Heavy Booster
Welp this seems to be a hot topic
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
I don't think ints need to go even faster, boost2/3 in sup gives exp a(nother) reason to multi-tech as sup if ints have a bigger need for speed.
Fun Facts:
Boost1 - 900 Thrust 0.5% acceleration
Boost3 - 1125 Thrust 0.5% acceleration
Hvy Boost - 1800 Thrust 1% acceleration
---
Conclusion - Ints do not need Hvy Boost at all.
Fun Facts:
Boost1 - 900 Thrust 0.5% acceleration
Boost3 - 1125 Thrust 0.5% acceleration
Hvy Boost - 1800 Thrust 1% acceleration
---
Conclusion - Ints do not need Hvy Boost at all.
We did once with BIOs (partly thanks to hvy cloak).
It worked with 5 hvy bbrs, the defense couldn't react fast enough.
XRP > XRM due to smaller scale though. (2 for XRP, 4 for XRM)
I guess most commanders don't use it because it may be less reliable then the tried and true figbees. Could also be because it may be because it is cheaper to use figbees since those missiles/bombers cost extra money, about an extra 4.5k per run on average I would guess (ripping about 10 hvy bbrs with 2 racks of XRM each compared to 10 figbees, it could be even more depending on how many racks each one loads). For a team that may be running this off of paydays due to late game tech killing miners it can mean more time waiting leaving a window for the enemies to TP2 your bases/find your TP2 scout.
On figbee runs the hope is to use massive numbers as a hope that you get enough AB in (usually from 3k out). With XRM you are 5k out lobbing the missiles meaning the base takes more time to die from XRM due to lower damage per missile (and a 5 second reload time between each). It may give interceptors/hvy boost figs on D to reach and blow up the bombers and the missiles as you launch them (low initial velocity of XRM makes them easier to shoot down at launch, XRM = 5 AB = 50. Acceleration is XRM = 42 AB = 60). Not to mention you have to get a teleport probe active long enough for the bombers to rip, by then you will have enemy D all over it if its eyed (which happens more often then not) With the slow speed of heavy bombers they don't stand a chance vs fighting ships. Figbees can just boost out of the hot zone, with a little luck enough may make it.
It worked with 5 hvy bbrs, the defense couldn't react fast enough.
XRP > XRM due to smaller scale though. (2 for XRP, 4 for XRM)
I guess most commanders don't use it because it may be less reliable then the tried and true figbees. Could also be because it may be because it is cheaper to use figbees since those missiles/bombers cost extra money, about an extra 4.5k per run on average I would guess (ripping about 10 hvy bbrs with 2 racks of XRM each compared to 10 figbees, it could be even more depending on how many racks each one loads). For a team that may be running this off of paydays due to late game tech killing miners it can mean more time waiting leaving a window for the enemies to TP2 your bases/find your TP2 scout.
On figbee runs the hope is to use massive numbers as a hope that you get enough AB in (usually from 3k out). With XRM you are 5k out lobbing the missiles meaning the base takes more time to die from XRM due to lower damage per missile (and a 5 second reload time between each). It may give interceptors/hvy boost figs on D to reach and blow up the bombers and the missiles as you launch them (low initial velocity of XRM makes them easier to shoot down at launch, XRM = 5 AB = 50. Acceleration is XRM = 42 AB = 60). Not to mention you have to get a teleport probe active long enough for the bombers to rip, by then you will have enemy D all over it if its eyed (which happens more often then not) With the slow speed of heavy bombers they don't stand a chance vs fighting ships. Figbees can just boost out of the hot zone, with a little luck enough may make it.
Last edited by Corrosion on Sun Nov 15, 2009 4:31 am, edited 1 time in total.

Nerf. Looks like the community wants to remove, I'm in favor of nerf, w/e.
I like the idea of nerfing it to be the equivalent of what boost1 gives lt ints.
I like the idea of nerfing it to be the equivalent of what boost1 gives lt ints.

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.

