Rixian heavy scout.

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FIZ
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Post by FIZ »

I think the interesting part for Rix is/was how effective a mini-ac really was against anything.

What if we made a new weapon for rix (or maybe all) heavy scouts that is only strong against utility? Would be fun to fly and useful despite their very high cost, but not the whore wagon it is with mini-AC.

I do not think this would 'push-out' stealth fighters, as they are arguably cheaper and certainly faster to obtain, sometimes better at defense(weakest argument but SFs can wreck havoc on unprepared nan escort), can cloak, and lead to Stealth Bomber development.
Last edited by FIZ on Thu Jul 12, 2012 5:39 am, edited 1 time in total.
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JimmyNighthawk
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Post by JimmyNighthawk »

FIZ wrote:QUOTE (FIZ @ Jul 12 2012, 07:35 AM) I think the interesting part for Rix is/was how effective a mini-ac really was against anything.

What if we made a new weapon for rix (or maybe all) heavy scouts that is only strong against utility?
Sounds like the idea on EoR-Core . . .

Anyways,.. the first I got in mind after reading yours:
Rixan Normal Scout
Rixian SR Scout ($ 500)
Rixian Mini-AC Scout ($ 1000)


That would give even Newbies the key and clue which is the most - let us say - tactical and powerful one, dont you think, too?


FIZ wrote:QUOTE (FIZ @ Jul 12 2012, 07:35 AM) I think the interesting part for Rix is/was how effective a mini-ac really was against anything.
ps: Any faction should have at least a scout that does cost credits; to balance that.
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FIZ
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Post by FIZ »

Interesting Jimmah, your way is certainly easier to implement. Has this been tried before?
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Adept
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Post by Adept »

Sheriff Metz wrote:QUOTE (Sheriff Metz @ Jul 11 2012, 03:46 AM) Nobody in their right mind will buy rix hvy scouts in the current core version
They work pretty nice for ripping in lots of advanced fighters, I should think.
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Traxi
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Post by Traxi »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 7 2012, 06:25 PM) TF doesn't have small-rip capability and also dual guns on their basic scouts. You are proposing:

Rix adv scout: single gun -> Rix heavy scout: triple gun (or equivalent)
TF adv scout: dual gun -> TF heavy scout: triple gun.

Doesn't follow. Do not ignore the small-rip ability.
TF also can mount dual nans on heavy scouts and additionally TF scouts still can stealth nan miners vs pure-int miner O, while Rix has to use the 10x-sig-when-activated, energy gen.

W/o giving Rix the same abilities, I would think triple gats would be the most balanced option.
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Spunkmeyer
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Post by Spunkmeyer »

TF scouts are overpowered in general. That's part of the faction design and there is no need to balance Rix scouts vs TF scouts. Try comparing Rix scouts to other scouts instead. You'll find if you argue for any boosts to Rix heavy scouts, then you must also argue for boosts to Rix basic scouts and advanced scouts.


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lexaal
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Post by lexaal »

the old balance was rix sr + ripping fighter in sum is stronger than any two scouts of other factions. but since rix does not start with figs and sup sucks in general that part of the balance does not work.


I propose rix gets figs (and keep int??) as starting ship so sr get their miner-o capability back.
Last edited by lexaal on Sat Jul 14, 2012 9:58 pm, edited 1 time in total.
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Mastametz
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Post by Mastametz »

lexaal wrote:QUOTE (lexaal @ Jul 14 2012, 02:57 PM) I propose rix gets figs (and keep int??) as starting ship so sr get their miner-o capability back.
this
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NightRychune
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Post by NightRychune »

rix was the most difficult faction to balance for a very long time for a reason

chain ripping in even basic scouts that spam prox will kill your average faction's basic miners very very quickly and defense against it requires dedicated manpower staying on point defense on your assets for the entire course of a game - it's a powerful thing that duplicates the mental effects of an enemy team flying around in stealth fights threatening your assets.

one scout can very quickly turn into twelve scouts and then if you don't have defense on something beforehand, your @#(! explodes

its incredibly powerful early game will lead the faction to consistently dominant with a suitably aggressive team, but its (relatively) weaker mid and late-game due to the lack of inherent economic bonuses means it's not a very good choice for your average team, and the wildly inconsistent results leads people to perceive the faction at any given moment as either too weak or too powerful
Vortrog
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Post by Vortrog »

Night's reply was
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