I hate EXP

Tactical advice, How-to, Post-mortem, etc.
apochboi
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Location: Dundee, Scotland

Post by apochboi »

Question are XRM antibase useless now. If they are it's not something im scared of perking.
MrChaos
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Post by MrChaos »

brood is a whore and you are $#@!ing with his meal ticket
Ssssh
Archangelus
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Location: Paradise City

Post by Archangelus »

I do believe pug´s should have more weird tactics. Like TFah tac, bios sy rush, etc. Playing a pug where someone goes exp 99% of the time, is just boring.
Whenever you´re playing you´re almost sure that if you´re not fighting in ints, you´re combating then.
Last edited by Archangelus on Thu May 07, 2009 12:41 am, edited 1 time in total.
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HSharp
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Post by HSharp »

It's hard to say how effective XRM AB's are anymore because you rarely see anyone even attempt it anymore but FigBee's have raised in popularity. I shall try xrm's in the next games I command to see if it's a waste of money or not.
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apochboi
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Post by apochboi »

It's good that figbees have come into play. I do feel Exp needs nerfed.
zombywoof
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Post by zombywoof »

Ok, here's the deal: it isn't that exp is overpowered, it's that once one side gets ints the other side practically needs ints. This is because people prefer flying around shooting at other players than miners. Why this is the case? I have no clue.

Sup can beat Exp. It can do it handily. Yes, even IC exp can be beaten by sup, but it requires dedicated, careful miner offense and the proper use of carriers... and maybe shipyard for end game. The problem is that while sup can beat exp, it costs a metric $#@!ton more money for sup to get the tools it needs to beat exp than it does for exp to get the tools it needs to beat sup, namely mini-2 heavies.


EDIT: in other words, exp as a techpath isn't too powerful, ints themselves are the problem. If it's anything about the ints, it's that it's cheaper to get effective ints than it is to get effective figs.
Last edited by zombywoof on Thu May 07, 2009 12:41 am, edited 1 time in total.
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MrChaos
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Joined: Tue Mar 21, 2006 8:00 am

Post by MrChaos »

yep it's the fact that exp is over powered and has the weakest end game tech


edit: nope to yep
Last edited by MrChaos on Thu May 07, 2009 12:42 am, edited 1 time in total.
Ssssh
dashredda
Posts: 172
Joined: Wed Feb 04, 2009 4:44 pm

Post by dashredda »

Lower the money settings.

Lower the money settings.

Lower the money settings.

Lower the money settings.

Lower the money settings.

Do not launch a game on anything above med/med, low/low is preferable.



For $#@!s sake, seriously.

Lower the money settings.

The lower the money settings are, the higher quality of a game.
and you'll be much less likely to experience what you described in the future
if you lower the money settings


so lower the money settings
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Broodwich
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Post by Broodwich »

the only time i have seen xrm work was against a regular techbase that still had its shields down after planting since you nerfed it beyond crap. It took 15 xrm bombers and it barely died. it is a waste of money
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Kltplzyxm
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Post by Kltplzyxm »

The fact of the matter is that flying ints is $#@!ing fun! I would rather lose flying a mg3 hvy int than getting podded more often (tho have a bigger intention toward winning) with sup or tac. I think I'm not alone here.

Secondly, getting podded is annoying. Ints have the best chances at survival by winning or running away in an engagement.

Thirdly, PUG teams these days are full of retards and so folks start flying for their own enjoyment. At least with an int you blow more @#(! up by yourself rather than pulling your hair out trying to get the rest of the team to do something productive.

Fourthly, other players tend to go pop faster usually in an int.

Fifthly, it is more fun sneaking around in an int than in an SF and to be able to run away with boosters. Belts SF have boosters but theirs is nowhere near as fun.

When it comes to an SG, the team has a mindset of doing what it takes to win (at least they should) - so the circumstances are different most of the time.

I wonder if increasing int ship sizes across the board will be an effective nerf while leaving everything else alone. hrmmm.
Last edited by Kltplzyxm on Thu May 07, 2009 12:48 am, edited 1 time in total.
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