Perking HTT Mass: We would globally double the current mass of HTTs. One of the main issues with using HTT is that a single vet can give you a push and you'll go spiraling off into space to get shot down. Doubling the mass of HTTs currently would hopefully fix this issue by making them less rammable aka GT's AP HTT while leaving the AP HTT king of the yard when it comes to bowling through fools. (we would also push the accel up to maintain the current level of go the HTT has)
Perking HTT Accel: Another way of dealing with the getting rammed issue, this would allow HTTs to recover more quickly once they get dinged.
Perking HTT Top Speed: This would hopefully reduce the amount of time between when the HTT is eyed and when it hits the green door (once again dealing with getting rammed). Given that you normally have a scout ramming you this perk isn't as good as the others, but some people have mentioned it.
Something More Radical: This is for those of you who wanted Heavy Cloak or NG missile HTTs or whatever. If enough people vote for this then I'll revisit the drawing board and come up with the assault shield and suchlike ideas for another poll.
I personally am for doubling the mass of the HTT. It's a solid change that helps the HTT in all situations.
The definitive HTT poll
Last edited by DasSmiter on Sat Mar 20, 2010 4:39 am, edited 1 time in total.



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
Also we're turning the model for TF ints into a hershey's bar
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Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
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NightRychune
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Perking the top speed will be pretty big - it'll keep them going faster for longer when they're being pushed. Accel won't help as much, they'll decelerate after being pushed faster than they do now and will lose a fair portion of that advantage, and perking their mass will also be detrimental to pushing them and getting them to the target faster.
I went for the more radical option. With any of the above, you can still easily spike down an HTT with DF3/Gat3 Adv figs or Mini3 hvy ints, but giving them more speed will be far more beneficial than the other two.
I went for the more radical option. With any of the above, you can still easily spike down an HTT with DF3/Gat3 Adv figs or Mini3 hvy ints, but giving them more speed will be far more beneficial than the other two.
I could be wrong, but I would assume we would increase the thrust to go along with an increase in mass, to maintain acceleration.Psychosis wrote:QUOTE (Psychosis @ Mar 19 2010, 11:42 PM) I support accel, because the downside to JUST perking mass is that its going to be terrible to actually restart up without some accel help, however, straight accel should do the job just fine
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
You can increase the acceleration of a craft through the max thrust value while limiting it's top speed through the top speed value (as long as I'm reading ICE right)



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
