I remember that game good, not long before the game ended, I decided to go on a HTT run, and bring outkast248 as a nan with me. Another nan joined later and we were going good, 1 aleph between us and the gar when our scout peeked in the next aleph and detected a miner. Now he wasn't eyed at all, and we were fine but at that moment somehow someway Masta appeared out of nowhere with an int shouting CHARGE. He boosted in the aleph as I was going in guns blazing at the miner. /doh.gif" style="vertical-align:middle" emoid=":doh:" border="0" alt="doh.gif" /> The miner didn't even take any hull damage before it docked. And thats when the game ended. /doh.gif" style="vertical-align:middle" emoid=":doh:" border="0" alt="doh.gif" />
The problem with saying any ints are the "best" is that it depends on the situation. If both ints are spotted and a TF int has the opportunity to manuver for longer range combat it will pod any other int. For close in dogfighting I'd take a GT int. If we are fighting near my own OP where I can spot and not be spotted, I'd take a Bios int with hvy cloak 2 and have any other int to 1/3 hull before they could get a shot in. And lastly, if I was against an immoble int(camping, etc.) I'd take a booster 3 Dumb 3 Belt int and Dumbfire ram any int into oblivion.
Overall, I'd probably take a TF int more often than not, but there are so many variables in each given situation there is no all purpose best int out there.
It was an adv IC miner, and it was mostly dead, but I wasn't paying attention and then it docked.
rofl. You spent like a half hour sneaking that htt out of our home, and then all of a sudden..
*miner spotted*
Me: "LEEEEEEEEEEEEEEEEROOOOOOOOOY JENNNNNNNNNNKINNNS"
rofl.