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

Post by Drizzo »

I actually think that you could refine the game's current balance if you could A) Find someway to scale galvs, and B) Nerf/Remove hvy booster.

Then in terms of Tac Sup Exp, things would be brought closer to the coveted ground of harmony.
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.
Broodwich
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Joined: Fri Oct 19, 2007 3:48 am
Location: Raincity

Post by Broodwich »

imo the problem with exp is commanders and pilots are not aggressive enough with it. The coms dont expand (you'd think the expansion part of the techpath name would help) and the pilots pretend they are good at whoring and dont kill miners.
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Valiance
Posts: 561
Joined: Sun Nov 30, 2008 4:06 pm

Post by Valiance »

I know exp is meant to have the worst endgame, but can we please perk HTTs just a little. ATM they are pretty much a joke; I barely ever see a game ended by them; most teams would prefer to int bomb or buy another techbase and get another type of endgame. Which is a shame because HTT runs are extremely fun imo. I wouldnt want them perked massively, just a little boost.
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HSharp
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Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

I think give HTT's just a bit more mass might be good, either that or HTT pilots should load up on med shields then if they get rammed backwards hard by the enemy on the first few rams you can dump all the medshields to get acceleration.
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Adept
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Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

Drizzo wrote:QUOTE (Drizzo @ Oct 8 2009, 09:30 PM) I actually think that you could refine the game's current balance if you could A) Find someway to scale galvs, and B) Nerf/Remove hvy booster.

Then in terms of Tac Sup Exp, things would be brought closer to the coveted ground of harmony.
Drizzo is on to a good thing. I suppose adding a cost to equip galv wouldn't be a good solution, but removing heavy booster would make galv runs much more stoppable.
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Compellor
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Location: Columbus, OH

Post by Compellor »

HSharp wrote:QUOTE (HSharp @ Oct 8 2009, 02:52 PM) I think give HTT's just a bit more mass might be good, either that or HTT pilots should load up on med shields then if they get rammed backwards hard by the enemy on the first few rams you can dump all the medshields to get acceleration.
Actually, you'd want to load up on SRM EMP, which has a mass of 9 per rack.
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madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Valiance wrote:QUOTE (Valiance @ Oct 8 2009, 07:44 PM) I know exp is meant to have the worst endgame, but can we please perk HTTs just a little. ATM they are pretty much a joke; I barely ever see a game ended by them; most teams would prefer to int bomb or buy another techbase and get another type of endgame. Which is a shame because HTT runs are extremely fun imo. I wouldnt want them perked massively, just a little boost.
Well, before XRMs came, EXP had one of the best end games with htts (sup being the worst), since HTTs gave a huge advantage in that they didn't just deprive the enemy of a base, but gave you a free one too.

Since exp hasn't changed, I can only assume we've got an arms race, with tech getting chesier and cheesier, as we keep trying to improve stuff that seems weak. (I say nerfs are in order, not perks)

I like what adept and drizzo are saying (though I'm not sure about changing galvs just yet).

I would like to ask: What exactly is the purpose of hvy booster? - why is it needed, is it the right answer to that problem, is it really a problem at all?
HSharp
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Location: Brum, UK

Post by HSharp »

Compellor wrote:QUOTE (Compellor @ Oct 8 2009, 10:57 PM) Actually, you'd want to load up on SRM EMP, which has a mass of 9 per rack.
Actually I was wondering about that, in probes and missiles and other stuff does the number of items in the rack contribute to the mass, does each missile you fire reduce your mass by that missile amount?

I doubt it does this for fuel and ammo (could be mistaken). Perhaps I shall test this by filling up with med shields and filling up with emp missiles to test the difference.
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zombywoof
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Joined: Mon Jul 14, 2008 4:59 am
Location: Over the Rainbow

Post by zombywoof »

I suspect each missile has a certain mass 'n', and each rack has a certain mass of "(racksize)*n" since that's how it works with minepacks and they're both "parts"
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Xeretov
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Joined: Sat Nov 24, 2007 5:50 pm
Location: Canada

Post by Xeretov »

HSharp wrote:QUOTE (HSharp @ Oct 8 2009, 06:06 PM) does the number of items in the rack contribute to the mass, does each missile you fire reduce your mass by that missile amount?
Yes.

QUOTE I doubt it does this for fuel and ammo (could be mistaken).[/quote]Fuel & Ammo are special in that they always have 0 mass, regardless of what is set in the core. I don't think this applies to any other item, just fuel & ammo.
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