Page 5 of 6
Posted: Wed Feb 18, 2009 12:17 am
by WhiskeyGhost
I'd personally just make pp1 mountable on ints, with 2 being more plentiful and mountable only on scouts. The big issue here is mostly that it makes a scouts role less important in the process of seeing things, which is the scouts primary role.
I like how you need a scout to spot things like sfs when you yourself are tactical or supremacy, yet it isn't as important when your expansion. You end up needing less people for the same effect when someone can go out solo and chase down enemy ships, while you'd need a second scout to do it with Sup or Tactical (since the miner should keep a nan on it).
Posted: Wed Feb 18, 2009 12:44 am
by fuzzylunkin1
I really like the pp1/pp2 idea. Ints were not built to solo SFs - they need scouts to be able to find them.
Posted: Wed Feb 18, 2009 12:56 am
by guitarism
Ints soloing SF's say more about the lack of skill of those SF pilots then the tech the ints have. But thats just me.
Posted: Wed Feb 18, 2009 1:46 am
by WhiskeyGhost
guitarism wrote:QUOTE (guitarism @ Feb 17 2009, 06:56 PM) Ints soloing SF's say more about the lack of skill of those SF pilots then the tech the ints have. But thats just me.
The same can be said about any ship pairing.

Posted: Wed Feb 18, 2009 2:08 am
by guitarism
Which is part of my point. People seem to think that just because they keep getting podded by a certain thing, that it means it's overpowered and needs the nerf bat. Far too often it's that people suck in said ship.
So stop sucking, and instead get better.
Posted: Wed Feb 18, 2009 3:47 am
by spideycw
Pulse are fine. Maybe some of you morons should learn to unmount your shields and missiles and learn not to fly your @#(! like sfs not ints
Posted: Wed Feb 18, 2009 4:01 am
by Andon
guitarism wrote:QUOTE (guitarism @ Feb 17 2009, 09:08 PM) Which is part of my point. People seem to think that just because they keep getting podded by a certain thing, that it means it's overpowered and needs the nerf bat.
If that were the case: "Everything's overpowered and needs to be nerfed!"
Posted: Wed Feb 18, 2009 5:01 am
by fuzzylunkin1
Added a poll.
Posted: Wed Feb 18, 2009 6:36 am
by CronoDroid
fuzzylunkin1 wrote:QUOTE (fuzzylunkin1 @ Feb 17 2009, 04:44 PM) I really like the pp1/pp2 idea. Ints were not built to solo SFs - they need scouts to be able to find them.
Actually in reality a ship like an int which is designed for combat should be able to reliably pod at least ONE SF before succumbing to the enemy. Which is the case now. You'll be hard pressed to find a situation where you will have the opportunity to kill multiple SFs in succession without the SFs in question actually rushing close to you. If you have to go out and hunt them, you'll never find them without PPs, and even with PPs you'll only pod one if that.
QUOTE You end up needing less people for the same effect when someone can go out solo and chase down enemy ships[/quote]
Like I said, you can't "chase down" enemy ships beyond the first one or two (and two is pushing it). An int cannot fly around a sector endlessly dropping PPs and killing SFs.
Posted: Wed Feb 18, 2009 6:26 pm
by WhiskeyGhost
CronoDroid wrote:QUOTE (CronoDroid @ Feb 18 2009, 12:36 AM) Actually in reality a ship like an int which is designed for combat should be able to reliably pod at least ONE SF before succumbing to the enemy. Which is the case now. You'll be hard pressed to find a situation where you will have the opportunity to kill multiple SFs in succession without the SFs in question actually rushing close to you. If you have to go out and hunt them, you'll never find them without PPs, and even with PPs you'll only pod one if that.
Like I said, you can't "chase down" enemy ships beyond the first one or two (and two is pushing it). An int cannot fly around a sector endlessly dropping PPs and killing SFs.
I never said they could endlessly drop PP and kill SF's. Why would you even want to chase down an SF while playing expansion anyways against a Tactical team, when you should be either keeping your miners alive (which means scouts to nan), killing their miners to keep them from getting tech, and pushing cons/getting rid of the enemy Tac base (which also mean the usage of scouts).
SF's can't even spot ints until they are around 1200m anyways (NOT INCLUDING SIGNATURE GA's), while a pulse can spot the SF at over 2200+ (missiles loaded with cloak2 up). Then there's counter-measuring off the missiles fired at you as well. If your enemy has advanced stealths rather then just getting stealth bombers up and bombing you back to the stone age, then something is amiss there as well.
(when someone figures out what i'm trying to do, feel free to point it out to everyone else)