EMP changes

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NightRychune
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Post by NightRychune »

SRM nerve gas has a 14 second arm time and requires that a base's shields be down before it will actually capture a base
notjarvis
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Post by notjarvis »

I agree with icky here.

NG on normal bombers could be pretty cheesy.

It only avoids being cheese on NG SBs due to

1) NG SBs being high Sig. and easy to kill.
2) Needing support from other ships to remove the sheilds.

Allowing them to be mountable on Bombers would raise the spectre of Exp teams capping the enemies tech-bases at the Enh. stage with one decent int bomb run - which may even work out easier than attempting to int bomb the techbase for a huge payoff (switch to NG and launch one missile rather than N ABs to kill the hull).
NightRychune
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Post by NightRychune »

I don't see very many bomb runs that are eyed by proper probing live long enough to put 6 ABs into a base, which is pretty much the timeframe for firing 2 AB1s (more or less, depending on the base - TPs and refs only requre 1, garrisons require 3-4) + swapping to NG and firing that missile. It's 22 seconds minimum upon engaging a base, not counting the inevitible few extra seconds for pilot reaction time/error.

Creates problems with Rix, OH, and TF, though, as they don't use missiles. It'd be tricky adjusting Hammer/Stinger/AB cannon numbers for equivalent speeds.
DasSmiter
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Post by DasSmiter »

Aye, a fairly tricky solution to a very minor issue

I'll probably re address this issue in the future, but I'd rather stick with a simple change like just sticking 2-3 EMP on the TT.

As I said though, we'll see more later on
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Jersy
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Post by Jersy »

NightRychune wrote:QUOTE (NightRychune @ Feb 1 2011, 06:20 PM) Creates problems with Rix, OH, and TF, though, as they don't use missiles. It'd be tricky adjusting Hammer/Stinger/AB cannon numbers for equivalent speeds.
Probes have "capture" feature in ICE... Don't know if it works, but the similar effect as with NG could be IMHO achieved, if it does...
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Mastametz
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Post by Mastametz »

Make TTs very low mass (easily rammable), low hull, hold 1 emp missle per slot, maybe remove ripcord ability
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SpaceJunk
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Post by SpaceJunk »

BTW we attempted TT+EMP1 the other day, rix hvy ints vs a dreg op in our exp sector. TTs got twice to the op, but it was quite difficult to keep shields down.

Before anything else, it would be nice if EMPs did just enough hull damage to stop base shields from regenerating.
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Spunkmeyer
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Post by Spunkmeyer »

Eh, that's about the only usable idea in the entire thread really..


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Adept
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Post by Adept »

Tiny bit of hull damage could indeed make it work.
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