To be fair, having a full team of any single ship is not gonna end well for the oposing players. Eight Onagers could wipe anyone out instantly just by tagging them, eight corvettes could swarm any enemy player within seconds, eight destroyers can bust through enemy lines no problem. The issue is negated because it just is not practical- the likelyhood that 1) everyone has and chooses the same ship, with the same loadout and 2) everyone is coordinated as if they are on a skype call and 3) noone needs or wants to grind or play something else is extraordinarilly unlikely. Yes, it happens with squads, but that gameplay is usually frowned upon to the point where said squad will be targeted by the entire enemy team the moment they know what is going on.
Now, to the other point- tacs healing eachother I'm iffy on this one. When I play tac, it is easy to find their weak spots. Not only do they have to look at a ship to heal it, but anything other than a one-on-one match is not helped by tacs all that much. It is also worth mentioning that tacs have been nerfed flat in the past few updates- that doesnt mean they dont need a nother nerf, but they might want to consider something else to avoid bias, especially since the tac meta seems to be rooted within people who don't know how to counter them.
On the yes, nerf them side, tacs should not be able to survive an assault from a ship that is made for combat. If your tac is built as a battleship, go for it- but tacs made for healling can literally negate all damage they take before new damage is dealt. I want to make sure people know what I'm talking about so I'm gonna put some arbitrary numbers here:
Lets say the enemy ship can deal 1000 damage per second, and it is firing at a dread, being healed by a tac, which is healing 800 health per second. This is fine- even more maybe, as this is a tac's job: keep things alive, but not heal damage that was rightfully dealt. Where it gets interesting is modules- if the tac pops a beam amp, then the dread can heal back up for a short period of time, meaning that it is not unkillable, rather, harder to be killed.
The false issue arises when tacs can heal faster than damage is dealt, when no modules on the healler or the heallie are in play. This means that, with good cover, the tac and dread are invulnerable, which is not fair unless the dread is targeted by more than one target- which is, again, fine, because that is team strategy- what the game is made for. It is also worth noting, that to heal this much, a tac must get close to its ally and thus out of cover.
The real issue arises when tacs web eachother, as you said. I know this is a roundabout way of saying "I agree," but I want to explain why to other people so it doesn't just sound like I'm not acknowlaging that other people have a different opinion- because they do
In any game, not just Dreadnought, heallers should not be able to heal other heallers. This causes a huge amount of issues that I will vaguely list here:
1- Healballing (which we all know)
2- Meta Builds and other frowned upon tactics
3- Less variety in gameplay for the majority of the playerbase, once things catch on
4- Unkillable ships that can make other ships unkillable (this arises from the fact that the Aion specifically can also damage enemies, I will get to this in a moment)
5- Removing what should be a weakness of the ship and making it its strength (ie, tacs have low health- which doesnt matter if they can heal eachother. Same would go for dreadnoughts flying around like corvettes)
6- Removing variety from between matches (see point 3)
7- In this game, reducing the amount of variety in the other ships being played in the game (the tacs take up a slot)
8- Developing strategies to prevent it will only lead to more "false issues"
9- In a developing community such as this, turning players away
10- Bandwagons (see point 2 and 3)
11- Fixing with too many nerfs will only lead to bias
12- toxicity in the community
13- Pushing playstyles of all ships into undesired territory
14- Causing every other ship to be modded for anti-healball (see points 3 and 13)
and a few more, which other people might be able to point out.
The point is, solving one seemingly non-issue solves 14+ real issues- and I'm not saying its simple, but the first step to solving a problem, is sorting out what problems are actual problems. Tactical cruisers are not over powered, the ships around them are.
And to close off, I'm going to put my stance into a real-world issue (and bash the devs a bit, sorry )
Me, and an ally who was not voice chatting me, both in stock T3 Oberon Tacs, were confronted with a jutland. Jutlands dont deal a ton of damage, but keep in mind that none of the three players in this scenario were unexperienced (I'd seen the person in the Jutland playing Monarch in legendary) and the jutland obviously had a set loadout. My ally tac might have had a few upgrades as well, but not much if anything. We literally sat there with zero coordination whatsoever, one person healled the other as they beammed down the jutland, under fire from its secondaries at under two kilometers. If the jutland switched its target, we switched roles. Though it took some time, we destroyed him and left the skirmish without a scratch on our stock T3 tacs. Now to bash: I know someone will point this out- the devs have stated before that they wanted to make sure every ship on its own could handle a one-on-one battle with the right loadout- and I agree to an extent.
First of all, they said "with the right loadout"- I don't think it takes a genius to figure out that the stock T3 tac has the right loadout to take down a Jutland. Second, they did say one-on-one, and this was one-on-two, so I must give credit where credit is due.
Now heres where I disagree- every ship has to have a weakness. Though artilleries can stand up against corvettes, the corvette will most likely win seven times out of ten, give or take. Having at least one tac healing another, especially with communications via mic, there is no weakness because the tac's weakness (its low healthpool) is a non-issue. You can't make a jutland perminately move fast or make an Onager fire in a 360 degree arc- those weaknesses are hardcoded to balance the game. Same with tacs- they have a weakness, it is just one that can be negated through an encouraged gameplay style, if that makes sense. Non-unorthodox methods.
That being said, I would highly suggest that tacs not be able to heal other tacs, as well as themselves as fast. When this gameplay is not abused, they work fine within the game's intentions. I would gladly give them a slight speed boost or even health per second boost against other ships if it meant that they healed eachother at a slightly slower rate, maybe 50%.
I know this was long but if anyone made it down here, then hello and thanks for reading. I know not everyone has the same opinions, but heres my two cents. Also if you respond to this please state which parts you read