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About Samikins

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    Hopper Bug

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  2. Here are a few general things GM's should keep in mind when including TAC via dupe in their events: The turrets do 500 damage a shot, so a strafe from a Thunderbolt through a line of bugs will certainly kill them. The hard part is getting the aim right, but if there's a huge swarm of arachnids and you allow the TAC pilot to go loose, they will cull a pretty large proportion of them. TAC pilots should know when to stop, but if they get carried away, just give them a PM to slow it down a bit. If a TAC pilot argues with you during your event, ban then for the remainder of your event and contact @Samikins immediately to let her know. If you can't handle TAC in an event for any reason, just tell them to leave. They will RP either running out of fuel or ammo. If you don't want them back, that's fine. It's your event. Things that TAC are invulnerable to on the ground: Portable small arms. This probably goes without saying, but rifles, SMG's, and other things like that can't do meaningful damage to a Thunderbolt or VTOL. A sniper rifle should not be able to hit a Thunderbolt or VTOL. The chance is so small it might as well be assumed impossible because it's far under 1%. MG fire. If it's not specifically anti-air with a computer system which can calculate the speed of the Thunderbolt, it can't hit the Thunderbolt. No light or heavy machine guns could hit a Thunderbolt. Things that TAC are vulnerable to on the ground: Fireflies and hoppers: they can quickly form clouds of bodies that if hit would severely damage a Thunderbolt or VTOL, and that's what they do, being able to organize and cut off the path of a Thunderbolt. This requires quite a few bugs though, ~100 at least. Advanced AA with automated computer systems. A very large explosion in the air that sends a shock wave close to a Thunderbolt or VTOL will completely disable its geosynchronous location sensor, which means it will not be able to survey movements below ground. Devices that somehow create tremors in the ground will also disable the VTOL and Thunderbolt's GLS. Radar jamming equipment can be used to disable TAC's surface to air surveillance radar capabilities, (S/ASR), and I could also see how bugs could somehow figure out a way to do that organically somehow, but you'd need to figure that bit out. If this is done in conjunction with something to take out the GLS, it will leave the F-76 mostly blind as far as the movements of arachnids go. Plasma bugs can take out TAC. If it can take out a dropship, it can take out a TAC fighter. Roll bonuses*: Pilots should be rolling dex to maneuver their aircraft. Pilots should be rolling per to spot enemy aircraft. Pilots should be rolling int prior to making a maneuver to see if they know how to do so. *All roll bonuses are in line with current Fleet roll bonuses. TAC pilots should be stacking their skill points in dex, int and perception. To learn more about the armaments and specs of the Thunderbolts, READ THIS! If you have any questions or concerns, please send me a PM on the Forums, a message through discord or through Steam. I will attempt to get back to you as soon as I can. If you are unsure of anything from this guide, please drop me a line. I am more than happy to answer questions. **Shout out to Fitz who wrote the original guide- I have updated quite a bit of this information.
  3. TAC Organization TIPS AND RULES FOR TAC PILOTS Passive RP TAC pilots should generally keep to a pretty strict sleeping schedule, and there should always be at least two of the TAC pilots awake on the ship at any given time, with the other six able to be wakened at any time, though usually there are at least five up and about. When awake, they can either train via simulations, or just do whatever they'd like. This can often times lead to very unproductive habits stemming from boredom. Uniform and Hygiene Regulation For men: No facial hair is permitted Hair must be kept cropped close and must not touch the ears. For women: Hair may not extend lower than shoulder length, if your hair is longer than shoulder length, it must be kept up and away from your collar. Makeup may only be worn during processes in which a dress uniform is required, and must not be in poor taste General uniforms: Infantry grey BDUs with orange Kevlar should be worn at all times. Fleet dress uniforms may not be worn on duty* All uniforms must be kept clean You may don a Fleet dress uniform for special duty circumstances, funerals, weddings Unless stated otherwise, all regulations are congruent with standard Fleet regulations. * Pilots are considered to be on duty during all waking hours on the ship as they may be called up for action at any moment. During Ground Events If a pilot would like to attend an event, there are mainly two steps they should follow: Ask the Admin running the event whether or not there might be TAC available IC, doing so in a polite manner and making it known that if they cannot