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Posted: Tue Nov 10, 2009 4:49 pm
by DasSmiter
Currently Exp is on the weak side of the balance tree, we're looking into it.
Just a question, why would you use this instead of a regular aleph res? I think it's more likely we'll see HTT be able to mount a one side aleph res with higher damage to small shield and lower total damage.
Posted: Tue Nov 10, 2009 4:53 pm
by Dorjan
You would use this on several occasions listed above.
Hell if you want to give one sided aleph reses instead, by all means go for it, that is totally OP and works great for what this is.
However assuming that we're talking about current tech you could use it much like in the original post. Clearing the shields and mines away from an aleph means that sup will find it hard to hold the aleph compared to an exp team (since their ints aren't affected by emp). Regular res means you would have to run away.
But sure, a one sided htt mounted res... well that's just cheese!

Posted: Tue Nov 10, 2009 5:11 pm
by Adept
One sided res sounds like a very bad idea. HTT being able to mount anti cap torpedo, and making the torps actually useful would be nice.
/edit I mean, if you have SY and have researched the anti cap torp... not putting the torp in exp. Hmm, that thought needs more work.
Posted: Tue Nov 10, 2009 5:17 pm
by Dorjan
i'd rather exp get a new ship than making the HEAVY TROOP TRANSPORT a fighting vessel...
EDIT: please keep this on topic, I see people chasing the wrong thoughts
Posted: Tue Nov 10, 2009 5:27 pm
by NightRychune
I would rather see Exp get a purchasable upgrade in Adv exp (10k or 15k or something else that's very high) that upgrades their small bases one grade. For Giga it'd turn their light ops and teles into normals, and for every other faction it'd turn them into heavy, ungalvable bases (with no additional shield strength/hp to leave them just as vulnerable to SBs/bombers/whatever) since one of the fundamental problems plaguing it is that it simply can't expand that effectively against sup. But, exploring other creative solutions and workarounds to problems it has are cool, too.
Posted: Tue Nov 10, 2009 5:27 pm
by Valiance
I like it. Adds lots of new flavour.
Posted: Tue Nov 10, 2009 5:34 pm
by TheRock
I didn't know hvy ints had any issues with camps?
Posted: Tue Nov 10, 2009 5:36 pm
by sambasti
Rock wrote:QUOTE (Rock @ Nov 10 2009, 01:34 PM) I didn't know hvy ints had any issues with camps?
+1
The one thing exp does not have a problem with is killing small ships.
Posted: Tue Nov 10, 2009 6:40 pm
by Broodwich
its a nice idea, but it has no usefulness against belters. It can also be countered like all other aleph res, simply rip away, then boost back. You still have the team formed up, and just boost past the ints and blow whatever they send in. Also, considering the point of aleph res is to rid the enemy team of a camp, if it isnt going to kill the people proxing the aleph, they can just stay there and continue to drop prox while the thing goes off, and the figs can sit there and still have the upper hand against anything that comes through due to position.
Posted: Tue Nov 10, 2009 6:56 pm
by Adam4
In case anyone raises the idea:
No, you cant have res specific detonation times. The time to detonate for all resonators is a core constant, and currently, cant be modified on a per missile basis.