Heavy Troop Transports

Development area for FreeAllegiance's Community Core.
Koln
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Post by Koln »

I like the ideas but if they were to be added i would do it in steps: first the assault shields, then after we see how it works perk the htts further with aleph res or just leave them with ass shields.
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RealPandemonium
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Post by RealPandemonium »

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.
Does this imply that if assault shields were re-implemented we would see disruptors employed against them?
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Vortrog
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Post by Vortrog »

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?
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Weedman
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Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

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.
Last edited by Weedman on Wed Mar 03, 2010 1:00 am, edited 1 time in total.
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--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
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NightRychune
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Post by NightRychune »

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?
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.
mcwarren4
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Location: Indianapolis, IN

Post by mcwarren4 »

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
Last edited by mcwarren4 on Wed Mar 03, 2010 2:37 am, edited 1 time in total.
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guitarism
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Post by guitarism »

nerfing pulse probes means your taking away from exp's ability to go after tp2 scouts and SF's.
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_SRM_Nuke
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Post by _SRM_Nuke »

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.
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.

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.
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Psychosis
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Location: California

Post by Psychosis »

perk HTT, i dont care how,

also getting that those AP GT ships is awesome, those things are tough

i think the biggest problem is that the HTT is a high risk/ reward, because unlike both sup and tac, if you succeed YOU HAVE THEIR BASE!
Shizoku
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Post by Shizoku »

Perhaps just lower their sig a bit, you never ever see stealth htting anymore, it'd be nice to bring that back.
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