Page 10 of 12
Posted: Mon Mar 15, 2010 5:18 pm
by NightRychune
In order to ensure an HTT could cap something with Nerve gas, you'd have to add a very, very, very tiny hull damage component to EMP missile to keep the shields from recharging for the few seconds it takes NG to mount and fire. The other way is to allow Nerve gas to be mounted on HTTs with an extremely fast load/arm time, but only a range of 100-200m. This would basically allow an HTT to cap a base without needing to fly into the green door, which would be an enormous buff in and of itself.
Posted: Mon Mar 15, 2010 5:27 pm
by SpaceJunk
Maybe the value of TTs as decoys for HTTs in PUGs is vastly underestimated.
Posted: Mon Mar 15, 2010 5:35 pm
by HSharp
SpaceJunk wrote:QUOTE (SpaceJunk @ Mar 15 2010, 05:27 PM) Maybe the value of TTs as decoys for HTTs in PUGs is vastly underestimated.
Give em the same Icon and they might have more use.
Posted: Mon Mar 15, 2010 6:31 pm
by SpaceJunk
TTs could be shieldless, so when an HTT mounts shields it reveals itself.
Posted: Mon Mar 15, 2010 6:35 pm
by NightRychune
It's completely irrelevant when you can very easily distinguish between TTs and HTTs just by looking at minimap icons
Posted: Mon Mar 15, 2010 7:05 pm
by Jimen
SpaceJunk wrote:QUOTE (SpaceJunk @ Mar 15 2010, 01:27 PM) Maybe the value of TTs as decoys for HTTs in PUGs is vastly underestimated.
You
do realize that they have different icons, making the two ships easily distinguishable at all times, right?
Posted: Mon Mar 15, 2010 8:08 pm
by SpaceJunk
Jimen wrote:QUOTE (Jimen @ Mar 15 2010, 08:05 PM) easily
Yeah, and in PUGs everybody is rational.
If nobody uses TTs, a capture warning instantly means go to defend. When the enemy has been fooling around with TTs and you aren't in the same sector, it means realize the warning may be a real threat, free the mouse, hover over the minimap, read the icons and start ripping/docking. The extra distance the HTT has covered equals a virtual speed boost. That not counting how many people you can make launch in the wrong sector or head to the wrong aleph.
Posted: Mon Mar 15, 2010 9:25 pm
by DasSmiter
Giving HTTs heavy cloak and moving it around is a MAJOR CHANGE to both Expansion and other techpaths (most noticeably tac, but also for ass ships and MFrigs). Instead of introducing some radical change why not simply double their $#@!ing mass eh? The AP HTT has been acknowledged to be one of the best out there, and even doubling the mass of regular HTTs will keep the AP HTT at it's current king of capping state.
Doubling the mass of HTTs helps both forcecaps and stealthcaps, while going with this ridiculous heavy cloak idea makes stealth caps the obvious choice. You've mentioned several fixes for the different issues with moving heavy cloak around (making bios have a special version of heavy cloak, giving Rix a whole new gun, making the TF gun take only ammo), but instead of doing all that we could just double the mass of HTTs WHICH IS AN ISSUE OF CHANGING 8 NUMBERS
Of course we might need to take a look at the TF HTT and see if we want to bring it's mass up to stat with others or leave it as a disadvantage mass wise.
Posted: Mon Mar 15, 2010 9:49 pm
by Compellor
SpaceJunk wrote:QUOTE (SpaceJunk @ Mar 14 2010, 11:09 AM) I forgot, was emp cannon able to kill prox fields (not caltrops)? That would help HTTs.
Emp reduces the endurance of minefields, which means they can't do as much damage. When endurance gets low enough the minefield disappears. However, it takes a lot of EMP cannon hits to have a meanful impact on a prox field's endurance (it's the same as a caltrop's), so the two or three hits a htt might be able to get in to a minefield before hitting it would have a fairly minimal effect. Having Hvy Ints in front to absorb the mines would be far more effective.
Posted: Mon Mar 15, 2010 9:59 pm
by Adept
gr4vity wrote:QUOTE (gr4vity @ Mar 15 2010, 05:25 PM) [/list]
major reasons I observered for failed HTT attempts in pugs:
- HTT's were too slow and got rammed of path in the last second by a good vet in the enemy team
This. The important part underlined.
HTTs aren't failing by a mile and being useless. They have a somewhat low success rate in PuGs, but you usually see the properly executed run fail right on the green door, and usually due to a ram.
DasSmiter's suggestion would help with this. A small speed perk could do the job as well. If it's not enough, drop their sig down to that of an adv scout.