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Posted: Wed Feb 11, 2009 8:02 am
by Sealer
CronoDroid wrote:QUOTE (CronoDroid @ Feb 11 2009, 12:43 AM) No, they're just cheese and require no skill to use, and they don't need a perk which was the topic of this thread.
Sealer wrote:QUOTE (Sealer @ Feb 10 2009, 04:41 PM) It has to be, to compensate for both no missiles and no prox.
Posted: Wed Feb 11, 2009 8:43 am
by Evincar
so tf doesn't need a buff?
Posted: Wed Feb 11, 2009 9:52 am
by Sealer
They are really slow and that's what IMO makes them weaker. Giving them lt booster to begin with would make the opening a bit better. Also, maybe lessen the nerf on constructor/miner speed.
Posted: Wed Feb 11, 2009 11:29 pm
by CronoDroid
No for $#@!'s sake, TF doesn't need a perk full stop. They're fine. They get really good techpaths and their research is cheap, plus they cons and miners are strong. I could list other reasons why TF is cheese, like free lead indicators, dual nan mounting scouts, an illogical acceleration and scan perk, etc. etc. etc.
Posted: Thu Feb 12, 2009 1:44 pm
by Evincar
you mean they are playable in squad games for example?
Posted: Thu Feb 12, 2009 3:11 pm
by Sealer
To be honest I rarely see tf, giga and gt used in sgs, so it's kinda hard for me to say how good they fare.
Posted: Thu Feb 12, 2009 10:07 pm
by CronoDroid
Evincar wrote:QUOTE (Evincar @ Feb 12 2009, 05:44 AM) you mean they are playable in squad games for example?
Only when I'm commanding Dreg Sup!
No, TF aren't good in SGs, but like I said in the other thread, this is not the Squad Game core, this is the Community Core. Trying to balance TF by making it stronger so it fares better in SGs will negatively affect balance in PUGs, and vice versa.
The whole dynamic of the game is different in SGs, so I re-iterate, if you want every faction to be balanced in SGs (unrealistic IMO unless you give them all Lt Ints or make every early game strong), we will need a SG Core.