[Poll] Favorite Captain Role

After a series of interesting combat recon games over the past few days, I thought I would create a poll to see what your favorite role to fly as captain is.

 

My personal favorite captain role is ECM, it’s tanky (for an interceptor) and does pretty decent damage with the captain bonus, and also has extremely useful modules that benefit the team. Not to mention it is maneuverable enough and fast enough to evade incoming fire.

ECM is probably the best. High mobility to dodge fire, highest survival rating of interceptors, modules to shutdown aggressors, and module immune to damage for several seconds and does decent damage with bonus.

Gunship is probably next, damage becomes obscene while under in Overdrive along with a short immunity to damage and excellent escape option with Overdrive+Engine boost.

Any well built Frigate after that. Engineers has heals, Guard has large HP pool, and Snipers have damage.

Cov ops after frigs because of how squishy they are. Damage is crazy, but not for the unskilled.

Command is eh, so many better options and is vulnerable to large spikes of damage or a good ECM.

Recon is also eh. The only helpful module just separates you from the team and makes you an easy target.

Tackler is just the worst since being marked as Captain defeats the point of cloaking past breaking locks. No inherent tank or damage. And anything is just a better pick.

I like Command because it’s my favorite role, I always fit them with 2 heatsinks on an Assault Railgun with RoF ammo and it’s very easy to get kills. The ship itself is also tanky and just with 1 compact shield generator + 1 leak stabilizer your diffusion shield is good enough to get rid of most people.

 

Against a strong 4 men squad from a good corp I might consider it and pick an ECM or a Gunship.

my favourite is a gunship but the best is an ecm in terms of surviving

I mainly use my Guard if I’m captain. Unless my team are too stupid to put engineers in their lineups, then I use Engi.

ECM is my favorite. 

Guard = I usually always survive.

If I have no ECM equipped, which is captain worthy, I usually take a CO.

 

But actually, against a very well defending team, I even prefer the CO as captain ship because of its damage and being able to push, and in a poor team, I prefer it because of being able to defend against incoming ceptors wanting to dogfight behind the lines until my team gets itself together - or overrun.

I’d have to go with the cheaty ECM.

i voted engineer, but i meant Empire engineer. In fact, i meant Styx

 

 

Your poll doesn’t mean much if you don’t tspecify the factions. An empire engineer and a fede engineer are very different.

Personally I don’t find a Styx a great choice as captain - a concerted spike of damage takes it down, and it is easy to coordinate several pilots hitting the captain at once as it is very slow.

I think ECM is probably best choice, but personally tend to fly CO as captain like g4borg suggests above (mainly as I can’t fly ECM well)

As several people have stated above, ECM is probably the best ship for the job.

 

Doesn’t change the fact that being able to one-hit tacklers using charged positrons in an LRF is awesome.

Ecm is best because it is ridiculously broken under captain bonus, since that bonus gives him the damage boost otherwise it lacks.

But it has survivability, speed, maneuverability, stunning and disabling modules and a panic button in the cocoon mode.

For me, my choice is gunship. You can face melt anything and still have enough survivability and combat reboot.

inquisitor S with resist mod’s on purple, galvanized armor purple, and all healing modules purpled out, plus all the implants that help it be as tankie as possible, oh and the damage boost you get especially with orange heavy blaster helps when your the captain   

 

I guess thats why ppl call the inquisitor “the flying bunker” 

Gunship of course, damage become insane !

I’m not sure most pilots know about the damage boost. In T3 especially I get told off by my team for being aggressive as cap, and other people cower at the back when their positions can one-shot inties and cripple anything in a few good hits.

I’m not sure most pilots know about the damage boost. In T3 especially I get told off by my team for being aggressive as cap, and other people cower at the back when their positions can one-shot inties and cripple anything in a few good hits.

your right, but most players dont know how to stat alive in the first place, it doesnt matter how much boost they get if they cant get out of a tight spot, then they do spoil the match for everyone else, so there better of in the back if there captain 

It’s tough to make a list, but I think overall it would be these as my top:

 

Engineer- use the coil mortar and some healing, it’s tough to get killed, esp if an interceptor is helping

 

All Interceptors!

 

Covert Ops- speed and high offense let me take out incoming enemies before I die

 

Recon- a bit tricky sometimes, but with a shield booster and 5 second invis to shake missles, I often do alright

 

ECM- I try not to use these since I find them somewhat OP, but survivability is good with it

 

 

These I find average, but decent for survivability:

 

Command- hard to kill, strong offense, good with support

Guard- Same, but trade speed for more defense (use pulsar and missle shield to keep off attacks)

 

These I never use:

 

Gunship- poor defense, boring to play, (my least fave ship even though I get pwned frequently by them)

 

LRF- Worst by far IMO. They are slow and incapable of fending of an attack on its own. I eat the cap almost everytime using interceptor or guard or engineer, unless they are well defended.  If you end up using LRF i recommend coil mortar for maximum splash damage against interceptors.

 

 

(first post! Hope this helps a bit, and these are only my opinions that apply to my own style, not judging the choices of others)