XRM
2 per rack. Or else we'll have to shorten the load time, but not the arm time.
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QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forumCronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
If you want scaling balance, I like the $$$ per missle idea. It will either force runs to use fewer bombers (and thus fewer missles in the air- same effect as lowering capacity) or force few drops to begin with, buying the other team more time to kill the sup.
Subnote - Make XRM's require a starbase?! Sup teams don't use XRM until Starbase anyways, but it gives the enemy another target to destroy that will get the XRM threat off their back. Then XRM's are just as effective at killing bases, but are a little bit more vulnerable to being lost.
Subnote - Make XRM's require a starbase?! Sup teams don't use XRM until Starbase anyways, but it gives the enemy another target to destroy that will get the XRM threat off their back. Then XRM's are just as effective at killing bases, but are a little bit more vulnerable to being lost.
Last edited by Adaven on Fri Dec 07, 2007 2:25 am, edited 1 time in total.
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Ok we all know u can shoot down Xrm's so i suggest this : make XRM's travel at lower speed and fewer per rack say 2-3 xrm's / rack , make them arm slower and lower their hitpoints , that way u can shoot them down with any AOE weapon like skycap/EMP cannon .
If u lower their speed and make them arm slower u can counter XRM runs by placing 1-2 tower's near a base witch will automatically shoot down incoming missiles .
Problem solved
If u lower their speed and make them arm slower u can counter XRM runs by placing 1-2 tower's near a base witch will automatically shoot down incoming missiles .
Problem solved
Last edited by wizard58 on Fri Dec 07, 2007 1:59 pm, edited 1 time in total.
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If you lower the # of XRM per rack to 1 or 2, how do you reconcile the fact that in a 10 vs 10 they will be totally nerfed, while in a 30 vs 30 nobody will notice the difference? I didn't think that was the desired result.
$$ per missile is an interesting idea, tho.
$$ per missile is an interesting idea, tho.
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Ya'll are failing to see how much you have to spend to get them. You have to up your sup and gar. You have to buy bombers and heavy bombers, you then have to buy XRM's and suggest getting the Missile upgrades. You then have to buy every bomber that goes out. If you want to TP drop them you also have to buy TP1 and then TP2.
Compare to exp. Buy TT Upgrade exp, buy HTT and SRM EMP. Complete. Tac. Bomber, up tac, SF. SB. And again, youhave to spend more on bombers for one run and TP's than you have to spend to do multiple runs with exp or even tac. Add to this exp is the one with the economy upgrade.
Compare to exp. Buy TT Upgrade exp, buy HTT and SRM EMP. Complete. Tac. Bomber, up tac, SF. SB. And again, youhave to spend more on bombers for one run and TP's than you have to spend to do multiple runs with exp or even tac. Add to this exp is the one with the economy upgrade.
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Kumquat wrote:QUOTE (Kumquat @ Jan 13 2008, 12:10 AM) <{POST_SNAPBACK}>Ya'll are failing to see how much you have to spend to get them. You have to up your sup and gar. You have to buy bombers and heavy bombers, you then have to buy XRM's and suggest getting the Missile upgrades. You then have to buy every bomber that goes out. If you want to TP drop them you also have to buy TP1 and then TP2.My thoughts exactly.
Compare to exp. Buy TT Upgrade exp, buy HTT and SRM EMP. Complete. Tac. Bomber, up tac, SF. SB. And again, youhave to spend more on bombers for one run and TP's than you have to spend to do multiple runs with exp or even tac. Add to this exp is the one with the economy upgrade.
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