And I just had to go fly my tackler again after abandoning her for so long. God I forgot how fun they were. Isn’t as bad as I remembered it. Maybe better decision making nowadays from a month of extra experience maybe. But there were several things I didn’t like that made flying the tackler such a chore.
1. Ship Bonus Must Go
Silent Fox = Effective range of tackler modules increased by 100%
Fox M = Energy consumption of tackler modules reduced by 20%
Fox = Effects of tackler modules increased by 50%
Give them a consistent bonus that fixes the other tackler problems. Buff the tackler modules.
The reason for the merge is not to free up the ship bonus spot. The modules need all of those to work.
2,000m range for target painter and engine suppressor? 900m for inhibitor? Those are not realistic distances to work with
I actually started with the Silent Fox (100% range increase) and thought everything looked good, except energy was lacking. Didn’t realise the range bonus.
then i tiered down to the Fox-M and found out the target painter had only 2000m range. tried to make it work but just not doable
after downgrading from Fox M to Fox - first thing I noticed was how much better everything worked and started to get double digit assists. I died alot but got them points so fair trade. So far from Silent Fox to Fox M - I was pressed to make kills to get any points. With the plain ol’ fox - I played support and got points for it.
So merge all 3 of those bonuses into the current tackler modules and maybe the Tackler would feel better to fly in.
2. Rebalance: Engine Inhibitor
Mk.I = Reduce target speed by 55% for 8 sec. Active range - 4,000m @ 30 sec recharge, 110 Energy
Mk.II = Reduce target speed by 55% for 10 sec. Active range - 4,000m @ 25 sec recharge, 110 Energy
Mk.III = Reduce target speed by 55% for 14 sec. Active range - 4,000m @ 15 sec recharge, 110 Energy
I wrote an explanation as to why these numbers but it ended up being an essay. Short story - we’re swapping effect duration and cooldown times as the variables instead of effect percentage and range. Thing to note is the improved Range and Recharge time.
Note: Needs Line of Sight to activate. Breaking LOS deactivates effect.
3. Rebalance: Target Painter
I died 8 times out of 8 target painting a Frigate when the team was focus firing. There’s so many things wrong with that.
Mk.I = Reduce target’s Hull and Shield resistance by 20 pts. for 10 sec. Active range - 3,000m @ 10 sec recharge, 45/sec Energy
Mk.II = Reduce target’s Hull and Shield resistance by 24 pts. for 14 sec. Active range - 3,000m @ 10 sec recharge, 45/sec Energy
Mk.III = Reduce target’s Hull and Shield resistance by 32 pts. for 22 sec. Active range - 3,000m @ 10 sec recharge, 45/sec Energy
Note: Needs Line of Sight to activate but does not need to maintain LOS once activated.
Fixed range to something more realistic. fixed cooldown, variable effect duration - but these two I don’t really care - could have them the other way around. If currently the effects stack when 2 or more tacklers paint the same target, so should this one.
4. Replace: Inhibitor Beam?
I think this is just junk. In-fact when used in conjunction with energy rockets, I WANT them to use Afterburners. Wouldn’t mind a new module as replacement. It is not useless, there are times when I can use this but it’s so similar to Engine Inhibitor, I can live without this one and enjoy something else.
5. Assists
When a debuff target dies, tackler gets the points even if effects have worn off. I thought this was the case but combat logs says different.
Doesn’t solve the fact that tacklers are still a flaky role to play but this would at the very least make the 2 main modules playable. The ship specific bonuses really got in the way of playing the role way too much I think. And the range were impractical to work with. Target painter is really useful against tanky frigates and figthers but the Line of Sight requirement plus that silly purple beam meant that tacklers die doing their jobs - being smart or flying skillfully does little to improve the situation.