That's what i was thinking (if i've understood you properly).Xeretov wrote:QUOTE (Xeretov @ Jul 7 2010, 12:08 AM) Even if the range was half what it was on the receiving end, the camp would be in place by the time the bomber got back and through, or at least close enough it wouldn't matter. The best you'd accomplish is to clear the prox and you might as well just use the full on one sided version and make it short range if thats your intended use.
Aleph Res
ACS grad since 2nd Feb. 2010I guess that makes sense. But maybe that *should* be its intended use -- to slightly scatter the camp and take out prox, caltrop, and towers, rather than making camps impossible. No way should there be a one-sided res 2 or 3 with ranges even remotely comparable to the double-sided equivalents, I think. Helping the game end is good and all, but the defenders should still have at least a chance to D.
Give it a range of 1k or so, and make it depend on the research of Aleph Res 2 to add to cost and time (Aleph Res 1 can just be picked up, after all). Maybe even have it depend on Aleph Res 3, I'd say. >_>
Give it a range of 1k or so, and make it depend on the research of Aleph Res 2 to add to cost and time (Aleph Res 1 can just be picked up, after all). Maybe even have it depend on Aleph Res 3, I'd say. >_>
Last edited by Makida on Tue Jul 06, 2010 10:37 pm, edited 1 time in total.
One or two of the nans on the bomb run putting a prox on the aleph will make short work of such a thing.girlyboy wrote:QUOTE (girlyboy @ Jul 6 2010, 06:40 PM) Just a random question: If the enemy knows, in any way, that you're using a one-sided res, they'll just rush the bomber through the aleph, right?
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Youngmoose
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Res is rarely used effectively with conventional bomb runs anyway; the only times I can recall seeing aleph res put to good use were generally to keep campers so busy and distracted running back and forth to avoid a res then kill a bomber then avoid a res then kill a bomber (and so on) that a surprise tp2 drop was enough to completely disorganize their defenses.

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WhiskeyGhost
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i was always in favor of the one-sided aleph res idea myself. If it were to be added in, it should have a reduced range, but still have some range at the higher levels. My thinking would be around 1k for 1, 1.5k for 2, and 2k for version 3.
it would be effective, yet not completely overpowered, and actually give supremacy a chance without having to resort to using TP2 as frequently as we do when someone does play pure supremacy.
it would be effective, yet not completely overpowered, and actually give supremacy a chance without having to resort to using TP2 as frequently as we do when someone does play pure supremacy.
"Resort to" using tp2? What? Are you suggesting that sup teams really hate the tp2 win button but only endure it because poor, weak supremacy doesn't have any other viable endgame tactics? I, uh, are you SURE you've thought that line of reasoning through?WhiskeyGhost wrote:QUOTE (WhiskeyGhost @ Jul 6 2010, 08:17 PM) it would be effective, yet not completely overpowered, and actually give supremacy a chance without having to resort to using TP2 as frequently as we do when someone does play pure supremacy.
IMO aleph res is never going to be viable in the role most people try to use it in (aleph res hvy bbr run with ints and nans) - you are simply going to have to crank the blast radius up to ridiculously unfair levels if you want to be able to get a slow-ass bomber anywhere useful before the figs/ints return and obliterate your whole run, and making it one-sided will make that specific range shorter but won't really change the end result (overpowered weapon). Sure, it's underused. But let's examine its role and usage before we start hamhandedly buffing it. The issue, IMO, is that it's built for a niche that comes up fairly rarely (three-hour game where one team manages to tank in their home sector and consistently prevents tp2 scouts from sneaking in), is most compatible with the least frequently used techpath (SY), and is rendered obsolete for anything except brute force if the other team has pulse probes. It's about right for what it really does, and careless perks will turn it from a niche weapon for fierce game-ending battles into another win button.

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NightRychune
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