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Posted: Thu Mar 11, 2010 9:31 pm
by Vortrog
Young reminded me of why we have tech paths.

How about doing a bandaid fix on HTT's to tie us over until a detailed fix can be balanced accross all tech paths if thats really the consensus of the Community?
HTT's need to get back in the game NOW, so a perk is the only option to achieve that until the nerf lobby can revisit the whole OP thing accross all tech's.

I dont think HC should be allowed with pure Exp, but why wouldnt you allow heavy cloak on HTT's if you have a tac?. Wouldnt that reward multiteching teams and give the Exp/Tac teams HTT's an edge and reason to have TAC as a second tech in the same way Hull2 heavy bombers are a Starbase/Sup commanders endgame option? Weed once said expensive endgames should be endgames.

Posted: Thu Mar 11, 2010 9:34 pm
by Drizzo
Because usually in exp vs exp games, one side goes HTTs the other side just gets PPs and dual techs. GG?

Posted: Thu Mar 11, 2010 9:42 pm
by Mastametz
So I'm just going to continue posting my ever-evolving suggestion posts in hopes that someone might actually read them -- but I know they won't, because anything I post is automatically wrong.

The earth is a sphere.


either make tts useful or remove them from the game so you don't have to spend money on a worthless ship as a prerequisite to getting another worthless ship

possible options are

make TTs act as HTTs do currently, and give htts a lot more mass so they don't get rammed so incredibly far (and leaving room for GT armor plating to improve upon that so they keep their faction specific-ness)

or

give every faction the ability to research htts AND tts, neither tied to the other. one is high sig and high mass, one is low sig and low mass.

or

give certain factions tts (low sig low mass) and other factions htts (high sig high mass)

or

at the very least, give tts the ability to mount one emp missle at a time



I think giving all htts the ability to mount heavy cloak is the worst possible answer for the htts-suck problem.



or give htts a lot more hp so they don't get spiked so easily

Posted: Thu Mar 11, 2010 9:44 pm
by Jimen
Vortrog wrote:QUOTE (Vortrog @ Mar 11 2010, 04:31 PM) I dont think HC should be allowed with pure Exp, but why wouldnt you allow heavy cloak on HTT's if you have a tac?. Wouldnt that reward multiteching teams and give the Exp/Tac teams HTT's an edge and reason to have TAC as a second tech in the same way Hull2 heavy bombers are a Starbase/Sup commanders endgame option? Weed once said expensive endgames should be endgames.
The problem with the idea of having to buy a second tech to make Exp's endgame viable is that every other tech still has a better endgame than Exp. If you're going to have to buy a Sup or Tac to win the game anyway, why even bother putting ~32k into HTTs plus whatever techs from other paths you'd like to add to HTTs...when you just could use that cash to upgrade your second techbase and go for sig2 SBs instead?

Posted: Thu Mar 11, 2010 9:46 pm
by Drizzo
I don't think HTTs suck right now vs Sup since hvy booster is gone. HTTs right now just suck vs Exp, which is a rare situation these days, to see Exp vs Exp.

Everyone, Masta and Jimen included, is arguing things from an Exp vs Exp perspective. Please think about that when you formulate your opinions.

Posted: Thu Mar 11, 2010 10:03 pm
by Jimen
I'm not arguing it from an anything vs anything perspective - I'm comparing HTTs to other endgame techs. I'm not arguing Exp vs Exp specifically, since the differences between sup and exp sort of melt away when all they have to do is kill a single bomber/HTT with a large escort, and I can't recall the last time I saw anyone go pure tac and win.

Posted: Thu Mar 11, 2010 10:21 pm
by DasSmiter
This is related to the Exp vs. Caps EMP cannon thing I suggested, but give the EMP cannon to TTs so that they can at least hit small bases and be of some use

As for HTTs, give them AP. We can invent something else for GT (like moving lt. sig cloak to exp + research for HTT)

Probably shouldn't give it to Bios unless you want to see super massive invisible hole pluggers barreling down like a cap driving a piston into your bases wide open bay doors

Posted: Fri Mar 12, 2010 12:14 am
by Adept
I've seen HTTs used a fair few times in the last week or so. Saxy organised a beautiful stealth cap with an IC HTT vs. full bore adv sup (I think was dreg sup, so the sensors / sig balanced out). Just needed to distract the enemy with a bomb run, rush some ints in to support the cap and the base was ours. Nice hard fought main game, not some 5 vs. 5 sideshow.

I can think of a couple others, and of course RT force capped vs. ACE in last weeks SG.

Posted: Fri Mar 12, 2010 12:22 am
by lexaal
Isn't adv con, a camp and basic bbrs the endgame tech for expansion?

Posted: Fri Mar 12, 2010 1:07 am
by Mastametz
Adept wrote:QUOTE (Adept @ Mar 11 2010, 04:14 PM) I've seen HTTs used a fair few times in the last week or so. Saxy organised a beautiful stealth cap with an IC HTT vs. full bore adv sup (I think was dreg sup, so the sensors / sig balanced out). Just needed to distract the enemy with a bomb run, rush some ints in to support the cap and the base was ours. Nice hard fought main game, not some 5 vs. 5 sideshow.

I can think of a couple others, and of course RT force capped vs. ACE in last weeks SG.
So you needed to use bombers, to make htts work.


and as far as RT force capping vs ACE....

RT is one of the most competitive squads right now, and ACE is one of the least.