Pulse probes

Development area for FreeAllegiance's Community Core.
Psychosis
Posts: 4218
Joined: Wed Oct 27, 2004 7:00 am
Location: California

Post by Psychosis »

Rock Raider wrote:QUOTE (Rock Raider @ Sep 21 2009, 09:30 PM) There's nothing wrong with pulse probes. Leave them alone plz. :glare:
SpaceJunk
Posts: 759
Joined: Wed Apr 06, 2005 7:00 am
Location: Collision orbit

Post by SpaceJunk »

I suspect PP's problem is 20 vs 20 in small maps with small sectors.
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Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

Note that I only suggest delaying their full use a little. They are powerful enough to be used vs. Sig 3 / EWS 3, yet they are available as soon as you put up a basic exp (+ research time). Bad sensors are the main weakness of exp.

Icky's point applies for exp on exp games. Exp vs. other tech, and PPs have no downside.

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But this is not a big deal anyway. Just the sort of small tweak I thought would be good to try with some future CC update.
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<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Adam4
Posts: 2144
Joined: Sun Sep 03, 2006 9:05 am
Location: England

Post by Adam4 »

If it aint broke.

You know what comes next.
Xeretov
Posts: 1633
Joined: Sat Nov 24, 2007 5:50 pm
Location: Canada

Post by Xeretov »

Alright, we've got more important things to burn time on.
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