I've only once, years back, seen an EMP cannon Int/TT cap. Another time there was a Galv/TT cap, but that was just because the enemy didn't bother launching to defend.
I really can't think of any scenario where a TT is a better choice under any circumstances, you can't even use them for recap because of the shield rebuilding.
Turn SY off.
When I want to punish the enemy team for going sup/belts exp. Or when I wanna punish my own team vs any tech.phoenix1 wrote:QUOTE (phoenix1 @ Aug 21 2010, 09:12 AM) I can't imagine why "most" is italicized. Name one situation in which you would want TTs and EMP ints rather than an HTT.
I have a johnson photo in my profile since 2010.
You're missing the point, pbhead - aleph res isn't meant to kill small ships, it's meant to clear aleph camps. The res destroys mines and towers, and chases away small ships. Sure, you're still going to have to get past those ships, but at least it'll be out in open space where it's a fair fight (or as fair as it gets vs a pack of hungry hvy ints) rather than at the aleph. As for their poor effectiveness against large ships, I'm guessing that's in large part because large ships are too slow to escape a res, though it might have something to do with the fact that so many caps carry aleph res as well. Don't really care, the reason no one uses aleph res against SY has very little to do with the amount of damage it does and everything to do with the fact that an aleph camp will always be a more reliable way to kill capships you know are coming.
I'm going to say something now though because this is getting ridiculous. THERE ARE NO NEW TACTICS TO INVENT. YOU ARE NOT GOING TO COME UP WITH SOME BRILLIANT IDEA THAT ABSOLUTELY CHANGES THE FACE OF ALLEGIANCE STRATEGY. If someone tells you that aleph res works, instead of calling them an idiot and telling them they're wrong right away, perhaps you could ask them why it works or what exactly it's supposed to do. Then, after they answer you, call them an idiot anyway just on general principle, because with the number of fools on these forums, simple probability dictates you're gonna be talking to at least one in every thread. But that's not my point. My point is that every so often we get someone who comes in, brand new, only to announce that he has all of these great ideas that no one has ever thought of in a decade of Allegiance, and then they post a GIGANTIC list of poorly-thought-up ideas (each of which they spent no more than three minutes on), usually one at a time, and then they become a laughingstock for months because no one wants to put up with their crap anymore and thus they've lost all credibility. There's a couple of people here who are coming very close to that line; judging from the responses, pbhead's crossed it already. Sucks to be you, I guess.
No, I'm serious. NO NEW TACTICS. There's three types of tactics: tactics that are currently in use because they work, tactics that used to be common but aren't anymore because everyone realized most teams are too stupid to consistently pull them off, and tactics that don't work anymore because the core devs decided to nerf them. Things like "EMP CANNON + TT SPAM" are ancient ideas, which are being ridiculed because they have never been good ones.
I'm going to say something now though because this is getting ridiculous. THERE ARE NO NEW TACTICS TO INVENT. YOU ARE NOT GOING TO COME UP WITH SOME BRILLIANT IDEA THAT ABSOLUTELY CHANGES THE FACE OF ALLEGIANCE STRATEGY. If someone tells you that aleph res works, instead of calling them an idiot and telling them they're wrong right away, perhaps you could ask them why it works or what exactly it's supposed to do. Then, after they answer you, call them an idiot anyway just on general principle, because with the number of fools on these forums, simple probability dictates you're gonna be talking to at least one in every thread. But that's not my point. My point is that every so often we get someone who comes in, brand new, only to announce that he has all of these great ideas that no one has ever thought of in a decade of Allegiance, and then they post a GIGANTIC list of poorly-thought-up ideas (each of which they spent no more than three minutes on), usually one at a time, and then they become a laughingstock for months because no one wants to put up with their crap anymore and thus they've lost all credibility. There's a couple of people here who are coming very close to that line; judging from the responses, pbhead's crossed it already. Sucks to be you, I guess.
No, I'm serious. NO NEW TACTICS. There's three types of tactics: tactics that are currently in use because they work, tactics that used to be common but aren't anymore because everyone realized most teams are too stupid to consistently pull them off, and tactics that don't work anymore because the core devs decided to nerf them. Things like "EMP CANNON + TT SPAM" are ancient ideas, which are being ridiculed because they have never been good ones.
Last edited by Jimen on Tue Aug 24, 2010 3:05 pm, edited 1 time in total.

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DarkWhisper
- Posts: 109
- Joined: Fri Jul 09, 2010 3:13 pm
- Location: Toronto, Canada
- Contact:
To the newbies (especially #4):
EDITEDIT: #3 is fine, as long as you post in this thread.
Lykourgos wrote:QUOTE (Lykourgos @ Apr 3 2008, 07:37 PM) Post 1:
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I'm starting a new squad! We are called the BLOODDEATHDRINKERS. Here is my roster;
Newbie1(0)
Newbie2(1)
Newbie3(0)
Tigerfish
MW
Apply now!
