Any player who has mained Tactical for a bit knows what I'm talking about when I say that the Tactical has a few survival problems. Many of them are not so much the fault of the Tactical itself so much as they are other classes; others are painfully obviously the Tactical's problem and need addressing. A comprehensive list of some of the tactical's durability issues follows.
* Tacticals who are attacked by Sword assaults have two choices: Die, or pack a Meltagun. Usually, it's the former, as Tacs facing Sword Assaults typically die in 1-2 hits with zero chance of escaping. This is mostly due to the "stickiness" of the Chainsword (curiously, this is something the Power Sword seems to be less-effective at); it can effortlessly close the gap far more effectively than the Tactical can dodgeroll, and is unaffected by Blind Grenades. Fixing the "stickiness" of swords would likely go a long way towards fixing this issue.
* It's possible for an Assault or Devastator to die from one frag grenade, but it typically takes a Master-Crafted one to do it or being at the dead-center of a blast. Tacticals have a noted tendency to take more damage from the blast and die from casual proximity to explosives far more often than Devs or Assaults. This is mostly due to the fact that they have nothing like Impenetrable or Iron Halo, but also because Tacticals have weaker armor and health stats than their counterparts as well. Mirage Knight has called for standardized health/armor repeatedly, and I'm inclined to agree with that.
* Tacticals have no defensive perks other than Larraman's Blessing, which really doesn't help during fights. This is a stark contrast to the Assault which gets two defensive perks (Final Vengeance and Impenetrable), both of which are worth taking and have direct effects, and the Devastator which gets three defensive perks, all of which likely have direct outcomes on fights (Reactive Blast, Iron Halo, Feel No Pain). As it stands, Larraman's is an underpowered and underutilized perk. Boosting the Tactical's max HP instead of the boosted regen would make this perk a hell of a lot more versatile.
Your thoughts?





