Topic: SFC3: Who uses Transporters?  (Read 6625 times)

0 Members and 2 Guests are viewing this topic.

[OMF] R.A. RobRay

  • Guest
Re: I want to be able to remove them
« Reply #20 on: January 21, 2003, 09:44:19 am »
Yep, Tractors and transporters seem to have less value than other subsystems. Personally, like many others, I prefer to spend the ship mass on more important things such as computers,  armor, and cloak (for kling/rom). Plus, regarding tractors, we've all seen repeated debates surrounding the topic of the tractor pull technique. In my experience, I've rarely seen anyone in an equal or lesser ship class than my own who tried to attempt this maneuver against me. In every case, I've been subjected to this tactic by a larger, more powerful ship. Therefore, what good is spending money on a good tractor when your ship's mass restrictions still wont allow you to repel a full powered tractor from a greater ship.  From an offensive standpoint, I only employ the tractor-pull maneuver with exstremely lesser classed ships who are more of a nuissance than a challenge, therefore eliminating  the need once again to waste mass on the best available tractor for my ship.

However regarding transporters, I read in one of the other threads that you get PP bonus for using marines to do H & R's . Has anyone confirmed this as a fact? Depending on the value, that could make me adjust my strategy somewhat.  

**DONOTDELETE**

  • Guest
Re: I want to be able to remove them
« Reply #21 on: January 21, 2003, 10:55:42 am »
So long as there are tractors, I will have a lvl 5 on whatever I can fit it on. Nothing like having a stupid ai neghvar put a lvl 5 trac on your raptor and having it blow the hell out of you until you burn thru a shield and knock out its tractor enough to escape.

Transporters, no thanks. I only go higher than lvl 1 if there is room after I max out armor, trac, comp and cloak.

But I never used H+R in SFB/SFC either. I do NOT like to give a free shot on my bare hull. In SFB/SFC I always kept the probe ready as a weapon, so I could get a free "photon" hit in on someone who saw me fire then thought it was safe to H+R me.

Sure, once shields are down, you can launch H+R to damage him, but that means you have to be close to an enemy who may have the upper hand and is most likely going to H+R YOUR warp core or impulse. Id rather have my marines to defend my ship, then send them to attack his ship. As his number of marines dwilndles (faster than yours do) his H+R defense will get weaker and weaker, and once he is out of marines, if you are stil in the battle THEN you can consider the H+R on HIM that he will be unable to defend against.

If they had a button that let you send the H+R MANUALY, as opposed to it being automatic whenever it has the chance, I might reconsider. But dropping my reinforced shield that is facing a neghvar with a full weapons load just because I knocked his front shield down is NOT something I would like to happen.

Have a nice day!    

Vertigo

  • Guest
Re: I want to be able to remove them
« Reply #22 on: January 21, 2003, 05:48:54 pm »
Quote:


If they had a button that let you send the H+R MANUALY, as opposed to it being automatic whenever it has the chance, I might reconsider. But dropping my reinforced shield that is facing a neghvar with a full weapons load just because I knocked his front shield down is NOT something I would like to happen.





What about the little pause button on the transporter MFD?  

Whiplash

  • Guest
Re: I want to be able to remove them
« Reply #23 on: January 21, 2003, 07:29:35 pm »
The Klingon transporters are relatively high-capacity, low-mass units. Its pretty effective when you can toss 6 hit & runs at once. In scenarios that allow capture, this can be a very effective way to shorten the battle once the enemy marines drop to 3-4.

W.