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Posted: Fri Sep 18, 2009 8:15 pm
by Death3D
Don't have ICE in this computer but I thought Utl was better against Scouts (light hull) than Sniper. Will have to check, though.

And who said anything about 'defenders'? :P Try killing a miner with a Techno Stealth AT ALL :P

Edit: Also, good luck killing that scout before running out of energy. but then again, what do i know.

Posted: Fri Sep 18, 2009 10:13 pm
by HSharp
It balances out though, TF lt sfs are super sucky TF Adv SFs are super killing machines, sniper1 will help them with base D which is good enough but maybe they should get killer for free instead especially as it's not a floating tech.

Posted: Fri Sep 18, 2009 10:25 pm
by Icky
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.

Posted: Fri Sep 18, 2009 10:29 pm
by HSharp
that would probably tie in well with vly's idea of 3 ranks of SRP Killer

Posted: Fri Sep 18, 2009 10:41 pm
by Icky
I think that would be overpowered though...I mean it's not like mid-late game TF Tac is anemic or anything. They just need a very very very small boost for the very early game, 6 mins before sfs are up.

Posted: Sun Sep 20, 2009 2:53 pm
by Cortex
HSharp wrote:QUOTE (HSharp @ Sep 19 2009, 12:13 AM) It balances out though, TF lt sfs are super sucky TF Adv SFs are super killing machines
Imho, that doesn't mean it's balacing out, that just means it is broken all around. :)

Posted: Sun Sep 20, 2009 3:00 pm
by HSharp
If it's broken all around then it's broken evenly hence balanced :P

Posted: Mon Sep 21, 2009 4:21 am
by Hellsyng
I think this is becoming a chicken/egg problem

Posted: Fri Oct 16, 2009 12:02 am
by Gothmog
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
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...
This is not to say I am not disgusted at their utter ineffectiveness at their job in the very early stages but I don't think any sort of energy regen perk for anything tf is a good idea...
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.
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.
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...
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?
BOTH! Backpedal ftw and kill the escorts!
Icky 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.
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 quicker ;)
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
Hell yeah!

I think that we should focus on balancing out the allotment of power between the early and later stages of tf tac, maybe the srp killer edit would be a good way on testing that theory.. although plasgens on sf are freakin ridiculous too... can the lt ones drop them? if not, that may prove another avenue of exploration, and if so, interesting topic...

Posted: Fri Oct 16, 2009 3:04 am
by Weylin
Could something such as a Lt SRP Killer come standard? They just don't have the energy to do a damn bit of good. By the time you got the shields down, you're just decking away at the hull intermittently.