Hrm... Another slightly weird idea, taken from Compellor and his Shivan faction thread.
How about giving ints the "Relay Lead Indicator" tag, but no lead indicator themselves? An int's scan range is fairly short, so it wouldn't be much, but if you had two ints, they would give each other lead indicators on whatever they could see. Would make Ints better in numbers (More stuff with lead indicators, etc).
I do like the scout relay lead indicator thing a lot, though, since it is, well, a scout. It's what it does. (See BSG core - Does the same thing)
Technoflux Lead Indicators
I like the idea of the adv/hvy scouts relaying it. This would also mean if there is a swarm of voobs coming at you, you could take out the scout first so they resume flying in circles.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
Perfect!Icky wrote:QUOTE (Icky @ May 20 2009, 08:17 PM) I like the idea of the adv/hvy scouts relaying it. This would also mean if there is a swarm of voobs coming at you, you could take out the scout first so they resume flying in circles.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
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BobtheHobo
- Posts: 117
- Joined: Fri Mar 30, 2007 11:05 pm
As a player who can't aim at all I like lead indicators.
What really separates a voob from a vet is the ability to realize your enemy has a lead indicator and to deal with it. The lead indicator is based on a ship's velocity, the solution then is to accelerate. If you change your velocity rapidly enough then aiming at the lead indicator becomes a hindrance and not a help.
Frankly, I'm all for making noobs better at the game. I know you guys like massacring them in wave after wave but the less difference between the abilities of a noob and a vet the less stacks matter and the more fun those noobs have. Speaking from personal experience, it's not fun going after the enemy miner again and again only to be mowed down by Brood.
I'd support all ships having lead indicators instead of taking away TF's if you really think they make TF too strong.
What really separates a voob from a vet is the ability to realize your enemy has a lead indicator and to deal with it. The lead indicator is based on a ship's velocity, the solution then is to accelerate. If you change your velocity rapidly enough then aiming at the lead indicator becomes a hindrance and not a help.
Frankly, I'm all for making noobs better at the game. I know you guys like massacring them in wave after wave but the less difference between the abilities of a noob and a vet the less stacks matter and the more fun those noobs have. Speaking from personal experience, it's not fun going after the enemy miner again and again only to be mowed down by Brood.
I'd support all ships having lead indicators instead of taking away TF's if you really think they make TF too strong.

Will nan for food.
I don't think any ship has enough accel while strafing to do that, also when killing miners I don't think you can kill one going at let's say 100 mps + unless it's a dreg adv miner (?)
QUOTE Frankly, I'm all for making noobs better at the game. I know you guys like massacring them in wave after wave but the less difference between the abilities of a noob and a vet the less stacks matter and the more fun those noobs have. Speaking from personal experience, it's not fun going after the enemy miner again and again only to be mowed down by Brood.[/quote]
I'm all for making noobs better at the game, but by their own means, so you have cadet one and two plus ACS.
QUOTE Frankly, I'm all for making noobs better at the game. I know you guys like massacring them in wave after wave but the less difference between the abilities of a noob and a vet the less stacks matter and the more fun those noobs have. Speaking from personal experience, it's not fun going after the enemy miner again and again only to be mowed down by Brood.[/quote]
I'm all for making noobs better at the game, but by their own means, so you have cadet one and two plus ACS.
Make Allegiance Great Again
Guys your looking at it the wrong way, it's worse on newbies for TF to have the lead indicators, the ones with the lead indicitors will not learn how to aim, and the newbies without the lead indicators will get shredded in an unfair fight, (0)'s with TF ints/enh figs vs (0)'s of any other factions ints or enh figs and my money is on the TF newbies.
The relaying lead idea sounds interesting.
However I do think that with removing the lead indicator the ROF for TF needs an increase, this will make them slightly more deadly and they won't have to rely on shooting from long range to get thier kills as they generally do now.
The relaying lead idea sounds interesting.
However I do think that with removing the lead indicator the ROF for TF needs an increase, this will make them slightly more deadly and they won't have to rely on shooting from long range to get thier kills as they generally do now.
I think this requires a code change, unless you don't mind lead indicators on all ships, advanced or not (including other scouts). AFAIK there is no way to say "this ship gets no lead indicators, even if relayed from another ship".spideycw wrote:QUOTE (spideycw @ May 20 2009, 09:02 AM) I think that is one kick ass idea personally!
I think the focus on teamwork this brings is a great idea. On one hand a heavy int at the end of the day is a heavy int lead indicator or no. But with a scout nearby it will become a much better heavy ints for noobs!
Fantastic suggestion
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
No one was suggesting they do. The idea was that having an adv/heavy (I'm leaning towards heavy only) scout nearby would relay a lead indicator. Spidey was just using heavy int as an example.

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.
I think it would be better to do that for all factions, not just TF. It certainly fits the theme of "stop scouts from being whore ships and turn them into more effective support craft instead".phoenix1 wrote:QUOTE (phoenix1 @ May 20 2009, 08:56 PM) No one was suggesting they do. The idea was that having an adv/heavy (I'm leaning towards heavy only) scout nearby would relay a lead indicator. Spidey was just using heavy int as an example.
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented






