Heavy Cloak...

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Lindy_Hop
Posts: 212
Joined: Sun Sep 07, 2003 7:00 am

Post by Lindy_Hop »

Honestly, if we go the nerve gas route I'd be happier not sticking it on the HTT and instead making a dedicated Nerve TT similar to the nerve sb or jamming the nerve gas missile onto the regular TT itself (as a post HTT upgrade).

The idea is that an end game HTT/Nerve run would be a little more like defending against SBs with defenders having to cover multiple paths but the attackers requiring more coordination. Range/sig/cost for the nerve gas missile are all negotiable. (Also as I am envisioning it the nerve missile would be big, slow, and shooting it down should be a legitimate option)
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notjarvis
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Post by notjarvis »

Why don't we just try the relatively small changes first like Das' suggestion, then if nothing changes with HTT success - go for the more radical solutions to the issues.
_SRM_Nuke
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Post by _SRM_Nuke »

notjarvis wrote:QUOTE (notjarvis @ Mar 15 2010, 06:25 PM) Why don't we just try the relatively small changes first like Das' suggestion, then if nothing changes with HTT success - go for the more radical solutions to the issues.
+1. Changing mass (and speed or sig) is relatively painless and easily reversible. For sanity's sake I would be inclined to support the smaller, more incremental changes before trying something that drastically alters HTTs.

And yeah, I know I sound like Drizzo. :wacko:
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Weedman
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Post by Weedman »

of all the suggestions i like:

giving tt 1 srm emp per rack, ( expansion can go offensive on bases without buying $#@!ing bombers)

adding mass to the htt only and also probably adding more thrust value to accelerate mass when it does get rammed (leave tt mass alone)

htt runs are the most difficult to pull off because of:

A- large team size means to cap a base you need
1. coordination and time to target is high, if you're worth a damn you don't want to $#@! it up by flying right into an ews probe
2. element of surprise (noob scout enters you're eyed on your run into aleph, $#@!)
3. enough nans to get you to the door (advanced figs will kill you, they have a tp on the tech base)
4. good int escort (you commit a large percentage of your team to 1 goal of capping a base, a base that can be defended within 10 seconds of you getting eyed by adv fighters ripping in or veteran hvy ints who know you have htts and are sitting in base waiting for you)
5. you got your @#(! galved off the map, and you have htts, you launch from home and cannot get to the target with a large percentage of your team = fail run before it even begins
6. can't use tp2 like sbs or fig bs, or bombers, you're expansion.. $#@!face
Last edited by Weedman on Mon Mar 15, 2010 11:01 pm, 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
Koln
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Post by Koln »

Xeretov wrote:QUOTE (Xeretov @ Mar 15 2010, 06:17 PM) 2) Bios having and giving exp teams free hvy cloak. I'm honestly not sure how big of a deal this is going to be, but similar to the above we can easily make a Bios-only version of hvy cloak that gets upgraded if they buy hvy cloak 2, but does not give other factions hvy cloak when picked up. Whether the Bios-only version would be mountable on their HTTs or not is up for debate.
I don't see how's this a problem. That's like complaining about any team giving belts any enh tech.
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Jimen
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Post by Jimen »

It's interesting that people are saying that we'd have to change nerve gas or create a different version before giving it to HTTs, since it's not like nerve gas missiles are all that great, as implied by the fact that I've never seen NG SBs seriously used despite them probably being more viable than regular TTs are. Lest we forget, they're already big, slow, and have a range of ~100m (though since this is due to a ridiculously slow launching speed rather than a short lifetime, this can be extended to something like 600m at top SB speed).
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Weedman
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Post by Weedman »

yeah speed is obviously a huge factor, and signature

belters and giga can do amazing things just because they are so easy to push AND they have higher top speed
dreg too

if you intend to use htt as an endgame you really must have a launch point 1 sector away or in the same sector as the base you want to take, so you can commit your team to it, and they don't have to fly for 5 minutes to get where u need to be
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
cashto
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Location: Seattle

Post by cashto »

-1 to heavy cloak. Sure, doing this would only mean Bios is unique in nine ways rather than ten. Still, it's a big hammer, and I'm not even sure it's a good thing for Bios to be able to cap bases with minimal teamwork.

+1 to making the TT roughly equivalent to the modern HTT, and then buffing the HTT's sig / speed / mass beyond what it is today. Very similar to the relationship between bomber and heavy bomber. (However, I still think TT would need to be adv tech).

-1 to assault shields. If they are anything like Phoenix's assault shields, they won't balance very well in small games.

So ... no SR HTTs?
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Broodwich
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Post by Broodwich »

you know what, i can agree with that. Although i think if we give tt's 1 emp missile/rack then we should up the reload rate (or whatever the variable is to load a new rack) some, because with only 1 emp per rack its still pretty similar to cap a base. Up the mass and speed, and increase GT's AP accordingly and that mother$#@!er will be some serious hairyman endgame
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Drizzo: wankarrrrrr
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Camaro
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Post by Camaro »

How about you just revert Figs size and nerf their cost perks. and HTT will work just fine.
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