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Hovis
Friday, 4th February 2005, 14:08
Okay I did a sort of public thread about this on the main Planetside forums but here's the straight dirt on the Terrans that I didn't want to say publicly.

SITUATION

Defending Hossin from both factions, then attacking Searhus.

Held the VS and NC on the far east, then NC from Bitol and VS at Mulac swapped the fronts and the CR5s called the recall. Then the TR went to Seahorse, got bogged down against the VS, unstuck once the VS got backhacked, then got beat up by the NC.

TR TACTICS

Globally their CR5s seem average at best. They will panic in response to any attack on Forseral, presuming it's a zero base attempt in the making. Worth considering.

The TR have plenty of transport but shun the use of vehicles in combat. This basically means that if you take them on with machines you will beat them cold. I'd feel very confident about our ability with maybe a couple of squads and random extra troops to dismantle their entire zerg. Once you stop them at a base they will settle in for the footzerg grind and they'll happily do it all night.

They do all right for providing AMSs and they do have a lot of air cavalry but with suitably AA defense and a group of Biffers and Vanguards you could break their zerg.

The TR do have special forces units and because they have transport they will respond a lot quicker to backhacks than the NC usually do. Flipside of this is that they respond so well sometimes they leave the flank they were just fighting on vulnerable. This responsiveness can be used to our advantage by, for example, taking out multiple generators to split their forces up.

Most TR outfits use TS and are pretty clued in and organised but inter-outfit organisation is not great. They have real problems getting large formations of troops into the right place.

CC and generator defenses tend to be MAX-heavy but otherwise pretty sloppy. Anything less than a yellow alert I would say is a cast iron gimme for our drop teams. Yellow alert too I'd be confident with.

In conclusion they're generally a pretty sloppy lot to be honest. Nothing we should really worry about and not nearly as much of a threat as the Vanu. Until they learn to use tanks they will never amount to shit. If the TR zerged a continent I'd be more than happy to deploy Renegade Legion to stop them and be I'd be surprised if we lost.

NC TACTICS

First rate on Seahorse. The NC worked the bases away from the TR main forces, stretching their capabilities and taking the critical bases. Once the NC had Sina it was all over. The Wakea rehack was awesome stuff although to be honest you probably could have done it blindfold, the Outcasters are a game lot but they're no RL by a long way.

Generator dropping, in my opinion, is not necessary with the TR and I think it is something we no longer need to do against them. They simply don't use tech vehicles except the Reaver and one double AA Biffer sorts them out. If anything the bases they need most, though they probably don't realise, is biolabs.

justinalot
Friday, 4th February 2005, 14:36
NIce one Hovis I just hope everyone takes note.

I know when I am leading the sqd I will take what you and Ludi have said

Thanks guys :D :D

FuSs
Friday, 4th February 2005, 14:36
nice summary but nothing new.

TR are the footzerg. they despite vehicles and are happy to get farmed by vans and aircraft all day as long as they can spawn their rexo/mcg/striker arse at an ams close by a base.

Gunhead
Friday, 4th February 2005, 16:28
The TR have plenty of transport but shun the use of vehicles in combat. This basically means that if you take them on with machines you will beat them cold.
This reminds me of that Bomazi secure - was it last week? TR had prolly close to 2 to 1 odds in their favour against us but once we popped the Vangs and Echor's Thundy it was game over for elmo.

Boggles me a bit why they disregard their vehicles. While the Prowler really does handle like a submarine in a tar pit - and thus is not much fun to drive - its damage output fully gunned is plain brutal.

Anyone got some input on the Marauder? They're so rare nowadays that it's really hard to judge their performance to form an opinion. Saw a pair of Marauders last night in the Sear crater working together but couldn't get a good look on their moves since i was gunning in Archie's Peregrine they stayed well clear of us.

On top most of us have prolly noticed that the Raider is an awesome piece of kit with full crew - it's anti-everything as long as the gunners concentrate targets to some extent. Would trade Thunderer for it in a flash me.

Lets hope the TR continues to love their Rexo-MCG-Striker combo and keep underestimating their vehicles.

Prince
Friday, 4th February 2005, 18:01
Marauder is pretty crap

Hovis
Friday, 4th February 2005, 18:44
The problem with the Raider is that it is very unlike the Thunderer in one key respect, and that is the way BFRs see it.

A BFR sees a Thunderer and he knows what it is, it's three guys in a cheap expendable vehicle intent on fucking him up.

A BFR sees a Raider and he see 5 kills in one basket.

