Spunkmeyer wrote:QUOTE (Spunkmeyer @ Feb 15 2013, 06:38 AM) That's not the argument.
Given a respectable on station SB defense already in the air, stopping a non-Rix SB run of equal number of attackers is certainly possible, even if they have full exp, or full sup. On the contrary if it's a Rix SB run with full exp, it's quite impossible if the players know how to use them (a lot of Rix SB runs are lost because of newbieness). I feel pretty invincible in a basic Rix SB already, adding full exp to it is like "here, let me stroke it for you"
Read what Viru said. I might not like him much but I do know it's possible to beat rix SBs. It's VERY hard though if you're not on the ball.
The OTHER option is to nerf all endgames so hard that every game devolves into a Mini3 standoff, which would be fun because then we could do nothing but DM for an hour `4`4`4
OR, and this is just me talking out my ass here, OR you could choose to NOT let the rixian team get all the exp tech AND all the tac tech they want. This game is won or lost, for the most part, in the first twenty minutes of play and the rest is essentially filler. Sure, there are teams that can come back from being way behind (that's part of the magic), but generally speaking the team that can afford to buy 2 adv techs will beat the team that only has 1. That's... really how it should be. The solution isn't to nerf rix sbs, the solution is to spam `am and start probing @#(! so you can `fm.
In a lot of ways, Allegiance is like the Radio: it's all `am and `fm.