Tactical Cruisers provide lasting support during prolonged engagements. Repairing friendly armor on the fly, they can quickly turn a losing fight into an overwhelming victory. Tactical Cruisers have little in the way of defense and must be escorted or they will easily be picked off by faster ships.
Overview[]
Tacs, as they are more commonly called, are the Healers and main supports on the game. Their Primary Weapon is a Beam that repairs ships, and has a very limited damage output. They are faster than Destroyers and Dreadnoughts, but slower than Corvettes. Their Modules can either complement the repair potential or turn them into more offensive ships, with crippling abilites and a more disabling function.
Hull List[]
The following are the non-hero tactical cruisers of each manufacturer:
Tier | Akula Vektor | House Oberon | Jupiter Arms |
---|---|---|---|
I | |||
II | |||
III | |||
IV | |||
V |
The following are the hero tactical cruisers of each manufacturer:
Tier | Akula Vektor | House Oberon | Jupiter Arms |
---|---|---|---|
II | |||
IV |
Tech Tree[]
This is the full tech tree shared by all tactical cruisers. Note that some modules and secondary weapons are only available at higher tiers. Details can be found on the Modules page and Weapons page.
Secondary Weapons | |||||||||
---|---|---|---|---|---|---|---|---|---|
Primary Modules | |||||||||
Secondary Modules | |||||||||
Perimeter Modules | |||||||||
Internal Modules |
Stats[]
All tactical cruisers have a shield damage absorption of 85% and a High shield energy consumption.
All Hero tactical cruisers have identical stats to their standard issue counterparts. Exceptions to this rule are the Kali and Indrik, which have a health pool of 25,000 HP, as opposed to the Koschei's 27,500 HP.
The energy capacity of tactical cruisers (as with all ships) is as such:
Tier | Energy Capacity |
---|---|
I | 55 EP |
II | 65 EP |
III | 80 EP |
IV | 100 EP |
V | 125 EP |
The following is a table comparing the stats of all tactical cruisers; DPS, HPS and range values are for the primary weapons. The Marauder Hero Ship is also included here due to its unique position as a hero ship with no standard-issue counterpart.
Name | Manufacturer | Tier | Health | Maneuverability | Optimal DPS | Optimal HPS | Optimal Range | Max Range |
---|---|---|---|---|---|---|---|---|
Cerberus | House Oberon | I | 13,000 | 52 | 1,680 | 1,920 | 1,200m | 5,000m |
Orcus | House Oberon | II | 17,500 | 51 | 1,920 | 2,080 | 1,200m | 5,000m |
Ceres | House Oberon | III | 20,000 | 49 | 2,040 | 2,640 | 1,200m | 5,000m |
Aion | House Oberon | IV | 25,000 | 48 | 3,000 | 3,200 | 1,200m | 5,000m |
Feronia | House Oberon | V | 27,500 | 48 | 3,400 | 3,840 | 1,200m | 5,000m |
Marauder | Jupiter Arms | II | 16,000 | 41 | 4,800 | 0 | 1,200m | 5,000m |
Palos | Jupiter Arms | III | 16,000 | 41 | 4,800 | 0 | 1,200m | 5,000m |
Harwich | Jupiter Arms | IV | 20,000 | 39 | 6,000 | 0 | 1,200m | 5,000m |
Cattaro | Jupiter Arms | V | 22,000 | 39 | 6,600 | 0 | 1,200m | 5,000m |
Koschei | Akula Vektor | IV | 27,500 | 31 | 0 | 7,200 | 1,200m | 5,000m |
Ohkta | Akula Vektor | V | 30,000 | 31 | 0 | 8,000 | 1,200m | 5,000m |
Changes[]
- Cattaro
- Increased damage of Heavy Beam Turrets from 1000/650/400 to 1200/750/550.
- Aion
- Increased damage of Medium Beam Turrets from 350/300/250 to 600/500/400.
- Increased healing of Medium Beam Turrets from 700/650/550 to 800/700/600.
- Koschei
- Reduced long range healing of Heavy Repair Beam from 1000 to 500.
- Tesla Pod
- Increased damage from 250/s to 1000/s.
- Emergency Evac
- Reworked. Now has a 100% transparent cloak, propels the ship forward instead of to the side, allows the ship to move freely while it is active, and gives a 100% speed increase while ability is active. Reduced cooldown time from 30s to 20s.