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Posted: Thu Oct 08, 2009 2:25 am
by zombywoof
Drizzo wrote:QUOTE (Drizzo @ Oct 7 2009, 04:47 PM) Sup is already the tech path of choice for winning games. Expansion isn't even competitive anymore.
Was going to post basically this early on, but then I figured "$#@!, no one will listen to me, I'll just wait for a vet to say it and then quote him for truth."
So yeah, QFT. If you want the run-down of why, I'll gladly share what little knowledge I've gleaned.
Posted: Thu Oct 08, 2009 2:28 am
by IB_
How about we just have int boosters and fighter boosters in exp and sup?
Posted: Thu Oct 08, 2009 5:18 am
by DasSmiter
I'd like to see some numbers on it, but I don't think a boost 3 fighter can match a hvy int with regular booster.
Also I feel that Sup is right now in a good place, it's got the best game ending tech available without completely dominating other techs like exp used to do under Noir. Exp still remains your dogfighting tech, especially with faction that have stronger guns/hull (GT/Rix/IC).
I do feel that hvy booster is kinda crowding in on the hvy int's territory, but I'd rather see it removed or rolled into something like cruise booster that is useful on both figs and fig bombers.
I think that maybe sup could use a nerf to adv figs, but I doubt an hp nerf would do it. Mostly when I see adv figs owning they've spent so much more on their fig that it SHOULD be owning. And then there's all those noobs who eat dreg's dumb3 and start thinking that maybe Sup is too powerful.
Posted: Thu Oct 08, 2009 6:32 am
by IB_
I actually wouldn't mind doing some numbers on it, if TPTB would like them.
Int Booster:
High Fuel Use
Higher Acceleration
Low Top Speed
Basically a lower top speed Booster
Fighter Booster:
Low Fuel Use
Lower Acceleration
High Top Speed
Basically a much higher top speed Light Booster
So the fighter can outrun the int, as long as it is going fast enough when the int starts chasing it.
Posted: Thu Oct 08, 2009 7:43 am
by zombywoof
I like that idea. It helps give fighters the range they were always supposed to have, and restricts ints to their (intended) close combat support role.
Posted: Thu Oct 08, 2009 2:21 pm
by Raveen
I suggested Int boosters a while back and I still think it'd be a good idea. Not only would there be a gameplay impact in various different ways, but it'd help to balance out the cost difference between Exp and Sup (Exp has one more thing to buy).
Posted: Thu Oct 08, 2009 2:50 pm
by madpeople
Standard booster has worked just fine for years for both ints and figs. Hvy booster stops a fig feeling like a fig, and I wasn't totally convinced by it when it first came out (fuel consumption seemed too high).
I would say increase hvy booster fuel consumption. People need to learn you aren't supposed to boost to get somewhere with a fig, you're meant to use your normal engines and reserve boosters for interacting with the enemy.
I object to any proposal to give figs a high speed low accel booster long duration, if you want to make them get about faster and be useless in combat, up their top speed to 350 m/s give them lower thrust and take away their booster (oh, and increase their sig to about 500%). - the resulting ship will be somewhat boring to fly.
If you thing figs should be getting places faster, propose an increase to figs top speed, don't make them use boosters to get to somewhere where they can't actually do anything useful because they have a rubbish booster.
Fix the players, don't give them a piece of tech as a crutch and get rid of a real piece of tech that good palyers know how to use properly.
Posted: Thu Oct 08, 2009 2:53 pm
by Raveen
Posted: Thu Oct 08, 2009 3:49 pm
by spideycw
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Oct 7 2009, 06:56 PM) Do we have any gameplay stats on sup victories since 06 was released. I'm of the suspicion that a series of small sup perks over time has resulted in sup being a lot stronger than intended.
Sup is by far the most powerful tech path currently.
Also the most expensive.
A good exp team can still beat a good sup team though - all they have to do is focus on miners.
Exp's biggest problem is probably its lackluster end game compared to the other two - which in part is probably why its the cheapest tech path - because often you will have to buy another tech anyway
Posted: Thu Oct 08, 2009 4:18 pm
by DasSmiter
It also competes at least evenly with full end game sup and pulse probes present severe problems to a tac team from the enh phase of the game. The only problem with htt is currently the hitbox on the behind
