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Posted: Sun Feb 15, 2009 10:27 pm
by fuzzylunkin1
I believe interceptors shouldn't be able to deploy pules probes because it would require more team work. I.E. you would have to take one or two scouts with you when you go hunting for miners/constructors and you wouldn't be able to easily take on SFs on your own.
Posted: Sun Feb 15, 2009 11:18 pm
by Dark_Sponge
It'd be interesting to try on a trial basis. Increased teamwork is good.
Posted: Sun Feb 15, 2009 11:37 pm
by Broodwich
a long time ago i believe this was tried by noir, basically it made exp useless against tac, the community revolted, etc
Posted: Sun Feb 15, 2009 11:58 pm
by fuzzylunkin1
Broodwich wrote:QUOTE (Broodwich @ Feb 15 2009, 05:37 PM) a long time ago i believe this was tried by noir, basically it made exp useless against tac, the community revolted, etc
We won't be getting rid of pulse probes. Use a scout, fffss.
Posted: Mon Feb 16, 2009 12:43 am
by Correct
Do you realize how much bitching it takes to get one other person on a team of 30 to kill a miner with me? Requiring teamwork is a bad thing.
Posted: Mon Feb 16, 2009 3:37 am
by CronoDroid
No.
fuzzylunkin1 wrote:QUOTE (fuzzylunkin1 @ Feb 15 2009, 03:58 PM) We won't be getting rid of pulse probes. Use a scout, fffss.
Uses for PPs:
Int bombing (vital against Tac)
Miner defence (chasing down SFs)
Base defence (HTTs, chasing down SBs)
Tac camp breaking (chasing down SFs)
I think it would probably make Exp useless against Tac.
Posted: Mon Feb 16, 2009 3:39 am
by fuzzylunkin1
USE A $#@!ING SCOUT.
Someone give me a valid reason already.
Scouts carry more PPs anyway.
Posted: Mon Feb 16, 2009 5:20 am
by Sushi
OK.
Scouts die very, very fast to adv tac. Even if you have a scout with each heavy int, an adv SF can just hunt3 the scout first and then pick off the int at leisure.
Posted: Mon Feb 16, 2009 5:23 am
by Andon
Two hunter3s take out a Heavy Scout. There is not nearly enough time between the stealth firing the first Hunter3 and the second Hunter3 killing the scout for the scout to drop a Pulse probe, eye the Stealth, and the Interceptor react to kill it.
Posted: Mon Feb 16, 2009 5:30 am
by guitarism
Wait, let me get this straight. Your reasoning for taking away PP from ints is so that they have to take a scout when they go hunting for miners, cons etc? And so they have to rely upon a scout when defending miners entirely?
Lets see Fuzz. When was the last time you were able to get more then one person with you to go hunt cons? Or miners? And if you want to have any chance at killing said miner/con, they need to be in an int too. Why? Because just one or two nans will ruin your day. Hell one nan will keep said miner alive against one int and one scout.
Fuz, just because you suck at defending/attacking against ints/with ints doesnt mean we should nerf them. PP gives your int the Possibility of killing SFS. Hell, 5 seconds isn't that long, especially if your hunting SB/SF because guess what, they keep their distance.
Or maybe this is when your flying an SF, your complaining about how easyily they find you.
Protip - if an Int starts PP'ing you, drop your missiles and hit cloak. It helps. Alot