you do not need to give idiot voobs even more reason to not kill miners when they play expansion
seriously, come the $#@! on now
EMP changes
I hate the idea of mounting any weapon on TTs. It's perfectly possible to cap small stuff with proper EMP int support, it's possible to cap the major bases with bomber support. I really can't see the reason to make mid-game exp any more powerful. Allowing TTs to be able to capture major bases on their own will lead to a situation, in which we will see HTTs purchased only in exp vs exp games. Another thing, that speaks against buffing up TTs is the fact, that they are the only enh-level tech in any techpath that is actually harmful to any enemy base as is (short of bombers, but those can be bought by a team with any techbase from the beginning). You say "they should be like sup's galv", but fail to see one major difference - galvs, figbees, sbs are all advanced tech. TT is enh.
I mean, imagine this:
- go rix with high starting money
- mine just enough for ints, mini2 (if not picked up), TT
- get your entire team on a stroll down the map wiping the enemy team off of it
The above scenario gets worse if you make TTs able to mount SRM EMP, as that would lead to rix TT having a single stinger, making it "light bomber" or something. Given the rix research time and a tad of luck, you are now able to stomp about any other faction, as they are most likely not even ready with their enh tech yet.
Also, now to cap major base using TT, the team needs bombers. When you put SRM EMP on TT or (God forbid) make EMP Cannons affect major bases shields, that's 10k less. That means, no more dillemas - hvy ints or TTs?
In conclusion: buffing TTs is a horrible idea. They are fine as they are now, if you lot want to see them used more often, well, USE THEM as they are now. Hint: they are meant to be harder to use than bombers, because (prepare to be shocked!) they can give you a free base while taking one away from your enemy. More benfit, but at greater risk. Get this through yer heads and drop this bull@#(! of an idea already.
Now, about those EMP Cannons, that also cause hvy/superhvy hull damage AND can damage major base shields. Seriously? What is wrong with swapping one can of fuel or ammo for one minigun to attack a target that is very most likely in the same sector as the base you are launching from? Or is it hitting ctrl+1 that is so excruciatingly painful, that disallows people to do that? Please explain it to me, as I fail to understand the need of such a change, other than dumbing down the game.
On the subject of EMP Cannons being able to damage major base shields - yeah, let's make intbombing nearly unstoppable! - I mean, two/three ints with EMP boosint in front of the bomb run, drawing defenders off of it (there will always be someone who'll try to make the "Sometnig is under attack!" message) and downing the shields while the bomber trots towards the base and kills a garrison with AB1 without having to reload... Yeah, that makes perfect sense...
Tweaking EMP Cannons' damage vs various shields is acceptable, other stuff proposed above is... just not :/
I mean, imagine this:
- go rix with high starting money
- mine just enough for ints, mini2 (if not picked up), TT
- get your entire team on a stroll down the map wiping the enemy team off of it
The above scenario gets worse if you make TTs able to mount SRM EMP, as that would lead to rix TT having a single stinger, making it "light bomber" or something. Given the rix research time and a tad of luck, you are now able to stomp about any other faction, as they are most likely not even ready with their enh tech yet.
Also, now to cap major base using TT, the team needs bombers. When you put SRM EMP on TT or (God forbid) make EMP Cannons affect major bases shields, that's 10k less. That means, no more dillemas - hvy ints or TTs?
In conclusion: buffing TTs is a horrible idea. They are fine as they are now, if you lot want to see them used more often, well, USE THEM as they are now. Hint: they are meant to be harder to use than bombers, because (prepare to be shocked!) they can give you a free base while taking one away from your enemy. More benfit, but at greater risk. Get this through yer heads and drop this bull@#(! of an idea already.
Now, about those EMP Cannons, that also cause hvy/superhvy hull damage AND can damage major base shields. Seriously? What is wrong with swapping one can of fuel or ammo for one minigun to attack a target that is very most likely in the same sector as the base you are launching from? Or is it hitting ctrl+1 that is so excruciatingly painful, that disallows people to do that? Please explain it to me, as I fail to understand the need of such a change, other than dumbing down the game.
