lexaal wrote:QUOTE (lexaal @ Mar 11 2010, 04:22 PM) Isn't adv con, a camp and basic bbrs the endgame tech for expansion?
I'd think so too. Except for exp vs. exp matches ... those are always painful.
Maybe you can think of HTTs as exp's galv, seeing how it's much easier to cap an op than it is a techbase.
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
mcwarren4 wrote:QUOTE (mcwarren4 @ Mar 12 2010, 04:18 AM) Adept, to be fair for discussion sake, RT's force cap wasn't exactly a force cap. The run was uneyed to begin with and we were mostly out of base forming up to rush a miner mid high. It was a nice run though.
I stand corrected.
<bp|> Maybe when I grow up I can be a troll like PsycH <bp|> or an obsessive compulsive paladin of law like Adept
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
I was in an adv sup vs. exp game yesterday. The exp team didn't manage to cap anything (though they should've managed the dreg tac if someone didn't bounce of the doors twice, hah).
Anyway I really don't like the increasing the stealth component of htt-ing. It's very un-exp. They already have a stealth component, in lining up, plotting a route, clearing probes etc. Then when it's all in place, it's go-go-go to try and get to the green door through a maelstrom of battle. I like it, the problem is it doesn't work enough.
Presumably, the problem is seen to be that the opponents have too much time/firepower in which to stop the enemy. The firepower issue has been brought up earlier in the thread (that it may be that everything is getting to strong) and would be a big thing to fix, in which case we are presumably trying to fix the time the opponents have. (Although, making the htts heavier or something could indirectly help the firepower issue.)
If that is where the discussion is at, well, hvy cloak just seems like massive overkill and would massively change the nature of non-bios htt's as we know it. The whole big battle wouldn't happen so much, the htt would just appear 2k from the green door and you wouldn't really have much of a chance. It would almost be like they had stealth bombers. Surely there are less drastic ways to give the defenders less time? Knock 10-15% off the htt sig? Add a bit onto the speed?
spideycw - 'This is because Grav is a huge whining bitch. But we all knew that already' Dec 19 2010, 07:36 PM
All 3 HTTs died on the green door. If the team had listened to me when I said "Cap their enh sup while we have hvy ints and they have df2gat2 enh $#@!ing figs." Instead of listening to Grav and buying a gay sup push that failed.
3 HTTs die to df3 gat3 mp2 adv figs <100m from the door IMAGINE WHAT WOULD HAVE HAPPENED IF YOU LISTENED TO THE VET SOONER INSTEAD OF LATER HMM?
HTTs don't work because you try to use them in situations where they usually don't. Albeit if we had 1-2 more nans on 2 of the runs and less people who-were-not-broodwich-or-drizzo in ints we would have had a garr or a sup.
Last edited by Drizzo on Fri Mar 12, 2010 2:19 pm, edited 1 time in total.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.