I tried what people say is a counter(Tackler) and I can 100% say it’s not, I tried my absolute hardest to kill him with the Heavy Drone and Inhibitor Beam you know what he did?
Cloaked Using Hologram Crystal
Launched Inhibitor Crystal
Killed Heavy Drone
Launched Sattleite Crystal
Slowed Me Drastically
Spammed Inhibitor Crystal
Used Crystal-Infiltrator
Forced No Lock
Unable To Fire Inhibitor Beam
So, wheres the counter? If they can break the lock using Hologram then warp… it has a 3 second cooldown, it’s not a counter.
Limited active time, if they see the module they will most likely warp out and never get close to you again, I’ve had this happen almost all times.
Plus they just Satellite Drone you and force you to slow down so they can hit you with Thar’Ga’Tok.
Never happened to my Trex Mk2. If he has a Tailai - you can ignore him. If he has Thar’Ok and will close on you for bubbles - slow him down, debuff his damage, kill. If he will jump away with emergency barrier - octopus. Pulsar is useless. And with Trex Mk2 reaching 460m/s+ you can chase him a little 
Other counters - gunships with Tilith beam, karud, Tharga with Hive, Jag with gravi beamer and drones. Those are our SCL team primary ones.
ECM generally has the advantage of hacking the sattelite crystal while als retaining superior tank, but taikin can always leave the fight and attack later with full hp.
… but taikin can always leave the fight and attack later with full hp.
If Waz’Got had a little more speed I even would chase them Tai’kins (players call them Fa#t’kin ”)
You don’t have to kill a ship to “counter it”, pushing it out of the objectives, forcing him to run, doing nothing, just as a counter and that applies to all ships. On top of that we dont really have “direct counters” to anything,
Tai’Kins have their strengths, like most of the ships in the game, but staying on point in a team battle is not one of them, they can get there fast but they have problems dealing with things like a classic frig ball. Good guards that get to the beacon on time just as annoying to Tai’Kins as for any other interceptor (well, maybe not for ECMs ”) ).
These are prior to multiple Tai’Kin’s nerfs though
Spoiler
In general, Tai’Kins excel in smaller populated games and bigger maps - they get lots of room to do their shenanigans, in tighter maps and bigger populated ones there just way too much of an AOE going on for them to run wild, but this is the same for all of the interceptors - the more room for them to utilise agility and speed, the more OP they look, just have to keep in mind that nothing is good all the times.
You don’t have to kill a ship to “counter it”, pushing it out of the objectives, forcing him to run, doing nothing, just as a counter and that applies to all ships. On top of that we dont really have “direct counters” to anything,
Tai’Kins have their strengths, like most of the ships in the game, but staying on point in a team battle is not one of them, they can get there fast but they have problems dealing with things like a classic frig ball. Good guards that get to the beacon on time just as annoying to Tai’Kins as for any other interceptor (well, maybe not for ECMs ”) ).
These are prior to multiple Tai’Kin’s nerfs though
Reveal hidden contents
In general, Tai’Kins excel in smaller populated games and bigger maps - they get lots of room to do their shenanigans, in tighter maps and bigger populated ones there just way too much of an AOE going on for them to run wild, but this is the same for all of the interceptors - the more room for them to utilise agility and speed, the more OP they look, just have to keep in mind that nothing is good all the times.
P.S. Bring a Thilit and see Taikins cry.
Yes, denying Tai’Kins is the best approach. Thi’Lith is a good way of denial. Any my-aim-suks-so-I-use-auto-aim guns are good for denial of Tai’Kin. Take it from me, I use Tai’Kin and was being denied plenty with the above said but still not killed. Its difficult to do much when you got the d-bags constantly shooting you with that gun like they are only there to make things hard for you.
I ask one of them why he keep using that gun and he said for the kills mission yet he never killed me but he did prevent me from doing as much as I normally could which is what you should be doing anyway, prevent the opposing team from doing the objective whether it be beacons or killing.
Finally, get and use,(git gud) with a Tai’Kin and you can see for yourselves its weaknesses.
