Fighter-Bombers.
I am not really sure yet, what I think is the best way of dealing with figbbrs. So I only want to add some thoughts to the pool of different ideas:
There are three aspects, which in combination cause the balance-problem of tp 2 figbee runs:
1) the problem of balancing damageoutput for different gamesizes (pretty much the same as with galvruns. Noone can d a base vs 20 galvers or 20 figbees)
2) Different from other gamesituation, it doesn't need much coordination to set up a run. You only need 1 tp2-scout and yell until most people are in base. Once the tp2 is active all the team easily concentrates all their firepower in one place (at the tp2).
3) Usually the defenders can't eye the run, before it happens and don't have much possibility to make use of their numbers in a similar way, by camping / concentrating the whole team in the area the attackers come from. (Except for alephdrops, that have a much higher risk to fail, than drops in the sector of the base you wanna kill)
So there are different posibilities to change this:
1)Nerf the damage or range of figbee's anti-base weapons, as proposed before, what has the downside of making them useless in small games. Also a heavy weight missile for figs, would be twice the nerf, if you need to carry 2/fig to actually kill the base
2) Nerf the speed of figbees, which might work a little better, but still might cause the same problem.
3) Reduce the energy of tp 2s, so only 4 or 5 figbbrs can rip to one probe. That would make it a similar teameffort, as stealthbombing to set up a run. (3 people to coordinate on the drop + the team to rip in figbbrs compared to 4-5 people to set up plus some teameffort to force sbs in). This will be difficult to implement without screwing all the other strategies for tp2 drops (galvruns, minerrushes, ripping in htts/battleships,...)
4) increase the sig of tp2 scouts, so the defenders can actually eye and hunt the tp 2 scouts or extend the activationtime of tp 2s, so the defenders can set up some more D. I.E. we could implement a bigrip-scout, that has to use a cloak to get average sig and has similar sig as a tp2, when recharging its energy to ripn in the attackers.
edit1: grammar
edit2:Ripscout idea added
There are three aspects, which in combination cause the balance-problem of tp 2 figbee runs:
1) the problem of balancing damageoutput for different gamesizes (pretty much the same as with galvruns. Noone can d a base vs 20 galvers or 20 figbees)
2) Different from other gamesituation, it doesn't need much coordination to set up a run. You only need 1 tp2-scout and yell until most people are in base. Once the tp2 is active all the team easily concentrates all their firepower in one place (at the tp2).
3) Usually the defenders can't eye the run, before it happens and don't have much possibility to make use of their numbers in a similar way, by camping / concentrating the whole team in the area the attackers come from. (Except for alephdrops, that have a much higher risk to fail, than drops in the sector of the base you wanna kill)
So there are different posibilities to change this:
1)Nerf the damage or range of figbee's anti-base weapons, as proposed before, what has the downside of making them useless in small games. Also a heavy weight missile for figs, would be twice the nerf, if you need to carry 2/fig to actually kill the base
2) Nerf the speed of figbees, which might work a little better, but still might cause the same problem.
3) Reduce the energy of tp 2s, so only 4 or 5 figbbrs can rip to one probe. That would make it a similar teameffort, as stealthbombing to set up a run. (3 people to coordinate on the drop + the team to rip in figbbrs compared to 4-5 people to set up plus some teameffort to force sbs in). This will be difficult to implement without screwing all the other strategies for tp2 drops (galvruns, minerrushes, ripping in htts/battleships,...)
4) increase the sig of tp2 scouts, so the defenders can actually eye and hunt the tp 2 scouts or extend the activationtime of tp 2s, so the defenders can set up some more D. I.E. we could implement a bigrip-scout, that has to use a cloak to get average sig and has similar sig as a tp2, when recharging its energy to ripn in the attackers.
edit1: grammar
edit2:Ripscout idea added
Last edited by l1ngus on Thu Jun 04, 2009 2:09 pm, edited 1 time in total.
I actually quite like this idea. Perhaps have a TP2 scout, similar to SRs, which doesn't have the uber low sig of Hvy scouts etc.l1ngus wrote:QUOTE (l1ngus @ Jun 4 2009, 03:03 PM) 4) increase the sig of tp2 scouts, so the defenders can actually eye and hunt the tp 2 scouts or extend the activationtime of tp 2s, so the defenders can set up some more D.
Only the TP2 scout can carry the TP2s, and this will make the whole exercise that much more difficult.....regardless of the game size.
Having a special tp2 scout would change the balance of the game completly, it no longer becomes a question of did that scout that entered shieldless have a tp2, it becomes hey look a tp2 scout let us chase it and ignore the non-tp carrying scouts which might be flying around shieldess as distractions.
good pointHSharp wrote:QUOTE (HSharp @ Jun 4 2009, 04:13 PM) Having a special tp2 scout would change the balance of the game completly, it no longer becomes a question of did that scout that entered shieldless have a tp2, it becomes hey look a tp2 scout let us chase it and ignore the non-tp carrying scouts which might be flying around shieldess as distractions.
True - but you could have the TP2 scout free - as normal scouts are now, and still send some in as distraction.HSharp wrote:QUOTE (HSharp @ Jun 4 2009, 03:13 PM) Having a special tp2 scout would change the balance of the game completly, it no longer becomes a question of did that scout that entered shieldless have a tp2, it becomes hey look a tp2 scout let us chase it and ignore the non-tp carrying scouts which might be flying around shieldess as distractions.
TBH I haven't seen that many distraction runs recently....
So you're saying original allegiance is balanced?Ozricosis wrote:QUOTE (Ozricosis @ Jun 4 2009, 08:41 AM) Figbombers were not part of the original allegiance.
It's not a NERF to SUP to remove them.
It's the win button to get starbase tp2/figbees.
Either think about scaling them down or remove them.
Period.
Not disagreeing with you, just asking if that's how you feel.

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.

