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Posted: Mon Apr 05, 2010 11:58 pm
by Psychosis
One-Man-Bucket wrote:QUOTE (One-Man-Bucket @ Apr 5 2010, 02:00 PM) Can TF get seismic?
this is an excellent question

Posted: Tue Apr 06, 2010 12:00 am
by NightRychune
No, TF cannot get seismics. But, if you really want to nerf tp2/adv sup, double the costs of all sup tech again. Bam. Done.

Posted: Tue Apr 06, 2010 12:02 am
by Psychosis
NightRychune wrote:QUOTE (NightRychune @ Apr 5 2010, 06:00 PM) No, TF cannot get seismics. But, if you really want to nerf tp2/adv sup, double the costs of all sup tech again. Bam. Done.
that would be a quick and easy fix

Posted: Tue Apr 06, 2010 12:07 am
by Jimen
For future reference, Yung, ideally "nerfing tp2" would mean "making it harder for someone who's been whittled down to 1-2 sectors to wipe out a techbase halfway across the map", not "making it easier for a team whittled down to one sector to turtle vs tp2 drops".

Posted: Tue Apr 06, 2010 10:59 am
by Koln
NightRychune wrote:QUOTE (NightRychune @ Apr 6 2010, 02:00 AM) No, TF cannot get seismics. But, if you really want to nerf tp2/adv sup, double the costs of all sup tech again. Bam. Done.
And everyone will start playing only exp.

Jimen wrote:QUOTE (Jimen @ Apr 6 2010, 02:07 AM) For future reference, Yung, ideally "nerfing tp2" would mean "making it harder for someone who's been whittled down to 1-2 sectors to wipe out a techbase halfway across the map", not "making it easier for a team whittled down to one sector to turtle vs tp2 drops".
For once, i agree with Jimen.

Posted: Tue Apr 06, 2010 11:34 am
by notjarvis
Frankly I've seen enough TP2 Figbee Runs fail lately that I'm not sure it needs any more nerfing.


If we nerf endgame techs too much every game will end up lasting 2-3 hours......

Posted: Thu Apr 22, 2010 5:34 am
by Duckwarrior
NightRychune wrote:QUOTE (NightRychune @ Apr 6 2010, 01:00 AM) No, TF cannot get seismics. But, if you really want to nerf tp2/adv sup, double the costs of all sup tech again. Bam. Done.
Maybe make the actual TP2 & FB's more expensive after they are researched, so that the cost of the run is more relative to it's chances of success.

Posted: Thu Apr 22, 2010 5:41 am
by juckto

Posted: Thu Apr 22, 2010 6:03 am
by Jimen
I like Duckwarrior's idea - making the actual probes and ships more expensive on a per-unit basis means it's a difficult one-time deal for a team with no map control and a payday economy, while barely being a speedbump to someone who owns the map and has four miners but just wants to end the game against some tough turtling.

Posted: Thu Apr 22, 2010 6:14 am
by Shizoku
juckto wrote:QUOTE (juckto @ Apr 21 2010, 10:41 PM) Maybe un-"fix" tp code.

http://www.freeallegiance.org/forums/index...c=55996&hl=
Before clicking on the link I was hoping it was going to be probe inside the rock code change, dang. While your at it, but the cheat-board: name back in.