only use i see for tacklers is those with extended range. gives you control on a tackler, if nothing else. modules ranges probably need to be looked at and tweaked, while ship modifiers removed or something. it can prevent a beacon cap, a push, a covert from arcing your frigate/commander, etc.
I don’t really see the benefits of extended range, apart from boosting the pathetic range of the inhibitor beam. Most fighter weapons don’t have that much range anyway.
Or maybe I’m too used to close combat with a tackler. It’s harder for anyone to break the debuff beams when you engage at close range.
also, is it just me or does anyone else find mass slowing field missile spam ridiculous? entire fights in slow space… takes so much away from the pace of the game…
It’s also a not-very-nice way of getting debuff assists.
lol @ Luckyo and Funky
And yea, tacklers’ former 100% module range bonus + gauss + insane bullet speed actually gave them a meaning on the field. Now you’re in a situation where you have to choose between being sandwiched by enemies* or looking like a troll who only flames the battle from the tribunes (cannon foddering is for other types of players). The other bonuses are… not even worth mentioning.
*read as different words and in an appropriate context for advanced mature humor
Range bonus + gauss can be pretty nice in wide spaces, but whenever I equip the gauss, I end up playing in maps like Ice Reef. The game seems to be sentient. I swear my iTunes is as well, always picking out highly inappropriate music for the situation.
I honestly don’t think that’s how tacklers were supposed to function. They have target painter, drone and two slows for a reason. You’re supposed to be the ship supporting the assault, isolating targets with slows, guarding the approaches with drones and target painting the heavily focused tanky targets. We can jury-rig them as “special ship type killers” yes, but their mods just don’t support that all too well.
It’s very obvious when you look at other fighter roles: Gunship’s mods support the “hit enemy hard and get out” gameplay and “hit enemy hard and advance” gameplay. Command’s mods support the “sit back and snipe while supporting your team’s core” gameplay.
In comparison tackler just feels like it has no clear goal, no clear direction. And that is troubling.
Aye. That is troubling indeed. They are better at inty hunting, IMO, but they otherwise don’t quite have a proper role.