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Posted: Fri Feb 15, 2013 10:59 pm
by Vortrog
Archangelus wrote:QUOTE (Archangelus @ Feb 16 2013, 08:32 AM) Plz dont $#@! up the core even more. Dont blame the techpaths for the lack of playerbase skill. Instead of whinning about techpaths being too powerfull, put more effort into learning the nuances of this damned game.
I said this isnt about moaning about something being too powerful, its about how it cancels or minimises a requirement for teamwork whereas every other endgame in other factions requires at least 4-5 players on the job.
Posted: Fri Feb 15, 2013 11:14 pm
by Weedman
my response to rix sbs
they can be devastating
and they can be immensely sucky
it really depends on the availability of base defenders.
I have increased their station pod arm time by 1 second. and I have enabled the station at risk flag to go off, because yes , you can drop pods, uneyed. and if you do this, uneyed, yes they are devastating
we've all seen rix sbs solo tech bases, but that is because nobody was defending, the most likely scenario is, a couple people are waiting for sbs to attack, and they defend the base
My changes, you can still drop pods uneyed, but as soon as you drop one, the station at risk warnings are sent out, alerting enemies
on the flip side, I am considering making the pods more accurate because they suck versus small bases, like teleports, because their accuracy is terrible, and there is no reason you should not be able to solo a tp in a rix sb, because any other sb can usually 2 missile kill most tps
Posted: Fri Feb 15, 2013 11:16 pm
by cashto
Weedman wrote:QUOTE (Weedman @ Feb 15 2013, 03:14 PM) I have increased their station pod arm time by 1 second. and I have enabled the station at risk flag to go off, because yes , you can drop pods, uneyed. and if you do this, uneyed, yes they are devastating
I thought we did that once, and reverted it, because it resulted in "station under attack" warnings that never went away even after the pod expires/got killed.
Posted: Fri Feb 15, 2013 11:18 pm
by Weedman
o rly?
Posted: Fri Feb 15, 2013 11:19 pm
by Spunkmeyer
Weedman wrote:QUOTE (Weedman @ Feb 15 2013, 05:18 PM) o rly?
Yeah Weed, it's broken...
Posted: Fri Feb 15, 2013 11:22 pm
by Weedman
gay
well nvm!
Posted: Fri Feb 15, 2013 11:23 pm
by Spunkmeyer
Broodwich wrote:QUOTE (Broodwich @ Feb 15 2013, 10:34 AM) this
lol spunk "quite impossible". what a voob

good luck doing that when I have full exp and @#(!ton of distance to play with.
Posted: Sat Feb 16, 2013 12:56 am
by SunTzu
Random thought/
What about using the flag from teleport probes and adjusting that?
It only fires once but it'd I suppose fire off with each drop, unless you fixed that.
Posted: Sat Feb 16, 2013 1:31 am
by Spunkmeyer
Tyrh wrote:QUOTE (Tyrh @ Feb 15 2013, 06:56 PM) Random thought/
What about using the flag from teleport probes and adjusting that?
It only fires once but it'd I suppose fire off with each drop, unless you fixed that.
Yes, that's viable approach too, it could check and see if the source is a TP probe or not.
Posted: Sat Feb 16, 2013 5:51 am
by Broodwich
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Feb 15 2013, 03:23 PM)

good luck doing that when I have full exp and @#(!ton of distance to play with.
this is why you shouldnt be balancing cores ...