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Posted: Sat Jan 13, 2007 2:42 am
by Shizoku
Double base hull too!

Posted: Sat Jan 13, 2007 3:31 am
by Camaro
double all base size scales!

i want palisades that take up 1/4 of the sector

Posted: Sat Jan 13, 2007 5:29 pm
by Raveen
At least you may stand a chance of being able to dock then...

Posted: Sat Jan 13, 2007 6:52 pm
by apochboi
Raveen wrote:QUOTE (Raveen @ Jan 13 2007, 05:29 PM) At least you may stand a chance of being able to dock then...
LMAO true....Ps, i say change all gt bases to drydocks /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Posted: Sat Jan 13, 2007 7:08 pm
by juckto
And double missile racks, and mine capacity.

Posted: Sun Jan 14, 2007 4:44 pm
by jess_i_74
You'd have to double energy for energy weapons if you're doubling hull.

You go around in a circle and tada! You're back where you started.

(think how much easier bombruns would be if bombers were twice as hard to kill, etc.)

Posted: Sun Jan 14, 2007 5:01 pm
by asheron2k
Or just half all damage?

Posted: Sun Jan 14, 2007 5:57 pm
by Grimmwolf_GB
Eh, ok. If you got real feedback, please post it. If you got a suggestion, post it in a new thread.

Posted: Mon Jan 29, 2007 10:04 pm
by apathos
I know some disagree philosophically on this, but I'd like to see something that makes Dreg He mines ever-so-slightly more usable, and thereby they would need slightly even more of a nerf. So Dreg is speed and missiles (so I hear), so my recommendation is to leave those alone and touch something else. Unfortunately, I don't think I'm qualified to make recommendations here.

Posted: Mon Jan 29, 2007 10:36 pm
by mcwarren4
Dreg He mines are worthless. He3 regenerates fast enough that your miners can micromine and acheive similar results without additional investment in my opinion.

I didn't fly enough in this squad game to really gauge what seemed too powerful. Besides, it was dreg exp vs dreg exp anyway so it would be difficult to tell what advantages you had over the other team.