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Posted: Sat May 26, 2007 9:41 pm
by TheBored
But people wont go exp nearly as much :(

"Lets go exp"
"No you tards wont be able to kill miners"

Then the team goes sup /blink.gif" style="vertical-align:middle" emoid=":o" border="0" alt="blink.gif" />

TB

Posted: Sat May 26, 2007 9:54 pm
by Gappy
Yep, I've long been a proponent of this idea. Personally, I'd like to see the fuel cut drastically, and damage output perked a bit. I'm actually pretty satisfied right now with the speed that ints kill miners. Not too fast, not too slow. My biggest criticism is that it's too easy for people to boost to those miners, kill them, and then get back home.

As Weedy said, it would make the good players slightly better, and the bad players much, much worse. Exp is the retard faction because it takes very little coordination and teamwork to play. Killing fuel would make skill be more involved in choosing what to attack in an interceptor.

Posted: Sun May 27, 2007 5:40 am
by Grimmwolf_GB
Bacon wrote:QUOTE (Bacon @ May 26 2007, 10:01 PM) What do you mean? "Spunkbalance" made everything the same. I'm saying that the 3 main fighter types need to be differentiated...

Or are you saying that I'm accusing DN of being like Alleg+?
No, he is critisizing the usual meaning of the word spunkbalance as you use it. Spunky introduced the change years ago and people hated that he touched ints. It is just funny that people are still blinded by false information (like you are) and don't realize they came to the same conclusion as spunky with a small lag of about 3-4 years...

Posted: Sun May 27, 2007 5:55 am
by Bacon_00
Wait, what Grimm? I'm unclear as to what you're trying to say - Spunky made everything the same. I'm saying that maybe it'd be a good idea to differentiate ints from fighters and SF's a bit.

And what am I "blind" about?? You people need to work on clarity of writing!!!! I don't know if you're insulting me or agreeing with me!!

Posted: Sun May 27, 2007 6:03 am
by Grimmwolf_GB
I am making fun of you.
Topics like this are created where changes are proposed that were introduced into A+ years ago. When you propose it, you call it differentiate, when spunky made it, he was "making everything the same".
Anyway, this is no place for "core wars", enjoy you "new ideas" and feel good about your creativity. /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />

Posted: Sun May 27, 2007 6:34 am
by guitarism
you say that as you take a parting shot.

If you make Ints boost to speed but guzzle fuel like GT figs do with boost1 it would be quite fun.

Heh, "Lt. Needs his Light Booster"

Posted: Sun May 27, 2007 7:10 am
by CronoDroid
Good point Gui, this will just let Voobman have an excuse to USE LtBooster on his Int.

And you're right Bacon, sometimes it's frustratingly hard to understand non-native English speakers, eh? /mellow.gif" style="vertical-align:middle" emoid=":mellow:" border="0" alt="mellow.gif" />

Also, Exp isn't the retard techpath. It's much harder than it sounds to win, not like Tac. No teamwork? Tac requires no teamwork compared to Sup/Exp. Getting four likeminded people to hop in SBs and wait in a sector is way harder than getting 80% of the team to follow the HTT with nans and ints, and actually docking at the enemy base is an order of magnitude harder than stopping in mid-space to shoot missiles.

Who cares if Exp is played too much? It's fun to push stuff and have furballs. It's NOT fun to lose all your miners and kill all of theirs and prolonging the game for four hours.

Posted: Sun May 27, 2007 8:51 am
by KGJV
CronoDroid wrote:QUOTE (CronoDroid @ May 27 2007, 09:10 AM) Good point Gui, this will just let Voobman have an excuse to USE LtBooster on his Int.

And you're right Bacon, sometimes it's frustratingly hard to understand non-native English speakers, eh? /mellow.gif" style="vertical-align:middle" emoid=":mellow:" border="0" alt="mellow.gif" />

Also, Exp isn't the retard techpath. It's much harder than it sounds to win, not like Tac. No teamwork? Tac requires no teamwork compared to Sup/Exp. Getting four likeminded people to hop in SBs and wait in a sector is way harder than getting 80% of the team to follow the HTT with nans and ints, and actually docking at the enemy base is an order of magnitude harder than stopping in mid-space to shoot missiles.

Who cares if Exp is played too much? It's fun to push stuff and have furballs. It's NOT fun to lose all your miners and kill all of theirs and prolonging the game for four hours.
rofl. you just made #1 on my voobs list.

Now back to the subject. Well Grimm said it all already /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />

Other than that, just make it so that miniX cant harm miners at all is another way to fix this...

Posted: Sun May 27, 2007 1:39 pm
by Koczis
Gappy wrote:QUOTE (Gappy @ May 27 2007, 07:54 AM) Personally, I'd like to see the fuel cut drastically, and damage output perked a bit. I'm actually pretty satisfied right now with the speed that ints kill miners. Not too fast, not too slow. My biggest criticism is that it's too easy for people to boost to those miners, kill them, and then get back home.

While I agree that time it takes to kill miner with interceptor is more or less ok (sf would do it much faster in 1 vs miner situation) problem is that it's IMO easier to kill defended miner with int than sf. For sf it takes lot of time to kill miner nans/defenders also if eyed it can die very easy. Interceptor OTOH can rush, wipe nans and defenders relatively easy and fast and proceed to killing miner. I belive it's much easier to kill miner that have 3 - 4 defenders with 2 ints than 2 sfs (or miner with 1 - 2 defenders with 1 int). Of course it's not easy when miner is defended by good pilot in interceptor and nan knows that he should nan int as well. But still - while defending vs sfs it's more time to call reinforecemnts, move miner, it's easier to kill attackers.

Posted: Sun May 27, 2007 3:46 pm
by Patman3
Raise int sig so you don't have them sneaking up on everything. If you see a pack of boosting ints 1 sector out and you don't do anything about the miner then your team has bigger issues than the enemy ints.

Oh wait...A+ has this change, we can't do that! Forget I said anything.


Koczis: 2 coordinated SFs with util2 (and possibly Util1 Spunky nerfed the effectiveness of util1 on A+ because util2 wasn't such a large upgrade compared to gat1>2 or mini1>2 but thats a different story) can kill a miner out from under 1-2 nans easily. I have done it and also seen it done repeatedly.