Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Best PVP captain?
05-07-2011, 07:06 PM
my friend is looking to reroll a mostly pure pvp character he has seen me play the game etc.. and like alot of the pvp in this game. my know-how in pvp is mostly from a healer point of view so i can't really give him any feedback.

Any one have an idea as to what i can recommend to him?

In most other games we have played before he's usually heavy damage/burst or a kiter/glasscannon/etc...

I recommended tactical fro him but im not sure if he would like that i thought about many an engineer so he can run max power to everything with eps? -i don't really know... feedback plz!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-07-2011, 07:41 PM
You can never have too much sci. Tacs are currently fail.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-07-2011, 07:47 PM
Quote:
Originally Posted by hurleybird View Post
You can never have too much sci. Tacs are currently fail.
??? tac are not fail in anyway.

Tacs will do the most dmg hands down, you will have to plan your defenses, and the best defense is offense. Tacs will work best in a team, tacs in cruisers are 100% fail, tacs in escorts will work well, if the two of you plan to play together its a great fit. A tac with a capable healer will roll.

Engi, can be made to lots of dmg, however will still lean toward the healing side. They can make very effective escort pilots, you need to plan how to do dmg as a engi/escort just as a tac/escort needs to plan a defensive roll.

Sci will be a nice in between. They have more survivablity over the tac... more dmg then the engi. Sci will work best in a team that has other DPS around as your debuffs / snb need to be capatlized on.

In short don't listen to Jorf. lol

When Micheal Jorden felt like he was being laughed at for being a crap defensive player... he fomulated a plan, worked his ass off and became the best defensive player in the NBA. The moral is Plan to overcome your weakness, and don't listen to Jorf. (I almost feel like I should throw in a LOL ground)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-07-2011, 08:04 PM
Don't get me wrong, there is a place for a *single* tac in a premade team as a hard spiker, but besides that single niche you're better off as a different career. Doing that niche well is also incredibly skill intensive. There are maybe four people in this game I consider extraordinary at it.

And yes, always listen to Jorf. Jorf knows best.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-07-2011, 08:17 PM
Eng is my favorite. Great for ground and space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-07-2011, 10:02 PM
Quote:
Originally Posted by hurleybird View Post
You can never have too much sci. Tacs are currently fail.
Your internet words shouldn't hurt me ... but they do. :-(
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-07-2011, 10:07 PM
If it makes you feel better, you're in that four
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-07-2011, 10:15 PM
Aww. Well, maybe the OP's friend could become the fifth. Then everybody can target him all the time as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-07-2011, 11:08 PM
Well jorf is completely accurate that Tacs have only one roll that they can play and its not easy to be a spike damage guy if you don't have a team that can support you. By yourself you will pop like an egg. So run a Science for the most fun. Sci can run in any ship and still be effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-07-2011, 11:31 PM
There is no single best captain in pvp. It takes a team to win. So the first thing to figure out is what he likes doing, ie controling the battle sci. Dealing the final blow tac, suppresion fire/healing engineer. Then going from there.

Just remember, in space the captain is only half the choice. The ship you stick him in is the other half.
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