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Posted: Fri Feb 20, 2009 8:11 pm
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?

Posted: Fri Feb 20, 2009 9:36 pm
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.

Posted: Fri Feb 20, 2009 11:35 pm
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

Posted: Sat Feb 21, 2009 12:43 am
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.

Posted: Sat Feb 21, 2009 4:54 am
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.

Posted: Sat Feb 21, 2009 6:57 am
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.

Posted: Sat Feb 21, 2009 12:28 pm
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!

Posted: Sat Feb 21, 2009 6:22 pm
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.

Posted: Sat Feb 21, 2009 8:02 pm
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.

Posted: Sat Feb 21, 2009 10:52 pm
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?