And who said anything about 'defenders'?
Edit: Also, good luck killing that scout before running out of energy. but then again, what do i know.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
I dont like the idea of increasing their regen, but I am in favor of increasing their energy by a small amount... you should not be able to get a miner to die with its shields up with any lt or regular sf using just util... the purpose of a sf is to attack when the opportunities present, or create those opportunities. Take a scout with you and bag that miner, or another sf...wizard58 wrote:QUOTE (wizard58 @ Sep 5 2009, 01:13 PM) The main problem with tf tac is as Xeretov sais thay have a weak start , lt sfs even with util 2 dont have enough energy to get a miner to half hul ( if it has shields up) yet along kill it , thay have 30 sec of cloak .
And those 6 minutes until u get normal stealth fighters are crucial.
Also even if u get adv sfs those 3 guns drai energy fast u cant use then wen u are cloaked in 5 seconds it wil deplete your energy .
So the best perk wil be to eider increase theyr total energy or energy regen , and maybe boost the speed of srp killers or range .
Other than that tf tac is fine
HSharp wrote:QUOTE (HSharp @ Sep 5 2009, 03:03 PM) With TF Tac it goes crappy start, then normal ish until you get killers then they are good tac, then you get advanced tac with 3 sniper2 and killer projectiles which are a thousand times better then the missiles and they just become cheese, not to mention like thier rix counterparts of dropping @#(! they become very annoying, so it sort of evens out in really crap start with super awesome finish.
I like... at least something to use like hunters would be used, to drop shields on a small con/miner so its possible to solo in the right situations...Vlymoxyd wrote:QUOTE (Vlymoxyd @ Sep 6 2009, 02:56 PM) 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.
BOTH! Backpedal ftw and kill the escorts!Compellor wrote:QUOTE (Compellor @ Sep 16 2009, 10:08 AM) How does one defend with TF bombers? Do you run away to keep the enemy bomber group at the edge of your turrets' range, or do you engage with your nice powerful forward gun?
Interesting idea... sounds reasonable and the only issue with it would be someone stealing your tech, but if they went tac then thats a good thing... either way the game's over quickerIcky wrote:QUOTE (Icky @ Sep 18 2009, 03:25 PM) Can't we just say that srp killer = lrm hunter, like plasgen = prox, so if a TF tac team finds hunter floating they can make use of it? Would solve a lot of these balance issues without giving anything away.
Hell yeah!HSharp wrote:QUOTE (HSharp @ Sep 18 2009, 03:29 PM) that would probably tie in well with vly's idea of 3 ranks of SRP Killer
Xeretov wrote:QUOTE (Xeretov @ Oct 29 2009, 01:24 PM) I feel a great disturbance in the Force. As if hundreds of voobs cried out for nerfs, and were suddenly silenced.