phoenix1 wrote:QUOTE (phoenix1 @ Aug 23 2009, 01:27 PM) To put this kindly: Spidey just mined his home and half a sector and won AT. I'll be back with how insanely op Bios is after some calcs
phoenix1 wrote:QUOTE (phoenix1 @ Sep 21 2009, 09:13 AM) As a side note, why is it every time I win someone makes a CC thread about nerfing whatever it is I used? (p.s. this is a joke it's only happened twice)
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
There's a lot of comments in here of what to do, but few reasons of why to do it.
I'm not yet convinced that we need to change PPs, or that the changes we make will have any effect on gameplay. If you want a change to PPs then please include why you feel they should be changed and how you think the changes will improve balance.
Please do NOT change them. PPs work fine as is, like most of the things that Adept suggests changing.
PPs are a nicely balanced double edged-sword. The exp team that buys them risks having them used against them on HTT runs. They are fine on interceptors. One PP is not really enough to drop, eye an SF, run him down, and kill him if the SF has any kind of clue. It IS enough to scare him off or deter solo runs on miners. If an int wants to carry more than one, then its a sacrifice of fuel or ammo, which is pretty major.
The real issue when you are tac are scouts dropping them to hunt down your SBs/SFs, and Adept's suggestion does not address that.
Do. Not. Touch.
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
I agree with icky wholeheartedly. It is definitely possible to attack miners with SFs and it's definitely possible to SB vs PPs. Sure, it takes talent, and patience, and teamwork, but that's how allegiance is supposed to work.
Exactly! It's hard to bomb vs heavy ints too, should we nerf them some more? Also it's too hard to get through proxed alephs and defend against large galv runs!
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
Speaking as a scout pilot, once the enemy team has pp you can pretty much give up probing, the stuff will die faster than you place it. If both teams have pp then the game becomes Blindman's Bluff.
Perhaps EWS probe 2 can follow ss2, and be put in garrison?
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
The deprobing issue is partly because PPs have half the load space as a regular EWS probe. Meaning a basic scout carries 1 EWS per slot, but 2 PPs per slot. This makes it super easy to spam them with a scout. If you get hvy scouts, its 4 PPs to a slot. It is possible to change this so that PPs are one to a slot on both scouts and ints. Hvy scouts would then only carry 2 to a slot, but thats an acceptable perk due to the cost of buying hvy scouts.
EWS 3 also carries two to a slot, but its specific to Adv. Sup.