: 194
Joined: Thu Aug 18, 2005 7:00 am

Post by Jazel »

Death3D wrote:QUOTE (Death3D @ Jul 26 2008, 03:12 PM) Yes, if you up the speed on figbombers just a tad.

Edit: On second thought, if you remove XRM and force people into figbombing or sbing or whatever, what is the role of Hvy bombers now? I see their usefulness against Tac, but everywhere else, why use it if you can figbomb?

I believe these ALL need a new role assignment.
Hvy bombers can last a little longer against a smaller defense. They can mount 5 missiles per rack instead of 4. They can use aleph resonater. I think it has less signature than regular bombers. They'd still have their uses, so it wouldn't be THAT bad if XRM was nerfed or disabled.
My god, I used to have hair.
redavian
Posts: 159
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Location: Liverpool, England

Post by redavian »

hvy int bombing works fine and they dont (cant) use xrms



edit:
without a sup anyway, and that doesnt happen much
Last edited by redavian on Fri Aug 01, 2008 11:11 am, edited 1 time in total.
zecro
Posts: 913
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Location: Redmond, WA

Post by zecro »

I voted to disable on the basis that, should sup be too heavily nerfed by this, they will be returned.

Also, I support leaving them but in a nerfed form because of Fuzz was going to say "Second thoughts, maybe people that let the enemy get XRM should die by XRM."
fuzzylunkin1

Post by fuzzylunkin1 »

It looks like the general consensus is "Nerf them"?
Psychosis
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Location: California

Post by Psychosis »

I think that leave them with the cost for missles, it makes it tougher.

nerfing them is a mistake
ImmortalZ
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Location: India
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Post by ImmortalZ »

IB/Aeris' idea is nice. But the problem is that once you make them viable targets for shooting down, it works differently in PUGs compared to SGs. Suddenly, XRM will become much easier to stop in SGs with pilots who can slice people boosting by them at 300mps compared to the average PUG with two people who can aim well enough to shoot down pilots, let alone missiles.

I hope that makes sense.
Psychosis
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Location: California

Post by Psychosis »

what immz is trying to say, your change is effective in PUgames, but risks making this tech absolutely worthless in squadgames.
Ramaglor
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Location: Seattle

Post by Ramaglor »

Is that a problem though?
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
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