so here is what i think may work
work with me here , if ya did not know it is a real pain for me to type, and the forum setup is not the best here for making a page graft. so here it goes.
i will make a few different ways for a few while sticking with standard,we need a basis to start from. and by no means do i have any say in this, just putting what i think on the table, so plz no more PMs on the mater, i am not a MOD anymore. TY
but i am open for chat on the subject, just do not think i have any pull in the issue. always like a good debate.
basic tactic facts=
avoid is widely used in the lower lvls, less in the higher , because Damage tactics are the real XP makers.
Repair is mission selective,needs others to repair,thus limited
arena ,and mission use Vs most alt classes.
RAM?strafe are the damage takers and xp makers, for the whole game, unless already stated above.
Primary Tactic=PT
Secondary Tactic=ST
Avoid=A
Ram=R
Repair=REP
Strafe=S
Alt classes with Avoid,in it or repair with a attack tactic
1k,3k basis, or any combo with a total basic combo of 4k
R/A
A/R
S/A
A/S
REP/A ======i kinda think these should maybe be 1k,2.5k
A/REP
S/REP
REP/S=====i kinda think these should be 1k/3.5k
R/REP
REP/R
Alt classes with Strafe,Ram together
1k,4k basis or any 2 base tactics total of 5k combo
S/R
R/S
the un lockable cost prices, well to me a RAM/Repair/AVOID with a skill cost for a tactic un-lock is a waist,
Strafe with a skill cost /less of a waisted stat, at least a strafer use weapons and are not nuke knuckles bound like a rammer,unless pure skill weapons got a STR +. but as of now STR give you the most, more armor, feeder stat for ram and more damage going nuke knuckle. than having weapon stat.
Strafe/RAM/AVOID with a unlock INT cost is a flat waist of XP.
Repair would be better, feeder stat.
extra stats that will not aid in the power of the TF, and make it weaker than a TF, and spending 7 skills is out of the question, thats almost a whole lvl of waisted XP, and if the un lockable tactic in question doe not use said un-lock cost of making the second tactic would not be mission effective. the un-locked tactic would get costly while building a tf if you did not reset, or save for the whole XP cost,while others whom stick with one tactic would get stronger for less XP. some people never reset,and enjoy playing this way, but stepping on toes will happen so if it helps the game do it i say.
but in truth, whatever is decided i will follow, just pointing out some facts, hoping not to have too drastic of a change, while fixing one of the oldest game issues.
and if your sea monster alt gets more of a XP cost for tactics
it is too good now IMHO.