XRM Suck
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BillyBishop
- Posts: 476
- Joined: Thu Sep 02, 2010 7:52 pm
- Location: Calgary Montreal Vancouver (depending heh)
Interesting. It would make f/b turrets somewhat useful finally.DasSmiter wrote:QUOTE (DasSmiter @ Apr 12 2012, 02:24 AM) Remove F/B access to AB and give it a heavy galv for dealing with tech bases?
There are a couple problems, years of how galv works being a major game changer, making sure that heavy galv doesn't work too well is obvious but making sure regular galv runs don't get a perk as well. The flight dynamics and possibly name of fighter-bombers might need to change.
So old school for Rix, TF and OH (Sb's)DasSmiter wrote:QUOTE (DasSmiter @ Apr 12 2012, 12:24 PM) Remove F/B access to AB and give it a heavy galv for dealing with tech bases?
Last edited by Vortrog on Thu Apr 12, 2012 4:17 am, edited 1 time in total.

both fb's and xrm were very effective ways of ending the game because of game sizes. Back then even if only half of your team ripped to the tp2 drop thte base was a sure kill. Then people who liked playing with their food got angry that because they hadnt been aggressive enough sup teams were mounting comebacks and killing their @#(!. Even though the poll was inconclusive (pretty much a tie between yes, no, and meh iirc) it got nerfed so hard nobody used it anymore. Instead people started using fbs which were actually much cheaper and at least as effective as xrm. Then the same complaints popped up about blah blah blah we cant camp alephs/camp rocks/end the game in time so nerf fbs. Last i checked fbs were huge and slow as $#@!.
XRM was still very expensive pre nerf. The only thing that was OP was BIOS xrm because they could have tp2 xrm1 in a little over 20 minutes without having to mine more than like a sector, and very low sig hvy cloaking hvy scouts to drop them with. I did propose a solution to this multiple times by saying tie XRM development to fighter research which would delay BIOS getting it by at least another 10 minutes. You could then delay that further by making XRM1 very weak while having XRM2 still fully powered. However, game sizes have shrunk so much since then that sup has increasingly been losing its advantages in addition to the nerfing of its biggest advantage: ending the game.
Of course, nobody has ever listened to me other than vir and weed
XRM was still very expensive pre nerf. The only thing that was OP was BIOS xrm because they could have tp2 xrm1 in a little over 20 minutes without having to mine more than like a sector, and very low sig hvy cloaking hvy scouts to drop them with. I did propose a solution to this multiple times by saying tie XRM development to fighter research which would delay BIOS getting it by at least another 10 minutes. You could then delay that further by making XRM1 very weak while having XRM2 still fully powered. However, game sizes have shrunk so much since then that sup has increasingly been losing its advantages in addition to the nerfing of its biggest advantage: ending the game.
Of course, nobody has ever listened to me other than vir and weed
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid

