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Tacs are only for hit and run. Eng is for DPS.

praxi5praxi5 Member Posts: 1,562 Arc User
edited August 2013 in PvP Gameplay
http://i.imgur.com/VEm6osg.jpg

There you have it, folks.

Engineers are King because they can keep up with Tac damage and do more! Tacs are only for spike kills and hit and run tactics. Engineers will do more damage than a Tac.

Guess we've been wrong this whole time, Engineers are the useful ones, Tacs are just for specialized vape runs! :rolleyes:
Post edited by praxi5 on
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  • questeriusquesterius Member Posts: 8,481 Arc User
    edited July 2013
    praxi5 wrote: »
    http://i.imgur.com/VEm6osg.jpg

    There you have it, folks.

    Engineers are King because they can keep up with Tac damage and do more! Tacs are only for spike kills and hit and run tactics. Engineers will do more damage than a Tac.

    Guess we've been wrong this whole time, Engineers are the useful ones, Tacs are just for specialized vape runs! :rolleyes:

    Old news there. The thing is however that the longer it takes to dispose of an opponent, the greater the odds for them to heal and escape.

    This is why in PVP burst damage is so important.
    Engineers can tank, but in general the offensive capabilities are more potent than the defensive capabilities. Engineers can't throw out burst damage if their lives depend on it.

    Science can tank and disable, but what good is that if you have difficulty finishing off the opponent.

    Tactical is still potent in both PVE?PVP because they can do burst damage.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    I'm not sure that's any different than what's been said before, no?

    Eng lack the spike/burst damage required for the kill in any gaps that are created or present themselves.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited July 2013
    Man the PvE kids are cute aren't they.

    Tac does the most Sustained DPS... sorry to break it to you engi lovers. :)

    Survivability is 90% gear these days... so really Tac survives at least 90% as well as an engi... about the only thing the engi can do better is share heals.

    Sci single target Kill ratio is going to out spike a tac... no the yellow numbers rising of the corpse won't be as high... but an engi spike build with a sensor scan and nuke up is almost assured a kill unless they do something stupid or there opponent does something amazing.

    The only reason sci doesn't own tac all the time... is because the cool downs are longer, and Sub nuke can only be used on one target at a time.

    Still cute to see People claiming there engis can hang DPS wise in PvE with a tac.... not sure who they are playing with... but I think they may be a bit delusional.
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  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited July 2013
    Man the PvE kids are cute aren't they.

    Tac does the most Sustained DPS... sorry to break it to you engi lovers. :)

    Survivability is 90% gear these days... so really Tac survives at least 90% as well as an engi... about the only thing the engi can do better is share heals.

    Sci single target Kill ratio is going to out spike a tac... no the yellow numbers rising of the corpse won't be as high... but an engi spike build with a sensor scan and nuke up is almost assured a kill unless they do something stupid or there opponent does something amazing.

    The only reason sci doesn't own tac all the time... is because the cool downs are longer, and Sub nuke can only be used on one target at a time.

    Still cute to see People claiming there engis can hang DPS wise in PvE with a tac.... not sure who they are playing with... but I think they may be a bit delusional.

    ^^ Everything he said.

    With Elite Fleet Shields + Rep passives, a Tac can survive just as well as an Engineer... essentially leaving a Tac to do everything can Engineer can (except MW), but better.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited July 2013
    praxi5 wrote: »
    ^^ Everything he said.

    With Elite Fleet Shields + Rep passives, a Tac can survive just as well as an Engineer... essentially leaving a Tac to do everything can Engineer can (except MW), but better.

    In slower cruisers an Eng may be able to overcap Weapons power better while still maintaining defensive capabilities that a Tac couldn't. I haven't crunched the numbers, but an Eng making use of Aux2batt/EptW3/Faw/Dem/other boff powers along w/Rommy cruisers/Boffs/BattleCloak may well be able to maintain very high levels of sustained dps levels in PvE w/APB and Plasma/Disrupter weapons. Keep in mind the -40 power is easier to overcome w/Eng.

    For carriers, I'd still see and Eng being a better option than Tac and again depending on the boat can sustain decent hull damage (the only damage counted in game unless something changed recently) even before recent pet boosts (there's nice debuffing pets to be spammed as well).

    In both PvE and PvP the Eng wouldn't need to withdraw as often.

    For sustained damage based on bypassing shields/support cruiser/carrier I'd take an Eng as a PuGmate rather than a slow boating Tac in PvP.

    Tac is still best for best raw bursting damage.
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  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited July 2013
    p2wsucks wrote: »
    In slower cruisers an Eng may be able to overcap Weapons power better while still maintaining defensive capabilities that a Tac couldn't. I haven't crunched the numbers, but an Eng making use of Aux2batt/EptW3/Faw/Dem/other boff powers along w/Rommy cruisers/Boffs/BattleCloak may well be able to maintain very high levels of sustained dps levels in PvE w/APB and Plasma/Disrupter weapons. Keep in mind the -40 power is easier to overcome w/Eng.

    Everything you said a Tac can do, and do it better thanks to having more damage. And in the end, damage is key. PvE or PvP, it's just a damage race.

    Sure, an Eng can overcome the -40 easier... but with Aux to Batt and Leech, the Engineer's +Power isn't nearly as important as Alpha.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2013
    it would be nice if this was true, it should be true, eng is so pointless right now. if the eng captain was the go to for creating the highest sustained damage, it would have more of a reason to exist, in pve. higher levels of sustained would surely make it more effective in pvp too.

    still think the 140 power effect cap, 150 with particular warp cores, for eng ONLY is the way to go. highest weapon power for higher then current possible pressure weapon damage. the eng could not spike well, you need APA, etc... for that, but the tac with less of an energy damage power multiplier could not sustain as well, but have peeks and valleys in their damage. those peeks will still be the spike needed to kill everything, but eng captains just wont suck quite as bad as they do now at dealing damage. mighest aux power for sci skills is finnaly a sci ship synergy eng captains have never had, they would also be even beter for aux based healing. synergy and healing duty. with so much energy put in 1 thing or the other, the eng would have to min max quite a bit, even with all the energy buffs and skills there are now. he wont be caped out at everything at once, at least not for more then a few seconds
  • clintsatclintsat Member Posts: 0 Arc User
    edited July 2013
    I have a KDF engineer (my KDF main) and I want to have him in a klingon-looking ship... There just isn't anything he can use that a tac couldn't use 10x better. I have no idea what to put him in...
  • bobtheyakbobtheyak Member Posts: 374 Arc User
    edited July 2013
    I like how the discussion is about the roles of captain types rather than ship types :rolleyes:
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited July 2013
    bobtheyak wrote: »
    I like how the discussion is about the roles of captain types rather than ship types :rolleyes:

    To be fair, I tried to mention both as well as allude to the Rommy Boffs.

    I'm still not convinced an Eng wouldn't be able to to maintain a longer capability of sustaining high bleedthrough/hull dps in the slower Rommy Cruiser spamming quick cloak-decloak cycles w/aux2batt and powers I mentioned earlier. 15 seconds ambush bonus is 3x longer than normal w/high crit chance and plasma/apb/dem/disruptor procs fawed around w/eptw3.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    APA & TFleet uptime vs. 100% EPS Manifold Efficiency uptime (+10 power for drain buffer) & EPS Power Transfer...would be what separated the Tac and Eng. Perhaps the Tac eats damage for some GDF, but since the change to GDF - it's no longer there from the start.

    Given AtB, DEM (Marion), Omega Weapon Amplifier...it would be a curious thing to look at how well each could maintain the buffer for the FAW drain while keeping Shield & Engine above 75...and Aux above 75 as much as possible while running AMP.

    Obviously the Tac is going to maintain the burst, but for sustained during an extended period - would the Eng surpass the Tac? I can see where it might be theoretically possible, but the PvE content doesn't last long enough for that to happen and if folks want to fly around forever in PvP without killing each other - well, they could just go to Risa and get their groove on....
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    Engi is much more viable for high-output damage after LoR changes went live. I've got mine in a Patrol Escort with DHCs and a DBB using BO in lieu of a torp. He also has very high survivability, since full shields and engine power make him hard to kill. He doesnt have the ability to stack a bunch of damage boosters in an escort, but if he can live through the other guy's opener he will win the fight.

    On the other hand my tacs can saw ships in half with just one strafing run.

    Win fast or lose slowly
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited July 2013
    I am a big proponent of stretching the limits and breaking past preconceived boundaries but there is no universe in which a well-played Eng will put out more damage (sustained or otherwise) than an equally well-played Tac. It's just not possible and it's by design, sorry.
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  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited July 2013
    Engi is much more viable for high-output damage after LoR changes went live. I've got mine in a Patrol Escort with DHCs and a DBB using BO in lieu of a torp. He also has very high survivability, since full shields and engine power make him hard to kill. He doesnt have the ability to stack a bunch of damage boosters in an escort, but if he can live through the other guy's opener he will win the fight.

    On the other hand my tacs can saw ships in half with just one strafing run.

    Win fast or lose slowly

    Borg 2 pc set bonus or the DEM Doff (Marion) will give you the power drain resistance you're looking for there. There's also a Romulan 2 pc set bonus that will do the same, but you're a Fed, so... :P

    But the point I'm trying to make is that the Eng appears to be the better damage option due to it's resisting power drain. A Tac can now do that and be the better choice for damage thanks to the damage buffs.
  • verline1verline1 Member Posts: 0 Arc User
    edited July 2013
    Engineers can eat spike drains better, like using Faw, Beam overload, with Naidion Inversion, which they can pop when they need.

    All things being equal if you take the captain specific powers out of the mix, and use same ship, same equipment, same skills, same doffs, same boffs. Then be they tac, sci, or eng, their damage will be the same.

    The big variable is the captian specific abilities that affect damage, of which Sci has sensor scan, engineering has naidion, and tac has fire on my mark, tac fleet, go down fighting ( if he gets banged up enough )

    with the right doffs, like Marion, and set bonus you can mitigate weapon drain, Marion for 8 secs if you have the right boff power, on demand.

    So between captain cool down all things can be equal, but when it comes time to pop everything and pour it on tacs can ramp up their damage much higher, and generally not kill their weapon power doing it. Were as the engineer can just not kill their weapon power for 30 sec, and Sci can sensor scan someone's, multiple if their close enough, res into the dirt.

    So can a engineer sustain more pressure, sure, for 30 secs, in those 30 secs they can go hog wild with weapon energy drain abilities and just not care, not worry about if something's going to proc. And that's if the other captains don't get a good streak on their own power drain res abilities. the question becomes if that 30 secs beats out the the shear level of damage the tacs spike will throw out.

    Most target don't require any sort of pressure or sustained attack though, even a tac cube and a gate can go away in under 15 secs, and in pvp well, most targets arnt going to let you pressure them anyways, they will leave and come back when their spikes ready again.

    and torp heavy builds can remove nadion mostly from the equation, since they don't drain weapon power anyways.
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  • aetam1aetam1 Member Posts: 228 Arc User
    edited July 2013
    I really like the sustained spike dps comment about sci and grav wells in the end. At first I thought, sustained spike dps makes no sense. But than it came to me:
    http://s18.postimg.org/bkqpc3zax/basic_axe.png

    A rotating saw should count as sustained dps and since the origin of the dmg are spikes...
    sustained spike dps!

    Ok, thats all I had to say.
    Carry on.

    My stomach is clear and my mind is full of bacon!
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited July 2013
    sophlogimo wrote: »
    Such discussions are worthless without math.

    One captain has APA, giving him a 50% bonus to damage for one third of the time, or in other words, about 18% more damage over the course of a long match. Does Nadion Inversion increase the engineer captain's damage by more than 18% over the course of a long battle? Certainly not. Does EPS manifold efficiency increase damage by 18% over the course of a long match? Nope. Does their survivability increase damage by not being dead? Not if the tac survives for the whole match, too, which is not that unlikely in PVE, and not even in PvP.

    And that is not even taking into account that the other captain abilities of the tac increase damage, too, and these abilities multiply their bonuses with each other....

    So, unless someone can show any computational evidence for the hypothesis that engineers can do as much damage as tactical captains (both with a ship with the same amount of tactical consoles, and configured to max out the cpatain's abilities' effects), I would say... it is probably not true. Diplomatically speaking.

