Adding variance to Expansion

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Dark_Sponge
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Post by Dark_Sponge »

Sushi wrote:QUOTE (Sushi @ Feb 20 2009, 10:43 AM) I propose the following:

Half-Ints -- For the Expansion team on a budget.
* Half the price!
* Half the scan range!
* One gun (one and a half for heavies)!
* Can only turn left!
Half the hitbox?
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WhiskeyGhost
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Post by WhiskeyGhost »

CronoDroid wrote:QUOTE (CronoDroid @ Feb 20 2009, 01:53 PM) Well if you don't want to give HTTs HvyClk, give them LtBooster.
But that would take away from the very important skill of ramming them to make them go faster! Although i wouldn't mind if you added LtBoost to bombers as well if that were the case.
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
Andon
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Post by Andon »

I wouldn't say add the existing lightboost to bombers and HTTs, but adding some kind of light booster to them could do well, especially for factions like Rix, where they can't be rammed to save their life
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CronoDroid
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Post by CronoDroid »

Just because Belter Bombers have Lt Boosters on their bombers doesn't mean you stop pushing them, so the point is moot. If you give HTTs LtBooster, I'll call off the next Int Lobby rally.

The reason we don't add LtBoost to all bombers is because it's much easier to kill a base then it is to cap it.
WhiskeyGhost
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Post by WhiskeyGhost »

CronoDroid wrote:QUOTE (CronoDroid @ Feb 20 2009, 06:43 PM) Just because Belter Bombers have Lt Boosters on their bombers doesn't mean you stop pushing them, so the point is moot. If you give HTTs LtBooster, I'll call off the next Int Lobby rally.

The reason we don't add LtBoost to all bombers is because it's much easier to kill a base then it is to cap it.
sorry, i was joking about adding lt boost to bombers :)

There's still the difference in difficulty and the fact you get a free base when you capture rather then blow up, which i think is why HTT shouldn't bother having lt booster.
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
DasSmiter
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Post by DasSmiter »

Make EMP actually useful, the ability to do some hurtage to their regular/light buildings without upping your expansion gives you a LOT of flexibility on how you do it with Exp.

Other than that I think Exp is pretty safe atm. It's good for early-mid game, and feasible late game. While not being overpowered compared to tac/sup closing.
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Cadillac
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Post by Cadillac »

Sushi wrote:QUOTE (Sushi @ Feb 20 2009, 06:43 PM) I propose the following:

Half-Ints -- For the Expansion team on a budget.
* Half the price!
* Half the scan range!
* One gun (one and a half for heavies)!
* Can only turn left!
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Grzegt
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Post by Grzegt »

I fully agree with making EMP guns more useful. If you also improve retro booster, maybe those two small changes would be enough to make Exp's tech tree appear bigger?

If EMP would be good enough against minor base shields, that would also make TTs useful, as opposed to "add time and money cost for HTT" tech.
Adept
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Post by Adept »

Grzegt wrote:QUOTE (Grzegt @ Feb 21 2009, 08:22 PM) I fully agree with making EMP guns more useful.
How about upping the effect on station shield, and getting rid of AoE? At the moment the actually efficient use is for a clever int pilot to strip away the SS3 from my Adv Fig with ease, and then proceed to the murdering with miniguns. If the effect is raised, get rid of the AoE.
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Andon
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Post by Andon »

So add more use to EMP and TT instead of having them be 'too expensive and useless' and 'A step to HTTs' instead?
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