CC_03

Development area for FreeAllegiance's Community Core.
guitarism
Posts: 2240
Joined: Fri Jan 27, 2006 8:00 am
Location: Richmond

Post by guitarism »

But changing some thing just for the sake of "trying it" isn't community oriented. Its oriented around one or two people. Your nerfing a whole strategy line in a huge manner. I doubt most people even know this is going to be happening next release.
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
CronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forum
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
Andon
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Location: Maryland, USA
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Post by Andon »

The manner in which XRM was 'removed' is something that is easily reversed. We don't go into ICE and hit the 'delete' button - We simply put it so it can't be accessed. If it does prove to be unbalancing, then it is something that can be changed in 5 minutes and sent to TE
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Kltplzyxm
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Joined: Thu Apr 12, 2007 4:36 pm

Post by Kltplzyxm »

I dunno. The per rack cost for XRM was seeming to be working ok to me. We're going from I would just up the cost if it's still too much right now and removing seems a little drastic.
Ramaglor
Posts: 687
Joined: Sun Aug 28, 2005 7:00 am
Location: Seattle

Post by Ramaglor »

The people who are most able to talk about the balance of XRM are commanders and tp2 scouts. Of our top 2 commanders, one has been very vocal about xrm's removal, and the other is presiding over its removal. As a tp2 scout, I can say that it's bloody hard to stop xrm, especially with a bit of patience a tp2 scout can get pretty much anywhere so long as the game isnt completely one sided. Also, I have seen figbees work perfectly many many times, and I have seen teams with players and commanders who are actually good pull off hvy bomber srm runs with tp2.
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QUOTE We don't need to save our thingy.[/quote]
spideycw
Posts: 7512
Joined: Sun Jul 06, 2003 7:00 am

Post by spideycw »

guitarism wrote:QUOTE (guitarism @ Oct 17 2008, 09:19 PM) http://www.freeallegiance.org/forums/index...showtopic=43233

I think the bottom line is something along "we want to see what this will do to sup endgame." At least thats what it feels like. We already used a nerfbat on them by making them $$ per rack, now we'll just do without them completely.

Expect to see more EXP vs EXP games again.
We know what it will do to sup endgame.

I am confused as to how this will lead to more Exp vs Exp games?
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apochboi
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Location: Dundee, Scotland

Post by apochboi »

guitarism wrote:QUOTE (guitarism @ Oct 18 2008, 07:04 PM) But changing some thing just for the sake of "trying it" isn't community oriented. Its oriented around one or two people. Your nerfing a whole strategy line in a huge manner. I doubt most people even know this is going to be happening next release.
This one or two people you speak of is absolute crap. I refer you to the POLL which was taken by the whole of the community might i add the poll went on for 3 weeks and then I closed it after interest faded on that poll. The poll showed a majority support for removing(disabling) XRM AB missiles, Granted it was only one extra vote. We (The CC team) Decided that we would go along with said majority and trial a removal of XRM antibase missiles. No one said this was perm and it can be easily reversed. In the Poll thread, you choose not to post in it your feelings at the time the issue was being discussed. You cannot hold us accountable for you not getting involved. It's the responsibility of the (ALL) of the communitys most active players to be apart of decision making of the community core. Polls are there for a reason to give everyone a voice, these forums are here to discuss relevant issues as they arise.
Mr. Kltplzyxm wrote:QUOTE (Mr. Kltplzyxm @ Oct 18 2008, 07:13 PM) I dunno. The per rack cost for XRM was seeming to be working ok to me. We're going from I would just up the cost if it's still too much right now and removing seems a little drastic.
A decision had to be made. If it doesnt work, if there is alot of complaints we will have a replacement out as and when any issues arise. We may if said issues arise go back and look at increasing cost per missile.
sambasti
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Joined: Wed Mar 26, 2008 12:55 am
Location: the SF hiding in your home

Post by sambasti »

If the removing causes unbalance, and XRM needs to be returned in some way, give it a 3k range instead of the 4.5k it is right now. If a commander can get xrm tp2, then he can probably afford 7500 for 10 bombers and a drop.

Please note that I'm not saying that removing XRM was wrong. Im to new to judge that. (Although it does seem unstopable)
Psychosis
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Joined: Wed Oct 27, 2004 7:00 am
Location: California

Post by Psychosis »

Please add DEB back to this release
DasSmiter
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Location: Stillwater, Oklahoma

Post by DasSmiter »

I know i'll be comming more exp games this time around, f/b are gonna be shredded unless some kind of PU game miracle happens and it turns into a squad game
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guitarism
Posts: 2240
Joined: Fri Jan 27, 2006 8:00 am
Location: Richmond

Post by guitarism »

We discussed this on TS before SG's. Seriously. Please don't remove it.
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
CronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forum
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
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