Would have to perk int hull along with it. Otherwise one volley of quickfires will take out any int. It already almost does.HSharp wrote:QUOTE (HSharp @ Mar 26 2012, 03:12 AM) For my balance would not be to nerf ints, it would be to nerf fig shields/hp and perk their dmg.
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There's a new sheriff in town.
Hmm I was supposed to also write that yes have to increase int hull by a fair bit and maybe tone down the dmg a bit.Sheriff Metz wrote:QUOTE (Sheriff Metz @ Mar 26 2012, 11:14 AM) Would have to perk int hull along with it. Otherwise one volley of quickfires will take out any int. It already almost does.
Of course with my "solution" it's not really a balance of the sup/tac/exp triangle but a balance to encourage multi-teching and combined arms.
I'd like to move the ship hull GA to exp, and move range GA somewhere else. That way the reduced booster range ints are more sturdy, but figs retain the gun range advantage of 600 vs. 400 meters. It would result in more flimsy figs as well. Where the range GA should go is a different thing. It could go to tac, and something from there could get swapped to sup, if upping fig gun range from the 600 seems like it's too much.HSharp wrote:QUOTE (HSharp @ Mar 26 2012, 02:41 PM) Hmm I was supposed to also write that yes have to increase int hull by a fair bit and maybe tone down the dmg a bit.
Of course with my "solution" it's not really a balance of the sup/tac/exp triangle but a balance to encourage multi-teching and combined arms.
Multi teching is something I expect to see more since the shorter range ints need booster 2 to fly like pre cc_14 ones.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
+1Adept wrote:QUOTE (Adept @ Mar 26 2012, 10:05 AM) I'd like to move the ship hull GA to exp, and move range GA somewhere else. That way the reduced booster range ints are more sturdy, but figs retain the gun range advantage of 600 vs. 400 meters. It would result in more flimsy figs as well. Where the range GA should go is a different thing. It could go to tac, and something from there could get swapped to sup, if upping fig gun range from the 600 seems like it's too much.
Multi teching is something I expect to see more since the shorter range ints need booster 2 to fly like pre cc_14 ones.
Also just thought of something.
Give carrier drones shields to improve survivability. Then everything would even out fairly well. Exp can use EMP if they want to kill it fast.
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BillyBishop
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1: Carrier drones are seeing an initial nerf (if you still wish to go full carrier tech that'll be available and probably of similar strength though it'll cost you)
2: I'm pretty sure Carriers can't use shields because they block docking (I think at least Ass Carriers do)
I'm watching the discussion btw, so please continue if you've got something to contribute. I'm curious to see what you guys come up with.
2: I'm pretty sure Carriers can't use shields because they block docking (I think at least Ass Carriers do)
I'm watching the discussion btw, so please continue if you've got something to contribute. I'm curious to see what you guys come up with.



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
I'm not truly advocating my "solution" to be implemented (whether I develop a core or not is undecided) but currently multi-teching in Allegiance is improving your primary techpath with the various GA's and tech or to end game with expensive sup or tac endgames.Adept wrote:QUOTE (Adept @ Mar 26 2012, 03:05 PM) Multi teching is something I expect to see more since the shorter range ints need booster 2 to fly like pre cc_14 ones.
What I am saying is multi-teching to provide combined arms, scouts finding the enemy, stealths harrasing and drawing/pushing them away/to a location, ints starting a furball, figs clearing it up. Not "I will get sup to make my ints faster/stronger".

