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.
Aye. That is troubling indeed. They are better at inty hunting, IMO, but they otherwise don’t quite have a proper role.
In all the honesty, tacklers can’t really hunt interceptors that are decent. At all. It lacks both speed and tankiness for it (federation). Jericho can to some extent, but it still can’t survive the melee, and snares are all but useless against anyone with the slow immunity implant. Doubly so with R14 imperial implant. About the only case where I found snare to be really functional is the one shot combo with gauss on someone who’s really low already and had his EB blown, or catching frigates in the middle of attack or retreat in a place where they really don’t want to be.
Other option is popping engine suppressor at the same time with friendly ECM popping ion beam. This however has been nerfed hard by ECM nerf, so you can only inhibit for 3 seconds, after which enemy interceptor will flare off your beam. Your teammate can also try to energy drain, but it’s pretty weaksauce now. For a teamwork CC that requires exact timing, the reward is pretty low.
And yes, some maps are very nasty for gauss users, such as Ice Reef. But Ice Reef also allows you to flank enemy from unexpected angles with varying degree of success if you have range of gauss. Problem is that you’ll have to stray away from your main team core, and that means you’d better not have spy bots on you when enemy decides to get rid of the annoyance.
Most people who have playing on and off have at least one R15. You on the other hand only have one R14. That means you just leveled one R11 to max to buy R14 and quit. Which coincides with my argument, supported by the fact that I haven’t seen you in T4/T5 once, even though I’m 15/15/15. As you yourself have earlier confirmed. I can honestly claim to have seen most if not all people that actively play T4/T5 at this point.
So either you have been religiously queue dodging me, or you’re not telling the whole truth.
I have actually come a longer way than you think…
I started with these ranks and currently got:
Empire inty from R6 to R11(500k synergy(Because screw progression) away from R14)
Empire fighter from R9 to R13(200k synergy from R14, and about 800k from R15 im quessing)
Empire engineer from R10 to R14
Jericho guard from R9 to 12(Lacking credits to buy R13)
Jericho LRF from R6 to R9(Because they are fun to fly)
I queue dodge no one, i simply fly R11< ships to not get matched with T5 while i get more synergy on my T4 ships.
Why would I lie? All you are is a sad little person in my eyes.
Nice to see Tackler getting some discussion time on patchnote thread.
As for roles, I’d love it if we concentrate on fixing it’s main purpose in life: – Kill Interceptors
All these other niche roles tacklers gradually developed into happened because it fails at doing what it’s meant to do.
First - My priority would be to eliminate every single interceptor counters to tacklers
camo, targeting lockouts, stuns -
The tackler should be impervious to all of those - read that - Tackler As Hard Counter To Inties.
I’m ok with the implant issue
Putting it simply - Interceptors should have ZERO advantage over Tacklers
Second thing that needs reworking are the ship bonuses. Varying Range, Effect Strength and Energy Consumption makes Tacklers harder to fit and fly without adding any real impact to the Fun Factor. Scrap those ship bonuses and buff the modules across the board. Then give role enhancing ship bonuses in it’s place like Main Weapon Optimal Range, Ship Turning Rate, Cloak Duration, Passive Hull Regen. What’s the thinking behind the current ship bonuses? It makes it harder to play the role without necessarily adding extra Fun to it. I say overhaul the bleedin bonuses.
Third - the variables between Mk.s on Tackler active modules could do with shuffling around eg. making active range a constant instead of variable and switch that with effect duration etc. variables on Target Painter and Engine Inhibitor for eg makes no sense. Things you need to work them are variable meaning you REALLY NEED THE Mk. UPGRADE while what could be nice bonuses are constants. Unless if you’re happy with power being able to be bought with GS I vote to have these changed around.
Fourth - Tackler Module mechanic tweaks like Target Painter LOS requirement, Target Painter Effect not stacking (use diminishing returns to balance), Debuff Assist mechanics etc. I can’t remember if I attached the summarized game logs from a test session I did on that Tacklers Need Buff thread. In case I didn’t - it clearly showed debuff scoring was/is severely impractical. Much easier to make kills than it is to score support points.
If a week old pilot comes on here and creates a topic titled TACKLERS OP after buffing them… Mission accomplished. Because right now - that really looks improbable because of how bad the tacklers are.
Target Painter doesn’t stack, and already needs LoS.
I guess you could make the Target Painter make people affected by it unable to cloak.
That would certainly help, but still good interceptor pilots will try to hug big debris and brake LOS ASAP meaning you blew your best module against them and are very open to getting rushed down.
I’m not sure how you can buff the tacklers without making them bigger/slower ECM ships.
That would certainly help, but still good interceptor pilots will try to hug big debris and brake LOS ASAP meaning you blew your best module against them and are very open to getting rushed down.
I’m not sure how you can buff the tacklers without making them bigger/slower ECM ships.
If he is so close to an asteroid(etc) to escape your LoS, then he wouldn’t need to use the cloak would he
Target painter should stack and LOS requirement needs to be done away with. They won’t be ECMs - Tacklers affect different areas of combat. Res and Speed. I never understood the Res debuff however, seems so Anti-Frigate to me.
Target painter should stack and LOS requirement needs to be done away with. They won’t be ECMs - Tacklers affect different areas of combat. Res and Speed. I never understood the Res debuff however, seems so Anti-Frigate to me.
