Make Inhibitor Beam limit target rotation speed

So, tacklers still have the problem that while the engine suppressor and inhibitor beam drastically slow down interceptors’ speed, they do nothing to the interceptor’s rotation speed. This means that even with both debuffs up tacklers still can’t dogfight interceptors properly, because they can still circle the tackler at 500m and stay behind it, while the tackler can’t track it properly.

 

So, what do?

Have the Inhibitor Beam reduce the rotation speed of the target, (this is the clever bit) by capping its rotation speed to that of a fighter, somewhere around 90 dps.

This will make tacklers able to dogfight interceptors or speed fit fighters, while not allowing them to run rings around frigates.

voted yes to tackler proposals but i do believe it shouldn’t be a 1 on 1 assessment because the tackler is supposed to make it easier for ‘others’ to kill off whatever you are debuffing.

Then why not make the target painter reduce more resistence of otheres ship? Nerf int this, nerf that and you guys forget the problem to take tank ships in t3-t4

you guys forget the problem to take tank ships in t3-t4

I guess making the TP have a bigger resistance penalty on bigger ships would work, but I figure tacklers aren’t really the ship for the job. I’d have thought a buff to gunships and/or LRFs against larger targets would be a better way of doing it.

Not sure what your point is here though. “A is broken therefore B shouldn’t be fixed”?

voted yes to tackler proposals but i do believe it shouldn’t be a 1 on 1 assessment because the tackler is supposed to make it easier for ‘others’ to kill off whatever you are debuffing.

 

It appears that Tacklers are designed for removing interceptors from the field, given their debuffs. Engine suppressor? Inhibitor Beam? Both reduce the target’s overall speed. What other ship should we use it on except for interceptors? For frigates it’s pointless, for fighters not so much but still not that useful.

What other ship should we use it on except for interceptors? For frigates it’s pointless, for fighters not so much but still not that useful.

 

I believe that in T2, TP’s resistance reduction is still pretty useful.

Then why not make the target painter reduce more resistence of otheres ship? Nerf int this, nerf that and you guys forget the problem to take tank ships in t3-t4

 Intys still require a nerf in the lower tiers. T3+ they need their paper hulls sorting out.

 

I love using that phrase… ‘Paper hulls’… Reminds me of the paper aeroplanes I used to throw into the Headmaster’s office…

 

Anyway, back on topic…

It appears that Tacklers are designed for removing interceptors from the field, given their debuffs. Engine suppressor? Inhibitor Beam? Both reduce the target’s overall speed. What other ship should we use it on except for interceptors? For frigates it’s pointless, for fighters not so much but still not that useful.

 

 

sorry if my feedback was unclear, it was a response to this:

 

 

This means that even with both debuffs up tacklers still can’t dogfight interceptors properly, because they can still circle the tackler at 500m and stay behind it, while the tackler can’t track it properly.

 

Tackler modules aren’t necessarily ineffective only because it doesn’t even up a 1 v 1 engagement. Just as heal modules are not necessarily ineffective just coz it doesn’t help a frigate survive a 1 v 1 against an interceptor. It could be the case where both these types of modules were intended to work as part of a team. The heal module is to give your protector the edge against your threat, same for the tackler debuffs.

 

I did however voted yes to improving the tackler modules because the class still lacks survivability to serve it’s role, even in higher tiers.

 

Say in a 2 v 1 encounter where you debuffed an interceptor for a team-mate to kill, this still does not confer enough advantage to your side due to the fact that the tackler can get killed before your team-mates have done their job. Low Survivability and the need to keep LOS and close proximity just doesn’t add up to the Role - Function.

 

So either make the modules work in 1 v 1 as Binky proposed or improve functionality as part of the team, like not requiring Line of Sight and added range.

  sorry if my feedback was unclear, it was a response to this:   Tackler modules aren’t necessarily ineffective only because it doesn’t even up a 1 v 1 engagement. Just as heal modules are not necessarily ineffective just coz it doesn’t help a frigate survive a 1 v 1 against an interceptor. It could be the case where both these types of modules were intended to work as part of a team. The heal module is to give your protector the edge against your threat, same for the tackler debuffs. I did however voted yes to improving the tackler modules because the class still lacks survivability to serve it’s role, even in higher tiers. Say in a 2 v 1 encounter where you debuffed an interceptor for a team-mate to kill, this still does not confer enough advantage to your side due to the fact that the tackler can get killed before your team-mates have done their job. Low Survivability and the need to keep LOS and close proximity just doesn’t add up to the Role - Function. So either make the modules work in 1 v 1 as Binky proposed or improve functionality as part of the team, like not requiring Line of Sight and added range.

I just keep seeimg these and thinking: maybe Stryker could help…

I looked and honestly not too keen on class passives. Rather have the basic tackler fixed first.

I’d kind of like an anti-maneuvering module in general, which includes strafe, roll, and rotation. But I’m afraid it could cause some OMG OP responses.

I support Binkys idea of making engine inhibitor caping the tagets rotation speed to 90 deg/sec.

It wouldent be a big change, but it could change thoes awkward moments when a tackled interceptor with 20% hull and 0 shields is getting away from +4 ships because it just got into a engineers healing range.

It would also give tacklers a decent chance of winning a 1vs1 against a interceptor, tacklers are supposed to make sure interceptors die after all…