If a BFR sees you as catnip you're fucked.

We used Marauders a couple of times and they are pretty good, certainly a better all round vehicle than the Enforcer but lacking the anti-armour punch of the NC buggy. The best feature of the Marauder is that infantry can't hide from it as they can from a Harrasser or Enforcer. If you take cover the grenade launcher can dig you out or bury you.

Nyana
Friday, 4th February 2005, 22:35
From the old forums (http://renegades.rtcw.co.uk/editpost.php?do=editpost&p=28644)



I've been playing TR for some time now and I enjoy playing solo with their weapons. UNI-max is teh win.

Anyways, in order to operate at full potential it is important to know who you are facing and how to handle your opponent.

Some things that I've found out about TR:

1) TR will keep on fighting till the last spawn-point is lost on a continent. CR5's rarely ask for full recall, or even use global's to lead the zerg, all runs smooth and often that 'hard to kick of the continent'-attitude works well when the NC/VS cant be arsed to get the last tower or suffering losses by the last TR's defending the tower at all costs. If that is the case some reinforcements arrive and backstabbing the other empires again. Small example: Iva on Searhus :)
2) Engineers and medics are not helpfull towards fallen/injured soldiers or low-armor maxes. Often enough i've been shouting V-N-R inside a spawnroom and all I get is some tells to stfu and get to a terminal. The one time I do get repairs is by high ranked players, alt. characters and players who have been playing long enough to know the deffensive value and the annoying timer on a max suit.
3) UNI-MAX is golden... all 5 cert's are value for money :) Dual-Cycler when hooked at bottlenecks is instagibblet cannon. AA MAX at routes where aircraft are incomming and outgoing is a killfest. If you can hide a max between a resupply tower/base and where the TR are fighting you can kill tons of aircraft passing by from resupply spot to the battlefield.
4) Cycler/MCG indoors for teh win

More details:
Cycler: Good infrantry weapon, high rate of fire, close to medium range effective weapon. Will get owned by a skilled gauss gunner at medium/long range.
MCG: Instagib at chokepoints (doors, small hallways). Can't shoot shit at long range, short burst fire for medium range or else the explosive CoF spoils your day.
Striker: Although affected by the lock-on bug, or won't fire sometimes even when a target is locked, I prefer this AV weapon above the phoenix when assaulting the enemy. The Phoenix is more a defensive AV weapon, while the striker is an offensive weapon. You don't need to zoom, aim and steer the rocket, just get a lock-on and keep locking it for a short time when a target is moving. Fire-and-forget for static targets. The clipsize of 5 rockets make it a perfect weapon for defense/offense against enemy max unites. 3 shots lay down a unshielded max, 5 for a shielded max. About 10 shots for a lightning. Also very capable of downing enemy small aircraft, although the missiles are quite easy to shake off or even outrun them. Shooting at close range can prevent that :)
AI-MAX: Dual-Cycler is a killer for defence, no offensive capabilities because of the NC Gheynix AV :) which will shread the MAX to pieces. Both effective anchored as well as unhooked. Most effective down a small slope/stairway aiming up, so decimators have to aim for his head and often explode at the slope/stairway nearly missing the MAX. Downside to this killingmachine is that it kills friendlies at the same ease as enemies. Maelstrom users know the feeling when nooblets run infront of you :(
AA-MAX: Fear is the correct word. When hidden well enough it can devestate an entire airforce. 25 flakshells loaded in a clip, needs all 25 to hit and explode for a fully shielded reaver to bring him down. Only usefull when anchored because of the annoyingly slow RoF when unanchored. Downsides: vurnable to reaver spam from the sides (about 75 degrees of freedom to aim when anchored, so it cant aim sideways), cant do real damage to infantry because of its huge shell spread and cant run off that fast when under attack and hooked to the ground (controls not responding sometimes). And the best thing is: shells can't be seen on radar, so you cant trace the max by following the radar blips, you have to follow the flak shells to spot the max.
AV-MAX: Most shait MAX ever designed. No use whatsover. Nice to get free when certing the uni-max. It has a slight potential in a mass zerg to spam the area with its shells, does give some serious punch to infantry and enemy max's though. Can be usefull when unanchored as well. Most effective at long range because the shells can travel a long distance in a arc. Easy target for deci's/phoenixes when anchored.


More to come later when I reach BR20 :) Nice to fight RL sometimes and see RL in action. Haven't witnessed a full gal of Legionaires resecuring a hacked base yet, but that would be awesome to see.