10-29-2006, 12:30 PM
Well, since some of the above suggestions came from me, I guess I better start defending them.
The main style that is dominant in how we play is the attacker. That is, whether through flanking, jousting or DFA tactics, we usually attack our targets directly (sorry, hindi ko na masabi ng mas maganda diyan eh, sana naiintindihan niyo yung sinasabi ko ). In PACT I, there were only one or two fortresses, depending on how you look at it (Leperman's Halimaw and beatkiller's Apocalypse, and they weren't real quiet ones if you've seen how they were used), and one who played using mainly peek-a-boo tactics (Twin-Skies' Nito'ichi Mk. II). The rest were mainly bladers and dual gunners.
Dahil dun yung mga rason para sa part bans. They are aimed to stop giving too much advantage to the highly mobile and highly accurate AC.
Lemur2 and Loris on anything other than a blader - acts as a defense buffer especially when rushing, and arms generally don't break that easy either, plus it promotes variety in designs
TP - makes LR's inherent problems with weapon accuracy worse
all ECM pods - ECM stacking makes screwing up your opponent's FCS unstoppable
ROE2 extensions - adds more ammo and killpower to the most accurate guns in the game
Pegasus on anything other than a tank - Pegs provide too much speed for any other legset, same ang effect nila ng TP boosters on gameplay
H3 handguns - at roughly 5000 heat per round, with 110 rounds, at an accuracy of 990 (greater than either the Wraith or 69H), this is a very very good rifle with the weight of a handgun, kahit na hindi siya i-dual wield
Now about the map bans:
Site-S - too little space for tactics, promotes blind rushing, which is corny
Barn Arena - too little space for movement, and the walls that you hit every other half-second are annoying, hehe
Training Space - just like Arena, only smaller and more conducive to rushers
Of course, like it says up top, these are all still subject to discussion.
The main style that is dominant in how we play is the attacker. That is, whether through flanking, jousting or DFA tactics, we usually attack our targets directly (sorry, hindi ko na masabi ng mas maganda diyan eh, sana naiintindihan niyo yung sinasabi ko ). In PACT I, there were only one or two fortresses, depending on how you look at it (Leperman's Halimaw and beatkiller's Apocalypse, and they weren't real quiet ones if you've seen how they were used), and one who played using mainly peek-a-boo tactics (Twin-Skies' Nito'ichi Mk. II). The rest were mainly bladers and dual gunners.
Dahil dun yung mga rason para sa part bans. They are aimed to stop giving too much advantage to the highly mobile and highly accurate AC.
Lemur2 and Loris on anything other than a blader - acts as a defense buffer especially when rushing, and arms generally don't break that easy either, plus it promotes variety in designs
TP - makes LR's inherent problems with weapon accuracy worse
all ECM pods - ECM stacking makes screwing up your opponent's FCS unstoppable
ROE2 extensions - adds more ammo and killpower to the most accurate guns in the game
Pegasus on anything other than a tank - Pegs provide too much speed for any other legset, same ang effect nila ng TP boosters on gameplay
H3 handguns - at roughly 5000 heat per round, with 110 rounds, at an accuracy of 990 (greater than either the Wraith or 69H), this is a very very good rifle with the weight of a handgun, kahit na hindi siya i-dual wield
Now about the map bans:
Site-S - too little space for tactics, promotes blind rushing, which is corny
Barn Arena - too little space for movement, and the walls that you hit every other half-second are annoying, hehe
Training Space - just like Arena, only smaller and more conducive to rushers
Of course, like it says up top, these are all still subject to discussion.
"Let's fight... like gentlemen." - Dudley, SF3