Module: Tachyon Sweep

Module Type: Multipurpose Active Module, T3+

Cooldown: ~30-40 sec?

Effect Description: Floods your sensors with tachyon particles, boosting their sensor range and resolution.

Effect: Your ship acts like a Microlocator for x=4 seconds, revealing camoed and breaking cloaks of units in a range of a=400-600m around your ship. Also boosts your sensor range by an additional y=65% for z=8 seconds. x,y,z,a might scale with class.

Energy cost: medium, scaling on class.

 

Helpful for Invasion fits, helpful in Dread battles, countering holograms, tacklers, camo, snipers at the expense of an active slot. Does count as mp module for implants. Does not count as role module for implants.

 

Just a thought. Discuss.

Tackler modul is allready to sensitive… Why make more anti tackler modules?

True that, which is why it is just an idea.

But actually, I would not care as tackler, about someone who misses an active module for such a short range decloak, personally. Either I am already upon him and he just spoils my surprise, or I am far enough away so he can’t touch me. So I think against tacklers this is just a minor counter compared to what most people could equip anyway. It’s much more deadly to recons, or at least helpful against cloaking fields.

As much as I hate Tacklers and Recons cloaking, I think we have roles for a reason. Recons are the ones providing high sensor range and decloaking people.

 

And the Tackler cloak is far from sensitive. I find it pretty strong.

Can I have a Orion in my recon then?

As much as I hate Tacklers and Recons cloaking, I think we have roles for a reason. Recons are the ones providing high sensor range and decloaking people.

 

And the Tackler cloak is far from sensitive. I find it pretty strong.

strong??? Please explain.

strong??? Please explain.

 

The cooldown is very low, specially if you are cloaked the whole time, when you decloak you can deal good amounts of damage for a brief time. Plus when you cloak you have a couple of seconds where even taking damage you don’t decloak. A Tackler can pretty much cloak twice in the same dogfight.

 

And I’m saying that as a Tackler player myself, my ship lineup always has 1 Tackler at least, and I know from first hand how good its special module is.

As much as I hate Tacklers and Recons cloaking, I think we have roles for a reason. Recons are the ones providing high sensor range and decloaking people.

 

And the Tackler cloak is far from sensitive. I find it pretty strong.

Anything can have sensor range, it is not unusual to have a sniper with 10k range, or similar, the secondary effect was basicly only to not seem completely useless. It’s a luck and guess module, with the range of reactor overload, it should not have a number indication either how many targets you affect, as multipurpose module, and while it is on the long run a bit more dangerous for the recon itself, again it only counters one recon module directly, nor does it help to deny tackler attacks completely. The range could be even more miniscule, barely enough to allow a ship to detect something if he knows exactly where it is; better tho, to deny holograms, if no recon is available.

 

It allows to substitute for a recon in another class, with given drawbacks, and is useful to destroy holograms on any ship. Of course, it is also not needed if the holograms get reworked somehow else, I see that; but while T4&T5 atm. get rampaged by guard destructors making tacklers a hard time, I don’t expect that to last because obviously, destructor might need a nerf in the long run, which is just my speculation as a player, not anything more. Then I do prophecy a Tackler comeback until the numbers might even show what also you seem to recognize in your daily play: too many gunshiplike tacklers, not enough firepower, especially against guardballs, loses you most matches…

 

Once the Destructor madness clears and T5 gets a reflux of more players, which definitely exist roaming around in different tiers, I suspect, the cloaking fields will reveal themselves to be much more of a threat in organized games, creating a lot of strain on the recon class. If the holothing gets nerfed too hard for example by popular demand, it could backlash into recons becoming extremely unpopular again, because they are too weak to keep on decloaking a full fledged assault. So at the moment, even if the idea might sound totally balance changing, you gotta realize, the balance is still in the progress of changing, it is not already “over”.

Which is why I still considered the idea worth mentioning. But you are of course right, with everything you say, tho.

 

However, for Tacklers, imagine the module on a cruise tackler (anti-tackler build). Imagine the recon with blinking the whole map. Those roles actually have some room to manouver with the active slots. So it felt like not a real nerf to tacklers or recons to me actually…

 

I would not expect such a thing to be implemented, but at least, it exists as idea and influence, and is not lost in the patch discussion :wink:

It decloacks easy, cooldown is great, but cloack can be broken easy… Those few sec don’t allways save u. And I’m talking this as someone who likes tacklers a lot. And in addition micro loc, spy drone is more than enough 4 decloack, web has u unable to cloack, pulsar decloack’s u… Destructor in last few monthes… So either u make tacklers decloack resist to dmg stronger or don’t make any other decloack/location pointing modules.

Hey, I love flying Tacklers (no Cruise Engine no Drones though), and yes, Recon modules are enough to decloak Tacklers but that doesn’t mean the module is weak or that sensitive. Tacklers are damn strong Imo and it’s easier to get kills with them than with Gunships.

 

As I said I wouldn’t make such a multipurpose module real.