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Posted: Mon Oct 01, 2007 3:01 am
by Camaro
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.

Posted: Mon Oct 01, 2007 5:45 am
by Shizoku
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.

Posted: Mon Oct 01, 2007 6:29 am
by Defiance
tf is fine as is ...people just need to learn how to use it...=)

Posted: Mon Oct 01, 2007 6:35 am
by Pos_21
Smaller steps are great so long as we're actually stepping.

Multi-month release cycles hurt.

Posted: Mon Oct 01, 2007 8:04 am
by IB_
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?
yeah thats the least likely /rolleyes.gif" style="vertical-align:middle" emoid=":roll:" border="0" alt="rolleyes.gif" />

Posted: Mon Oct 01, 2007 8:31 am
by Narg
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.
That would work if dn releases came faster, but at this rate getting tf ballanced will take a year.

Posted: Mon Oct 01, 2007 9:22 am
by Gothmog
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.
/laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
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" />

Posted: Mon Oct 01, 2007 9:57 am
by Narg
wrong

Posted: Mon Oct 01, 2007 10:41 am
by wizard58
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

Posted: Mon Oct 01, 2007 12:34 pm
by Adaven
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.