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Posted: Tue Feb 17, 2009 3:43 pm
by Icky
If you're going to PP1/PP2 route, another possibility is to have it so scouts can use both pp1 and pp2. but ints can use pp2 ONLY, which would increase the needed investment/time but not make it unusable.
Posted: Tue Feb 17, 2009 5:02 pm
by guitarism
Part of the problem with doing that Icky is that with tac, your going to loose miners. No way around it. You WILL lose miners. So you'll have alot harder time get to adv tech. If you make it so that pp1 is only usable by scouts, your ints are going to have alot harder time defending said miners. The ints will never be able to get pp2 because the miners will be dead because they couldnt see the attacking SFS, who picked off the one or two scouts (or more!) that were defending the miner in the first place.
Posted: Tue Feb 17, 2009 5:03 pm
by Andon
I would go for something the other way around.
PP1, still weaker than PP2, but is mountable on ints/scouts/whatever you want.
PP2, stronger than PP1, is only mountable on scouts.
Posted: Tue Feb 17, 2009 5:10 pm
by DasSmiter
Andon wrote:QUOTE (Andon @ Feb 17 2009, 11:03 AM) I would go for something the other way around.
PP1, still weaker than PP2, but is mountable on ints/scouts/whatever you want.
PP2, stronger than PP1, is only mountable on scouts.
I like that. PP1 should be usable but not so uber that it's imbalancing. I have no problem with a good scouter finding my sf/sb, that's what he's there for. What I have a problem with is Brood hopping out of base, dropping a pulse probe, and immediately homing in on me.
Posted: Tue Feb 17, 2009 6:01 pm
by Icky
But at least if it's Brood there's no chance you'll be podded!
Posted: Tue Feb 17, 2009 6:57 pm
by guitarism
Don't sit at 2k from the base with your missiles on?
Posted: Tue Feb 17, 2009 7:19 pm
by Vlymoxyd
A fig can't lob missile at a SF untill it eyes the SF. An adv fig with scan2 will spot a SF with hunters loaded and cloak 3 activated at about 330m. If the fig ever gets close, the SF can also remove the missiles and then, the fig will need to get at around 110m to spot the sf. It is very easy for a SF to lose eyes quick enough to avoid getting locked.
Posted: Tue Feb 17, 2009 7:31 pm
by WhiskeyGhost
Vlymoxyd wrote:QUOTE (Vlymoxyd @ Feb 17 2009, 01:19 PM) A fig can't lob missile at a SF untill it eyes the SF. An adv fig with scan2 will spot a SF with hunters loaded and cloak 3 activated at about 330m. If the fig ever gets close, the SF can also remove the missiles and then, the fig will need to get at around 110m to spot the sf. It is very easy for a SF to lose eyes quick enough to avoid getting locked.
Exactly, yet interceptors don't suffer from this in the least bit since they can get 5000 scan range temporarily via pulse probes.
When defending miners, you always need a scout, so losing pulse probes on an int shouldn't be an issue at all. Unless we want Ints as they are, which makes it play more like "Quake in space".
Posted: Tue Feb 17, 2009 9:15 pm
by CronoDroid
How about CHASING DOWN SFs?! It's all great if the scout drops a PP and you see an SF 2K out, chase it and not have PPs to find it, it's not like the nan is going to follow you around and let the miner die...
What I don't understand is why we're even bringing this idea up. Since when has Exp been overpowered anyway? Tac is very good against Exp, especially if you have a well placed techbase or many bases in-between your Tac and the enemy. If the game goes beyond 20 minutes in an Exp vs Tac game, 80% of the time Exp will be screwed.
This will not "improve" teamwork in any way, ints can already reliably find miners without PPs, and SFs should have no problem killing ints. It takes a smart, aggressive int pilot to kill one SF, but any noob who can right click can kill an int. Plus, ints usually only carry around two PPs anyway, any more would be a waste. In the best situation, it takes one PP to kill an SF, and even then the SF should get at least one or two Hunters on the int (and maybe sniper fire) before it tracks the SF down, drops a PP and whacks it. However, most people aren't very attentive and will not have the mental capacity to follow a missile's path to its source, so that's two PPs as soon as you hear the missile warning to find your attacker, then another PP to reacquire him when you get close.
A single SF can kill many ints, but an int doesn't have the capacity to continually fly around and kill SFs.
Don't. $#@!ing. Touch. Exp.
It. Is. Fine.
Posted: Tue Feb 17, 2009 10:02 pm
by Dark_Sponge
I like the pp1/pp2 idea. I'd make them both mountable on ints though.
pp1= ~3000 researchable in exp
pp2= ~5000 researchable in adv exp
Something like that.