perk htts

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Andarvi
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Post by Andarvi »

I still say let HTTs mount abs, but only 1 per rack.

What you get is something that can kill light bases, but is not very effective vs tech ones and has to fall back to its primary modus of operation.. ie. capping them.
lexaal
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Joined: Sun Oct 07, 2007 12:58 pm

Post by lexaal »

What do you think of giving emp missiles to the basic TT, and raise its sig to 200%(=bomber) or higher. A TT will be spotted early and won't be able to sneak arround, so it can be only used for force caps. HTT will be the sneaky version.
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Weylin
Posts: 669
Joined: Fri Mar 17, 2006 8:00 am

Post by Weylin »

Expansion is like, the cheapest tech path, why should their end-game be perked?
What we really need is people who can aim worth a @#(! (aka, not using 2 racks of ammo to kill a fighter that's just leading you away from the other attackers) flying interceptors, and everyone else nanning.

If Exp is going to have nerve gas, it should be fired by a specialized ship. HTT [NG]? Because it would probably be slower and higher sig, it would make it more suitable for TP and Ref captures.

Not only is exp the cheapest tech path in that you get full whoring tech for less than the others and the miner upgrades to increase income, but that you can STEAL bases, not destroy... STEAL. For 1K down, you get the chance of robbing the enemy of a 15K tech base. Outpost, Garrison, same difficulty in capturing, two missiles and the shields are drained.
Broodwich
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Location: Raincity

Post by Broodwich »

Weylin wrote:QUOTE (Weylin @ Nov 13 2009, 02:40 PM) For 1K down, you get the chance of robbing the enemy of a 15K tech base.
lol
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TurkeyXIII
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Post by TurkeyXIII »

...

Weylin only goes exp vs bios?
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Weylin
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Post by Weylin »

I don't even command, this isn't even about me!
10K 15K 25K... Whatever! The difficulty in capturing a base isn't even on how physically tough it is, but the design of it. Normal anti-base have an increasingly difficult time with stronger stations, but the design of it means very little (excluding the IC base gap)

All I'm saying is exp end game shouldn't be perked. Yea it's hard, yes it takes teamwork, it also takes patience and timing, but it's worth it; Deny the enemy of their base, instantly have a new place to launch from, and receive any techs that were researched with it. Bombers, figbees, stealth bombers, all they do is destroy it.
Last edited by Weylin on Sun Nov 15, 2009 5:18 am, edited 1 time in total.
Psychosis
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Post by Psychosis »

Weylin wrote:QUOTE (Weylin @ Nov 14 2009, 11:17 PM) All I'm saying is exp end game shouldn't be perked. Yea it's hard, yes it takes teamwork, it also takes patience and timing, but it's worth it; Deny the enemy of their base, instantly have a new place to launch from, and receive any techs that were researched with it. Bombers, figbees, stealth bombers, all they do is destroy it.
I think you need to check your facts, BADLY
Weylin wrote:QUOTE (Weylin @ Nov 14 2009, 11:17 PM) I don't even command, this isn't even about me!
i agree, please get out of this thread and learn to play the game

EDIT: bold -> italics for readability
Last edited by Psychosis on Sun Nov 15, 2009 5:40 am, edited 1 time in total.
Sycrus
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Location: California

Post by Sycrus »

weylin do you even know what an HTT is?
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NightRychune
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Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

Stablization boosters. High accell booster with a max thrust that matches or just barely exceeds the HTT's top speed, 5-6 second burn time to allow quick recovery from rams and making hard turns into green doors easier. Exact numbers can be tweaked for balance, but I think it'd make a huge difference in making HTTs easier to set up and more effective at pulling off what they're supposed to do without touching their sig or anything else to make them just as easy to flush out or probe for.
Adept
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Post by Adept »

NightRychune wrote:QUOTE (NightRychune @ Nov 15 2009, 11:17 PM) Stablization boosters. High accell booster with a max thrust that matches or just barely exceeds the HTT's top speed, 5-6 second burn time to allow quick recovery from rams and making hard turns into green doors easier. Exact numbers can be tweaked for balance, but I think it'd make a huge difference in making HTTs easier to set up and more effective at pulling off what they're supposed to do without touching their sig or anything else to make them just as easy to flush out or probe for.
With Belts having the option of a proper light booster with a considerable speed perk maybe.
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