TF Tac

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Shizoku
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Post by Shizoku »

TF Tac is seriously overpowered in it's adv stages, it only makes sense that it's early stages are rough.

Seriously, 3 sniper 2's with range ga's and nothing will ever pod you.
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zombywoof
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Post by zombywoof »

To be fair shiz, nothing pods you anyways, not even HoD.
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Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Xeretov
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Post by Xeretov »

notjarvis wrote:QUOTE (notjarvis @ Sep 16 2009, 04:27 AM) Reminds me of when Spidey and Brood took a figbomber out (with brood on a turret) to prove they could be effective fighting machines.
It does work both ways.

Imagine if most/all the good comms in Alleg went on hiatus for a year or two and we wound up perking something like Giga because it was underperforming. Then they come back and suddenly it seems ridiculously overpowered.

You can argue that its not a good example, but its pretty reliable data. You can count on somebody like spidey commanding the faction & techpath to its fullest in that situation which lets you see the full potential. If he had lost most of those games then you could bet it would need serious tweaking. As it is, it could probably stand a small tweak.

Letting TF have sniper1 as default tech looks fine in theory. Remember that lt. SFs have no lead indicator and far less energy than their reg or adv. counterparts, so it would hardly overpower them in the early game. Sniper also seems like the logical replacement for not having combat pods or LRM hunters, rather than giving them free killers instead.

The two issues to this are, firstly, that giving them sniper and/or killer wouldn't change their early defensive options much if at all. Light SFs with just sniper1 are going to be hard pressed to stop a serious bomb run. Ditto for killer1. By the time the average pilot manages to get their snipers trained on a nan the turrets are going to blow them away. The ranges involved with SF defense are why SFs get lead indicators to begin with.

The second issue is cost. Free sniper1 saves TF tac $3750, which is somewhere around a full miner load for the faction. Same for killer1. On the same note, this is countered by two factors: One, TF tac does not have an easy time defending its own miners. And two, both sniper1 and hunter2 are available as floating tech but killer1 is not. You could just as well argue that treasures theoretically save non-TF tac teams $5000 by not having to buy hunter2.

My opinion? Lets try giving TF free sniper1 and see if that helps any. Its a small enough perk that I don't think it'll make the techpath overpowered in the early game.

I also agree that TF tac is powerful in the late game, I don't think anyone is looking to perk that right now.
zombywoof
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Post by zombywoof »

Erm, my point was that we shouldn't be making balance decisions based on Spidey's experience commanding a techpath. If we nerfed something every time Spidey won with it...
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Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Xeretov
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Post by Xeretov »

Thats why I suggested a perk even though spidey can win with TF tac just fine right now. ;)

Even if he's been going exp or sup after the tac inevitably dies and winning with that instead!

Its not the only consideration but it does help get a feel for things.
Last edited by Xeretov on Wed Sep 16, 2009 9:16 am, edited 1 time in total.
spideycw
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Post by spideycw »

Has anyone else given TF Tac a whirl?
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.

My apologies.
zombywoof
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Post by zombywoof »

I keep trying but rocks haven't worked out :P

Call me tomorrow.

EDIT: I did see bbr defense do really well. I got a pilot who was smart enough to do what I told him to (valiance), and even though we didn't end up getting a tac, i can see bbr defense being viable.
Last edited by zombywoof on Wed Sep 16, 2009 4:39 pm, edited 1 time in total.
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Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Compellor
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Post by Compellor »

How does one defend with TF bombers? Do you run away to keep the enemy bomber group at the edge of your turrets' range, or do you engage with your nice powerful forward gun?
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
zombywoof
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Post by zombywoof »

The way Valiance did it was as a gunship, basically. I'm not sure how you're supposed to do it, but Psych claims to be epic with that main gun.
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Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
HSharp
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Post by HSharp »

Ready - Aim - Fire!

Once glorious game we camped an aleph with like 12 TF Bombers, was great fun.
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