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(You should not make this post because you will not be able to make a squad yet. A thousand newbies like you have tried and failed to get past the thread, which does nothing but attract flames and cause vets to think you are an idiot. Try again in 2 years).
Post 2:
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I hate all the meanie mean vets in this game! You will all be sorry for how you've treated me! Your game will shrivel and die without my brilliant presence! Meanies! Please love me!
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(You should not make this post because you are an imbecile and imbeciles shouldn't post. If you have a complaint validated by the ROC, PM an admin. Otherwise shut the $#@! up.)
Post 3:
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Hello! Look at me! I'm a newbie!
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(Contrary to popular belief, dozens of newbies try this game every day. Think about what would happen if every single one of them made a post like this.)
Post 4:
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I have identified these three essential problems with your game. I'm sure that nobody else has ever had my ideas and I demand that a dev drop everything and implement my plan to FIX ALLEGIANCE immediately. I scorn to read any of the posts in the dev forums before I post this, as I know you will all be awed by my brilliance. You may thank me for deigning to spend time on you now.
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(Believe it or not, we know more about the game than you do! That's why we are vets and you... well, you aren't.)
Even if your post fits none of these archetypes (each of which has been posted MANY times, just to be clear), you should not post if
1. You have already posted a new thread in that forum today.
2. You cannot spell (some lenience is granted for non-native English speakers, as long as they make a good-faith attempt).
3. You cannot punctuate.
If you have reached this point and still think it's a good idea to post; you are probably wrong. But go ahead anyway, we probably won't rip you to shreds.
Probably.
EDIT: Ignore #5juckto wrote:QUOTE (juckto @ Apr 3 2008, 07:45 PM) Post 5:
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Wow! This is such an awesome game! We should all organise advertising/ blogging/ magazine articles in my local rag / whatever to attract more people to this great game!
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You shouldn't post this because, although new players are great and neccesary, a large influx of newbies all at the same time is too much. This game is very difficult to learn and the few veteran 'teachers' can only help a certain number of new players at any given time.
EDITEDIT: #3 is fine, as long as you post in this thread.
Last edited by DarkWhisper on Tue Aug 24, 2010 4:08 pm, edited 1 time in total.



This was from (a Rants thread that was made in) 2008, and probably should not be taken seriously today. I mean, if someone could think of some way we could get exactly the right number of new players, so that we don't get a dreaded "large influx" that makes vets sad :'(, but at the same time so that we don't end up with under 400 people on the leaderboard in a few months, that'd be great. Because clearly those two possibilities would both be exactly equally bad.juckto wrote:QUOTE (juckto @ Apr 3 2008, 07:45 PM) Post 5:
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Wow! This is such an awesome game! We should all organise advertising/ blogging/ magazine articles in my local rag / whatever to attract more people to this great game!
________________________________________________________________________________
You shouldn't post this because, although new players are great and neccesary, a large influx of newbies all at the same time is too much. This game is very difficult to learn and the few veteran 'teachers' can only help a certain number of new players at any given time.
girlyboy wrote:QUOTE (girlyboy @ Aug 24 2010, 05:03 PM) This was from (a Rants thread that was made in) 2008, and probably should not be taken seriously today. I mean, if someone could think of some way we could get exactly the right number of new players, so that we don't get a dreaded "large influx" that makes vets sad :'(, but at the same time so that we don't end up with under 400 people on the leaderboard in a few months, that'd be great. Because clearly those two possibilities would both be exactly equally bad.
To be honest I've not always bought this "Large Influx of newbies will ruin the game" argument.
If we had an influx that large that the training systems can't cope (and it'd have to be pretty large), we would easily have enough players to run a "vets/squadded only" game alongside a newbies game where the tard factor could flourish for some, or we could split the servers by skill levels easily enough.
Personally I think the flaw lies in the Cap ships are considered a seperate tech path.
Why not have different cap ships included in the exp, sup, tech techpaths?
Cap Ships have great potential and also, since this game is pretty much a simulation, they should be a reality.
But the reality is also this:
Capital Ships need a considerable fighter escort to be viable. They are slow ships that aren't optimized for fighter craft. If you ask me, the caps ships have way too tough of skin, also, their turrets are way too powerful. You don't even have to work for your kill as a Turret Gunner in a cap ship.
Just design the cap ships right and include them in existing techpaths.
Why not have different cap ships included in the exp, sup, tech techpaths?
Cap Ships have great potential and also, since this game is pretty much a simulation, they should be a reality.
But the reality is also this:
Capital Ships need a considerable fighter escort to be viable. They are slow ships that aren't optimized for fighter craft. If you ask me, the caps ships have way too tough of skin, also, their turrets are way too powerful. You don't even have to work for your kill as a Turret Gunner in a cap ship.
Just design the cap ships right and include them in existing techpaths.



