Honestly, my main fear with nerfing ints is that some vet players who prefer them now will find the whole game to be less fun, and leave, if ints are nerfed on the core that's played most of the time. >_> If that's the case, then it probably shouldn't be done at all. Perhaps other tech paths should be made more "fun to fly" in some way instead (since "fun to fly" is sometimes given as a reason why people like ints so much). 6_6
Edit: For my part, I can see the arguments about raising the sig (though HTTs also have a sig of 100%... certainly having ints with that sig means there's more opportunity for the whole run to be eyed, but it's not a huge nerf to the end-game). But I don't entirely see why a fuel nerf is bad... the main argument right now (I think) is that boosting far means ints can use their superior firepower, which is supposed to be defensive, for miner o, aggressive con pushes, etc. Nerfing their fuel makes it harder to go on the offensive with ints across more than one sector, but that doesn't nerf their defensive ability, and I am not sure I see why it makes pushing cons (as long as you're not doing it into a sector where there's already an enemy base) all that much more difficult. It also doesn't hurt their end-game all that much, I think, except perhaps forcing exp to get launch points closer to the enemy before ending the game, which is not a bad thing.
An Interceptor Poll
Exp gets a yield bonus so they can push adv cons yo! Mass bombers ftw!
I decided to relive the days gone by in my new blog.
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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?


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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.
Except the big about dorjan being jelly, that's just spidey's ego.


Back in those days when there was this discussion about dis3 going on, I think I proved with numbers that, dis3 wasn't overpowered and even a 100% accuracy dis3 would lose against the int.CronoDroid wrote:QUOTE (CronoDroid @ Mar 5 2009, 04:23 PM) I have not ONCE been defeated by a fighter that used a single galv in my interceptor. Nor have I ever seen a galv run kill the int defenders and then proceed to kill the base. But I have seen some of the best int whores in the game get torn up by Dis3, and dogfights involving Adv Figs with Dis3 against Heavy Ints with the Advanced Figs walking away intact and the ints...dead.
Make Allegiance Great Again
im sure if you added range, missles and the fact that ints have to dodge mp to get in range you would find a different answer
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
I have no problem with this Crono. Absolutely none. I think the way ints fly, and the damage they do is spot on. If anything I want to narrow the gap between exp and sup when it comes to caps. Sup kills caps too easily, and exp has too hard a time with it. No real reason for this.CronoDroid wrote:QUOTE (CronoDroid @ May 1 2009, 11:35 AM) In conclusion, no. I'm sorry if the people supporting this have been whored by ints before but that is the game. Exp is for whoring. Tac and Sup are for winning.
But:
Raising the int sig and nerfing their fuel load some will not take away their whoring. They'll just need to do it a bit closer to home, and won't be able to pounce on stuff uneyed so much anymore. Ints will still be the meanest murder machines of the small ships.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Wha...?Adept wrote:QUOTE (Adept @ May 1 2009, 03:05 PM) I have no problem with this Crono. Absolutely none. I think the way ints fly, and the damage they do is spot on. If anything I want to narrow the gap between exp and sup when it comes to caps. Sup kills caps too easily, and exp has too hard a time with it. No real reason for this.
Sup is the counter to capships... now I'm confused. Every techpath needs some form of a counter, and SY is, in fact, a techpath. So its counter is supremacy... where's the problem here? Or we could bring ints up to sup level and then SY would be bloody useless all around as Tac is also pretty damn good vs capships, if your com remembers to buy Killer2.

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
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CronoDroid
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You proved nothing.Buyo wrote:QUOTE (Buyo @ May 1 2009, 12:51 PM) Back in those days when there was this discussion about dis3 going on, I think I proved with numbers that, dis3 wasn't overpowered and even a 100% accuracy dis3 would lose against the int.
Do you even know how old Dis3 works? The point is with 100% accuracy you won't do @#(! against an int. The damage came from the 5m AoE, not from the Dis3, which is why it was overpowered. Because you did more damage the more you missed with it, therefore making crap pilots extremely powerful if they could use Dis3. Good int whores were getting kicked around by crap pilots. I don't care what you think about pros whoring on noobs, a good pilot SHOULD be better than a crap pilot, and Dis3 changed that. So that is why it was nerfed.
Let me dispel a myth: an int cannot boost three or two sectors, kill a miner and boost back home in time for supper. Not on the normal loadout anyway. If an int brings more fuel, he won't have enough ammo to deal with threats and have enough to finish the miner. Plus he still probably won't be able to boost all of the way back home, which wastes lots of time. They don't need to be able to do it closer to home. They shouldn't have to either.Adept wrote:QUOTE (Adept @ May 1 2009, 03:05 PM) Raising the int sig and nerfing their fuel load some will not take away their whoring. They'll just need to do it a bit closer to home, and won't be able to pounce on stuff uneyed so much anymore. Ints will still be the meanest murder machines of the small ships.
Ints are the only thing that make Exp good, they do not require any sort of a nerf. They are not too strong or versatile, figs and SFs can kill miners FAR better than ints can, Sup and Tac also ends games far better than Exp does. Exp as it is barely stands on its own. How many times does a team need to buy a Tac or a Sup to finish the game with Exp if the game is longer than 45 minutes? I would say 80-90% of the time. Therefore they need good ints to make up for this.
But ints actually KILL the miner. Do that with sup and fail and you're podded AND you didn't kill the miner.CronoDroid wrote:QUOTE (CronoDroid @ May 1 2009, 06:21 PM) Let me dispel a myth: an int cannot boost three or two sectors, kill a miner and boost back home in time for supper. Not on the normal loadout anyway. If an int brings more fuel, he won't have enough ammo to deal with threats and have enough to finish the miner. Plus he still probably won't be able to boost all of the way back home, which wastes lots of time. They don't need to be able to do it closer to home. They shouldn't have to either.
You tell me, what's better.... be 'useless' for less time (pod speed < int speed) and have the enemy have one less miner more often than not, or be useless (podded because you tried to kill miner in a fig) for more time (pod speed ftw!) and still have the enemy miner mining?
Sure if the other team lets you!CronoDroid wrote:QUOTE (CronoDroid @ May 1 2009, 06:21 PM) Ints are the only thing that make Exp good, they do not require any sort of a nerf. They are not too strong or versatile, figs and SFs can kill miners FAR better than ints can
Exp will be able to do that easily. What about the other team that decided to go sup? Will it be able to mine to even get their own adv tech?CronoDroid wrote:QUOTE (CronoDroid @ May 1 2009, 06:21 PM) How many times does a team need to buy a Tac or a Sup to finish the game with Exp if the game is longer than 45 minutes?
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CronoDroid
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Please tell me how Figs can kill miners better than ints. I'll give you that tac is pretty good at the only thing it was designed for, and disregard the possibility that Hvy Ints can kill defended miners even better than Adv SFs.CronoDroid wrote:QUOTE (CronoDroid @ May 2 2009, 12:53 AM) I must've missed the change, now Sup and Tac can't kill miners it seems.
Also my work here is done, apparently Ints will always kill miners regardless of enemy defence or any other factor!
