phoenix1 wrote:QUOTE (phoenix1 @ May 7 2009, 10:40 AM) 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.
repeat.... 'enable' heavies once you have basic sup and Adv Exp, 'cause making them more expensive in Exp isnt going to force people to find an alternate endgame. So for HInts you need second techbase ($8 - $20K) plus pay for the upgrade (depending on faction). If both teams have Adv Exp and sup, then its not such a stretch to mine for Figbees because you already have sup online.
HTT's will have a better chance against standard ints on an Adv Exp vs Adv EXP game, and teams willhave to work harder to defend. It also means scouts are not insta vaped at least until the opposing side has sup.
Wheres the holes in this proposal?