I doubt that making target painter a good way for to hoard assists will help the ship much. It suffers more from lack of direction (what is it meant to actually do? Anti frigate, anti interceptor, anti fighter?). It’s modules are weird in that they don’t really give it any useful utility against average and above that interceptors, at the same time giving them what is a pretty good anti frigate and anti fighter utility (target painter) and useful area control tool (sentry).
In the end, it’s just a really weird fighter that can’t do anything well enough to justify being brought instead of a gunship or command ship outside few niche scenarios. And that hurts it the most.
I guess you could make the Target Painter make people affected by it unable to cloak.
True, although since cloak does not break TP you can just shoot them straight out of it immediately anyway.
Target painter should stack and LOS requirement needs to be done away with. They won’t be ECMs - Tacklers affect different areas of combat. Res and Speed. I never understood the Res debuff however, seems so Anti-Frigate to me.
But that’s the thing. TP basically is a damage buff for your entire team against a single target. Applies to all damage put out by your team, unlimited in range so your snipers can join in, and stacks with Valkyrie. It’s a great force multiplier and should be applied against the hard targets that get focus fired.
The module as such is fine, the only problem it has is range, in particular on the hulls that do not provide a range bonus. Getting that close to the hard targets while holding line of sight gets you killed before you do much good. I don’t like removing LoS requirements though, as far as I’m concerned they should be added to all modules that don’t have them.
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.
Well, at least that worked. And even that playstyle-option isnt aviable anymore.
and just t5 is no fun ,and all solo or not esb nasa no go on t5 because a minority player camp it and farm all other player want to play it…i have many many t5,and i can said you with all implant and k2 stuff or green,they farm u too…it’s very bad when u want play it…same in little squad without esb or other camper t5(sy esb,not personnal)
but that is why,i m very dipotointed to have put many time and money for see that after,they farm u easyly,too easly…hope the dev do … for other have t5 can play it too…
ps :please esb and alll t5 in place,give the place too other want to play it,go custom u,u can u know who play with u on vs always,the friend’s family ;)…u block all other guy’s,no fun for us ;)…
So many excuses on why T5 is too hard that fly directly in the face of my experience… yesterday! I spent the entire day flying solo yesterday after I came home in the early evening. Some teeth grinding, lots of fun.
In before the “oh you blue purple OP player”.
Had to level tacklers from R12, and then gunships from R10 and ECMs from R11 against R15 squads. Had loads of fun in the process. It’s all about the mindset.
Luckyo I know you haven’t leveled those solo completly. You leveled them with friends mostly.
Try doing that solo entirely, and it becomes near impossible without facing 3 man squads or 1 v 1’s non-stop. The 1 v 1’s aren’t that bad, and are quite fun. But the 3 v 3’s is undoable since it’s always 3 randoms vs a 3 man squad.
You have absolutely no idea what you’re talking about.
the internet is for trolls…
Once again you are talking out of your backside - I do not own 50 + purples, 20 maybe if that split across 4 tiers.
Stop blaming your own failings on everything else - Learn to play better, simple !
And there are players out there who do have full purple ships purely because they have been playing longer, instead of crying about it you should shoot them in the face and see what happens
the internet is for trolls…
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.
benefits are control, and outranging some of the counters from ecm/covert/recon.
So many excuses on why T5 is too hard that fly directly in the face of my experience… yesterday! I spent the entire day flying solo yesterday after I came home in the early evening. Some teeth grinding, lots of fun.
You’ve stated you fly during Russian peak types. If I play in the morning, I’m facing T4 ships in T3 to give me plenty of slayer of immortals. If I try T4 at night, I get put in 3v3 matches with bots. Recently at night I have trouble getting even a full human team in T3!
Try playing at 6 am Moscow time on a weekday and see how dead T5 is. The typical number of users is around 800 or less.
nukes are lame as hell, they prevent the beacon from being contested during a capture, since they act as a CC as well as a nuke. you cant possibly have enough guards to drop all the nukes, also considering missile shield will hit other missiles as well. they also do more damage now with lower HP. when used with ecms and slowing field effects… just broken. especially given the pace of the game, and how quickly beacons reduce your reinforcement score.
grind times are what i previously said, having completed 2 factions to r9 now. 20 hours per faction from r6 for that grind. so 175 hours total till R9 completion, and starting on R10. that’s 1.5 months at 4 hours per day, 2 months at 3 hours per day, 3 months at 2 hours per day. assuming 1.3 win ratio, and completing all the contracts as soon as they are available. 450-500 games won. so about 2+ months for the average player. with premium+DLC. however, the synergy grind in T3 is looking like it will take longer than the faction grind. in T2 they were equal. T3 appears like synergy will take 33% longer…
overall, loyalty grind times aren’t too bad up to R9, except maybe the synergy grind for T3+… also, premiums are still worthless. also, the loot grind is ridiculously off the charts. shouldn’t even exist in the first place (see below). i mean, if anything, it should provide an additional chance to get loot, on top of it being available in the market. but other than that…
also, my last 110 loot attempts (with 6 looting chances, premium+scanner): 7/92 mil (7.6%), 0/18 exp (0%), 7/110 total (6.4%)… and therein lies another problem with stacked 3 probabilities on top of one another… ridiculous… i still only have 7 experimentals (6 T1, 1 T2) = 1 in 70 games won (1 in 120 games total). first you’re stacking chance to even find an item, then chance to salvage item, then chance to obtain a given item out of hundreds… lmao. technically, probability states that out of 18 tries on experimental loot, i should have a 85% chance of obtaining at least one… err… wrong ;p