Death3D wrote:QUOTE (Death3D @ Oct 26 2008, 09:50 PM) Read: 1.0 side/backthrusting figs (who cares about ints anyway).
If you know how to evade bullets and backthrust-shoot-missilelob, there's no better ship than a Belts Adv Fig for it.
Belters need a cost nerf
I decided to relive the days gone by in my new blog.
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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?


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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.
Except the big about dorjan being jelly, that's just spidey's ego.


Why are we even discussing nerfing belters? Everything is perfectly balanced out if you don't take in to account DFing roles. I just want to discuss a couple of things about my favorite faction that people aren't looking at:
Belter hull difference.
Even with faction modifiers, Belters have a DISADVANTAGE when it comes to dogfighting because of the slow acceleration and poor turn rate. This is why you rarely see people fly Belt Exp because the ints are literally flying bricks. Taking in to light that a lot of pilots can't aim, overboost, and mis-prioritize what to kill, in the wrong hands Belters suck more than trying to win a game w/ IC garr tech, sans gunships.
Belter econ + cost.
With a 4 minute research time, do you really think that costs should be reduced? I understand if you want to say "make tele/ref/op cons cost the same!" but saying to nerf the cost of everything altogether is completely ridiculous. If you do that, bump the research time down to three minutes because you just took away the one of the major things Belts has going with them
Belters keeping tech.
They shouldn't keep mark II tech. No matter what. If the opposing team has the balls to blow your base (heh) then they should be able to not have to worry about getting their asses munched up by Adv figs/Hvy ints/Omnis.
spidey being the best @ Belts.
You're not. I am. Case closed.
Belter hull difference.
Even with faction modifiers, Belters have a DISADVANTAGE when it comes to dogfighting because of the slow acceleration and poor turn rate. This is why you rarely see people fly Belt Exp because the ints are literally flying bricks. Taking in to light that a lot of pilots can't aim, overboost, and mis-prioritize what to kill, in the wrong hands Belters suck more than trying to win a game w/ IC garr tech, sans gunships.
Belter econ + cost.
With a 4 minute research time, do you really think that costs should be reduced? I understand if you want to say "make tele/ref/op cons cost the same!" but saying to nerf the cost of everything altogether is completely ridiculous. If you do that, bump the research time down to three minutes because you just took away the one of the major things Belts has going with them
Belters keeping tech.
They shouldn't keep mark II tech. No matter what. If the opposing team has the balls to blow your base (heh) then they should be able to not have to worry about getting their asses munched up by Adv figs/Hvy ints/Omnis.
spidey being the best @ Belts.
You're not. I am. Case closed.
QUOTE neotoxin@SF (all): i'm too tired of commanding right now
neotoxin@SF (all): i just want to fly ... and face$#@! brood
^Broodwich@SysX (all): ewwww
^Broodwich@SysX (all): that stuff has gotten me into trouble too much[/quote]
neotoxin@SF (all): i just want to fly ... and face$#@! brood
^Broodwich@SysX (all): ewwww
^Broodwich@SysX (all): that stuff has gotten me into trouble too much[/quote]
Yeah Belter's don't really need to be nerfed much. They are relatively fun to fly at the moment. I would be more keen on increasing the effectiveness of other factions.
Crono brought up a very good idea with his miner idea.
Increasing capacity with a decrease of yield would go perfectly with the theme of belters. In this case it would be "grab all the he you can, don't worry about how well you do it." This would keep with their need to expand and spread.
Crono brought up a very good idea with his miner idea.
Increasing capacity with a decrease of yield would go perfectly with the theme of belters. In this case it would be "grab all the he you can, don't worry about how well you do it." This would keep with their need to expand and spread.
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
QUOTE We don't need to save our thingy.[/quote]
Save for the TP2 issue, any nerfs on ships are unneccessary, IMO. Changing anything in this arena will make Belts lose its "specialness". My argument is about it's econ. It's just too good. The ship size perk has made things alot more even in the DF arena - now you it reveals another, less obvious issues that are quite nuanced. Changes in miner capacity might be enough... or mining speed for that matter.
Last edited by Kltplzyxm on Mon Oct 27, 2008 7:47 pm, edited 1 time in total.
Buy hull ups and it's a fig is a tank. Sure you might be slow but shooting down an adv fig is like shooting down an reg int for any other faction.neotoxin wrote:QUOTE (neotoxin @ Oct 27 2008, 09:43 AM) Belter hull difference.
Even with faction modifiers, Belters have a DISADVANTAGE when it comes to dogfighting because of the slow acceleration and poor turn rate. This is why you rarely see people fly Belt Exp because the ints are literally flying bricks. Taking in to light that a lot of pilots can't aim, overboost, and mis-prioritize what to kill, in the wrong hands Belters suck more than trying to win a game w/ IC garr tech, sans gunships.
QUOTE Belter econ + cost.
With a 4 minute research time, do you really think that costs should be reduced? I understand if you want to say "make tele/ref/op cons cost the same!" but saying to nerf the cost of everything altogether is completely ridiculous. If you do that, bump the research time down to three minutes because you just took away the one of the major things Belts has going with them
Belters keeping tech.
They shouldn't keep mark II tech. No matter what. If the opposing team has the balls to blow your base (heh) then they should be able to not have to worry about getting their asses munched up by Adv figs/Hvy ints/Omnis.[/quote]
Yes... if a team manages to hold off miner kills, they can buy a @#(! load of techbases in a short amount of time. Add to that the benefit of picking up tech, you have just cut your research time madly. i.e. picking up dumb2 (or stealing it) at the beginning of the game frees up enough money for a new ref, op, or tele. Find dumb 2 gatt2 and you can dumbspike bbrs decently without SUP.
I think something on the order of increasing build time and cost in small amounts may be enough. Or another option is to make research costs more expensive. Pick up what you can, but you suck at research so it's more of a thieve's faction.
Last edited by Kltplzyxm on Tue Nov 11, 2008 8:50 pm, edited 1 time in total.
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CronoDroid
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Belters research is more expensive but somehow it doesn't translate to ship research, no idea why...if you want to nerf research cost, start there. Not sure why Belters ships would cost less from both a gameplay and a flavour perspective, they already get to keep them forever, so why should they be any cheaper?
Belters already get shafted by having to frickin wait 2 paydays to get a mother$#@!ing bomber
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.