FORUMS


Tac Cruisers Need A Nerf



Posted: //
Dec. 28, 2017, 1:03 p.m.


Updated //
Dec. 28, 2017, 1:03 p.m.

Captain Nemo#8277 posted (#post-203591) said:

Couple of things I want to share on why healing tacts are more popular than actual "tactical" tact, despite the fact that tacts do have tactical modules (such as cloak pulse, cool down pulse, drones or pods)

  • Support pulses give you ZERO score. That's right, 0 score
  • Drones give you ZERO score, yep
  • Purge beam, strongest module in the game, give you next to 0 score as well, sometimes it gives you an assist.
  • Offensive modules are super short range: tesla pod 1400, tesla turret 800, mine 680, blast pulse 900. Why get close to < 1000 range when you can heal from 5000 away?
  • Tacts are relatively slow (except certain Aion build), and don't have enough HP to duke it out at close range

Given those, going healing is a logical choice, not dumb choice. Until offensive modules on tacts are buffed, not matter how much you nerf healing, playing healing tacts is better.

They could just update the scoring system you know...

" don't have enough HP" => lol, see first post.

"Why get close to < 1000 range when you can heal from 5000 away?" => to fight rather than hiding behind a wall/teammate and pressing left-click ?

But I agree, playing heal tacs is logical, given how strong (and dumb) it is. That's why I'm suggesting to remove healing and turn tacs into support ships rather than healing bots.


TL;DR: delete tac cruisers.


Posted: //
Dec. 28, 2017, 11:20 p.m.



Vasiliy#2624 posted (#post-203727) said:

They could just update the scoring system you know...

" don't have enough HP" => lol, see first post.

"Why get close to < 1000 range when you can heal from 5000 away?" => to fight rather than hiding behind a wall/teammate and pressing left-click ?

But I agree, playing heal tacs is logical, given how strong (and dumb) it is. That's why I'm suggesting to remove healing and turn tacs into support ships rather than healing bots.

There's a big difference between bobble up and down behind a rock and survive with 20k HP vs going point blank with 20k HP and no escape mechanism. Just because tacts can survive when in the middle of friendly bunch doesn't mean they can in the middle of enemies line.

Also, NOT DYING is a fine way to contribute to the team, because you are not giving the enemies points. Each team has a limited amount of deaths allowed per game, 25 for TDM and around 30 for OS. Every less death counts toward your team win.

There's a reason why the Palos/Harwich line isn't remotely popular: they are simply too weak. And that's what tacts are without healing.


"I am the law, I am the justice!" - Captain Nemo https://puu.sh/xsWjl/cee5668700.jpg


Posted: //
Dec. 29, 2017, 5:46 a.m.



This is a good thread. Interesting to hear you guys talk about which modules and OBs you use when you're at that level.

The discussion around buff/debuff modules is fun, and I wonder if the devs are stuck because they want to introduce a new manufacturer/ship-line at some point.

Honest question: does weapon debuff missile also reduce tac healing by 75%?

In my new T4 vette that only has T3 modules, I can't really kill the koscheis, but I can safely deliver the weaponbreaker missile when my team goes in. I like the debuff ideas and enjoy that style. Keeping the koschei's heals broken at the right moment. Assuming that's how the missile works.

The idea someone had above for anti-energy or anti-shield ammo module is fun. Or a dedicated ship for that purpose--a specialist. Or a ship/module that does stacks of weapon debuff, so it isn't about always killing the koschei but cutting out healing. And a way to track stats like "healing lost due to debuff."

Related with people using tartarus and it not adding to score, it would be nice to see specialty stats in general. Raw damage in a game. Raw healing. Damage mitigated with shields. Damage added for allies with weapon booster pulse/missile. Nerd stuff.


Posted: //
Dec. 29, 2017, 8:47 p.m.



"it would be nice to see specialty stats in general. Raw damage in a game. Raw healing. Damage mitigated with shields. Damage added for allies with weapon booster pulse/missile. Nerd stuff."

Yes, this information is essential to improve your builds and your play.


Posted: //
Dec. 30, 2017, 8:46 a.m.


Updated //
Dec. 30, 2017, 8:47 a.m.

well, the problem on tacs isn't theyr heal-ability, theyr modules, theyr hiding behind walls or whatever, the main problem on tacs is, that up to 8 players each team can play one at same time, well, worst case scenario if you try to kill them but they also can't kill you cause of theyr low dps (exapt you're a corvette). but what i want to say is that a single tac in one team is a buff, jah, but not a winning garantee, even two tacs wich work together with teyr team are killable, if your team also works together (!!!) but more tacs suporting each other and theyr team at same time, even in a not coordinated team, are to strong in survive, so don't chance modules, breefings or stats of ships, just give them a max count of tacs playble in one team at the same time, like not more than 2 tacs in one team at same time and all problems are gone, you still need teamplay on both sides, but both teams have the chance to win, even that one wich have to fight against the two tacs

and that max-count of same ship type is not just for the tac interesting, also for dreadnoughts, corvettes, artilery and destroyers, well, to cut them for max 2 each team would be a bit to hard, but i think 3 or max 4 are enough (the heals still cut at 2 max per team)


Posted: //
Dec. 30, 2017, 8:48 a.m.



ah and an ingame voicechat would be interesting too, just to make it possible to coordinate teams wich don't have a clan or whatever


Posted: //
Dec. 30, 2017, 9:27 a.m.



I'm playing the Harwich a lot. I wish the Harwich had more usefull buff,debuff abilities. So I can play it as a TC to support the team with buffs and debuffs and not as a healer. The Drain Mine is ok, but the Nuclear Mine is a joke. And in my opinion the energy and weaponbooster missile have a to long cooldown to play the Harwich as a real buff/debuff TC. Some AoE buff/debuff options were nice


Posted: //
Feb. 8, 2018, 2:03 a.m.



Vasiliy#2624 posted (#post-202627) said:

Each ship class should have clear weaknesses. What's the weakness of tacs ? Plasma rams ? While artys are countered by an entire class, tac cruisers are vulnerables only to a few modules (rams, drain torpedos, what else ?). You can't even capitalize on their positionning mistakes since they are so tough with 25000 HP for T4s + energy generator/autorepair and adrenaline shot.

A tac cruiser spending 3/4 of its time hiding behind a wall and constantly surrounded by allies should be easier to kill than an artillery cruiser which have to stay at the back of the fleet and expose itself to corvettes in order to be useful (else what's the point of having a range of 7km?).

An alternative plan to Captain nemo's one: specailly if you target is near the ground. 1- send drain missiles while shooting normally 2- after 2-5 seconds attack with bomb catapult (you should calculate the distance to make sure the bombs hit with no energy left). 3- Switch energy to weapons and hit the tac to melt it down and dont forget to draw the attention of your fleet to the tac you want to hit


Posted: //
Feb. 8, 2018, 3:59 a.m.



Youwannanerftacssothey can'theal? Dreads would.become obsolete lmao


Posted: //
Feb. 8, 2018, 6:17 a.m.



LYB-FooJub#4039 posted (#post-209482) said:

Youwannanerftacssothey can'theal? Dreads would.become obsolete lmao

Totally agree. Only time healers are annoying is when multiple healer are on one ship but you can deal with them by fleet focus firing on them one at a time. Well instead of the usual everyone picking a target each and getting nowhere.


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