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Posted: Thu Mar 15, 2007 6:02 pm
by guitarism
A little more fuel efficiency would be awesome.

Posted: Fri Mar 16, 2007 12:18 am
by CronoDroid
Definitely.

Posted: Fri Mar 16, 2007 10:26 am
by DreamWalker
There is an inherent problem with IC and rix given how pu games work out. Both Rix and IC require a lot of teamwork, and to expand well with IC it takes some experience. Both of the factions are extremely powerful though and if played by vet teams are deadly.

Rix sup combined with srs is scary. Rix tac is scary. Rix htts able to take out rips?! IC is inherently a multitech faction, with ops costing half the price of a tech base and you getting the basic ship included in the price of the tech (you just have to pick the right rocks for the tech though). Ripping miners, ungalveable bases, best starting ship, rescue probes...

The cheese is something that is rather powerful and extremely easy to use. Hunt3 is cheese. Gses which are so popular are cheese cause you need one person with a sense of what is going on to pilot a very powerful ship with two scs. Vans are cheese cause they are point, hyperboost, and fire kind of vehicles. Dis3 is cheese.

Than the question of how to boost IC and rix could be rephrased to how to make rix and ic easier to play and to comm. It does make a lot of sense for IC and rix to be designed how they are. Rix seems to have a slower econ than most, but than again they have srs to counter enemy's expansion and hurt their econ. IC has slow ass econ, but it does make sense as IC should excel at killing enemy cons and IC is so hard to be pushed of the map. And those tech bases are pure cheese.

Anyways, it would be silly to give IC adv ships with lead indicator or turreted htts or some such. It is my understanding that most vets want to keep IC and rix as the old school factions and not give them any funky tech. Probably the easier way to bring them to a competitive level in pu games would be to boost their econ, especially for ic, so that it can offset some of the team's and comm's misdoings (like putting a tech at home as IC). But than more likely than not we would be creating another monster. Than again I guess balance is a work in progress, and the changes have to be tailored to how the community progresses. Given that the win ratio for those factions is so low, and that sometimes the teams may lack the coherence to pull off a nice rix or ic game, boosting their econ might work out well. Oh yeah, and cheaper srs for rix. Not that the comms cannot afford srs, but because people are affraid of taking them cause they cost so much. Maybe 100, or 200 for an sr?

Posted: Fri Mar 16, 2007 5:27 pm
by Gothmog
DasSmiter wrote:QUOTE (DasSmiter @ Mar 15 2007, 12:44 PM) well if we're going by them there win percentages i think that we should hit ic up a bit as well /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

the lowered cost on sr scouts sounds good, 500 is a lot of cash to put into the hands of every dick and jane on the team when it goes pop so easily
Then again, you're talking about a walking teleport probe. What's that worth?

Posted: Fri Mar 16, 2007 6:21 pm
by factoid
Which is small rip only, and can only rip in one fighter at a time. So if a teleprobe is 500, it would make sense that this is worth maybe a bit less.

Posted: Sat Mar 17, 2007 3:15 am
by Jaeden
Could up their energy and recharge some. do this across the board with all their stuff. Give them a little more damage too. Lower the sig a bit on pods too

Posted: Thu May 31, 2007 3:38 am
by Kumquat
PKK. Do you post that in every single $#@!ing thread on the DN forum. Just STFU

Posted: Thu May 31, 2007 5:26 am
by Shizoku
Nice necro kumshot.

Posted: Thu May 31, 2007 7:56 am
by Kumquat
It wasnt that far down the list and I ran into multi PKK posts saying the same thing