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Drizzo
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Joined: Mon Mar 28, 2005 8:00 am

Post by Drizzo »

What would be the consensus on playing with boosters right now?

In the case of early game, perhaps giving all factions Light Booster to start off with, nerfing the top speed of it by 10%, and increasing the costs of Hvy Booster/Cruise booster by 1250 credits each respectively. This actually gives players a bit more early game utility, gives a useful, but not game breaking perk to TF now that the lead indicators are gone.

Cruise Booster is marginally better then Booster 2. When racing another giga lxy fig with booster 2 while I mounted Cruise booster, I marginally beat that player.

Hvy booster. Okay seriously right now it's a bit too powerful. I know the idea here is that it gives figs the chance to be ints, but do you really want to homogenize everything? Either buff booster 1, Give Exp special Afterburners/Boosters (Guess what, it worked out amazingly well for EoR), or nerf the top speed of Hvy Booster. Fighters should not be able to run away from interceptors by holding down on the boost button.

Right now end-game sup feels like Ints with shields, missiles, and a short rip time, and that's mostly because of hvy booster.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
Shizoku
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Post by Shizoku »

My grief with hvy boost is how much faster it allows figs to accell than ints. Makes stopping galv runs very difficult.
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Broodwich
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Post by Broodwich »

i feel this should be at least partially covered by the r5 fixing of the accel ga. However doubling the price of hvy boost to the standard 5k considering its uberness i wouldnt object to. That or requiring starbase
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Vlymoxyd
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Post by Vlymoxyd »

I'd personally just remove hvy booster or at least seriously nerf its fuel consumption. I think the tech itself is wrong and a higher price wouldn't fix it.

Exp used to slaughter sup, but now, figs can not only fight ints, they can ignore them in any fight that matters. Hvy int bombing used to be awesome, but ints can't catch figs anymore, so it's much weaker than it used to. Shiz is right about galv runs, you can hardly stop figs with ints anymore unless you prox the aleph and camp. But even if you do that, the figs can just move out of the minefield and hvy boost their way unharmed toward the enemy base.

I think a fuel consumption nerf could make sense: It'd make hvy boost very usefull vs ints and in dogfights, but it wouldn't be really good for travelling. There'd be a reason to load boost3.
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Adept
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Location: Turku, Finland

Post by Adept »

Vlymoxyd wrote:QUOTE (Vlymoxyd @ Oct 7 2009, 09:51 PM) I think a fuel consumption nerf could make sense: It'd make hvy boost very usefull vs ints and in dogfights, but it wouldn't be really good for travelling. There'd be a reason to load boost3.
Either this, or remove. It's just too good.

Lite booster as starting tech, and as the booster for lite ints / basic figs is an interesting idea. Probably hard to balance.
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Drizzo
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Post by Drizzo »

Adept wrote:QUOTE (Adept @ Oct 7 2009, 05:52 PM) Either this, or remove. It's just too good.

Lite booster as starting tech, and as the booster for lite ints / basic figs is an interesting idea. Probably hard to balance.
No no no

Light booster in addition to booster 1.

As in you don't have to find it/buy it.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
Clay_Pigeon
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Post by Clay_Pigeon »

Do we have any gameplay stats on sup victories since 06 was released. I'm of the suspicion that a series of small sup perks over time has resulted in sup being a lot stronger than intended.
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Adept
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Post by Adept »

Drizzo wrote:QUOTE (Drizzo @ Oct 8 2009, 01:38 AM) No no no

Light booster in addition to booster 1.

As in you don't have to find it/buy it.
I wouldn't mind, I'd use it for GT and Rix starting fighters at least. Would Giga get it for free as well?

@Clay, remember how little play sup got as primary tech before the tweaks. Things feel much better now, and it's not like the combat power of ints has gone down any. At least I feel the game is more interesting now than before.
Last edited by Adept on Wed Oct 07, 2009 11:37 pm, edited 1 time in total.
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Drizzo
Posts: 3685
Joined: Mon Mar 28, 2005 8:00 am

Post by Drizzo »

Adept wrote:QUOTE (Adept @ Oct 7 2009, 07:35 PM) I wouldn't mind, I'd use it for GT and Rix starting fighters at least. Would Giga get it for free as well?

@Clay, remember how little play sup got as primary tech before the tweaks. Things feel much better now, and it's not like the combat power of ints has gone down any. At least I feel the game is more interesting now than before.
Sup is already the tech path of choice for winning games. Expansion isn't even competitive anymore.

Tacspansion doesn't even exist, it's easier to just get hvy ints and figbbrs. Or skip the hvy ints and just get figbbrs.

It's not like the game got anymore interesting, things have just been shifted to a point that you like.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
Parasitism
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Post by Parasitism »

Drizzo wrote:QUOTE (Drizzo @ Oct 7 2009, 07:47 PM) Sup is already the tech path of choice for winning games. Expansion isn't even competitive anymore.

Tacspansion doesn't even exist, it's easier to just get hvy ints and figbbrs. Or skip the hvy ints and just get figbbrs.

It's not like the game got anymore interesting, things have just been shifted to a point that you like.
True enough, IIRC Ints were designed as shortrange fast fighters.
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