Then in terms of Tac Sup Exp, things would be brought closer to the coveted ground of harmony.
Boosters
I actually think that you could refine the game's current balance if you could A) Find someway to scale galvs, and
Nerf/Remove hvy booster.
Then in terms of Tac Sup Exp, things would be brought closer to the coveted ground of harmony.
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.
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.
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
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
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.

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.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, andNerf/Remove hvy booster.
Then in terms of Tac Sup Exp, things would be brought closer to the coveted ground of harmony.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Actually, you'd want to load up on SRM EMP, which has a mass of 9 per rack.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.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
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.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.
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?
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?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.
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.
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"

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.
Yes.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?
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.



