LOLMastery#6529 posted (#post-280056) said:
In a game of T4-5 bots, I was using a glass cannon Destroyer and flanked around the back of an Arty which had a TacCruiser glued to it. I unleashed everything I had at that Arty, weapon boosters, topedoes, light torpedoes, and the crudy thing was able to totally outheal all my damage, despite the fact it was a Murometz and basically a flying twig.
Later in the same game I noticed the entirety of my team focusing on the fleet of mostly Destroyers and a pair of Dreadnoughts as two TacCruiser with Repair Autobeams easily kept most of the enemy fleet alive, as well as each other with Autoheal.
Two-way healing is a massive problem. It's what TF2 does right when you chain heal; Medics can only heal a single target and not another Medic at the same time. When you have two way healing, in addition to two more healing Modules, TacCruiser become immortal gods of easy promotions.
And if you're a dedicated TF2 player you'll say the Medic does have an ability to heal everyone in a radius, the healing is very minimal, only covering about 20-30 hp at most.
It used to be way worse before they nerfed adrenaline shot, and then recently they nerfed the drain drone which was the second most annoying module to deal with.
Multi-tac ball can still be annoying, but really I feel like they're in a good spot. This is coming from someone who only plays the jupitar arms tacs every now and then and thats it.
If you see a tac healing another ship, you need to go for the tac and not the other ship. Yes, a tac will be able to keep another ship alive while it is being assaulted, that is sort of the enitre point. If you encounter a ball, smart use of disruption, drain, purge nuke, or suprise burst damage is usually enough to take one of them down.
My 2c