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Posted: Wed May 07, 2008 11:18 pm
by shibbyx1
Dark_Sponge wrote:QUOTE (Dark_Sponge @ May 8 2008, 08:56 AM) Scan range reduction = ints exactly the same on defense, and exactly the same on attack except for needing scout support. What whore wouldn't want a combat nan along anyway? I don't understand why more int whores don't support this idea.
Because smart enemies just kill the scout quick time, and we are left, once again, with not seeing our enemies who are only a little away from us
Posted: Wed May 07, 2008 11:26 pm
by Death3D
Maybe then people will start to feel compelled to buy adv and hvy scouts as Exp, since their eyed scouts are killed left and right... by the other exp team.
Posted: Thu May 08, 2008 1:09 am
by Dark_Sponge
shibbster wrote:QUOTE (shibbster @ May 7 2008, 04:18 PM) Because smart enemies just kill the scout quick time, and we are left, once again, with not seeing our enemies who are only a little away from us
Then bring two scouts to nan each other and protect them from defenders. Reducing fuel would be far worse for whores than needing to ask for scouts to come along.
Posted: Thu May 08, 2008 6:31 am
by Koczis
If I could vote (ffs, I really need to spam some useless post somewhere..) i'd check option 1,2 & 5
Posted: Thu May 08, 2008 3:20 pm
by Evincar
if you nerf minigun damage vs util, ints won't ever kill a miner again (it's fine as it is now)
Posted: Thu May 08, 2008 7:57 pm
by apochboi
Evincar wrote:QUOTE (Evincar @ May 8 2008, 04:20 PM) if you nerf minigun damage vs util, ints won't ever kill a miner again (it's fine as it is now)
Im sure there is other ways to nerf ints, I dont think tackling miniguns damage vs utility hull is the way go to. After all interceptor = short range and powerful to nerf minigun would be changing/bending the role of the Interceptor craft. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />