nerf Mayson?

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
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posted on November 23rd, 2010, 12:58 am
borg primary is medium range,

borg do not use many long/short range units (assim, scube)
posted on November 23rd, 2010, 1:00 am
...And Diamond and Dodecahedron and Detector :P
posted on November 23rd, 2010, 1:20 am
fa11out wrote:Hey everyone is complaining about Mayson being over powered so why not nerf Mayson by increasing the cost of his supply. The reason for this would be because no one really uses his special ships and a way to change that would be to have the Nova's special allow ships to gain experience by destroying enemies, like the Klingons.



  Yup I'm confident that Optec is fully aware now of the multiple requests as well as pretty clear and collected evidence showing that Mayson is still the most powerful avatar at the moment.


  To those saying it's JUST his phaser turret:  not quite.  There are a few other little things that, when added to the fact that he's got a wildly powerful turret, make Mayson as a whole a nearly impossible to beat avatar in the right hands.
posted on November 23rd, 2010, 1:47 am
TCR_500 wrote:Now, during a battle, how does one keep their units out of enemy weapons range?


Run, and run, and run. Pick their ships off as they try to catch up.

TCR_500 wrote:
I like the turret ranges just the way they are.  But I would like a special that allows the turret to fire at a greater range for a brief period of time.


Short/Med/Long/Arty range turrets for each race/avatar solves that.

Depending on avatar, short range turrets have high rate of fire or target multiple ships. Ships rush a base or what not, a few of these could ensure that they need a LOT of ships or higher tech or arty.

Med range should be the most powerful, when it hits, but be able to miss.

Long range isnt as powerful, but has decent rate of fire and range.

Arty gets ok rate of fire, ok damage


Mayson for this could look something like so:

Short: Mutlidirectional pulse phaser turret. 50 damage, 75-100 def, 5 pulses per burst at 10 damage per pulse with three seconds between shots, able to target 3ish ships at once. Prehaps a per turret upgrade, for a decent price, to upgrade the number of targets per turret

Medium: Quantum Torpedo Turret. Same stats as curretn quantum turret, but with medium range

Long: Phaser turret. Same stats of current phaser turret, with the damage specs depending on if it gets fixed or not.

Arty: GTCTS Turret. Guided TriCobalt Torpedo Station. Slow rate of fire tricobalt torpedos with a very high chance to hit rates on all but smaller ships. Prehaps have a station version of the Tricobalt Triloader on it, but give it a cooldown period were it cant shoot at all. This would still allow Mayson to have a powerful arty ranged turret, BUT it wouldnt be quite so uber, and would rely on shorter ranged turrets to defend it from a rush.
posted on November 24th, 2010, 6:24 pm
Last edited by Anonymous on November 24th, 2010, 6:25 pm, edited 1 time in total.
Well, what do you want to pay for your Uber-turrets? 75-100 defense... you know what that means? Basically turrets are fine, it would be boring if every species had the same. Maysons phaser needs some tweaking, the Romulan turret too, both topics were mentioned before. The Klingon turret is great if you can afford it and find a useful place for it. As is the Borg turret(you just need time for that one). Dominion can choose between nice, cheap turrets, which can buy some time in early game or they use the perimetre as a kind of cheap starbase. There is no need for radical changes with the turrets, Tok'ra.

Oh and by the way, you asked what other benefits mayson has: as far as I know all of his small ships have a nice defense bonus and he has a better Excel II
posted on November 24th, 2010, 8:06 pm
Oh and by the way, you asked what other benefits mayson has: as far as I know all of his small ships have a nice defense bonus and he has a better Excel II


But as anyone will tell you, you do not win by defending alone. The E2 is good though.

If Risner didn't have that dreadful carrier thingy and phalanx i might use that avatar more often. Those things are eyesores.
posted on November 24th, 2010, 8:34 pm
Well, as far as I'm aware, there is no counter for an immediate resistance is futile purchase followed by two probes and three scout cubes.  Except for maybe a K'tin'ga rush or a bug rush.  Federation seems defenseless in that instance.
posted on November 24th, 2010, 8:40 pm
Last edited by Anonymous on November 24th, 2010, 8:44 pm, edited 1 time in total.
TCR_500 wrote:Well, as far as I'm aware, there is no counter for an immediate resistance is futile purchase followed by two probes and three scout cubes.  Except for maybe a K'tin'ga rush or a bug rush.  Federation seems defenseless in that instance.


then you arent very aware. u can get 3 scubes and 2 probes quite fast even without rif, its a standard borg startup. i personally like it. it is far from op.




EDIT:

if u wanna do a rush with scubes, do the scube rush, as the guide says, do rif, then 2 scubes, a probe then a scube. you should harass with your first 2 scubes and probe immediately. also dont build the 4th miner, have 2 on tri 1 on di
posted on November 24th, 2010, 9:00 pm
I only had three miners during an offline test.  There was no resistance.  Online, something like that would probably end the game pretty early because of a lack of resources to build a defensive fleet quickly enough before the next attack.
posted on November 24th, 2010, 9:06 pm
TCR_500 wrote:I only had three miners during an offline test.  There was no resistance.  Online, something like that would probably end the game pretty early because of a lack of resources to build a defensive fleet quickly enough before the next attack.


you dont build the 4th miner as u have enough di, but need the tri early on. after the rush, build the miners as usual.

if u do the rush right u can put on loads of pressure and it will pay off. u have to delay them for as long as your economy picks up from the rush
posted on November 24th, 2010, 11:36 pm
TCR_500 wrote:Well, as far as I'm aware, there is no counter for an immediate resistance is futile purchase followed by two probes and three scout cubes.  Except for maybe a K'tin'ga rush or a bug rush.  Federation seems defenseless in that instance.


Sabres.  Omnidirectional long-range phaser.  Dance, dance, dance little phaser-bunnies!  And carve up those baby cubes while you're at it!
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