    It's not that simple, forcing a ship to withdraw or even turn can lower its dps output and even cost that ship an alpha cycle. An Eng could have more and better time on target w/it its "tanking" skills where it doesn't have to adjust (ie pilot defensively and/or stop buffing alpha abilities in lieu of defensive abilities) as often. How effective that sustained dps is is another matter. Some Eng captain abilities help it clear some debuffs as well.

    I know i take less damage staying on a high dps target than leaving it be to set up runs as it pleases.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    An engi can double BO without marion or DEM with EPS/NI and good timing. Anybody can use APB. You dont need APA/FOMM/TF to kill things like that. Engi also brings an extra shield heal (RSF) and a hull heal (MW), in addition to the power boosts that let him run max shield and engine power for max defense already. That's in an escort.

    An interesting experiment, put all 3 captains in a shuttle and go fight something. Engi will do the best because of its survivability coupled with the ability to crank up weapon damage with power controls. Sci is second, with the ability to mitigate damage (but not repair it). Tac spends all its time licking wounds in the corner. That is an extreme scenario of course, a single captain instead of a team, but its illustrative.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    I am a big proponent of stretching the limits and breaking past preconceived boundaries but there is no universe in which a well-played Eng will put out more damage (sustained or otherwise) than an equally well-played Tac. It's just not possible and it's by design, sorry.

    It is kind of funny, thinking about it. It's like the Cruiser/Escort issue - each time they try to add something to "help" out Cruisers, it helps out Escorts as well. So yeah, perhaps they "nerf" GDF and add in the Manifold...but with other things they did, eh?

    I mean, I was looking at this hypothetical PvE build...having the Manifold trait, Nadion and EPS - well, the gap that they might cover for an Eng compared to the Tac using APA, TFleet, FOMM...well, that gap's not really there. Power's just...too easy. Which is a trip considering what they did to the Eng consoles saying that power was too easy - yeah, have they looked recently? LMFAO...

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  • masterkeychnk5masterkeychnk5 Member Posts: 0 Arc User
    edited July 2013
    Its pretty much of the effect of diminishing returns that RSF keep getting nerfed more. Fleet shields made engis hurt the most, but also nadeon, eps etc cause of marion, the well known beam array overcap glitch ( this is infact why EPS transfer mainly increased a engis broadside beam boats pressure damage)

    Totally nerfed cause everyone can run EptW, Aux2 bat builds, all can consistently overcap now with beams to like 175+

    Well, engi fleet has always been awesome hasnt it.

    Anyone stillrunnin engi? haha

    So anyway, if you do, you pretty much run with no effective captain ablities or barely, and with miracle worker perhaps as a cold comfort ;)
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  • highlethighlet Member Posts: 40 Arc User
    edited July 2013
    Why would you take a random reddit thread seriously?
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  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited July 2013
    praxi5 wrote: »
    http://i.imgur.com/VEm6osg.jpg

    Guess we've been wrong this whole time, Engineers are the useful ones, Tacs are just for specialized vape runs! :rolleyes:


    IKR?

    But, ssshhhhhhh..... please don't tell any of my tacs they are doing it wrong by staying in the fight. It would break their hearts.
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  • bareelbareel Member Posts: 3 Arc User
    edited July 2013
    While nearly everything that could be stated already has been one more gigantic buff for engineers is soon to appear into the game.

    Elite Warp Cores and their nifty 3.3(?)% damage boost per subsystem over 100. Thanks to the always on +40 power from the manifold trait I know my engi captains will never struggle keeping all 4 systems over 100 but I'm not so sure my other toons will. Depending on what type of bonus this is, does it act like the EPtW damage bonus even boosting a gravity well or does it act like a tactical console and thanks to how the math works make it kinda weak sauce?

    Time will tell.... oh and I have no clue how anyone gets to use GDF in PvE anymore aside from purposely eating HY torps or ship explosions. I've seriously considered taking it off my toolbar.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited July 2013
    praxi5 wrote: »
    But the point I'm trying to make is that the Eng appears to be the better damage option due to it's resisting power drain. A Tac can now do that and be the better choice for damage thanks to the damage buffs.

