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Posted: Tue Jul 22, 2008 1:55 pm
by zdude1994
We should make me explode. :)
The thing is xrms serve a purpose on a tp2 run. Tp2 runs will not be as effective, or not even go at all with out the xrm.
Edit: Taking Arms has a better point, taking them out would make game harder and more fun. Now I see why we want these xrms out.
Posted: Tue Jul 22, 2008 2:33 pm
by privateerm
Each technology needs a counter. How about a new drone tower with high fire rate, but low damage that is cheap and can be bought at the gar to combat xrm. Don't nerf things, just provide a way to counter. A commander could see that an xrm attack is possible, and invest in the cheap drones. Perhaps make one that can be dropped by a scout. Then if a tp2 run comes, scouts launch, go in the direction of the bbrs and drop. This could really change the tactics of things requiring the attcking force to rip in offensive figs in too.
Edit: The more I think about this, the more I think it would improve teamwork. Bomber spotted, defend base, load xrm killer drones and prepare to launch. Will suceed or fail if the team does or does not listen.
Posted: Tue Jul 22, 2008 2:37 pm
by takingarms1
zdude1994 wrote:QUOTE (zdude1994 @ Jul 22 2008, 09:55 AM) The thing is xrms serve a purpose on a tp2 run. Tp2 runs will not be as effective, or not even go at all with out the xrm.
They would just be different, harder yes but that's sort of the point, to make it require skill to succeed instead of an insta-win button. As it stands now if you have xrm, all you need to do is get the scout in and make a half-way decent drop and the target base dies almost every time. If you didn't have xrm, drops would have to be better and more sneaky and the team that rips in would have to be quicker and more organized.
Posted: Tue Jul 22, 2008 2:43 pm
by spideycw
cashto wrote:QUOTE (cashto @ Jul 18 2008, 09:31 PM) Let's take XRM out entirely. Figbees make for more epic bomb runs.
I agree with this 200%. It was FAR more epic to have 15 figbees boosting toward their Sup as opposed to the boringness that would have been 15 heavy bombers
Posted: Wed Jul 23, 2008 3:54 pm
by WhiskeyGhost
spideycw wrote:QUOTE (spideycw @ Jul 22 2008, 09:43 AM) I agree with this 200%. It was FAR more epic to have 15 figbees boosting toward their Sup as opposed to the boringness that would have been 15 heavy bombers
I concur, it is much more awesome to see 15 fighter bombers come in and do the job. Not so much if a half decent expansion team boosts over and rapes the entire run before they get into range, but you can't have your cake and eat it too.....unless you can coordinate people to do in sector ripcords to a secondary tp2 drop or something,
Posted: Wed Jul 23, 2008 3:57 pm
by spideycw
WhiskeyGhost wrote:QUOTE (WhiskeyGhost @ Jul 23 2008, 11:54 AM) Not so much if a half decent expansion team boosts over and rapes the entire run before they get into range, but you can't have your cake and eat it too
But you see you have just stated the problem right there. At least the exp team has a CHANCE of stopping the run then. With 15 heavy bombers at 4k with XRM they have no chance of stopping the run. And I mean 0 unless there are 15 heavy ints camped in a circle around the tp 2 waiting for them to rip in
Posted: Wed Jul 23, 2008 4:13 pm
by WhiskeyGhost
note: i'm agreeing that XRM is overpowered. I was talking about the figbee's getting raped, but yeah, EXP is the only one that even stands a remote chance of stopping XRM as it is
Posted: Wed Jul 23, 2008 4:18 pm
by ShadowFox_
Mr. Kltplzyxm wrote:QUOTE (Mr. Kltplzyxm @ Jul 1 2008, 12:04 PM) What about nerfing the distance so that it's just 2.5km before it's effective... maybe even 2k. 3.5km is pretty easy to nail any base anything given 8 bombers, but maybe not when you have to get a little closer somewhere that it feels like you actually have a chance as a defender.
That would make it pointless to even have as you'd have about 700m more to travel when you can use AB. 3k maybe.... 2k pointless.
I don't actually have a problem with XRM missles.... maybe nuke the damage a bit if you feel it's overpowered. I actually don't think it is because you have to tp2 to get it going and this requires teamwork... people are too stupid for teamwork and in the event that they aren't they deserve a dead base.
If you take away XRM you are nerfing sup's end game tech big time... which sup already has issues with in my opinion. Galvs are NOT end game tech.
Posted: Thu Jul 24, 2008 10:42 am
by Drizzo
I don't know how you command, but I've never had a problem getting in excess of 20 or so pilots to rip to a tp2 and click 1 button ~3 times and then rip home.
If you take away XRM you're doing nothing more but forcing people to play better. How is this a bad thing?
Posted: Thu Jul 24, 2008 5:24 pm
by Correct
Drizzo wrote:QUOTE (Drizzo @ Jul 24 2008, 03:42 AM) I've never had a problem getting in excess of 20 or so pilots to rip to a tp2 and click 1 button ~3 times and then rip home.
We aren't all miracle workers.