From the other thread:
QUOTE You can't do much on the int side. Ints need PPs to fight sfs. That at the same time gives the ability to eye drones etc. You can't reduce the duration, if you do the sf will run away before the int can kill it. All you can do is make it more expensive for int to get it, which is what CC11 did. There is just no solution to this right now.
On the scout side, the problem is the huge pp carrying capacity of the heavy scout which needs to be reduced. The actual scan range and duration is not much of a problem. The duration CAN be reduced, but that means splitting up the scout PPs and int PPs, which is fine but would be confusing. If there is demand for it, it can be done.
If heavy scout is meant to be a "combat scout" it just doesn't need improved cargo capacity. If you want to double up the prox capacity, that could be done without doing the same for probes and pps, which is currently ridiculous. Previously this was limited to Rix tac, so we considered it a special cheese/bonus of the otherwised crippled sfs. It's just stupid to crack this wide open and make it available to everyone.[/quote]
Pulse Probes
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Spunkmeyer
- Posts: 2013
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There's really no big advantage for an int with PPs on miner O, compared to the non-pp system of watching for He drop, or (when R6 comes out, and always a good idea) having someone on your team keep probes and a low sig scout in enemy sectors tracking miners, constructors and such.
Last edited by LANS on Thu Jan 27, 2011 2:25 am, edited 1 time in total.
I'm not really all for nerfing pps, but if we were going to nerf it I would wanna do the delay in activation time. (Not 20s though, more like 1 or 2 seconds.) Their use against sbs would pretty much stay the same, but at the same time it would make them less useful against sfs.
TAC are suppose to be the hunters, not the hunted.
TAC are suppose to be the hunters, not the hunted.
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I'm glad we have all these people who can read so effectively sharing their opinions.Alien51 wrote:QUOTE (Alien51 @ Jan 26 2011, 09:30 PM) I'm not really all for nerfing pps, but if we were going to nerf it I would wanna do the delay in activation time. (Not 20s though, more like 1 or 2 seconds.) Their use against sbs would pretty much stay the same, but at the same time it would make them less useful against sfs.
TAC are suppose to be the hunters, not the hunted.
That is a code change, and it wouldn't accomplish anything.
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
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TurkeyXIII
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A few reasons. First, going sup against tac is a losing proposition, so nobody intentionally does it. Essentially the only thing you can do is buy bbrs, hull GA, AB2, CM2 and enh cons then push a tele to their tac and bomb it. Everybody knows how weak stealths are vs bombers.NightRychune wrote:QUOTE (NightRychune @ Jan 27 2011, 07:33 AM) nobody answered my question in the other thread
if PPs are what causes tac to suck, why doesn't tac always beat sup?
Second, people somehow manage to get podded in a ship with ~35% sig by a ship with a 600m scan range. I don't know how they accomplish this, but it happens.
The problem the way I see it isn't int vs sf, it's pp vs anything else. You want to find a way to remove its deprobing and miner-finding abilities without affecting the int/stealth relationship.
Last edited by TurkeyXIII on Thu Jan 27, 2011 1:21 pm, edited 1 time in total.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]


I thought *arming* meant activation. I didn't read past that. So sorry. We couldn't make it shoot a probe could we?pkk wrote:QUOTE (pkk @ Jan 26 2011, 10:41 AM) This requires a code change:
There are only two types of delay you can set, arming time (time until probe will start shooting) and Teleport activation delay.
Once dropped, a probe has full scanrange and signature.
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OTDT_Hunter
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I lol'd.OTDT_Hunter wrote:QUOTE (OTDT_Hunter @ Jan 27 2011, 12:36 AM) or keep the scan range the same as adv scouts imo.
Edit: Unless you're suggesting to make pulse probes have adv scout range, which is what PP1 has done anyways.
Last edited by Xeretov on Thu Jan 27, 2011 6:35 am, edited 1 time in total.
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OTDT_Hunter
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lol Hunter.
Heavy scouts have the exact same scan range (and sig for that matter) as advanced scouts (that's why Xer lol'd).
Their big advantage versus SFs (and SBs for that matter) is their Speed/well acceleration, which allows them to track down their opponents so much faster IMO. (and of course the increased Hull which lets them take on the SFs more directly), And of course the battery of quick missiles they can launch
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Heavy scouts have the exact same scan range (and sig for that matter) as advanced scouts (that's why Xer lol'd).
Their big advantage versus SFs (and SBs for that matter) is their Speed/well acceleration, which allows them to track down their opponents so much faster IMO. (and of course the increased Hull which lets them take on the SFs more directly), And of course the battery of quick missiles they can launch
Last edited by notjarvis on Thu Jan 27, 2011 11:21 am, edited 1 time in total.

