13 minutes ago, geek19 said:Getting away from the "arqs are niche but alright" discussion and more towards the "how I do better" with them one, let's start with some basic questions for you:
Loadout? What admiral? What starting speed? Where are you putting them in the fleet? Whats the rest of the fleet? What targets are they going after? How many are you taking at a time? Are you navigating towards or away from danger?
You also keep mentioning squad pushing. Arqs shouldn't be doing that. And are you taking max squadrons with arqs?
I'm going to repeat some of @geek19 and others here for emphasis. If you're having nav trouble I do highly recommend combining Jerjerrod (he didn't come with them for no reason at all) and Entrapment Formation for a relative freedom on the command stack. You probably want Chimaera over a Cymoon providing EF since Cymoons really need more of a reroll, and at the the moment that's basically Darth Vader.
They also definitely should not be squad pushing except in dire emergencies. The five points for the Command version should be thought of as paying for the support slot; the boosted squad command and blue over black dice are tertiary benefits at best.
Finally, @LordCola regarding your original comparisons, it is not fair in the slightest to compare two ships nominally of equivalent value without giving both upgrades. No, there is not an Arq version of Salvation ; there also isn't a Rebel version of Hand of Justice or Centicore (shudders). It gets worse if you're giving one the edge in your comparison, such as the Concentrate Fire command you claim you cannot spare for Navigate on the Imperial cruiser. If no other reason, don't do it because you're going to remember just the final results in your own mental calculus and if you want to really improve, dismantling biases like that are a great place to start.
Edited by GiledPallaeon