TF Tac
You roll your bomber like a gs with a giant forward death cannon of death
I played some TF Tac, I think the sniper 1 perk wouldn't be terrible (I commed twice and found sniper1 both times). We ended up getting bombed both times and only by reminding my entire team to mount their shields did I save my base the second time (first time we died).
TF Tac is basically the same as any other faction's Tac, but more so (weak early, strong later). Maybe we could give those sb's light booster or something though, @#(! is slooooow.
I played some TF Tac, I think the sniper 1 perk wouldn't be terrible (I commed twice and found sniper1 both times). We ended up getting bombed both times and only by reminding my entire team to mount their shields did I save my base the second time (first time we died).
TF Tac is basically the same as any other faction's Tac, but more so (weak early, strong later). Maybe we could give those sb's light booster or something though, @#(! is slooooow.



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
Eh that's true of all TF though. Part of why I hated flying them.

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.
I find the main gun only really works with enemies charging you head on; those boosting past tend to be accelerating and changing trajectory too much to hit with those sluggish, infrequent bullets.phoenix1 wrote:QUOTE (phoenix1 @ Sep 16 2009, 10:10 AM) 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.
Also, P1, I sucked as d, I defended from 3 half hearted runs (like... 5 staggered enemies at a time) before failing because I was too unsure as to order ze miner to my gs/bbr or to the base =[

-
ShadowFox_
- Posts: 518
- Joined: Thu Dec 15, 2005 8:00 am
- Location: Seattle
- Contact:
IMO, Sniper 1 accomplishes nothing, as Xeretov says.
Killers are a much better option because they actually allow a miner kill at some point before the 6 mins it takes to research killer1. I know Tac is supposed to suck at the beggining (and so does Bios' Tac) but the ammount of teamwork necesary to kill a miner before the SF runs out of energy is ridiculous. Even Bios can manage a miner kill with lt Sfs thanks to Hunt2, KB and taking advantage of the super low sig.
Give the chance to TF lt Sfs to do the same, give them something to down the shields at least, which alone would require all the SF's energy.
Also, don't give me 'use plas' crap... plas range and activation time really suck for this role).
Killers are a much better option because they actually allow a miner kill at some point before the 6 mins it takes to research killer1. I know Tac is supposed to suck at the beggining (and so does Bios' Tac) but the ammount of teamwork necesary to kill a miner before the SF runs out of energy is ridiculous. Even Bios can manage a miner kill with lt Sfs thanks to Hunt2, KB and taking advantage of the super low sig.
Give the chance to TF lt Sfs to do the same, give them something to down the shields at least, which alone would require all the SF's energy.
Also, don't give me 'use plas' crap... plas range and activation time really suck for this role).
Death, bios light SFs got a higher sig than standard SF(52% after faction mod). They used to suck when they only carried 1 missile, but with 2 missiles/rack, they're just fine, even with hunter1.
As for killers, I still say that if they should start with killers, it should be a weaker killer1, which could be upgraded to killer2(power equal to current killer1) with killer3(Power equal to current killer2) in Adv Tac.
Any factions' SFs would suck if they were forced to use AU only for 6 minutes, particularly with less energy(light SF). Most factions got hunter1(and can pu hunt2) and rix got prox1 and cd1+ decent range and damage bonus.
Another option(Which would be a much bigger change and harder to plan and is only for discussion) would be to give TF a different AU gun just like their gats or mini. Make this AU gun decent against shields and TF light SFs will be able to kill miners.
As for killers, I still say that if they should start with killers, it should be a weaker killer1, which could be upgraded to killer2(power equal to current killer1) with killer3(Power equal to current killer2) in Adv Tac.
Any factions' SFs would suck if they were forced to use AU only for 6 minutes, particularly with less energy(light SF). Most factions got hunter1(and can pu hunt2) and rix got prox1 and cd1+ decent range and damage bonus.
Another option(Which would be a much bigger change and harder to plan and is only for discussion) would be to give TF a different AU gun just like their gats or mini. Make this AU gun decent against shields and TF light SFs will be able to kill miners.
Last edited by Vlymoxyd on Fri Sep 18, 2009 5:29 am, edited 1 time in total.
The TF lt sf isn't able to shoot miners down from under defenders oh no change it please!
Using a lt sf with sniper 1 you can take care of enemy nans and then switch to util 1 after they're all dead. You've got extra room in your cargo after all, and the plas gen IS actually useful when the miner is lining up for base and it's just a nudge and bump away from going in.
Using a lt sf with sniper 1 you can take care of enemy nans and then switch to util 1 after they're all dead. You've got extra room in your cargo after all, and the plas gen IS actually useful when the miner is lining up for base and it's just a nudge and bump away from going in.



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.







