A bit more on pulse probes

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Adept
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Post by Adept »

I personally wasn't sad to see pulse probes go in XC, but I know quite a few people like them. Since the work was already done with the 3k PP 1 and 5k PP2, I wonder if we should do something fun with it.

For traditions sake, and to help keep tac in check a little how about we make PP1 adv exp tech, mountable on heavy ints and any scouts. It will be powerful enough to be a good deprobing tool (just not an über one), light up miners and all that.

PP2 could be put into the GT research station for an extra fun bit of cheese for them.
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Dorjan
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Post by Dorjan »

IF we're keeping it, that sounds fun.
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Shizoku
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Post by Shizoku »

I'm not sure placing pp2 in research tech would be all that wise. GT already does pretty well against stealth tech with their miners being pretty tough and their bases having high hull and shields. Also the difficulty of capping their stuff is pretty high as well. Sure you would want to toss another anti stealth perk their way?
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Adept
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Post by Adept »

Shizoku wrote:QUOTE (Shizoku @ Apr 12 2011, 06:32 PM) I'm not sure placing pp2 in research tech would be all that wise. GT already does pretty well against stealth tech with their miners being pretty tough and their bases having high hull and shields. Also the difficulty of capping their stuff is pretty high as well. Sure you would want to toss another anti stealth perk their way?
They'd have to pay quite dearly for it of course, if PP1 is a pre-reg. If you think GT is too tough vs. tac, then it may be a bad idea. I just figured it could go well with their other specialist cheese, since the damn thing exists already :)

Could try it and throw it away in the next update if it's too big a perk maybe?
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cashto
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Post by cashto »

I have an idea, let's remove PPs from ints!

(still puzzled why this hasn't been done after all this time ...)
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privateerm
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Post by privateerm »

I miss ma pulse probes :boohoo: :boohoo:
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Death3D
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Post by Death3D »

May I suggest a 'light' PP for ints so they can actually kill an SF (you know the drill, drop first pp, eye the hunters up SF, boost his direction, drop new pp from new place, pinpoint him and hit him) and a regular powerful PP for scouts to deprobe?
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Adept
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Post by Adept »

cashto wrote:QUOTE (cashto @ Apr 12 2011, 07:36 PM) I have an idea, let's remove PPs from ints!
Not sure if you mean all interceptors (light, reg, heavy) or mk 2 ints. In my opening post I suggested leaving the 3k PP1 for _heavy_ ints, so the change isn't so drastic.
QUOTE (still puzzled why this hasn't been done after all this time ...)[/quote]
It's been talked about since forever. Virulence finally got fed up with it, and removed them from XC4, and exp still works fine.

If people want PPs fully gone, that's of course quick and easy. I just suspect there's quite a bit of nostalgia for them, and people may want to keep them on some level. There's a world of difference between 5k PPs available to research as soon as exp is up, and 3k ones in adv exp and requiring heavy ints, I'd say.
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DasSmiter
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Post by DasSmiter »

We'll need to do a bit of work on Tac sig
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Adept
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Post by Adept »

DasSmiter wrote:QUOTE (DasSmiter @ Apr 12 2011, 11:29 PM) We'll need to do a bit of work on Tac sig
As in more agility, and less invisibility maybe?
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