Page 7 of 13
Posted: Thu Jul 24, 2008 6:16 pm
by apochboi
Okay, So, I've had an idea and I've yet to discuss it with Aarm or the other people in the team. How about the next release of CC comes out without XRM Antibase. I could simply disable it and see if it nerfs sup too much or it increases gameplay for people...infact...I will create a poll...
Posted: Wed Aug 06, 2008 10:08 am
by Gothmog
I like Clay's idea. Change XRM damage class to do more damage to shields and less to station hull, thereby requiring overpowering numbers of bbrs/missiles or someone to get in close with SRM ABs.
Posted: Wed Aug 06, 2008 3:16 pm
by Evincar
that would just scale the damage, an XRM run would still be as powerful as it is now (it could be useful for single bomber runs, to start chewing the shields before getting close with SRM, but it would have to do massive damage to even be considered -price wise-, which would defeat the purpose)
Posted: Thu Aug 28, 2008 12:33 pm
by HSharp
I think XRM-AB the way it works now is absolutely fine with its little extra cost.
XRM-AB is by far the most expensive way to kill an enemy base (MF's are cheaper!)
XRM-AB for effective use needs
Upped Garrison (~10k)
Upped Sup (~30k)
TP+TP2 (~10k)
Bbrs + Hvy Bombers (~20k)
Adv/Hvy Scouts (~7.5k/~15k)
XRM 1 AB (~5k)
8 Bbrs with a rack of XRM AB + 1 tp2 dropper(~6k)
Total: ~90k (could be 100+ k as well)
Thats a lot of money with each subsequent XRM run costing around 6k for a method which is effective and hard to counter.
Instead try IC Supyard on for size
Sup: 10k
SY: 15k (Free Lt Class)
Upgrade to Med Class : 18k
Upgrade to Hvy Class : 24k
Buy 1 Assault Frigate : 5k
Buy 2 Cruisers : 16k
Total: 88k (add +12k? more to get Longtoms)
And far more fun, and capships can roll on as unlike the bombers they are expected to survive.
So keep XRM's how they are because they need a lot of money to work so unlike HTT's and SBs which are a lot cheaper (and sb's are very effective as well) and its really the other teams fault for letting them get such a strong economy.
Posted: Tue Sep 02, 2008 12:35 pm
by fufi
make the xrm mkI that damn slow, and the xrm mkII even more slower; but of course stronger and fatter than mkI
raise the model hit area thing ...
... and do put under garrison or starbase some kind of missile-to-missile designed versus xrm ... making lots of targets for the idiots who aim the base not with "nearest enemy base" (like me)
ps: and the m-to-m needs to glow ... oh yeah.
Posted: Sat Oct 18, 2008 1:24 am
by guitarism
As I necro this up to the top for Das's failing eyes, I'll say that Jimmy has one of the better ideas, and it was mentioned before at least once. Lets make xrm slower and easier to shoot down, and maybe even make it so they EMP cannon with it's AOE and kill it like it once upon a time said it should. But hey, thats just me.
I think removing XRM/LRM completely is a huge mistake. F/B's are fun, sure. They die faster and don't actually kill anything or even damage a base though on a tp2 run half the time. And now you've nerfed GT sup's endgame as well, by removing LRM AB for their PT's. Thanks!
Posted: Sat Oct 18, 2008 3:35 am
by CronoDroid
FBs are actually quite strong, and no less effective than XRM Hvy Bombers, the main point is you do have to drop the TP2 1-1.5k closer which just means TP2'ing is more difficult. If the TP2 activates and the FBs rip in from 3 or 2.5K away, it's fairly certain you're going to lose the base. They're also cheaper, faster, carry SRM AB which they can fire from a fair distance while boosting, carry mines and cost less to research.
I think they're markedly weaker than XRM Hvy Bombers because a 3K TP2 is much easier to stop than a 4K TP2. And 3K is stretching the effective range of FBs, if the enemy have Hvy Ints a lot of those FBs will die before they get into range. So really it just puts more of the burden on the TP2 scout. The team still only have to click on the sector, point themselves at the base, boost and right click, pretty much the same thing they do with Hvy Bombers.
Posted: Sat Oct 18, 2008 8:53 am
by pkk
guitarism wrote:QUOTE (guitarism @ Oct 18 2008, 03:24 AM) As I necro this up to the top for Das's failing eyes, I'll say that Jimmy has one of the better ideas, and it was mentioned before at least once. Lets make xrm slower and easier to shoot down, and maybe even make it so they EMP cannon with it's AOE and kill it like it once upon a time said it should. But hey, thats just me.
It won't help, if you reduce speed of XRM.
A bbr shoots 5 XRMs within 25-30 secs. Now you have 5-10 bombers, shooting XRMs. You and your team want to shot down 25-50 XRMs within 30 secs? GL.
After 30 secs HvyBombers traveled 2000 meters and get into ABM range, you have no time to kill them, before they blow your base.
Note:
XRP AB is much faster than XRM ABM (12.5 secs lifetime), it's pretty hard to shot these small "missiles" down.
Posted: Sat Oct 18, 2008 7:06 pm
by Death3D
Throwing this possibility into the mix:
XRMs that only bring down base shield with effectiveness and you need like 5 times the XRMs for the hull.
That way, at least one of the bombers must switch to SRMs and live (making nans a possible necesity, and I love nanning on an XRM run, defenders never defocus onto the nans]).
Posted: Sat Oct 18, 2008 7:09 pm
by Andon
So, essentially, XRM EMP?