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Posted: Thu Oct 28, 2010 2:55 am
by Weylin
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.
Posted: Thu Oct 28, 2010 9:38 am
by ogorass
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.
Sadly, it doesn't make much sense for those 3 reasons:
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.
Posted: Thu Oct 28, 2010 9:11 pm
by Weylin
I understand that, but Dis2 and Galv are pre-reqs for a ship that utilizes missiles. Dis2 is also a floating tech.
Posted: Thu Oct 28, 2010 10:46 pm
by lexaal
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.
Maybe it's a balance thing. Maybe it's tradition, probably both. No one knows.
Posted: Fri Oct 29, 2010 2:15 am
by DasSmiter
TT is already the delay for HTT (since that's the only user of EMP missile)
Posted: Fri Oct 29, 2010 9:51 am
by Adept
It could still be worth a go trying to arm the TT with a battery of EMP cannons.
Posted: Fri Oct 29, 2010 12:40 pm
by ogorass
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.
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.
Posted: Fri Oct 29, 2010 3:11 pm
by Weylin
Adept 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.
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?
Posted: Fri Oct 29, 2010 3:58 pm
by Xynth
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?
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.

Posted: Fri Oct 29, 2010 4:32 pm
by Makida
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"
