Ints - cut their fuel?
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StoneRhino
- Posts: 38
- Joined: Mon Jan 02, 2006 8:00 am
if you cut the fuel, people are still going to do the same things they are now, they'll just do them more slowly.
i think a better answer would be to lower the armor and ammo capacity, while increasing speed and firepower. that way, the interceptor can do more damage while it's out there, but has a much shorter lifespan. as such, they will still pwn so long as they are played close to base where they can be replaced quickly, but not several sectors away where they have to take the long ride home before they can get back out there.
i think a better answer would be to lower the armor and ammo capacity, while increasing speed and firepower. that way, the interceptor can do more damage while it's out there, but has a much shorter lifespan. as such, they will still pwn so long as they are played close to base where they can be replaced quickly, but not several sectors away where they have to take the long ride home before they can get back out there.
as fairly new to the game and community you might want to ignore the next thing i´m going to say but here is what i think anyway
i was writing a huge answer, but then i thought what the hell.
interceptors can´t rip. interceptors can´t swarm a sector as easily as fighters or sfs unless they have an op 1 sector away or even on the same sector. they rely on other base killing tech. they can´t attack defended miners proficiently. Of course, people still kills miners on ints. the answer is simple, 4 miners on 1 sector, and nobody on D. that´s the only reason why ints kill miners. you really don´t need much of a team (unless it´s a horde of ints) to defend a miner. it only takes 1 basic scout or two to make that miner live, since the int can´t carry enough ammo to kill both and the miner and boosting through 3 sectors. and if the miner is just 1 sector away from their op and it dies, well, then the problem is with you that sent it there without propper d.
let´s make some hypothetical situation, you go exp and the other team goes sup on hihigher. you want to cap some op 2 sectors away from your op. let´s say through middle from hi higher, you go from midhigh to midlow with 1 htt, a couple nans and 15 ints. well, you might overpower and cap the base, however, the chances that you get back in time to defend the guys who ripped midhigh to a carrier and galved your op as they saw your 15 ints camping their op midlow, then ripped home, docked, got figbombers, ripped high to a forward tele and blew your exp while you waited to dock on your new op, well... you already lost an op and a techbase.... dock and try to save the remains...
All this could happen unless you are ic, in which case i don´t recommend going sup.
i´m not saying this is the most common thing, but it shows what might happen. the thing that holds you from going always exp is the thought that you might not be fast enough to defend some place and you really have no chance of equaling the other techpaths base killing power. The only thing you are buying with an exp is some awesome dogfighting tools, which, in fact, don´t belong in any part of winning the game. usually people just sucks enough to get owned by ints, but this shouldn´t be truth. I´ve heard some people say that sup was once the overpowered path. i still think it is. just that people now sucks enough to make it very hard. see the possibilities: galvs (probably the best offensive tech. you cannot win the game with it only, but you sure can hamper the enemy´s growth.), figbombers (i really think they are underappreciated), tp2 (this will consume your money, both for the requirements and the cost of each drop counting all the bomber losses, but it is sure very effective technique).
other examples of what you cannot do on expansion:
-make propper use of carriers
-use teleports (forward teleports, teleports near refineries, teleports near techbases, whatever, you cannot rip your whole team to defend something nor attack.)
i conclude, ints are good as they are. if you get killed by an int, then you are not in where you should.
i was writing a huge answer, but then i thought what the hell.
interceptors can´t rip. interceptors can´t swarm a sector as easily as fighters or sfs unless they have an op 1 sector away or even on the same sector. they rely on other base killing tech. they can´t attack defended miners proficiently. Of course, people still kills miners on ints. the answer is simple, 4 miners on 1 sector, and nobody on D. that´s the only reason why ints kill miners. you really don´t need much of a team (unless it´s a horde of ints) to defend a miner. it only takes 1 basic scout or two to make that miner live, since the int can´t carry enough ammo to kill both and the miner and boosting through 3 sectors. and if the miner is just 1 sector away from their op and it dies, well, then the problem is with you that sent it there without propper d.
let´s make some hypothetical situation, you go exp and the other team goes sup on hihigher. you want to cap some op 2 sectors away from your op. let´s say through middle from hi higher, you go from midhigh to midlow with 1 htt, a couple nans and 15 ints. well, you might overpower and cap the base, however, the chances that you get back in time to defend the guys who ripped midhigh to a carrier and galved your op as they saw your 15 ints camping their op midlow, then ripped home, docked, got figbombers, ripped high to a forward tele and blew your exp while you waited to dock on your new op, well... you already lost an op and a techbase.... dock and try to save the remains...
All this could happen unless you are ic, in which case i don´t recommend going sup.
i´m not saying this is the most common thing, but it shows what might happen. the thing that holds you from going always exp is the thought that you might not be fast enough to defend some place and you really have no chance of equaling the other techpaths base killing power. The only thing you are buying with an exp is some awesome dogfighting tools, which, in fact, don´t belong in any part of winning the game. usually people just sucks enough to get owned by ints, but this shouldn´t be truth. I´ve heard some people say that sup was once the overpowered path. i still think it is. just that people now sucks enough to make it very hard. see the possibilities: galvs (probably the best offensive tech. you cannot win the game with it only, but you sure can hamper the enemy´s growth.), figbombers (i really think they are underappreciated), tp2 (this will consume your money, both for the requirements and the cost of each drop counting all the bomber losses, but it is sure very effective technique).
other examples of what you cannot do on expansion:
-make propper use of carriers
-use teleports (forward teleports, teleports near refineries, teleports near techbases, whatever, you cannot rip your whole team to defend something nor attack.)
i conclude, ints are good as they are. if you get killed by an int, then you are not in where you should.
Classifiable up to Trolleomorphism.
I see hihigher and Insideout maps being a major reason of why exp is so effective, you basically just need 2 op to reach anywhere in the map. At least as a basic rule, you should not choose hihigher if the previous game was hihigher (and same with IO).


If A is success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut. -- Albert Einstein
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CronoDroid
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