Suggestion / Discussion - Tacklers

Drones for me are a team damage buff, as nerfed regen essentially means more damage done, especially against my favorite target: engies. The invisibility disable is just a bonus

Many of changes that are in this thread are way out of this world and absolutely uncalled for. Problem on a tackler in T3 is not chameleon but rather complex of effects and balance states of different classes and passive modules and implants.

 

Having flown Jeri tacklers before, I would agree with you that Chameleon isn’t really the issue; I had enough survivability to tank any damage while I fly off to safety (provided I don’t overextend). It’s a tricky situation to approach, and while I’m not entirely sure of this myself, I do feel that giving Chameleon a boost would allow a tackler to pull off more dangerous stunts and hopefully make up for its shortcomings. 

I get it, there are a lot of modules that counter special habilities.

 

But still, tacklers do hit a wall from T3 and onwards, mostly because theres no R9 tackler, theres only an R8 from jerry that is much slower than the feds, and speed is kinda important on a interceptor hunter. (i mean without burning GS). I dont know how if a premium tackler T3 is doing good, perhaps someone who has one could enlighten us.

 

And even on T2, as i stated, even with my crappy skills flying interceptors i dont need to fear tacklers, basically if i know where a tackler is, he is my main target and it dies quickly than anything, and if im recon even worst for him with drones. Of course, if that happens he is out of position but still, when i fly it i feel that something is off when compared to other ships. Gunships for example kill anything easy, and empire ones can take a punch before dying, while tackler pees on its pants whenever a ship comes at them.

Command: slugs it out with moderate firepower + tank

Does anyone else feel that invisibility doesn’t really fit the theme of a tackler?

Does anyone else feel that invisibility doesn’t really fit the theme of a tackler?

Yes and no. It doesn’t because it’s not an engine nullifier, it does because it can prepare ambushes easily and then tackle the enemy.

 

And you just gave me a wild idea: how about switching between Chameleon (cloak) and Engine Supressor? Make the C an active module and the ES it’s special ability? I’d like to test such a scenario and see how it would compare to the current one.

Yes and no. It doesn’t because it’s not an engine nullifier, it does because it can prepare ambushes easily and then tackle the enemy.

 

And you just gave me a wild idea: how about switching between Chameleon (cloak) and Engine Supressor? Make the C an active module and the ES it’s special ability? I’d like to test such a scenario and see how it would compare to the current one.

And then no one would ever fit a Chameleon :))

F+Painter+Inhibitor+2 Multipurpose =best day ever

And then no one would ever fit a Chameleon :))

F+Painter+Inhibitor+2 Multipurpose =best day ever

He said swap them. Make the cloak an option but the inhibitor the F-key.

 

But I agree, it’d be imbalanced due to the free slots Tacklers would have.

He said swap them. Make the cloak an option but the inhibitor the F-key.

 

But I agree, it’d be imbalanced due to the free slots Tacklers would have.

Thats what i mean, if you make a chameleon an optional module, it would get ditched right away without any testing, it is the same module after all, just activates with different button.

Yep. All i thought was:

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Thats what i mean, if you make a chameleon an optional module, it would get ditched right away without any testing, it is the same module after all, just activates with different button.

But let’s be honest, that cloak is either used as a getaway option (much like every other cloak) and very little tactical options. The Engine Inhibitor is, quite literally, the Tackler’s main module. Making THAT the F-key would have been the logical choice. Saving that, reducing its cooldown is a logical, yet overpowered thing, tipping the balance away from Ceptor gameplay altogether.

 

It’s true Tacklers need to be more… anti-Ceptor-y… But most pilots don’t know how to fly them effectively. They already have everything they need to be effective Ceptor killers, they just lack the flying skill to do it.

Does anyone else feel that invisibility doesn’t really fit the theme of a tackler?

 

It’s nice for stalking potential prey. Then spam all modules, launch missiles and throw beachballs and hopefully the prey dies when the smoke settles.

 

And then no one would ever fit a Chameleon :))

F+Painter+Inhibitor+2 Multipurpose =best day ever

 

Agreed. And Silent Fox will suddenly become more viable: multipurpose + TP + IB. It also has enough speed to escape without the need to cloak.

 

It’s true Tacklers need to be more… anti-Ceptor-y… But most pilots don’t know how to fly them effectively. They already have everything they need to be effective Ceptor killers, they just lack the flying skill to do it.

 

The skill ceiling for tacklers has always been pretty high. And usually your effort gives you a disproportionately low amount of efficiency. 

on a sort of related note.  Anyone find a real use for sentrys outside of a few niche pve cases they dont realy do much damage, and seam to miss alot.

Denying beacon captures if it’s target is within sight. Can’t think of anything else.

Denying beacon captures if it’s target is within sight. Can’t think of anything else.

 

 

it will deny capture?  did not know that, though the thing is easy to hit (unlike microlocators for example) so I doubt it will live long enouph to do so for long, as anything close enouph to capture will be close enouph to have LOS to the sentry drone. 

on a sort of related note.  Anyone find a real use for sentrys outside of a few niche pve cases they dont realy do much damage, and seam to miss alot.

Deny beacon captures, be an annoyance to Fighters/Frigates, locate sneaky targets around you… The Sentry does A LOT to aid a team and yes, it’s “relatively” situational, but can be decisive in some matches. I wouldn’t put it in, but that’s just me. I find that having that free slot for something like, say, Flares, fares far better for me, considering the Drone dies when you do, unlike Micro-Locators or Healing Stations…

it will deny capture?  did not know that, though the thing is easy to hit (unlike microlocators for example) so I doubt it will live long enouph to do so for long, as anything close enouph to capture will be close enouph to have LOS to the sentry drone. 

No matter how easy or hard to hit, they’re ignored until the ships are gone.  It’s what can make attack drones so effective combined with their duration.  They’re just ignored and are a low priority.  Pay attention to microlocators and sentry drones placed around a beacon in beacon hunt.  They last because they’re ignored.

on a sort of related note.  Anyone find a real use for sentrys outside of a few niche pve cases they dont realy do much damage, and seam to miss alot.

 

In a heated dogfight, just drop a drone in the middle of it all, because as jrisom has pointed out, it’s largely ignored in those situations. If you’re in a 1v1 dogfight, it can come in handy as well. 

 

It is a very defensive module, and I would say that Jeri tacklers can consider having one, since they’re less suited for offensive play due to their speed (or lack thereof).

Wild idea after playing Star Trek: make drone apply Engine Suppressor when in range of 1000m as well as damage.

It’s true Tacklers need to be more… anti-Ceptor-y… But most pilots don’t know how to fly them effectively. They already have everything they need to be effective Ceptor killers, they just lack the flying skill to do it.

 

Can you enlighten us?