    "Resisting Power Drain"

    NI is only up every 3 minutes. That's a huge amount of time.

    In the current game, you should be on at the very least a 90s kill cycle (lets call this an alpha cycle) with the potential for a beta cycle halfway to the next alpha cycle.


    verline1 wrote: »
    Engineers can eat spike drains better, like using Faw, Beam overload, with Naidion Inversion, which they can pop when they need.

    Sure if "when they need" means "once every 3 minutes for the duration of NI".

    bareel wrote: »
    Elite Warp Cores and their nifty 3.3(?)% damage boost per subsystem over 100. Thanks to the always on +40 power from the manifold trait I know my engi captains will never struggle keeping all 4 systems over 100 but I'm not so sure my other toons will.

    Let's assume it's a flat 3.3% like EPTW.

    Let's assume an Eng can manage 4 systems at 100+ (although I was pretty sure it was 75+ and not 100+, but I'd need to check).

    Right now in game I can realistically manage 2 systems "above 100" with weapons capped at 125 and shields at 130 on my Fed. With some tweaking and management for when it counts I'm confident I could hit 3 subsystems at 100+ when needed.

    That gives the Engineer a 1 subsystem advantage, or 3.3%.

    It's going to be good for all of the stubborn players who are convinced that Engineers are damage dealers and refuse to make an actual Tac captain for whatever reason.


    The only bright spot in that for an Eng, is that there are times a Tac captain can score kills without the use of APA through stacking other sources of damage. So if a Tac can do this, so can an Eng.

    It will never be the WTF Just happened BBQ that a Tac will score on a decloak alpha strike, but that is on purpose and as designed.
  • saxfiresaxfire Member Posts: 558 Arc User
    edited July 2013
    This is misleading, it should be renamed as the following: Cruisers for dps, Escorts for spike(or beams versus dual heavy cannons), however I have managed to pull 21.4k dps with my scimitar in KASE(rapid fire), and 25.8k dps in CSE (with scatter volley), surely have got my beams into that 26k+ radius in other stfs but khitomer.
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  • captainednacaptainedna Member Posts: 0 Arc User
    edited July 2013
    saxfire wrote: »
    This is misleading, it should be renamed as the following: Cruisers for dps, Escorts for spike(or beams versus dual heavy cannons), however I have managed to pull 21.4k dps with my scimitar in KASE(rapid fire), and 25.8k dps in CSE (with scatter volley), surely have got my beams into that 26k+ radius in other stfs but khitomer.

    that pve right? so if you play a fleet patrol mission you will always win the first place and get purple stuffs (not that they worth much anyway since all good stuffs are in fleets).If you dont have those ships you wont be able to set up the ship for that much damage so you wont get first place.

    maybe this game is or not pay/grind to win ,but for sure they like to f.... with people's time.You grind or pay and in 2 months all your stuffs are useless.
  • saxfiresaxfire Member Posts: 558 Arc User
    edited July 2013
    that pve right? so if you play a fleet patrol mission you will always win the first place and get purple stuffs (not that they worth much anyway since all good stuffs are in fleets).If you dont have those ships you wont be able to set up the ship for that much damage so you wont get first place.

    maybe this game is or not pay/grind to win ,but for sure they like to f.... with people's time.You grind or pay and in 2 months all your stuffs are useless.

    PvE is great comparament since the statics are identical in every aspect, it shows how beams are capable of dealing 5k ish more dps even if it is shared to multiple opponents, if we think this in pvp, we can surely say that if we have 5 escorts vs 5 cruisers, in a testing enviroment against another balanced team, you can split the bfaw damage and multiply it by 5, which is STILL more damage on single target than escort team would be, the difference is that 5 escorts after 1 guy... is pressure damage, but yeah you have your team extending and tacteaming that 1 guy into maxium resistances when you need to heal everybody versus the cruisers.

    5 man a2b cruiser team ftw.
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  • masterkeychnk5masterkeychnk5 Member Posts: 0 Arc User
    edited July 2013
    Thread name should be:

    Tac is for spike, tac is for dps :P
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