attend for OOC reasons, they will not Once given approval, they should have a short discussion with the GM if they have time on how they might be deployed and used before the events starts Once on the ground, here are some rules and tips for those flying: Don't hound the GM, be patient, they are likely dealing with ground forces and air forces. Don't do anything that would significantly change the course of the event without the approval of the GM Ask the GM to spawn your jet, it should be the F-18 Thunderbolt, under the LFS entities. Don't fly TOO low. There are map limitations always, but if you can, generally fly as high as possible Begin firing before you've committed to a dive from afar, the bullets are tracers, and that is how you aim Don't be too overzealous with royals or any arachnids. The guns are set to a high damage so they can take out warriors without too much trouble, but that means they're also pretty potent against anything else and bring them down quite fast. This could also fall under the tip of not doing anything that would change the course of the event without GM approval, as usually Royals are used as a GM's tool, and it's best for the MI to take them down. Be careful of TK's and don't fire too close to the ground forces. With high damage comes great responsibility. If you can tell the GM(s) has their hands tied up at the moment, don't do a lot, just circle around and do a strafe from time to time. Often they don't have the time to PM you exact orders. Follow all orders from the GM(s) without question, if there is an issue with something a GM tells you to do- bring the issue to the TAC lead after the event has finished. Remember, you are more of a TOOL to the GM than a real player yourself. Try to make the event better, don't try to be a hero or anything. This is just something you'll need to accept You are there to assist the Infantry. You are not there to showboat. Communication with the ground forces is key. To have successful TAC and Infantry cohesion, you must communicate. If orders are unclear or not coming through from the drop lead, ask for direction over the radio from the drop lead. Ask once, if the drop lead is busy, fly around- do not strafe until advised to do so as we do not want to cock up their mission, we want to provide support. Utilize the LFS Repair tool for on the go jet repairs. Once on the ground, here are some rules and tips for those using the radio (applies to GM's too): Refer to the wiki page on the organization of TAC Callsigns are to be used when you are in the air. If you and your wingman are flying in a VTOL- you use a call sign specific to your pairing. Do not use /bc for radio unless you are contacting the Upham, utilize /r for communications with the ground team. During Spacial Events These are a bit rare, so when you see one you should take advantage of it. Generally just RP combat but in an F-18 Thunderbolt or a VTOL. Sometimes you will actually fly for Spacial events. Make sure to read up on this wiki page. Read all of it and know it well to properly portray the combat. There is a large difference here in you are not just a tool of the GM, you are in fact trying to win. This doesn't mean you should power-game, but your goal is to defeat the enemy ship or other TAC fighters the enemy might deploy. **Shout out to Fitz for writing most of this. I have tweaked and updated many things in this guide.
  4. TAC, please watch the training videos linked above. Sign off when you have done so. If you do not sign off, you will not be flying. @Kris @Tridon @jtfang
  5. TAC applications are open. I have two available spots.
  6. Face Claim Theme Song GENERAL INFORMATION _______________________________________________________________________ Name: Asa Gunnarsdóttir Alias(es): Doc Rank: Specialist Age: 22 Hometown: Valrinth, Kredia Affiliation: SSI Specialization: Medic Psychic Affinity: None Awards Granted: None Military Service Record: 30/06/2294: Enlisted at UCF Enlistment Center, Valrinth, Kredia 14/07/2294: Completed boot camp at Strelitzia 29/09/2294: Assigned to the 96th 14/10/2294: Given Medic designation, 3Spc. 31/12/2294: Promoted to 2Spc 19/02/2295: Promoted to Spc. 27/04/2295: Promoted to SSpc. 30/10/2295: Promoted to MSpc. 14/07/2296: Retired from Federal Service - Citizenship gained. 30/07/2296: [REDACTED] FAMILIAL CONNECTIONS _______________________________________________________________________ Father: [REDACTED] Mother: [REDACTED] Siblings: [REDACTED] Spouse: [REDACTED] PHYSICAL INFORMATION _______________________________________________________________________ Gender: Female Height: 5'8" Weight: 140 Lbs Build: Mesomorph Hair: Brown Eyes: Hazel Cybernetics: None PSYCHOLOGICAL INFORMATION _______________________________________________________________________ Alignment: Lawful Good Personality Type: Driven, Focused Strengths: Empathetic, Honest Weaknesses: Driven, Selfless RELATIONSHIP INFORMATION _______________________________________________________________________ [You Know The Drill] ██████ Stolen from @Pundii & @Litcoins
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