Any chance of making TF more fun?

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Adept
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Post by Adept »

I know TF has it's fans, but it's easily my least favorite faction both to fly and to fly against.

In my opinion the TF concept is inherently flawed. Zero Deviation guns and lead indicators make flying an interceptor very uninteresting, and flying agianst them annoying. The best players can make themselves hard to hit with TF guns one on one, but mostly it's just keep-dot-in-square excercise. Turreting is a nice zen activity to do occasionally, but I don't want to do that half the game.

Add to this the ridiculous knife profile of the interceptors, and you have a faction which, to me at least, is a drawback more than an asset in our beloved game. Luckily there was a hint recently that new TF models are coming.

Still, I'd really like to see the guns changed to have some deviation (maybe half the standard, if this is important to people) and the lead indicators sent to whatever bad-idea-hell they came from.

***

TF does have intesting aspects. I like the energy requirement on the weapons, and I suppose I even like the strange bombers and SB's.

It will probably remain my least favorite faction to fly even if modified, but at the moment I feel like I should just go do something else when one side or the other decides to go 'flux... and that's saying something when I have time and opportunity to play Allegiance.
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<bp|> Maybe when I grow up I can be a troll like PsycH
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Youngmoose
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Post by Youngmoose »

Variety is the spice of life.
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Star_Sailor
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Post by Star_Sailor »

TF is my favorite faction to comm and fly for...

It's very "different" which is why I like it...it has it's own spice!

Keep it as is!
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Night's darkness is a bag that bursts in the gold of the dawn
-Thagore

Everyone can change, but will you change?

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Evincar
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Post by Evincar »

tf extremely weak opening makes it impossible to compete against an int faction or belters (assuming a minimum of clue)
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redavian
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Post by redavian »

plus they have the best bombers in the game (...well... most fun bombers anyway... =P)
sambasti
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Post by sambasti »

The only thing I would ask is to change the model. In an int vs int matchup, even at close range, the spread from the minigun, and for figs the gun mount difference, means it is almost impossible to hit a TF int (or maybe it's just my noobieness).
WhiskeyGhost
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Post by WhiskeyGhost »

sambasti wrote:QUOTE (sambasti @ Nov 6 2008, 05:33 PM) The only thing I would ask is to change the model. In an int vs int matchup, even at close range, the spread from the minigun, and for figs the gun mount difference, means it is almost impossible to hit a TF int (or maybe it's just my noobieness).
Basic TF ints have horrible gunmounts though, its like having 1 on each edge of the wings. Unless i'm mistaken.
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
Sushi
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Post by Sushi »

The only things I think would be worth changing about TF:

1. Making the ints a bit little easier to hit.
2. Give their opening game a SLIGHT perk. Not too much: one of the things I like about TF is that they start fairly weak, but are ridiculously strong by the end of the game.
HSharp
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Post by HSharp »

Sushi wrote:QUOTE (Sushi @ Nov 7 2008, 03:28 AM) The only things I think would be worth changing about TF:

1. Making the ints a bit little easier to hit.
2. Give their opening game a SLIGHT perk. Not too much: one of the things I like about TF is that they start fairly weak, but are ridiculously strong by the end of the game.
TF don't need an early game perk, there scouts are already $#@!ing awesome once you get lt boost. If you start saying TF early game is weak we might as well give GigaCorp gunships as starting tech becuase they have a weak early game as well.
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CronoDroid
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Post by CronoDroid »

Diss Patties again and you'll pay dearly HSharp.
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