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Posted: Sat Sep 05, 2009 10:11 pm
by zombywoof
TF adv sfs are the best miner omnomers in the game... 3 util3 + killer 2 = 4 seconds to death.

Oh, and it only takes about sixty percent of your batteries... vs a Belters basic miner. A dreg miner will take 3.3 seconds and less than half your batteries... with a kb of 10.

Posted: Sun Sep 06, 2009 11:38 am
by Cortex
I can't really comment on TF tac alone, but TF tac together with some other tech bases makes TF SFs some kind of uber-omni. You're flying around with (lots of) EWS, PPs, hvyplas, TP2, beacons and killers... stealthed! It's the ultimate all-rounder ship.

You launch, PP some enemy SBs, then kill them with your snipers, stealth into an enemy sector, probe it up, spot a miner, destroy its escort with hvyplas, then the miner with your killers, drop a TP2 on their base for your bombers and then a beacon for the bomber pilots who can't make it home. All in one flight.

Note that I'm not saying they need a perk, as the above pretty much requires rainbow tech. And then there's the TF SBs... But they are really underrated.

Posted: Sun Sep 06, 2009 11:53 am
by HSharp
You can say the same for Rix Adv SF's cort except not so good at killing stuff directly but they do carry prox so are much better at camping, and both TF and Rix Adv figs drop the same amout of stuff as a lxy scout.

Posted: Sun Sep 06, 2009 11:58 am
by Cortex
HSharp wrote:QUOTE (HSharp @ Sep 6 2009, 01:53 PM) You can say the same for Rix Adv SF's cort
Well, they have no RPs. Combat towers are much worse than hvyplas, I think. And can Rix SFs really use PPs, EWS and TP2? (Sorry, I'm too lazy to check.)

Posted: Sun Sep 06, 2009 2:04 pm
by HSharp
Rix and TF can drop whatever scouts can, so yes tp's pp's etc...

CD3 is deadly though with a much longer range and great for focus fire plus you don't need a sup, Rix tacspan works great with prox3 + cd3 + exp ga's

Posted: Sun Sep 06, 2009 2:52 pm
by SpaceJunk
HSharp wrote:QUOTE (HSharp @ Sep 6 2009, 12:03 AM) Their sbs might be slower then the average bear but they are more powerful.
There was a silly TF Tac vs Rix Exp game yesterday with FF on. While half rix team was busy trying to blow our home exp (!), TF had set 5 SBs to blow the garrison.

I launch a Hvy Scout with two racks of PPs. Fly left of the aleph. PP, two SBs pop at 6k or so. Pew pew pew... dead. Fly towards the base. PP. The other three SBs are on the move. Pew pew pew... two more dead. I could have killed the fifth too if someone else didn't.

They are really slow.

Posted: Sun Sep 06, 2009 4:00 pm
by Valiance
girlyboy wrote:QUOTE (girlyboy @ Sep 5 2009, 11:18 AM) ... give then Sniper 1 as soon as a Tac is built, to make it easier to defend

Posted: Sun Sep 06, 2009 4:06 pm
by Death3D
Forget Sniper1. Give em Killer 1.

Posted: Sun Sep 06, 2009 9:56 pm
by Vlymoxyd
killer1 would make sense since other factions gets hunter1 for free. You could also create a weaker killer1 and make killer 2 like the current killer1 and killer 3 like the current killer2.

Posted: Mon Sep 07, 2009 2:17 am
by Andon
I'd rather not have their killers be all wonky compared to the other faction's killers. SRP Killer 2 should be equivalent to LRM Killer 2. A "SRP Lt Killer" wouldn't be too bad, though.