Thing is that a recon and a tackler counter each other, recons can reveal tacklers, tacklers can slow recons down, you just have to find a way to raise above that, using Thi’Lith in is the safest way to keep a Tai’Kin away, deny it from capturing beacons and it will be useless.
Never happened to my Trex Mk2. If he has a Tailai - you can ignore him. If he has Thar’Ok and will close on you for bubbles - slow him down, debuff his damage, kill. If he will jump away with emergency barrier - octopus. Pulsar is useless. And with Trex Mk2 reaching 460m/s+ you can chase him a little 
Other counters - gunships with Tilith beam, karud, Tharga with Hive, Jag with gravi beamer and drones. Those are our SCL team primary ones.
I stopped ship grinding almost two years ago.
1 hour ago, xXThunderFlameXx said:
Thing is that a recon and a tackler counter each other, recons can reveal tacklers, tacklers can slow recons down, you just have to find a way to raise above that, using Thi’Lith in is the safest way to keep a Tai’Kin away, deny it from capturing beacons and it will be useless.
But it can’t. The tackler should be the BEST counter to it but it just has so many broken modules it’s not even a competition.
2 hours ago, xXConflictionXx said:
Finally, get and use,(git gud) with a Tai’Kin and you can see for yourselves its weaknesses.
But it can’t. The tackler should be the BEST counter to it but it just has so many broken modules it’s not even a competition.
But they are, tacklers are great at making Tai’Kins die or run away quickly, but support tacklers were never a “1v1” ship, they not necessary kill inties themselves or in 1v1 situation (except for cruise bubble jags back in the day)
Here is a very common death to “offensive Tai’Kins”
Spoiler
He got caught without his anti slow module on CD and he becomes an easy frag.
Ships only have 4 active slots and Tai’Kins have some very nice modules, and out of these 4 you need 2 to reliably survive a Tackler, which leaves you with 2 for offence, and there are so many good ones - Infiltrator/ SpyDrone, Shield drain micro locator, EM Torp, xxxx Cloud, Crystal Satelite. (not counting Mirage invis since it is an escape vs tackler)
There is just nowhere to put all of that, and if they bring 3-4 of those (as offence heavy setup) and solely rely on invis or warp+heal to survive, tackler with an inhibitor beam ruins their day, and with beam having 9000 reach (on +range tacklers) there is no need to go up close and personal, positioning was always important on support tacklers (or any support ship).
You can even go as far as making a Thilit tackler + with newly buffed slow missiles, that is just great, just try to avoid shooting at multiple people not to kill your capacitor (single target does not consume energy per shot)
So why the heck are you even asking? “I don’t have ships that people say that counter taikin, but taikin cannot be countered anyway”?
I shouldn’t have to grind to one ship to counter effectively.
12 minutes ago, xKostyan said:
But they are, tacklers are great at making Tai’Kins die or run away quickly, but support tacklers were never a “1v1” ship, they not necessary kill inties themselves or in 1v1 situation (except for cruise bubble jags back in the day)
Here is a very common death to “offensive Tai’Kins”
Reveal hidden contents
He got caught without his anti slow module on CD and he becomes an easy frag.
Ships only have 4 active slots and Tai’Kins have some very nice modules, and out of these 4 you need 2 to reliably survive a Tackler, which leaves you with 2 for offence, and there are so many good ones - Infiltrator/ SpyDrone, Shield drain micro locator, EM Torp, xxxx Cloud, Crystal Satelite. (not counting Mirage invis since it is an escape vs tackler)
There is just nowhere to put all of that, and if they bring 3-4 of those (as offence heavy setup) and solely rely on invis or warp+heal to survive, tackler with an inhibitor beam ruins their day, and with beam having 9000 reach (on +range tacklers) there is no need to go up close and personal, positioning was always important on support tacklers (or any support ship).
You can even go as far as making a Thilit tackler + with newly buffed slow missiles, that is just great, just try to avoid shooting at multiple people not to kill your capacitor (single target does not consume energy per shot)
What part of, Hologram Crystal(breaks tackle) Infinite cloak by the Camoshield