EMP changes

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Icky
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Post by Icky »

pkk wrote:QUOTE (pkk @ Nov 2 2010, 02:36 PM) Maybe this math (offtopic):

Int (Mini2) = 2 * 64.1 = 128.2 damage/sec

HvyInt (Mini2) = 3 * 64.1 = 192.3 damage/sec
192.3 / 128.2 = 150%

HvyInt (Mini3) = 3 * 76.22 = 228.66 damage/sec
228.66 / 128.2 = 178.4%


EnhFig (Gat2) = 3 * 40 = 120 damage/sec + msl (dumb2 = 120 damage/msl)

AdvFig (Gat3) = 3 * 50 = 150 damage/sec + msl (dumb3 = 150 damage/msl)
150 / 120 = 125% damage/sec + msl
Offtopic response:

That's a pretty lame comparison. Yes, ints get an extra gun. Figs get it earlier. If you want to play this game, please add in DPS for the missile (based on reload time), and the minepacks/prox. It's apples and oranges and you're cherry picking stats. I can do the same. FIGS GET 10000000000000000000000000000000% SHIELD RECHARGE RATE AND SHIELD POINTS THAN INTS! HAX!
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lexaal
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Post by lexaal »

Enh fig is roughly equal to int.
Adv fig isn't equal to hvy int. As long as htt stay much weaker than fbs and their midgame doesn't get a perk it's balanced.
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Lindy_Hop
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Post by Lindy_Hop »

Silly question but is there anything stopping the split of emp missiles into EMP 1 and and EMP 2 where the first is the same damage class as the emp guns and the second is the damage class of the current emp missile? Leaving aside the balance issues of the rix htt or IC ops, I would think it would be possible to set up a regular tt with what effectively is a missile only effective on ops.

(Your call on whether the EMP 1 missile would be free or an added cost for exp to slow it down. I am also personally happy with IC ops being immune to the missiles and rix tts [but not rix htts] getting some form of unique weak emp stinger)
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Makida
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Post by Makida »

Creating an entire new weapon (and then another entire new weapon for Rix, which are pretty awesome now with their Stinger HTTs) seems like an overly-complicated solution to the problem. If you absolutely want TTs to mount weapons, there's no reason they can't just use EMP cannons. I think that's a terrible idea, but why make it even more complex with the creation of a new, weaker EMP missile? Either TTs should just be removed and some other "speed bump"/extra HTT cost found, or, preferably, some way should be found to make it slightly (slightly!) easier to use ints to EMP down minor base shields, the way it works now.
Last edited by Makida on Tue Nov 02, 2010 9:22 pm, edited 1 time in total.
Spunkmeyer
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Post by Spunkmeyer »

Heavy ints get a huge firepower increase, adv figs get galvs. Nothing wrong with it.

There ARE problems (bugs, if you will) with light int->int->heavy int as well as fig->enh fig->adv fig progression though, particularly BIOS and Belters but that's off-topic.

After reading all the responses, I think I'll vote for leaving TT alone. There IS a use for it in some extreme situations so I would be against taking it out altogether, and I haven't seen any ideas for dealing with the boost exp will receive as a result of tinkering with TT.

Same with EMP cannons vs SY. I think it's kind of unnecessary to spend resources on this when there is low-hanging fruit elsewhere...


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Gandalf2
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Post by Gandalf2 »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Nov 2 2010, 10:37 PM) Heavy ints get a huge firepower increase, adv figs get galvs. Nothing wrong with it.

There ARE problems (bugs, if you will) with light int->int->heavy int as well as fig->enh fig->adv fig progression though, particularly BIOS and Belters but that's off-topic.

After reading all the responses, I think I'll vote for leaving TT alone. There IS a use for it in some extreme situations so I would be against taking it out altogether, and I haven't seen any ideas for dealing with the boost exp will receive as a result of tinkering with TT.

Same with EMP cannons vs SY. I think it's kind of unnecessary to spend resources on this when there is low-hanging fruit elsewhere...
I like it when someone else posts my thoughts clearly so I don't have to try and write them out.
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Spinoza
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Post by Spinoza »

My time is too valuable, so can whoever suggested EMP cannons be able to take down large base shields come forward and recant?

I don't see why this irrelevant and impractical idea should ruin a good discussion. Sorry for being blunt, but TTs capping major bases without bombers is too huge a change to consider all at once, even if it weren't an absurd game changing perk.

The topic (IMO) is making TT + Ints/EMP cannon more effective against outposts.
Perhaps they already are... if you have enough ints.
The fact is that even when a commander goes for HTTs, int-bombing is the procedure of choice for mid-game. The TT is there and EMP1 is usually available, but they aren't used.
I personally think that the problem is that in a small-medium game, taking down the shields takes too long and requires too much coordination with regards to who takes EMPs, whoe whores defence and who nans the TT. That is why I think EMP should be perked and/or TTs should carry 2-4 to reduce the number of Ints/EMPs needed by one or two.

A radically conservative idea:
Perhaps EMP/TT are not used as a matter of habit despite already being viable tactic.
If so, maybe it should be perked just a little bit, just to get people to try it.
Change the damage against minor shields to .6 instead of .5 or give all faction EMP1 for free.
Last edited by Spinoza on Tue Feb 01, 2011 2:48 pm, edited 1 time in total.
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SpaceJunk
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Post by SpaceJunk »

I did a timed test EMP cannons versus OP some time ago, but I can't find the post. It doesn't take that much to take down the shield with EMP 1 heavy ints.

One possible problem is that the EMP cannon chugs a lot of ammo. Another problem may be there isn't much time between TT and HTT research. If you think TTs are already viable and you'd rather not change much, you could move some research cost from TT to HTT to widen the window of opportunity.
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NightRychune
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Post by NightRychune »

this is how you resolve the TT issue

remove troop transports

move SRM nerve gas from tac to exp

increase tech cost of SRM nerve gas research to $7,500

allow SRM nerve gas to be mounted on bombers, $1,000 cost per missile

make SRM nerve gas the prerequisite research for HTTs

this allows expansion to capture bases at the enhanced tech level and capture any base in the game at increased cost - and can be entirely skipped to get HTTs at the same cost as is current

this also allows you to clean out all the extraneous NG stealth bomber ships in the core that are never used as it is, and also addresses the issue of nerve gas in tac being worthless

bam, that's like eight birds with one stone
Icky
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Post by Icky »

You'd need to make it super high sig and take a long time to mount, otherwise it may make it too easy to forcecap since the exp team wouldn't even need to dock.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
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