The current Slowing Field Missile which is only useable by Tacklers is very situational and not very useful in a dogfight. The radius usually ends up trapping the tackler in the immobilizing aura, leaving them with no edge in combat. The best case scenario is for Tacklers to use this missile as a catch-up device, slowing an enemy that is running away. But even then, the enemy (if fast enough) will usually pass through the field before the Tackler can catch up.
Suggestion:
Make the Slowing Field Missile disable all ship helm control (similar to the ECM module) only affecting the target it hits for 5 seconds. Increase missile reload time to compensate.
The current Slowing Field Missile which is only useable by Tacklers is very situational and not very useful in a dogfight. The radius usually ends up trapping the tackler in the immobilizing aura, leaving them with no edge in combat. The best case scenario is for Tacklers to use this missile as a catch-up device, slowing an enemy that is running away. But even then, the enemy (if fast enough) will usually pass through the field before the Tackler can catch up.
Suggestion:
Make the Slowing Field Missile disable all ship helm control (similar to the ECM module) only affecting the target it hits for 5 seconds. Increase missile reload time to compensate.
So you want a tackler borne stasis missile? yeah sure, why not? do you want also doomsday damage? and EM missile maneuverability?
Oh wait! Why don’t you ask for FoF missile so you don’t even need to lock on target? that would be wonderful!
It only would disable helm control. The ship in question would continue to drift in a straight line, and would still be able to use active modules and fire weapons. So if it was used on a Gunship, a quick Combat Reboot would solve the issue. And pretty much any ship with Multipurpose modules set to the Implant that makes them immune to immobilizing effects would also have a counter.
Just make tackler missiles to have a cloak on them, too…no lock indications or incoming missile information. This would give (at least lower tiered tacklers) the edge they need to be worth a damn.
I’m halfway serious about this…started making the post as a joke, but the idea’s grown on me in three sentences
Just make tackler missiles to have a cloak on them, too…no lock indications or incoming missile information. This would give (at least lower tiered tacklers) the edge they need to be worth a damn.
I’m halfway serious about this…started making the post as a joke, but the idea’s grown on me in three sentences
That is a good idea.
But anyway I think slowing missile is good enough. You just need to know when to use and where. It is not a straight forward attack missile, but a tactical one.
But anyway I think slowing missile is good enough. You just need to know when to use and where. It is not a straight forward attack missile, but a tactical one.
Maybe these cloaked missiles will reduce the enemy’s speed just like they do now, but not in a “field.” Perhaps it would also affect nearby ships in the splash damage with speed reduction proportional to damage received. Also, I like how tacklers have to decloak to fire, so even though the missiles themselves would be cloaked, they will still require the tackler to be exposed. The slowing field “cloaked” missiles can only be shot down by a Guard’s advanced missile targeting computers (let’s just say that it can somehow detect the disturbance in space and realizes a missile has been fired…or something)
It is still tactical, more interesting, and helps a class that needs help.
Tacklers are quite good now. Cloaking buffs, drone buffs and fighter shield buffs have made them much better. I love playing them, and I only hate the epic big and ugly frame of the Lion hull. If not, I would use them more in tier 5.
I still use the Lion MK2 in SQ though, very good to counter inty spam.
Tacklers are quite good now. Cloaking buffs, drone buffs and fighter shield buffs have made them much better. I love playing them, and I only hate the epic big and ugly frame of the Lion hull. If not, I would use them more in tier 5.
I still use the Lion MK2 in SQ though, very good to counter inty spam.
Well, I partially agree. You have to be a damn good tackler pilot to excel at the class (and knowing you are a great pilot, Evi, try to put yourself into a Ace’s shoes ). Too many tacklers are pwned by veterans when they leave invisibility because they are nearly defenseless unless they have the survivability modules and raw skills to handle a 1v1. Sure, they can debuff a single ship like no one’s business, but most of those buffs can be broken simply by going into cover.
Well, I partially agree. You have to be a damn good tackler pilot to excel at the class (and knowing you are a great pilot, Evi, try to put yourself into a Ace’s shoes ). Too many tacklers are pwned by veterans when they leave invisibility because they are nearly defenseless unless they have the survivability modules and raw skills to handle a 1v1. Sure, they can debuff a single ship like no one’s business, but most of those buffs can be broken simply by going into cover.
If a random face a veteran, the problem is not the class. Those randoms would die in any class.
I was also a random before learning to play properly, and I played the class very carefully because it is a bit unforgiving. And I loved them. They are not attack ships, they are support ships; they are the cloak and the dagger, not the broadsword.
In fact, the Panther was my second premium ship after the Deimon (I bought it at the same time that the Leonina)
Idk my solo tactic tackler can destroy frigates in 10 or less seconds. LRFs take even less time. Target painter, singularity cannon, kinetic rockets, sentry drone.
Nah, it’s the fact you said “Solo” and “tactical” in the same sentence Just seemed funny, but hey, if you can pull it off, I’d call it skills instead of tactics haha
Being disabled is not fun, and it’s also insanely overpowered in squad situations. Combined with a purple ECM these proposed missiles could destroy any kind of balance in the game.
We can also think of the tackler’s other roles. Missiles that decrease resists, speed (revised, though), or short-term afterburner disabling missiles would be interesting to consider. Not advocating for any of them, just throwing the ideas out there.
Being disabled is not fun, and it’s also insanely overpowered in squad situations. Combined with a purple ECM these proposed missiles could destroy any kind of balance in the game.
No support at all from me.
Woah, woah, woah! You’re telling me that a missile that would make a ship drift in its last direction of travel for 5 seconds (during which the ship would still be able to shoot and use modules), and would only be available to Tacklers would be OP?
The ECM module equivalent of this disables everything on the ship. And yet, somehow that is ok, but a dumbed-down missile version for the Tackler isn’t?
The missile should reduce rotation and strafe speed for a certain amount of time for the target instead of making a slowing field. The missile should be invisible by sensors but can be taken down by AMS.