leave TF at a low firing rate, but give it normal ammo capacity (so in effect it has more ammo)
give it a 1.1 range on its guns.
--or--
revert it to DN450 stats except give it .9 hull and maybe .95 pw dmg
TFs only ridiculously overpowered stat was the fact that it has 1.0 hull. same with GT. if .9 is the "normal" hull and classically IC had "strong" gulls (.95) then it stands to reason that GT and TF should have anywhere between .85 and .95 hull.
alternatively, you could leave TF at is high rate of fire and range of DN450 but merely lower its ammo capacity so that while its very powerful, it doesnt have the ammo capacity of other factions.
Unnerfing TF
yeah thats the least likely /rolleyes.gif" style="vertical-align:middle" emoid=":roll:" border="0" alt="rolleyes.gif" />Death3D wrote:QUOTE (Death3D @ Jun 30 2007, 06:08 PM) Possibilities (already posted or my ideas):
- Obvious: Re-raising firing rate
- Upping PE Damage
- Starting SF, along with the scout? or maybe "light GS" with one *AC* turret?
- Belters' "Use Tech right away" perk... TF style (ie. plasgens, PE weapons; but not retaining ships after TB destroyed or using any tech on any ship)
- Shorten Research time
- Enh cons to start? (least likely)
- 2 probes per slot from start
- Higher paydays ($496, wtf?)
- Spec Refs?
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.
That would work if dn releases came faster, but at this rate getting tf ballanced will take a year.Shizoku wrote:QUOTE (Shizoku @ Oct 1 2007, 03:45 PM) I believe all noir is going to do in the next release is just unnerf the firing rate nerf by half. I'm sceptical that this will be enough, but I've always said that ballance should be in smaller steps so I guess we will just have to see.
Last edited by Narg on Mon Oct 01, 2007 8:32 am, edited 1 time in total.
Death's hounds feared me
/laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />Death3D wrote:QUOTE (Death3D @ Jul 1 2007, 12:42 PM) Oooo I know, tighter gunmounts. It was next to impossible to have all four fig guns damage belter small ships.
Ummm..... what's wrong with flux? Their lines ints? Their..... 3 probe per slot SFs? Their..... um..... hrm...................... uh..... lack of missiles? Their bomber gun that can go in any straight line from the bomber? Their FOUR gun figs that can chew up enemy ints? Oh, oh... their research times (and the ability to partial a full tech tree with 1 miner)?
I don't get it.... technoflux was raping before the (very small) nerf they recieved. Now I admit I haven't been here in a few months, but when I left tf was still kicking serious ass even with that small nerf.... if it's getting slightly perked next release, maybe you'll all see how ridiculously overpowered as a faction it is in the right hands again /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Xeretov wrote:QUOTE (Xeretov @ Oct 29 2009, 01:24 PM) I feel a great disturbance in the Force. As if hundreds of voobs cried out for nerfs, and were suddenly silenced.
YA i agree TF really needs perked .
TF tac in allmost never used because lt sfs with no missiles can't kill s$%t
Their damage , fire rate and weapon range should be returned their original values , Maybe PE damage a bit perked
Plasma gens and hvy plasma gens deployment needs to be perked , ffs i remember 2 years ago u drop like 3 hvy plasma gens in less than 2 seconds .
O and Vegeta i think that TF will benefit from adding something like a beam cannon instead of the hole Projectile (srp/ xrp) i man if it's possible
TF tac in allmost never used because lt sfs with no missiles can't kill s$%t
Their damage , fire rate and weapon range should be returned their original values , Maybe PE damage a bit perked
Plasma gens and hvy plasma gens deployment needs to be perked , ffs i remember 2 years ago u drop like 3 hvy plasma gens in less than 2 seconds .
O and Vegeta i think that TF will benefit from adding something like a beam cannon instead of the hole Projectile (srp/ xrp) i man if it's possible
not if you want it in the missle slot. Your 'beam cannon' would have to replace a normal gun. Although the srp/xrp behaves almost identically to a gun. Noir tried to make it as consistant as possible. Also, TF tac hasn't been nerfed at all in the latest release. The fire rate nerf applies only to gatt/mini/turrets.
Heck I'd be interested in seeing how much of a difference just reverting back to the oldminer regen.
Heck I'd be interested in seeing how much of a difference just reverting back to the oldminer regen.
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