Rix Tac

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Evincar
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Post by Evincar »

the station drone would always be eyed if deployed in range, and the only important message you see when a probe is deployed is teleport probe 1/2. you get another 'station at risk' message when you see the bomber/sb/htt, even if he doesn't fire
Classifiable up to Trolleomorphism.
SouthPaw
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Post by SouthPaw »

I am amazed that people seem to think Rix SBs are balanced for general pick-up game play.

Of course in a SG you have all the holes camped and roving scouts with QF etc. (how is this different to SB defence against any faction - QF apart)

One of my major objections is the removal of teamwork that is required for all other faction's SBs, teamwork created by the limit of 2 ABs per rack meaning that damage over time is severely restricted. You need 6-7 players contantly camping to prevent one guy blowing your techbase.

Of course Rix SBs are fun to fly. Precisely because you can be the hero and solo that techbase (eyed or un-eyed). I am amazed that anyone can argue that they are balanced. Being fun, does not make it balanced but whatever.
takingarms1
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Post by takingarms1 »

The game shouldn't be balanced according to the lowest common denominator. Rix sbs are balanced and you are utterly voob for suggesting otherwise even after reading what has been posted in the thread. A single rix sb can be rendered ineffective by a single scout with a rack of qf's. A group of rix sbs can be rendered completely ineffective by a small number of figs/scouts with qfs.

Sure, they can be used effectively by people of high skill. But then again, aarmstrong can probably pod a bomb run full of newbs. What's your point? Someone with high enough KB and a high skill level can probably solo your tech base with a bios sb as well.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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WhiskeyGhost
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Post by WhiskeyGhost »

Thats assuming the scout is on the correct side of the base, flying around a base to get to the droned side can easily take upwards to 10 seconds

Also, QF only 1 shot kills station drones if you have a kb, it doesn't do enough damage to kill a station drone in 1 hit unless your kb is around 25 or higher (station drones have 50 hitpoints, quickfire1&2 does 40. Quickfire 3 does do 50dmg, but it's rarely seen, and considered useless for the most part by many pilots).

I agree the game shouldn't be balanced towards pickup games exclusively, but i'd also like there to be a requirement of teamwork for Rix SB's, since all the other endgame crafts require it. Bombers need nans, HTT's need nans, Stealth bombers need groups, they all need something to work effectively, particularly against techbases. A regular SB will never kill an enemy expansion solo with just Tact tech, but Rix gets to be an exception to this? I still haven't heard any reasoning as to 'why' they should.

And if someone says the whole "Shooting down drones" thing, consider the fact Rix SB's don't get a signature increase for using them as the strength that comes with that supposed 'weakness' of that.
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
Vlymoxyd
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Post by Vlymoxyd »

Imo, Apoch got it right. Rix Sbs aren't completely broken. I'd do only small changes at a time about them.
If anything, the only great thing about rix sbs is that you don't need a sup. Having the Sig GA, the base damage GA and the base damage weapon in 2 tech base instead of 3 is the main advantage of rix sbs imo. But on the other hand, Rix SFs aren't always the best miner killers. Pods and mines can be great, but hunters just work better in most situations.
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Drizzo
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Post by Drizzo »

Rix SBs can be devastating to the unaware team. This is a fact. You see a Rix Tac you should focus all of your resources on bombing it (much like any other faction's Tac).

Tac has the most powerful end-game for a reason. It's early and mid-game suffers in comparison to Sup and Exp. As a knowledgeable player you should be assisting the commander in motivating your team to utilize the time it has before Stealth Bombers/Advanced Stealths/Combat/Hunter 3 technology has been researched, in order to do the most damage to them and cinch your victory.

Weedman (I think) said this once, "Letting your enemy have a tactical is like letting an alligator sleep in your bed. It might be okay for a while, but eventually it's going to taste your blood."
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
HSharp
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Post by HSharp »

Vlymoxyd wrote:QUOTE (Vlymoxyd @ Jul 23 2008, 09:07 PM) Imo, Apoch got it right. Rix Sbs aren't completely broken. I'd do only small changes at a time about them.
If anything, the only great thing about rix sbs is that you don't need a sup. Having the Sig GA, the base damage GA and the base damage weapon in 2 tech base instead of 3 is the main advantage of rix sbs imo. But on the other hand, Rix SFs aren't always the best miner killers. Pods and mines can be great, but hunters just work better in most situations.
Lots of things wrong with the above. Rix SBS are broken as one sb can kill a techbase, also Rix SF's are awesome at miner killing just like any other SF, yes they don't have hunters but they have combat pods which have a slightly smaller range (1440m w/o exp upgrades) but do deal a lot more damage if shots land, not to mention with pods you can deal the damage while having low eye which is very good against scout nans who can normally eye sfs if they have hunters up and are close. Also the ability of Adv Rix SFs to have the same cargo space as Luxury Scouts is ridiculous as a rix sf can just prox an aleph to death for when the miner goes through, also Rix SFs are possibly the best ship for dropping tp1/2's, TF might be better due to the quicker ripcord time, but easily better then a Bios Heavy Scout. Rix Tac is cheeze.
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takingarms1
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Post by takingarms1 »

WhiskeyGhost wrote:QUOTE (WhiskeyGhost @ Jul 23 2008, 11:46 AM) Also, QF only 1 shot kills station drones if you have a kb, it doesn't do enough damage to kill a station drone in 1 hit
So you're only allowed to fire 1 QF at each station drone? /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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Clay_Pigeon
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Post by Clay_Pigeon »

HSharp wrote:QUOTE (HSharp @ Jul 23 2008, 04:19 PM) Rix SBS are broken as one sb can kill a techbase
You keep repeating this as if it is conclusive proof that rix sbs are overpowered.

Rix SBS *can* solo a techbase, only if you try to deal with Rix sbs in the same way you counter other factions. Play differently, and suddenly Rix snaps back into line.

Now, as I said earlier, I'm willing to campaign for adding an exp dependency to station drone 2, just to restore parity between Rix and other factions (that need a sup for improved damage output). The fact that Rix sbs can get better ab weapons on a single techbase, while most other factions require 2, doesn't make sense (ditto for tf and ion blaster).
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WhiskeyGhost
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Post by WhiskeyGhost »

TakingArms wrote:QUOTE (TakingArms @ Jul 23 2008, 03:54 PM) So you're only allowed to fire 1 QF at each station drone? /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
well, no, but needing to fire 2 at each means you run out of missiles twice as fast /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
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