Alien51 wrote:QUOTE (Alien51 @ Mar 8 2011, 11:40 AM) PS.) With XC03 out now TTs can cap tech bases rather readily. This would be a step towards balancing that.
Because all teams who expect TTs to come wait by the aleph about 1000 out with a bbr ready to Res1 that stuff YEAH!
/me summons Icky to do his job.
Last edited by Elzam_ on Tue Mar 08, 2011 7:58 pm, edited 1 time in total.
A hero is not one who never falls, but one who gets up again and again, NEVER losing sight of one's dream!
Then explain how that's balance! Because frankly, I don't see any balance in what you're suggesting. Use it to decamp an aleph? Already possible. Put it on bbrs? The defense would just get out of range and rush back in. Is there any significant change?
A hero is not one who never falls, but one who gets up again and again, NEVER losing sight of one's dream!
Aleph Res is pretty useless right now. Enemy non-scouts have plenty of time to get out of the way and get back, and with res 1 or even 2, even the scouts have plenty of time.
Aleph res if made available before enh tech is up can pretty much kill any non-int faction easily.
Bomber rushing can work well early on but if the enemy see's the bomber then a camp stops it dead which is why it only works well if the enemy don't scout, however with aleph res it means you can't camp vs a bomber and if the enemy doesn't have enh tech yet then it's pretty hard to D a full on bomb run with nan train (esp if nan2 is picked up).
Alien51 wrote:QUOTE (Alien51 @ Mar 8 2011, 11:40 AM) PS.) With XC03 out now TTs can cap tech bases rather readily. This would be a step towards balancing that.
What forum is this again? Are we balancing between cores now?
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
Alien, I'm going to quote myself in a previous thread about some poorly thought out balance suggestion from you, and ask you to fill out a template:
QUOTE In what situation will it be helpful?In what situations will it be a detriment?Which ship vs ship combat odds will skew to one side or the other with this change?How will this affect a given macro-strategy? How will this affect <faction+techpath> at various stages of the game?[/quote]
Then I'm going to quote something else wonderful and ask you to fill out a template:
QUOTE simple steps to decide whether or not you should post in the CC forum
have you written it down and thought about ithave you asked someone who may know more about it than you for their opinionhave you done some forum research on the topicare you up to date on what is going ondo you have an understanding of balance in allegiancehave you participated in conversation on another topic where someone complimented you on good datahave you ever used ICEhave you ever read the CC changelogcan you list at least 5 people who respect your opinion[/quote]
If you cannot answer that whole list well, please stop wasting space in the CC forum, when there are real balance issues to be considered.
Edit: fixed bbcode.
Last edited by LANS on Tue Mar 08, 2011 10:59 pm, edited 1 time in total.
@LANS:
I believe I can answer the list well. But what would be a huge time saver would be for you to simply say why this is a bad idea.
The only reason I see you advocating is that it would be too hard for teams to use. FYI range on Res1 is 1500m at 0mps, while it's blast is merely 1000m. I don't think nans would die very easily.
If there is no reason why it is a bad idea, then we should play with it.
It's not a big change, it's not a hard change; it's just something that would keep things interesting.
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@Elzam:
(Remember this applies to XC03 core not CC. I just thought I'd include that in the 'PS.)' so we could get some discussion on that instead of making new thread in XC03 forum.)
It'd help balance it because it would keep both Exp teams and Sup teams equally dangerous. Exp teams big strength is camping alephs, with this Sup can fight against that. Sups big strength was its guaranteed time allowed until HTT came out, but this is no longer true.
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Alien, this is COMMUNITY CORE FORUMS. If you want to change XCore, go to Other Cores/XCore
And how does this change the current state of people boosting out of range when the Res goes live? If you suggested speed up activation time, then we're talking.
PS - The answer to XCores TT capping IS LEARNING TO PROBE
A hero is not one who never falls, but one who gets up again and again, NEVER losing sight of one's dream!
@Alien: Just because you think something needs to be changed doesn't mean the community agrees. Frankly, the community decides on balance by choosing to play or not to play on any given core.
Lets say you make your own core with the changes you think need to be made. For the purpose of this thought experiment, lets assume that you actually manage to fix some problems in CC without screwing anything up. Also assume that the core is put on AutoUpdate, so everyone can play it without hassle. It still doesn't mean anyone will give a @#(!, or people will play that core.
Nobody actually cares about convincing you why a given idea is bad or impractical, because your opinions don't make any difference to the cores which are popular right now (XC02/03 and CC_11b). If you were making a core, the burden of proof would be on me to convince you of a change. You have no direct control over XC/CC, and therefore the burden of proof is on you to convince those in charge of the core of why the change needs to be made.
Regardless of what I think of your idea, it doesn't matter because my opinions also don't matter to the XC/CC crews. I know this, and therefore don't propose half-assed "ideas for change" that will just screw up the game more than it already is.