Belts Tac
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takingarms1
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Actually, what those numbers show is that even cm1 has a 35% chance of spoofing a hunter 3 in flight. Ergo, if you fire off 3 cm, you have 3 chances at 35%, which comes off as an all but even chance of spoofing the missle off of you.
However, the second and third missles probobly will frag your backside.
However, the second and third missles probobly will frag your backside.
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CronoDroid
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Correct. However, look at the return value... for 5k, you get a 16% increase in effectivity. You still need to drop two to shake one missile - so it's not an improvement, statistically speaking. And given that you're playing against Tac, that's a five thousand credit investment when the next miner load could take a very, very long time to come in.takingarms1 wrote:QUOTE (takingarms1 @ Jul 10 2006, 04:03 AM) I'm not sure I understand... the table seems to indicate that Cm2 is more effective at spoofing all types of hunters than cm1?
Incidentally, that table also proves Freeza's line of argumentation about CM2 requiring Sup or Exp invalid:
[quote=""Freeza"]Counter2 is like this because without a tech base, you could buy CM2 and then bomb level1 tac very easily. This is because LRM1 vs CM2 means a ~88% chance that the LRM1 misses. And even agasint LRM2, CM2 is strong: 75% chance missile misses. It at least gives tac a chance with LRM1.[/quote]
CM2 isn't any more effective against level1 tac than it is against level2 tac. Why? Simply because Hunter1 and Hunter2 have the same CM resistance values. Hunter2 has a better flight dynamic, which makes it more effective, but from a strictly CM point of view, it's not relevant (if the CM works, the missile retargets to it. If it doesn't, the missile keeps going after the ship. Whether it actually connects with the CM/ship isn't of essence).
In other words, if you "could buy CM2 and then bomb level1 tac very easily", then the same must obviously hold true for level2 tac (snipers come into play there as an added factor, but that puts you within turret range, so they're not so hot, really).
Making CM2 cheaper is probably the way to go. Making it more effective will severely hamper missiles in general (hurting Tac bad, but also affecting other things, like heavy scout combat efficiency (provided Noir finally gets around to removing the dual missiles premature explosion bug)), but decreasing CM2 (and possibly CM3) costs should make them more viable, from an economic standpoint.
Last edited by Dengaroth on Mon Jul 10, 2006 12:23 pm, edited 1 time in total.


RT: The number of typical responses decreases exponentially as the number of joke options increases.

I seem to remember about 6 months ago people loudly complaining about how useless Tac was for defence. (Can't go look it up now) How Tac was great for offense, but if they came after a base, you didn't have a chance.
I think we're just seeing people learning how to use tac better. I can see the cm/hunter price changes being a good thing, but any further problem needs to be addressed by learning new behavior, IMHO.
I think we're just seeing people learning how to use tac better. I can see the cm/hunter price changes being a good thing, but any further problem needs to be addressed by learning new behavior, IMHO.
i know tac is kinda over powered as it is...but im kinda dissapointed with the sniper rifle...even level 3 is pretty much useless.. Id love to see a real sniper rifle that actually does damage but has a high sig, like the tachyon emmiter on rps(i think)
sorry i meant sniper 2..my apologies.
sorry i meant sniper 2..my apologies.
Last edited by apochboi on Tue Jul 11, 2006 10:11 am, edited 1 time in total.
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Grimmwolf_GB
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Sniper does pretty sucky damage, but at relatively long range and low sig. It's best supplemented by hunters or combat pods. That being said, I wonder if Technoflux Tac is viable at all without hunters or pods, because I've never seen any use it.
The key about Tac is to kill things without your enemy having a clue where you are. If you go tac and your team has even slight competence, there should be a lot of dead miners floating around.
The key about Tac is to kill things without your enemy having a clue where you are. If you go tac and your team has even slight competence, there should be a lot of dead miners floating around.
Nans are happy people. They fly around, give out repairs, and overall have a lot of fun. Why are we killing them when we can learn from their example?

On second thought, I loathe my old banner. I want a good one, does that mean I have to work for myself?

On second thought, I loathe my old banner. I want a good one, does that mean I have to work for myself?