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Posted: Wed Sep 09, 2009 7:23 pm
by zombywoof
spideycw wrote:QUOTE (spideycw @ Sep 9 2009, 05:14 AM) Their $#@!ing wishes? The commanders job is to $#@!ing command the team - not hold a round table polling session on their teams wishes.
To the others who arent stupid: It is hard to fix TF Tac with so little data - we really need more games with them
*mutters about $#@!ing hating TF*
I'll get right on that

Posted: Mon Sep 14, 2009 11:03 pm
by spideycw
TF tac has won 4 games so far
Posted: Mon Sep 14, 2009 11:47 pm
by raingriffin
i indulge in voting pro TF Tac. it is rarely used also because of TF tendency to be a comeback faction, and Tac needing good pilots to def doesn't help. I've flown under spidey twice today, both times handling a bit of TF tac, tho the second game only gave an idea of how it really handles.
Personally, defending in SFs only doesn't warm my heart exceedingly, so the use of Lt ints with the addition of an exp clearly gave us the breathing space to develop tac.
The point is, TF tac needs time to grow, but once you get adv sfs... you can wave goodbye to most of the enemy assets.
Tf bombers can def decently because though compared to GSs they're slower, their guns pack hard punch and are still decently maneuverable, especially against other bombers.
Adv Sfs are definitely a version of stealth omni... they can bring plasgens with, they have killers, and a triple mount for either snipers or utils, they have medium good sensors as well, and their energy doesn't deplete too fast either... i still am to inexperienced (and inept) to really see the advantage of of killers projectiles, in my eyes they don't really damage enough even when fired by wings of sfs, i don't know, but since i am used to a missileless TF (it being my fav faction, which is the original reason for my modelling efforts) i find their triple mounts to be enough of a reason to go TAC whenever possible... Sbs are cheese tech as well, no matter how you look at that, they're even more foolproof than normal bombers due to the lack of missile mounting timing.
My opinion is that TF tac is mainly misunderstood and undervalued, but then i don't see much TAC around working for its own sake. It's a trait it shares with SY: you just go sup or exp... going tac always triggers a bomber run response due to it being dangerously effective on offense. Thus why everyone supports it with a secondary tech branch. But as i hear even too often you shouldn't fix what is not broken (in this case TAC not being really a self-sufficient tech path).
Posted: Tue Sep 15, 2009 1:07 am
by IB_
spideycw wrote:QUOTE (spideycw @ Sep 8 2009, 10:48 AM) The only option I am seeing that is realistic seems to be - give them free SRP. Is there anything else?
How about free sniper1 with tac and free sniper2 with advtac like bios get minepack.
Posted: Tue Sep 15, 2009 6:13 pm
by DasSmiter
I don't think they need a change, although giving them sniper 1 off the start wouldn't hurt.
Posted: Tue Sep 15, 2009 6:27 pm
by Broodwich
i dislike dumbing down a tech that simply requires more teamwork and situational awareness to pull off in the early stages, especially something as uber as tf tac is at the end
Posted: Tue Sep 15, 2009 8:16 pm
by SpaceJunk
TBH, one of yesterday's games was against a team that couldn't galv an op.
Posted: Wed Sep 16, 2009 6:38 am
by zombywoof
I think that we should remember "Spidey wins with TF tac" != "TF tac is balanced"
Anyone else been doing TF tac?
Posted: Wed Sep 16, 2009 8:19 am
by Broodwich
i did my acs tf games with tac and won
Posted: Wed Sep 16, 2009 8:27 am
by notjarvis
SpaceJunk wrote:QUOTE (SpaceJunk @ Sep 15 2009, 08:16 PM) TBH, one of yesterday's games was against a team that couldn't galv an op.
+1
Reminds me of when Spidey and Brood took a figbomber out (with brood on a turret) to prove they could be effective fighting machines.
Well yeah, scouts and basic figs are effective fighting machines in the hands of those two players.
