Posted: Sat Jul 11, 2009 1:44 am
[18:31] <[Andon]3D> against anything 100% sig or more, it'll fire at max range
[18:31] <[Andon]3D> however... it has to actually be in the scan range before it'll fire, so things like stealths, low-sig scouts, etc
[18:32] <[Andon]3D> Bases, of course, are different, but...
[18:32] <[Andon]3D> hel
[18:32] <[Andon]3D> *hell
[18:32] <[Andon]3D> it has so many ifs ands and buts that it's somewhat surprising it even works
Rix tac is a complicated enough endeavor, I don't think this is too much of a perk for it, making the scans equivalent to the their comparable techlevels (mk1/2/3)
i forsee this having an almost negligent effect against sup, but a forsure increase in effectiveness against exp and tac.
can we get this into the changes for CC_06 and see how it turns out?
[18:31] <[Andon]3D> however... it has to actually be in the scan range before it'll fire, so things like stealths, low-sig scouts, etc
[18:32] <[Andon]3D> Bases, of course, are different, but...
[18:32] <[Andon]3D> hel
[18:32] <[Andon]3D> *hell
[18:32] <[Andon]3D> it has so many ifs ands and buts that it's somewhat surprising it even works
Rix tac is a complicated enough endeavor, I don't think this is too much of a perk for it, making the scans equivalent to the their comparable techlevels (mk1/2/3)
i forsee this having an almost negligent effect against sup, but a forsure increase in effectiveness against exp and tac.
can we get this into the changes for CC_06 and see how it turns out?