Talk:Tractor Beam/@comment-174.58.29.72-20160219132503

The discussion on damage and percentages isn't actually that helpful.

This is NOT a tool for dealing damage. This is a tool for maneuvering your opponents ships. Which can THEN deal damage. a barrel roll or straight boost will often be enough to change range increments based on which way the ship is facing, putting a potentially dangerous attacker back into range 3 of one of your ships, or barrel rolling him away from a shot will be far more valuable than the 1 agility loss.

A tractor beam on a medium to high ps ship, especially a manueverable one like a defender will threaten to reposition ships each turn, forcing your opponent to fly differently. If your opponent wants to have a guaranteed shot, they will have to position their ship so yours is right in the center of their firing arc, making them very predictable. Because if they slide their arc onto your ship right at the edge, you can barrel roll them away from it, assuming you have a decent ps.

My idea is to be running Col. Vessery with VI and Tie/D, supported by either a few Tie Advanceds with Accuracy Correctors or a two ship build with a decimator.

Your decimator moves first, target locks an enemy. Vessery uses his insane dial and barrel roll to line up a shot and then has a target lock to acquire from the decimator on his tractor beam shot. Then another for his primary. (probably putting a ship into range one of the decimator to gain stress and extra damage.)