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Posted: Wed Sep 17, 2014 11:58 am
by Djole88
MagisterXF94 wrote:QUOTE (MagisterXF94 @ Sep 17 2014, 01:56 PM) Make a copy of your artwork folder, and extract ICE in that backup folder.
no its some .net component issue (guess I could use a VM)

Posted: Sat Sep 20, 2014 11:46 am
by Papsmear
I noticed playing a game yesterday that basic Giga scouts can not use pulse probes is this also the case with all basic scouts?
If so how come?

Posted: Sat Sep 20, 2014 12:11 pm
by Djole88
Papsmear wrote:QUOTE (Papsmear @ Sep 20 2014, 01:46 PM) I noticed playing a game yesterday that basic Giga scouts can not use pulse probes is this also the case with all basic scouts?
If so how come?
No scouts can use pulse probes, been that way since I started playing (WC3).

Posted: Sun Sep 21, 2014 5:29 pm
by ChaoticStorm
Weed removed the ability for scouts to drop pulse probes making it an int only item.

WC01 changelog

QUOTE *PULSE PROBE only used by Interceptors!
wtf why?
I tell you why.
Scouts are perfectly able of finding sbs using their own scan range. Adv/Hvy scouts with scan range of 3000m.
PP is a 5000m scan range.

In a way, this is a buff to tac, and to SBS mostly. Because Honestly, how many times has a hvy scout stumbled upon your sb
and killed you? sometimes . How many times have they pulse probed you and killed you. Alot.
In a way, this is a buff to exp, because only interceptors can mount it. If your opposition is sup or tac, they cannot
steal it and use it, only if they are exp can they steal it and use it.[/quote]

Posted: Mon Sep 22, 2014 1:32 am
by Papsmear
Thanks for the info

Posted: Thu Sep 25, 2014 8:41 pm
by vogue
3 racks of ammo hvy int - dmg2 and mini 1 vs basic draconium miner. Didn't miss a single bullet, no lull in firing except for reloads, couldn't kill it.

Fix it.

Posted: Thu Sep 25, 2014 9:18 pm
by Patman3
Faction doesn't need to have 1.1 hull. Give it 1.0 or 1.05 and see how it works out.

I've been saying this for a while now but I feel like the game was originally balanced around a baseline hull of 0.9 and not 1.0 like people seem to think.

IC had "tough" hull at 0.95 iirc the stupid little game card that shipped with the game even mentioned this as a perk
Giga had "weak" hull at 0.85
Rix/Bios were 0.9

Belters got a "tougher" hull of 1.05 - they are a shieldless faction that has generally big models with poor acceleration (flying bricks) I think they aren't too OP.

With Technoflux onward faction designers thought it would be a good idea to give their new factions 1.0 hull (GT and OH have this) which is generally fine but I'm pretty you've noticed how much harder it is to kill a miner/con belonging to one of those factions. More obviously, the interceptors also seem much better with these newer factions probably because of the durability. With drac you get relatively big modeled ships that zoom around all over the place making them way hard(er) to hit.


I think ship hull plays a HUGE role in this game, more than the other GA since it plays a role in every single engagement as opposed to something like PW damage which is instead directly relayed to aim/player skill.


Note that I personally consider the .85/.9 hull factions to be paper so I'm all for more hull if everyone else gets it too.

Posted: Thu Sep 25, 2014 11:02 pm
by Shizoku
100% agree with Culmers.

Posted: Fri Sep 26, 2014 8:09 am
by Raven_42
I still think OH ints are also too hard to hit

Posted: Fri Sep 26, 2014 11:07 am
by Djole88
Raven_42 wrote:QUOTE (Raven_42 @ Sep 26 2014, 10:09 AM) I still think OH ints are also too hard to hit
I watched one of the weedman's vids, seems that OH ints were fatter back then so who put them on a diet?