The poll was altered / updated.
Please delete the old votes (unless they match what you want) and re-cast them.
Updated info:
Tackler special and active modules or other tweaks part 1
- Speed buff when cloaked
When you activate Chameleon to cloak your ship receives extra base speed while under the effect.
- Decloak damage buff after-effect
When your ship comes out of the Chameleon effect naturally or forced, you receive temporary extra damage bonus.
- Increase survivability / agility / speed according to faction
Overall increase in these stats, percentage based, depending on faction (feds more speed and agility, jeri more tank and agility).
If you think you want more separation in this line write a comment, but this option looks reasonable to me as not to leave either faction’s tackler out.
- Inhibitor Beam should also debuff maneuverability
Self-explanatory. Eventually increased cooldowns.
- If cloak is forcefully broken (by the tackler’s own pilot) the cooldown till next activation is lower
Self-explanatory.
- If cloak is forcefully broken (by an enemy) the cooldown till next activation is lower
Self-explanatory.
Tackler special and active modules or other tweaks part 2
- Target painter extra - missiles launched against target receive better turn rates
Every friendly missile launched AFTER the target painter affects the focused enemy ship will have extra rotation bonus. No extra speed. Damage is increased naturally by the resistance debuff. Be aware this can lead to missile spamming, so vote according to that as well.
- If cloak activates under any detection module effect, the ship remains visible, but not targetable (combat recon captain as an example)
Basically the Spy Drones will retain their full effect on the tackler, except that nothing can lock onto it. Same with Micro-locator. Plasma Web will remain as-is, it is not a detection module (just in case someone was wondering) - this applies to all counter mods.
- If the Chameleon special cloaking module receives new effects, i want tacklers to receive varied bonuses for them
Self-explanatory. Give the tacklers more role power.
- I want buffs to the Chameleon special cloaking module only in the form of varied tackler bonuses
If you don’t like the buffs to be global for tacklers, you might want bonuses reworked to give such buffs differently per different ships. Do not treat this option related to the above options, in case the devs also don’t want global effects like that for the Chameleon. Vote as a standalone option, still counts.
Other stuff i thought about / collected from the discussion
- Re-work tackler bonuses per general (into more logical ones - disregard new possible cloak module effects)
If you feel like the tacklers’ bonuses are not set right, vote yes. No or don’t care otherwise. DO NOT VOTE IF you didn’t learn all their bonuses and tried to understand them.
- If survivability is increased at point 1.7, decrease agility / speed (according to faction)
Related to part 1, options 7, 8 and 9 (‘Tackler special and active modules or other tweaks part 1’, ‘7 / 8 / 9. Increase survivability / agility / speed according to faction: YES / NO / I DON’T CARE’).
If you think a survivability buff would make them OP and should compensate with the others decreased.
7. If speed / agility is increased at point 1.7, decrease survivability (according to faction)
Same idea as above, but vice-versa.
- Proton affects spy drones
Self-explanatory.