On the subject of EMP Cannons being able to damage major base shields - yeah, let's make intbombing nearly unstoppable! - I mean, two/three ints with EMP boosint in front of the bomb run, drawing defenders off of it (there will always be someone who'll try to make the "Sometnig is under attack!" message) and downing the shields while the bomber trots towards the base and kills a garrison with AB1 without having to reload... Yeah, that makes perfect sense...
Tweaking EMP Cannons' damage vs various shields is acceptable, other stuff proposed above is... just not :/
+1 (See minigun damage/sec anomaly)ogorass wrote:QUOTE (ogorass @ Nov 2 2010, 05:21 PM) I really can't see the reason to make mid-game exp any more powerful.
... but that is only one side of the medal. On the other the exp team "wastes" manpower on setting up TT runs, instant of killing enemy eco.
IMO TT is just useless tech and has to get merged with HTT (increase price).
I doesn't fit into the big picture anyway:
Sup: Base killing tech is AdvTech (Galv/FB/TP2).
Tac: Base killing tech is AdvTech (SB).
Exp: Base capturing (killing) tech is EnhTech (TT)?!
Last edited by pkk on Tue Nov 02, 2010 4:46 pm, edited 1 time in total.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
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Spunkmeyer
- Posts: 2013
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pkk, what's this?pkk wrote:QUOTE (pkk @ Nov 2 2010, 11:41 AM) +1 (See minigun damage/sec anomaly)
Icky: the idea was to make it easy to cap ops but much harder a major base and I think it works in that context. Not arguing for it or antyhing though...
Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.
Every weapon level increases damage/sec by 25%, except Minigun 2/3 (28.2%/18.9%), Lancer 3 (there was a bug anyway in the past) and AC2 (26.6%).Spunkmeyer wrote:QUOTE (Spunkmeyer @ Nov 2 2010, 06:28 PM) pkk, what's this?
Sniper and Nanite don't follow that 25% rule, because these are "special" weapons. MiniAC only increase damage/sec by 10% per level.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
I see this as an interesting alternative to early int bombing. Easier to defend against for sure, but if you've already decimated everything with mini 2 ints with a pushed op on their home you could use it to end game earlier instead of mining for 10m while whoring the other team mercilessly while you get adv exp and go the htts route.
If you compare the whole package: hvy ints get almost +100% more firepower, while adv figs get 25% more damage (+1 missile).pkk wrote:QUOTE (pkk @ Nov 2 2010, 06:43 PM) Every weapon level increases damage/sec by 25%, except Minigun 2/3 (28.2%/18.9%), Lancer 3 (there was a bug anyway in the past) and AC2 (26.6%).
Sniper and Nanite don't follow that 25% rule, because these are "special" weapons. MiniAC only increase damage/sec by 10% per level.
As much as i like the idea of not changing anything I could also agree to the idea of removing the old tt, and doubling the price of the old htt (+2x research time: bios htts 10 minutes earlier FTW) and call it TT then.
I have a johnson photo in my profile since 2010.
What sort of new maths is this?lexaal wrote:QUOTE (lexaal @ Nov 2 2010, 01:55 PM) If you compare the whole package: hvy ints get almost +100% more firepower, while adv figs get 25% more damage (+1 missile).
As much as i like the idea of not changing anything I could also agree to the idea of removing the old tt, and doubling the price of the old htt (+2x research time: bios htts 10 minutes earlier FTW) and call it TT then.
28.2% / 4 = 25%?
Thats pretty amazing stuff right there.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
Maybe this math (offtopic):Icky wrote:QUOTE (Icky @ Nov 2 2010, 07:21 PM) What sort of new maths is this?
28.2% / 4 = 25%?
Thats pretty amazing stuff right there.
Int (Mini2) = 2 * 64.1 = 128.2 damage/sec
HvyInt (Mini2) = 3 * 64.1 = 192.3 damage/sec
192.3 / 128.2 = 150%
HvyInt (Mini3) = 3 * 76.22 = 228.66 damage/sec
228.66 / 128.2 = 178.4%
EnhFig (Gat2) = 3 * 40 = 120 damage/sec + msl (dumb2 = 120 damage/msl)
AdvFig (Gat3) = 3 * 50 = 150 damage/sec + msl (dumb3 = 150 damage/msl)
150 / 120 = 125% damage/sec + msl
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.

