GoD II

Discussion / Announcement area for Good Old Days II Core development.
Grimmwolf_GB
Posts: 3709
Joined: Wed Jul 02, 2003 7:00 am
Location: Germany
Contact:

Post by Grimmwolf_GB »

Ducky, I will watch the heavy scouts. I wonder, if they are worth it, with normal money settings.
Paradigm2
Posts: 1594
Joined: Tue Jul 01, 2003 7:00 am
Location: College Station, TX

Post by Paradigm2 »

I chose to leave Hvy Scouts in because at that time I made GoD, the community was in love with them (i'm sure they still are). To have not included them would have meant no one would play the core.

I'm not sure what the right solution is to fixing them.... to me two forward gatts always seemed more logical than an extra turret.... I think that would still give them enough firepower to warrant the extra cost (especially with dual missles and double capacity cargo).

I think you could then give rix hvy scout 1 forward mini ac (and possibly an ammo reduction like on dn) and it would balance to compensate for its lack of dual missles.
-Paradigm2
jgbaxter
Posts: 2181
Joined: Mon Apr 25, 2005 7:00 am

Post by jgbaxter »

Noir made some nice dependencies for tech like hvy scouts in 04.50 (like hvy scts require a tech base now). wink.gif
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

The Escort scouts angle is a good fix. No turret, double mine load, rest pretty much the same. Unless, of course, the turret is what you like about the heavy scout.
Last edited by Spunkmeyer on Tue Aug 15, 2006 5:19 pm, edited 1 time in total.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

jgbaxter
Posts: 2181
Joined: Mon Apr 25, 2005 7:00 am

Post by jgbaxter »

Add, ic scout has fuel in cargo, no booster ever of course, might want to change default loadout. smile.gif
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
jgbaxter
Posts: 2181
Joined: Mon Apr 25, 2005 7:00 am

Post by jgbaxter »

Many complaints about GS when on the recieving end. blink.gif
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

Yeah, the Rix GS dual AC cheese hasn't been fixed in R7. Seriously needs to go.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

jgbaxter
Posts: 2181
Joined: Mon Apr 25, 2005 7:00 am

Post by jgbaxter »

Our ints did ok against them later, just have to gang bang them. Still, it's tough.

Of course 3 ints v a gs with 2 turrets is 3 players per team. If the ints kill the gs, usually 1 int won't get podded then (wink.gif) as such all pilots are quickly available usually- not so with the GS. cool.gif
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

The problem is sup + sbase gives Rix a fairly fast 2*AC2 solution for a SINGLE pilot. It's a very effective camper/escort. Or you could simply go SB for 2*AC1 for a tremendously powerful miner rusher. There is no comparison to other gunships.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

jgbaxter
Posts: 2181
Joined: Mon Apr 25, 2005 7:00 am

Post by jgbaxter »

Preaching to the choir spunky. wink.gif
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
Post Reply