A bit of a tangent, but do you guys think it would make sense to have EMP Can1 as a prerequisite for SRM EMP?
It would be something you research in parallel with TT, it might provide some incentive to at least try capturing a minor base before the enemy gets Adv tech up as it wouldn't be a total dead-end tech.
Dis2 - should it be moved out of figbee research preqs?
Sadly, it doesn't make much sense for those 3 reasons:Weylin wrote:QUOTE (Weylin @ Oct 28 2010, 04:55 AM) A bit of a tangent, but do you guys think it would make sense to have EMP Can1 as a prerequisite for SRM EMP?
It would be something you research in parallel with TT, it might provide some incentive to at least try capturing a minor base before the enemy gets Adv tech up as it wouldn't be a total dead-end tech.
1. It doesn't make much sense for a gun to be a prereq for a mssile.
2. During 5 years of playing this game I have seen a succesful EMP + TT runs twice (that means two times). Incidentally both happened in the same game, performed by a team commanded by spidey.
3. EMP is the most common floating tech. It's literally the first thing you see when you exit the garr.
Maybe it's a balance thing. Maybe it's tradition, probably both. No one knows.Weylin wrote:QUOTE (Weylin @ Oct 28 2010, 11:11 PM) I understand that, but Dis2 and Galv are pre-reqs for a ship that utilizes missiles. Dis2 is also a floating tech.
Last edited by lexaal on Thu Oct 28, 2010 10:47 pm, edited 1 time in total.
I have a johnson photo in my profile since 2010.
TT is already the delay for HTT (since that's the only user of EMP missile)



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
It's a gradient thing - you need to develop from nothing, through something able to harm small bases (galv+adv figs, TT) to something being able to kill all stuff (figbee, HTT+SRM EMP). It's quite the same path for both techpaths. The only difference is, exp gets an useless ship on the way.Weylin wrote:QUOTE (Weylin @ Oct 28 2010, 11:11 PM) I understand that, but Dis2 and Galv are pre-reqs for a ship that utilizes missiles. Dis2 is also a floating tech.
I was going to suggest this, but wanted to avoid making myself look like even more of an idiotAdept wrote:QUOTE (Adept @ Oct 29 2010, 07:51 PM) It could still be worth a go trying to arm the TT with a battery of EMP cannons.
What would the rest of you think? Maybe 4 gunmounts only capable of equipping EMP Cannons?
Last edited by Weylin on Fri Oct 29, 2010 3:11 pm, edited 1 time in total.
Thats gonna be a tough sell since it is an exp buff and the int lobby likes to spend that mid game time whoring newbs so they won't even be behind you.Weylin wrote:QUOTE (Weylin @ Oct 29 2010, 10:11 AM) I was going to suggest this, but wanted to avoid making myself look like even more of an idiot![]()
What would the rest of you think? Maybe 4 gunmounts only capable of equipping EMP Cannons?
Xynth@PK


Some sort of buff to EMP/TT has been discussed many times before, and would probably deserve its own thread if someone wanted to resurrect it.
I think just a moderate buff to EMP cannon might be better than having TTs mount them, as this would give the aforementioned ints something to do aside from "whoring newbs" 






