Posted: Fri May 22, 2009 6:32 pm
Is setting TF's lead indicators to relay on their adv. and heavy scouts really going to solve the problem?
Seems the biggest complaint in this thread has not been the power behind the guns, but rather the fact that people who can't normally aim are able to score kills when flying this faction.
Currently the basic level TF ships (basic scouts, basic figs, & lt. ints) do not have lead indicators. Setting it to relay would slow down the speed at which a TF team acquires lead indicators from enh. tech (~6 mins after their techbase goes up) to probably the adv. or later level for time. It would also force smart TF comms to upgrade the garrison and get adv. scouts up to help with offense & defense (given TF tech prices I don't have much a problem with this).
But what happens after said scouts come up? Any decently sized offensive or defensive operation would only need 1-2 scouts at best to give everyone on the run lead indicators. The pilots on the team go back to being able to aim, the enemy team gets shredded and then we hear more complaints about TF on the forums from people who don't know how to sidethrust.
Fun fact: Because of the 0 dispersion, TF has an incredibly hard time hitting a sidethrusting target at max range. They have to close the distance to get in some decent hits just like everyone else, at which point the lead indicator isn't such a big help. Its only a huge advantage against ships that have to fly in a straight line, notably FB runs. On the same note, just about every FB run I've seen a TF team stop has been a 4-5K drop. Anything closer, or with a distraction run has usually been successful, either because TF is slow to get back and relaunch, or slow to scramble from the home TP before the base dies.
I would be fine with this change, but I do not think removing the lead indicator or setting it to relay is going to solve the problem that everyone is complaining about. Delay it? Yes, but we could already do that just by removing leads from the enh. level ships and giving it to the adv. Would this keep TF's late game strength? Yes, which I support. Would it encourage teamwork? Yes again, if you count having one scout flying circles nearby teamwork. Would people still complain after TF reached its endgame? I'm going to say yes. So what would we change then?
Seems the biggest complaint in this thread has not been the power behind the guns, but rather the fact that people who can't normally aim are able to score kills when flying this faction.
Currently the basic level TF ships (basic scouts, basic figs, & lt. ints) do not have lead indicators. Setting it to relay would slow down the speed at which a TF team acquires lead indicators from enh. tech (~6 mins after their techbase goes up) to probably the adv. or later level for time. It would also force smart TF comms to upgrade the garrison and get adv. scouts up to help with offense & defense (given TF tech prices I don't have much a problem with this).
But what happens after said scouts come up? Any decently sized offensive or defensive operation would only need 1-2 scouts at best to give everyone on the run lead indicators. The pilots on the team go back to being able to aim, the enemy team gets shredded and then we hear more complaints about TF on the forums from people who don't know how to sidethrust.
Fun fact: Because of the 0 dispersion, TF has an incredibly hard time hitting a sidethrusting target at max range. They have to close the distance to get in some decent hits just like everyone else, at which point the lead indicator isn't such a big help. Its only a huge advantage against ships that have to fly in a straight line, notably FB runs. On the same note, just about every FB run I've seen a TF team stop has been a 4-5K drop. Anything closer, or with a distraction run has usually been successful, either because TF is slow to get back and relaunch, or slow to scramble from the home TP before the base dies.
I would be fine with this change, but I do not think removing the lead indicator or setting it to relay is going to solve the problem that everyone is complaining about. Delay it? Yes, but we could already do that just by removing leads from the enh. level ships and giving it to the adv. Would this keep TF's late game strength? Yes, which I support. Would it encourage teamwork? Yes again, if you count having one scout flying circles nearby teamwork. Would people still complain after TF reached its endgame? I'm going to say yes. So what would we change then?