Heavy Troop Transports
-
- Posts: 649
- Joined: Sat Sep 20, 2008 7:32 am
- Location: NY
Does this imply that if assault shields were re-implemented we would see disruptors employed against them?NightRychune wrote:QUOTE (NightRychune @ Mar 2 2010, 01:51 PM) All three levels have a sig of .8, compared to standard med shield's sig of .75, and they also had a special armor class (AC19 in ICE) that had increased resistance to disruptor, which has a damage modifier of 3 vs. med/large shields and a modifier of 2.4 vs. Med assault.

Edmond wrote:QUOTE (Edmond @ Aug 31 2010, 04:20 PM) I think girly's idea is much better, since it is more freeform, only needs to be updated by one person, and maintains the openness of the command channel without the spaminess. Plus it can have ASCII goatse.
I would not get carried away with hitpoints, but a small buff would be okay, to at least give them a shot if they come under heavy fire and the nans that came along are somewhat dim on the trigger
htts take more setup time, teamwork, than most other offensive operations
basically, the defense to htt is buy pulse probes, hvy scouts, dumb3, mini2 or any combination, ideally though, you don't even know they have htt until station at risk plays, but how often really? maybe 33%
if you're seen trying to setup, you're usually done before you even made an attempt, forcecap is one of my favorite allegiance moments, but again, you need basically your whole team, and even though I despise supremacy, dumb3 will ruin most force caps with enough warm bodies who can hit the fire missile button. considering a 20v20 or there abouts
x2 difficulty when a teleport sits next to your intended target just due to the fact that supremacy has a better response time to defense so long as the tp is next to the hot zone
HTT success is based on 2 factors, surprise, and superior tech
if you don't have those, you're $#@!ed.
htts take more setup time, teamwork, than most other offensive operations
basically, the defense to htt is buy pulse probes, hvy scouts, dumb3, mini2 or any combination, ideally though, you don't even know they have htt until station at risk plays, but how often really? maybe 33%
if you're seen trying to setup, you're usually done before you even made an attempt, forcecap is one of my favorite allegiance moments, but again, you need basically your whole team, and even though I despise supremacy, dumb3 will ruin most force caps with enough warm bodies who can hit the fire missile button. considering a 20v20 or there abouts
x2 difficulty when a teleport sits next to your intended target just due to the fact that supremacy has a better response time to defense so long as the tp is next to the hot zone
HTT success is based on 2 factors, surprise, and superior tech
if you don't have those, you're $#@!ed.
Last edited by Weedman on Wed Mar 03, 2010 1:00 am, edited 1 time in total.
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
-
- Posts: 3065
- Joined: Tue Feb 17, 2004 8:00 am
Except this isn't a new tech item. We very extensively tested and worked really hard to implement Med assault shields in DN, and the numbers I cited were the result of that testing. The point of this isn't to simply buff HTTs - It's to buff HTTs and provide Expansion with more @#(! to buy to win a game with the means they have in the expansion path rather than winning by buying another tech base.Vortrog wrote:QUOTE (Vortrog @ Mar 2 2010, 05:24 PM) I like this idea but isnt their something easier that doesnt require balancing a new tech item which creates a whole range of new problems?
Is Upping the Hull on all HTT's (plus mass) that inconceivable compared to introducing new faction balancing problems with Assault Shields?
Night, I don't disagree that exp needs a viable endgame when compared to the other techs. You rarely see successful HTT'ing anymore. With that being said I'll say the following:
What is this... a freakin' arms race? For years its been perk this, perk that, perk perk perk. Can we not fix things by nerfing? I would like to see things fixed by reducing the strength of tech paths more often rather than perking everything else
edit - a good place to start would be nerfing pulse probes or something to that effect
What is this... a freakin' arms race? For years its been perk this, perk that, perk perk perk. Can we not fix things by nerfing? I would like to see things fixed by reducing the strength of tech paths more often rather than perking everything else
edit - a good place to start would be nerfing pulse probes or something to that effect
Last edited by mcwarren4 on Wed Mar 03, 2010 2:37 am, edited 1 time in total.
nerfing pulse probes means your taking away from exp's ability to go after tp2 scouts and SF's.
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forumCronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
Exactly. If you nerf pulse probes you are just going to make it even easier to tp2. I really don't think there is a single sane person in this community who thinks we need to make it easier to tp2 with fig bbrs.guitarism wrote:QUOTE (guitarism @ Mar 2 2010, 09:42 PM) nerfing pulse probes means your taking away from exp's ability to go after tp2 scouts and SF's.
Everyone loves to throw out ideas but nobody ever thinks about the second order effects of them. Sure, I would love htts to be used more but nerfing pps will just exacerbate other problems.
MrChaos to Sharpfish wrote:QUOTE (MrChaos to Sharpfish @ Oct 2 2011, 08:55 AM) Damn there went my hope you died in a couch fire.