Topic: How to balance AMML quckly and easily  (Read 1942 times)

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lloyd007

  • Guest
How to balance AMML quckly and easily
« on: January 24, 2003, 07:19:59 am »
As of now the AMML is somewhat broken as many topics on the old foum have pointed out. Get a ship with high impulse or a lvl 5 tractor and they can be a truely cheesey weapon to take out newbies or  the AI with terrible ease (sure more experienced players have counters, but this is one of the reasons one can kill a planet with a DD which isn't right) Anyway there is a simple fix that doesn't even have to involve changing the price of the layer, how many minelayers you use, price of the mine and so on.

Just set it back to SFC2 standards for mines.In that game if you were going below speed 4 the mine wouldn't detonate allowing you to manuever out of a potentially bad situation. In this game you have defiants with 4 AMML strafing at speed 100 and no matter what speed you yourself are going it's basically a given you will take over 100 points of damage. With this rule you could slow down noone in their right mind is going to try and detonate the mones around you and it would discourage cheese ship because the mines would have no effect on Def Platforms and Starbases.

This wouldn't take much and it would make mines a far more balanced weapon than they are now while not nerfing them to the point of being useless. What do you all think?  

Aenigma

  • Guest
Re: How to balance AMML quckly and easily
« Reply #1 on: January 24, 2003, 10:30:32 am »
If i have to fight minelayers, the fast nifty ones, i usually fly at low speed, and when they come from the aft or flank, or even head-on i HET and tractor them with a lvl 4 or 5 or of course tractor them and then HET. Then it is my turn to be bad. Usually they don't survive it. Just put your ship in full reverse to be sure that you don't get hit by them. AM-mines are fine to me though. Just make sure there are not two ships with them on your map.

Aenigma  

lloyd007

  • Guest
How to balance AMML quckly and easily
« Reply #2 on: January 24, 2003, 07:19:59 am »
As of now the AMML is somewhat broken as many topics on the old foum have pointed out. Get a ship with high impulse or a lvl 5 tractor and they can be a truely cheesey weapon to take out newbies or  the AI with terrible ease (sure more experienced players have counters, but this is one of the reasons one can kill a planet with a DD which isn't right) Anyway there is a simple fix that doesn't even have to involve changing the price of the layer, how many minelayers you use, price of the mine and so on.

Just set it back to SFC2 standards for mines.In that game if you were going below speed 4 the mine wouldn't detonate allowing you to manuever out of a potentially bad situation. In this game you have defiants with 4 AMML strafing at speed 100 and no matter what speed you yourself are going it's basically a given you will take over 100 points of damage. With this rule you could slow down noone in their right mind is going to try and detonate the mones around you and it would discourage cheese ship because the mines would have no effect on Def Platforms and Starbases.

This wouldn't take much and it would make mines a far more balanced weapon than they are now while not nerfing them to the point of being useless. What do you all think?  

Aenigma

  • Guest
Re: How to balance AMML quckly and easily
« Reply #3 on: January 24, 2003, 10:30:32 am »
If i have to fight minelayers, the fast nifty ones, i usually fly at low speed, and when they come from the aft or flank, or even head-on i HET and tractor them with a lvl 4 or 5 or of course tractor them and then HET. Then it is my turn to be bad. Usually they don't survive it. Just put your ship in full reverse to be sure that you don't get hit by them. AM-mines are fine to me though. Just make sure there are not two ships with them on your map.

Aenigma