So pulse probes
I had thought that we could slowly nerf pp and then slowly increase sf sig until its a bit more reasonable
Other people have suggested lowering lifetime of pp and such like
More thoughts?
Pulse Probes
A bit less range, extra mass and 20 seconds activation delay.
It hurts ints that have to drag them, can't pulse as soon as they enter the sector, or quickly pulse again after a SF is spotted to track it.
It helps SB/HTT hunters as they can move out of the pulse sphere and hide their movements.
It hurts ints that have to drag them, can't pulse as soon as they enter the sector, or quickly pulse again after a SF is spotted to track it.
It helps SB/HTT hunters as they can move out of the pulse sphere and hide their movements.
Last edited by SpaceJunk on Wed Jan 26, 2011 3:03 pm, edited 1 time in total.

The mass and delay are both WAY too much compensation for something that's not game breaking in the first place.SpaceJunk wrote:QUOTE (SpaceJunk @ Jan 26 2011, 10:00 AM) A bit less range, extra mass and 20 seconds activation delay.
It hurts ints that have to drag them, can't pulse as soon as they enter the sector, or quickly pulse again after a SF is spotted to track it.
It helps SB/HTT hunters as they can move out of the pulse sphere and hide their movements.
Leave PPs as they are for scouts.
Add a new int-specific PP that is the same as the current PP but has a much shorter lifetime (1/4 - 1/2 the current value)
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
20 seconds delay?
You've briefly eyed a Stealth ship entering your sector so you drop a PP.
By the time it fires they will be well out of reach. I fail to see how it helps the hunters at all unless (through an incredible stroke of luck) you happen to be right next to a stealth ship when your PP goes off.
Increasing Stealths sig. (or nerfing the sig reduction from Cloak anyway) while incrementing PP seems reasonable
You've briefly eyed a Stealth ship entering your sector so you drop a PP.
By the time it fires they will be well out of reach. I fail to see how it helps the hunters at all unless (through an incredible stroke of luck) you happen to be right next to a stealth ship when your PP goes off.
Increasing Stealths sig. (or nerfing the sig reduction from Cloak anyway) while incrementing PP seems reasonable
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OTDT_Hunter
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OTDT_Hunter wrote:QUOTE (OTDT_Hunter @ Jan 24 2011, 03:45 PM) What if we made PP different for scout and ints.
The PP for scouts is pretty much the same as CC10 pp. Maybe a little less range. Then the int's pp is more like a actual pulse. You purchase pp in exp like usual and both ships get pp just is different for which ship you use it with. Is that even possible?
Also what if you buy PP for scouts in Garr for normal pps and the pp in exp is the one that either pulses or doesn't have near as good range. I agree with Masta, I think pp as more of a actual pulse would be a better balance. Atleast it would be something to try.
I think if you want Tac to be somewhat useable again. Get rid of Hvy scouts, or atleast lower their scan range. there scan range with pps makes sbing much harder then it used to be before hvy scouts were introduced. If I remember hvy scouts were brought into the game because "It sounded cool to have a scout with a turret". I know i am probably in the minority with the hvy scouts issue.
"More of an actual pulse" needs translation.
Hvy scouts are kinda cheese aren't they?
Hvy scouts are kinda cheese aren't they?
Last edited by Alien51 on Wed Jan 26, 2011 3:56 pm, edited 1 time in total.
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This requires a code change:SpaceJunk wrote:QUOTE (SpaceJunk @ Jan 26 2011, 04:00 PM) A bit less range, extra mass and 20 seconds activation delay.
It hurts ints that have to drag them, can't pulse as soon as they enter the sector, or quickly pulse again after a SF is spotted to track it.
It helps SB/HTT hunters as they can move out of the pulse sphere and hide their movements.
There are only two types of delay you can set, arming time (time until probe will start shooting) and Teleport activation delay.
Once dropped, a probe has full scanrange and signature.
Last edited by pkk on Wed Jan 26, 2011 3:42 pm, edited 1 time in total.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
I partially support the idea of separating a single pp research into scout-mounted pp, and int-mounted pp. scout PPs should still be 1 per rack (not 2 per rack as it is currently) and have 4-5k scan (sb hunting is not overpowered with scouts, and advtac does not fail against exp as horribly as sup does).
A nerfed and heavier int pp would be nice to have (mass 4-6 should be reasonable, since scouts do the sb hunting work, and when you are on D, you first drop pp, then you boost, most of the time, if you have a scout, he will be able to pp for you anyway). Scan range is something I cant comment on... once the miner is eyed, even if briefly, it is eyed for good, and wont be able to escape a competent int.
A nerfed and heavier int pp would be nice to have (mass 4-6 should be reasonable, since scouts do the sb hunting work, and when you are on D, you first drop pp, then you boost, most of the time, if you have a scout, he will be able to pp for you anyway). Scan range is something I cant comment on... once the miner is eyed, even if briefly, it is eyed for good, and wont be able to escape a competent int.
Miner <> Probe_xJammer_ wrote:QUOTE (_xJammer_ @ Jan 26 2011, 11:49 AM) once the miner is eyed, even if briefly, it is eyed for good, and wont be able to escape a competent int.
If the comm takes it off grid or it's IC and rips out, and the int can only eye it with a PP, it's not guaranteed to get killed.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead

