2 hours ago, millanbel said:
Doesn’t that shield module (the one like the reaper module) cancel tackle also? That’s what I was counting as second combat reboot. That seems to be the case but I dunno and have no way of testing it. As a non-paying scrub I don’t have access to high-rank thar’ga so I have little idea how the modules work exactly. Well either way they seem to be able to switch off my tackle modules at will.
8-2 Implant and 14-1 and reboot, nothing regular ships don’t have access too
Emergency Shield that pops at 15% hull not only should not be removing any negative effects but it’s even slows down a Tharga for 10 sconds
2 hours ago, millanbel said:
Jumping 2000km almost always gets them out of hard tackle.
Yeah engine inhibitor shuts down cruise engine but they are still ridiculously fast without it. Like ceptor fast. They don’t use engine overcharge because they don’t need it.
It is harder to tackle a thar’ga because with other gunships I can see them use up modules and time it properly. Thar’ga has so many crazy effects and modules that there is no way to time hard tackle.
Engine suppressor is what 3100 range without a Range bonus, yes 2k jump mostly will break this, inhibitor - no, if you are using Tackler with Range bonus, it has to jump behind a cover to break it since getting out of range rarely would happen
All anti slow effects are exactly the same as for all classic fighters, same animations, same modules, even same timing
2 hours ago, millanbel said:
And… even if I was able to tackle them, they just kill my tackler with one or two shots anyway. Guy yesterday did 12000 damage to me in one shot (70 kinetic resist shield and low kinetic resist hull).
Kosty, for all your countering my statements one by one, I know by experience after many fights that it’s a lot harder to kill a thar’ga than a fed gunship (weak tank) or an empire gunship (slow). It’s the combination that’s ridiculous, not the properties individually. Thar’ga is fast, has high tank and regen, has extremely high damage, and can jump 2000km in any direction. There’s a reason people like niri fly exclusively thar’ga…
(oh, and I forgot to mention that they have their own insanely effective tackler module…)
just like you are not going to battle 1v1 CovOps and ECMs and Recons with a support tackler, and focus to enforce your presence form a second line/ flank - same for TharGa
Thar’Ga does not have raw tank,
Thargas are build with 2-3 Shield slots and 3 Hull slots
Shields:
Mostly 2x combat regeneration (regen under fire) + adaptive / em resists, a lot of tharga’s arent even putting any resists into shields, since there isnt really much options to do so, so it is a naked regen, thermal and EM weapons pretty much ignore that “super duper regen” like it is not even there.
some will equip a “off-combat” shield regeneration that kicks in 5 seconds after TharGa did not shoot guns or used modules, - that regen is pretty big, but tharga can not be offensive to have it active
Hull
1x Crystal armour
1x hull Adaptive
1x Matter absorber
As a tackler you gonna shut down adaptives (plus potential adaptives form shield as well), matter absorber has no resists, it regens 2k hp in 4 seconds if something dies within 750m, which is not really that a lot to overcome incoming dmg. So only true reliable tank it has is a single crystal armour + 9-1 (and with new one hit collision dmg that is going to be mostly 9-3) so raw tank on Thar’Ga is quite small
2 hours ago, millanbel said:
(oh, and I forgot to mention that they have their own insanely effective tackler module…)
This effects is affected by Proton wall and 2-3, all targets that are vulnerable to this effect (agile close range ships) should be using proton wall anyways,
This effect is subject to CC diminishing returns just like what ECMs have
This effect is subject to 8-2 implant removal
all of that makes this effect is not that uber awesome as you make it to be
It only reduces manoeuvrability. not disabling you, not slowing you down