Any chance of making TF more fun?

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HSharp
Posts: 5192
Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

oh Chrono, you seem to be missing my point, im not saying Giga patties are weak, im saying TF Scouts are not weak, neither needs perks for early game.

Oh, and id like to see you try b-atch
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Adept
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Location: Turku, Finland

Post by Adept »

So... everybody actually likes having the retard-proof lead indicators and zero deviation guns? :glare:
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finki
Posts: 132
Joined: Thu Jan 03, 2008 1:25 am
Location: Vienna, Austria

Post by finki »

Adept wrote:QUOTE (Adept @ Nov 7 2008, 02:19 PM) So... everybody actually likes having the retard-proof lead indicators and zero deviation guns? :glare:
The lead indicator sucks. Not because it makes things easier, no, the complete other way round: If an enemy pilot knows how to evade properly and you follow this shiny green thing (what your brain suggests you to do) you will always miss! And if you try to actually aim your bullets this indicator gets in your sight constantly. I find it only useful in the first 3seconds of a fight because you circa see where you have to aim to and the time to the first hit decreases.

Throw the indicator overboard if you feel like it. The rest is fine. TF is weak at the beginning and has long research times. It deserves good endgame-ships.


TF is one of the most fun factions in my opinion btw.
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Ramaglor
Posts: 687
Joined: Sun Aug 28, 2005 7:00 am
Location: Seattle

Post by Ramaglor »

Hsharp, get Spidey to go TF for the next PK game, and then see who's constructor lives.

The only opening ship tf scouts can beat in a dogfight consistently is a giga scout.

EDIT: so that it cant be misread.
Last edited by Ramaglor on Sun Nov 09, 2008 3:09 am, edited 1 time in total.
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
Dark_Sponge
Posts: 386
Joined: Sun Dec 23, 2007 4:43 am

Post by Dark_Sponge »

Give them Lt booster at the start. Complete.
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Sushi
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Joined: Sat Oct 30, 2004 7:00 am

Post by Sushi »

Adept wrote:QUOTE (Adept @ Nov 7 2008, 09:19 AM) So... everybody actually likes having the retard-proof lead indicators and zero deviation guns? :glare:
As finki pointed out, the zero-spread guns are a mixed blessing. The guns with spread make it more likely that SOME of them will hit. On the other hand, no spread means that you are either hitting the target 100% or 0% at any given moment. Also, guns with spread help compensate for the effects of lag in ways that guns without spread do not.

It's a tradeoff, one that I think is worth keeping.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

tf was most fun when they had prox explosives and their hvy bombers could rip to enh carriers and their miners ripped.
Last edited by madpeople on Sat Nov 08, 2008 11:44 am, edited 1 time in total.
Star_Sailor
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Joined: Wed Feb 13, 2008 12:42 am
Location: SOUTH EAST FLORIDA FTW!

Post by Star_Sailor »

Evincar wrote:QUOTE (Evincar @ Nov 6 2008, 05:36 PM) or belters (assuming a minimum of clue)
Just get your opening cons to survive against belters, and then it's an easy win if you're an OK comm...Once you get your techbase up, you go toe to toe with belts until you get an adv tech. Then it's EASY for you as long as you have fairly well miner d con d and base d...

Finki is right, the lead indicators can hinder a pilots dogfighting performance
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DasSmiter
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Location: Stillwater, Oklahoma

Post by DasSmiter »

i'd support taking lead indicators away i.e. a normal faction
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takingarms1
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Joined: Fri Feb 20, 2004 8:00 am

Post by takingarms1 »

The lead indicator sucks. It gets in my way and I don't like the faction being retard-proof.
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