Posted: Sun May 03, 2009 11:58 pm
Did you mean fighting what, probes?DasSmiter wrote:QUOTE (DasSmiter @ May 2 2009, 12:05 AM) It makes the prox scout a mean boy to fight
Did you mean fighting what, probes?DasSmiter wrote:QUOTE (DasSmiter @ May 2 2009, 12:05 AM) It makes the prox scout a mean boy to fight
And here we come to the heart of the argument against QL missiles for the heavy scout too. Stupid stuff that exists solely to make the heavy scout good at dogfighting, or even worse, miner killing. These techs are from the same scout-cheese source. Scout flying is about doing what is needed, and it's supposed to be hard to be effective.TakingArms wrote:QUOTE (TakingArms @ May 2 2009, 05:07 PM) @das, see above. Why should we make scouts good at dogfighting? That's not what scouts are about.
I think hes refering to a situation in which you can either plan your deccel and slow down before you reach the miner, by which time you know itll be dead, or you can go straight at it at full speed, giving it 6 or so donuts of life to heal it up just a little bit, but then "overboost" and possibly let it die if no other nans come during the time youve created. Perked retro boost would take the best things about both these ways of nanning it and combine them, so you can go head on towards the miner at full speed, and then stop, and nan it with ease. Ive been in that situation enough to know its $#@!ing annoying and i definately support the perking of retro boost.apochboi wrote:QUOTE (apochboi @ May 2 2009, 03:32 AM) Yeh dang this game needs to be much easier for all the noobs who need tech to make their ships slow down faster. God forbid i would have to use thrusters and plan my decel. Comming next XRM Hunter Killer and caltrops for scouts.
That's not what retroboost *does* though. It means that now a scout can sprint almost the whole way to an aleph to camp it, or almost the whole way to an incoming miner to nan it. I guess you could vector lock, turn around, power down engines and light up retroboost to maybe escape from ints faster?Adept wrote:QUOTE (Adept @ May 4 2009, 04:01 AM) And here we come to the heart of the argument against QL missiles for the heavy scout too. Stupid stuff that exists solely to make the heavy scout good at dogfighting, or even worse, miner killing. These techs are from the same scout-cheese source. Scout flying is about doing what is needed, and it's supposed to be hard to be effective.
Imagination FTW.Valiance wrote:QUOTE (Valiance @ May 4 2009, 08:24 AM) I think hes refering to a situation in which you can either plan your deccel and slow down before you reach the miner, by which time you know itll be dead, or you can go straight at it at full speed, giving it 6 or so donuts of life to heal it up just a little bit, but then "overboost" and possibly let it die if no other nans come during the time youve created. Perked retro boost would take the best things about both these ways of nanning it and combine them, so you can go head on towards the miner at full speed, and then stop, and nan it with ease. Ive been in that situation enough to know its $#@!ing annoying and i definately support the perking of retro boost.