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Posted: Thu Aug 26, 2010 6:39 pm
by zombywoof
Phantom032 wrote:QUOTE (Phantom032 @ Aug 26 2010, 09:57 AM) Most faction tac/sup is not good as a sole tech path compared to exp. Lets not weaken only TF exp but all exps instead.
Excluding the Tac:
Dreg Sup is usually considered better than its exp.
Belters Sup is usually considered better than its exp.
Bios Sup at least used to be considered better than its exp.
Giga Sup is considered to be better than its exp.
Posted: Thu Aug 26, 2010 7:11 pm
by Dome
Drizzo wrote:QUOTE (Drizzo @ Aug 26 2010, 12:54 AM) September 8th 2006 - Dome registers on FAO.org
August 26th 2010 - Dome figures out how TF works
No wonder why they say this game has a steep learning curve..
Keep it up, Forum Warrior.
Why don't I see you in game anymore buddy? This game got to be too much for you, again?
Posted: Thu Aug 26, 2010 7:21 pm
by Mastametz
i think he joined a bobsled team
Posted: Fri Aug 27, 2010 11:26 am
by lexaal
I once tried to estimate how much $/min miners bring in and tf was not so different ( 2000$/min +-10% except giga/dregh)
Posted: Fri Aug 27, 2010 2:19 pm
by the.ynik
lexaal wrote:QUOTE (lexaal @ Aug 27 2010, 01:26 PM) I once tried to estimate how much $/min miners bring in and tf was not so different ( 2000$/min +-10% except giga/dregh)
But you also need to consider the tech cost - TF is cheap (25% less cost than normal) despite having a normal economy. Dreg tech is more expensive than normal (somewhat making up for their increased yield), and Giga economy is intended to be strong.
Posted: Fri Aug 27, 2010 2:29 pm
by NightRychune
rofl
giga's economy is no stronger than any other faction's unless you're playing on very high money settings (1.5 or 2.5), and even then you gain an advantage in the long term with a high yield faction like belters, dreg, or TF because you make that much more money during a game. giga only gains an economic advantage when spec refs are put into play and they're left intact for 15+ minutes during a game. dreg's 25% cost increase is offset by their 35% yield, and they even end up with extra money.
Posted: Fri Aug 27, 2010 2:58 pm
by Adept
NightRychune wrote:QUOTE (NightRychune @ Aug 27 2010, 05:29 PM) dreg's 25% cost increase is offset by their 35% yield, and they even end up with extra money.
'1 As long as you can keep mining, Dreg isn't expensive.
Posted: Fri Aug 27, 2010 4:11 pm
by HSharp
difference with dreg and TF though is that dreg miners stay for ages on the rock while TF are gone in a flash so it's hard to catch a TF miner mining hence it's harder to find them in an int/fig because by the time you see a He3 drained rock the miner is already gone.
Posted: Fri Aug 27, 2010 4:31 pm
by Adept
HSharp wrote:QUOTE (HSharp @ Aug 27 2010, 07:11 PM) difference with dreg and TF though is that dreg miners stay for ages on the rock while TF are gone in a flash so it's hard to catch a TF miner mining hence it's harder to find them in an int/fig because by the time you see a He3 drained rock the miner is already gone.
Not only that they dock at the huge op door so fast that they're super annoying trying to catch there as well. Again the insane accel and fast turning combining with other factors.
Posted: Fri Aug 27, 2010 4:49 pm
by Shizoku
I like Night's idea, for it to work properly you would need to raise the int's energy so that you could use a full clip of ammo. This way if it's close to base you wouldn't need to mount it, but for longer range escort style missions you would. It would also create strategy, smart players would discard the inverter before dogfights then pick it up afterward.