A chart that lists the (currently perceived) effects of each stat on combat:
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Stat Attack Defense Tactic
Str + damage + armor + ram
Int + repair
Spd + recharge + dodge + avoid
End - damage + repair effect
Rnk + armor
Cou + attacks
FP + damage + strafe
Skl + damage
Some thoughts:
3 stats only give 1 bonus, and one of those 3 stats only affect a "minor" tactic (minor because, as of this writing, it is believed that repair still has a stat/30 chance of firing while ram/strafe have a stat/20 chance of firing), while 2 stats give "up to" 3 bonuses, if the TF uses the appropriate stat, and 2 bonuses to every TF.
Perhaps moving a couple of bonuses (simply changing the variable it checks against in the code) would bring better balance to the game, as those changes would not make the 3 bonus stats as powerful as they are now...
My personal thoughts as to what bonuses to move:
First off, I'd like to see a stat only have one "regular" combat effect and one "logical" tactic effect.
To me, Str and Speed are "overpowered", because they affect both your regular offense (either more damage per attack or more frequent attacks), regular defense (more armor for damage reduction or more avoided attacks) and possibly a tactic (Ram and Avoid)
No other feeder stat affects both "regular" offense and defense. Meanwhile one stat (intel) doesn't affect "regular" combat in the least...
So, the first (logical?) thought is to make Intel affect "regular" combat, while toning down one of the 2 "uber" stats. The most logical change, to me, is moving dodge rate from Speed to Intel. The rationale I use is this: In the world of TFs, many attacks are extremely fast (such as nigh-light speed energy weapons, high-mach with large blast radii rockets, non-visible spew weapons or magic spells, massive gas clouds, etc), and being smart enough to recognize the attack coming and not being near ground zero might be more effective than having ultra-split-second reflexes and extremely fast movement rates necessary to avoid these effects at the last microsecond in some cases...
Sadly, I cannot really envision a second logical move, other than taking the armor worn total away from strength and moving it to endurance. Taking an example from D&D, even a strength 10 Character can wear Full Plate, but having the ability to be active in that much weight for extended periods (make all those fatigue saves from encumbrance) requires a high Con (Endurance)...
More thoughts?