Revamping Tackler buff discussion because all the other tackler threads are out-dated. In summary it is generally agreed upon that
ECM does a better job at tackling even in game modes where tacklers are supposed to have a niche like Detonation
If you built fighters with main weapons in mind, Command and Gunships can provide better utility than Tacklers can
Ironically - Interceptors are the natural counters to Tacklers
Tackler pilots don’t like the fact that Engine Inhibiting effects can be canceled
Instead of being another moan and groan tackler thread I’m gonna start this off positively with new tackler module suggestions that addresses current issues. Feel free to discuss other tackler related topics though.
Some things Tacklers could provide that are Interceptor related
Module A - Reduce Controlling Effects Aura
Same as the ship CPU mod but as a tackler active module with AOE buff
Works like Engineer and Command buff modules. Switch on and Stays on
Counters ECM complaints
Module B - Missile Bay Jammer
Denies enemy target from using missiles while under effect
Counters CovOp Nuke spam
Counters Frigate Torpedoes
Can be a remotely deployed AOE beacon (like engineer remote heal station) or
regular active module mechanic requiring LOS.
I’d prefer it to be remote beacon so Tacklers have a Fly-Around-The-Map job which it does not have with the other modules(ie. Fun)
Module C - Weapon Spread Amplifier
Increases target’s main weapon spread
There are instances where inties are able to stay out of range from effects like Pulsar, Weapon Inhibitor, Mines etc
This module forces them to come closer
Helpful against Singularities as well since those things are pretty accurate
Target Painter Upgrade (Personal Opinion)
This thing needs to stack. With diminishing returns on additional painters. Duration is based on first painter.
Fire and Forget Debuff. Eliminate Line Of Sight requirement
Visual indicator that an enemy ship has been target painted. Adds to teamplay among random sides
… It would be nicer if Module B and Module C effects are combined into one active module…
Also - Feedback from Mapoko I found intriguing
as much as I like playing ECM I am willing to trade off Stasis for target painter.
So the tackler will actually be tackler. With slow, engine stop and the other things.
That minor change Stasis for tackler and target painter for ECM will some how balance the things out.
In almost every match we have commands for let’s say +24 resist, but not enough tacklers to counter that.
Making ECM have the painter (as it should be inti module IMO) will make support ECM more useful.
Also swapping stasis to tackler will help out the ship do its job. In my head that balances out ECMs OPness to a certain degree and brings back the tackler as … actual tackler.
I would prefer if the engine suppressor has a fire-and-forget property since it has an effect duration, and leave the TP as a LoS module without a fixed duration (effect ends when LoS is lost, or when you toggle it off).
Modules A and B look pretty sweet, and I’ll like the missile bay jammer to be a remote module, even though it doesn’t really make sense from a flavour standpoint.
All 3 Fighters have something to raise it’s Damage to HP versus another ship. Lets ignore the actual magnitude of the individual items for now. Gunships raises it’s DPS directly versus another target. Command adds to it’s own HP meaning enemy needs more time to kill it off. Tackler’s Target Painter reduces enemy HP so it takes less time to kill him.
Gunship damage modifier cannot be canceled
Command health modifier cannot be canceled
Target Painter can be canceled
Intended Target = Frigates
You can say TP is universal and can be used on everything with Resistance. But effectively I almost always reserve it for Frigates where it’s needed most by the team. Speed debuff is a bigger threat to inties. Problem with Target painting Frigates is - you die doing it. That purple ‘Shoot Me Back Please’ stream of failure is one thing. The range is another.
But most of all - there is little if ever an opportunity to paint a Frigate anywhere close resembling as a safe spot. Because line of sight and cover goes both ways. If you stay near cover when painting, Frigates can use that to cut it off by strafing sideways.
A fire and forget debuff like the afterburner inhibitor would definitely be a better fit for the TP
Weapons
Actually the Tackler is fine (imo) in terms of hull/shield/actives.
The set of weapons aviable are ALL completely useless for this ship.
Remember the old weapons? Tackler with heavy or stab. Railguns did their Job VERY well.
Being an anti-interceptor fighter - Gauss would be the natural choice. Unfortunately that gun out-ranges all of the ship’s active modules. Pre 0.9 I used RFP. High DPS + Target Painter + Within range of Active Mods + Shooting Shotgun RFR vs Interceptors using the same weapon don’t usually end well for me. Assault Rails would fit the current Tackler theme better but like Luckyo explained elsewhere - Assault Rails on Command or Gunship is better than on Tackler. Which leads me to …
Ship Bonus
Tackler modules need all 3 of the different ship bonuses
Mod Range, Mod Effectiveness, Energy consumption
Buffing all tackler mods with those bonuses and replace Ship bonus with new role enhancing ones would make better sense
In this case main weapon bonus, since tackler is out classed by the other 2 fighters using any gun.
Well, what is the intended Role of the Tackler anyway?
For me it was a very specialized Ship to hunt a specific class of ships.
The question is, with the given weapons, what role do we want for the tackler? We have the supportive/tanky command and the offensive (in general hit and run) gunship.
Do we need a real specialisation?
What if we make the Tackler the “real” fighter. give him more tankiness and reduce HP of command…?
Some things Tacklers could provide that are Interceptor related
Module A - Reduce Controlling Effects Aura
Same as the ship CPU mod but as a tackler active module with AOE buff
Works like Engineer and Command buff modules. Switch on and Stays on
Counters ECM complaints
Module B - Missile Bay Jammer
Denies enemy target from using missiles while under effect
Counters CovOp Nuke spam
Counters Frigate Torpedoes
Can be a remotely deployed AOE beacon (like engineer remote heal station) or
regular active module mechanic requiring LOS.
I’d prefer it to be remote beacon so Tacklers have a Fly-Around-The-Map job which it does not have with the other modules(ie. Fun)
Module C - Weapon Spread Amplifier
Increases target’s main weapon spread
There are instances where inties are able to stay out of range from effects like Pulsar, Weapon Inhibitor, Mines etc
This module forces them to come closer
Helpful against Singularities as well since those things are pretty accurate
Target Painter Upgrade (Personal Opinion)
This thing needs to stack. With diminishing returns on additional painters. Duration is based on first painter.
Fire and Forget Debuff. Eliminate Line Of Sight requirement
Visual indicator that an enemy ship has been target painted. Adds to teamplay among random sides
… It would be nicer if Module B and Module C effects are combined into one active module…
Also - Feedback from Mapoko I found intriguing
Yeey, feedback time…Prepare to get negative!
Module A, I disagree. It could be a command ship module, but even then ECM modules are no longer a problem, The duration got reduced a lot and if you get killed by an ECM’s effect, you most likely were doing something wrong.
Module B, I disagree. Especially if it’s AoE. Missiles are very important and there is nothing wrong with the current missiles. Nukes are rarely used(I see 2-3 or so in a game) and guards can block torpedoes as well as nukes.
Module C, I disagree. Weapon spread on some weapons are a joke already. And that has nothing to do with tackling.
Target painter, I disagree. The LoS is important since it is a permanent debuff otherwise. The stacking also shouldn’t happen, maybe an increase in effectivity, but definitly not stacking. And there already is an effect to it, though just like most things in this game, it needs a serious overhaul on all effect showings.
And I haven’t seen anyone complain about ECM’s since the nerf either…
And I haven’t seen anyone complain about ECM’s since the nerf either…
Then let me do it. I can’t kill anything, anymore. Then again, that’s the whole point of flying an ECM, support, not glass cannon, that’s the CovOps’ job.
Then let me do it. I can’t kill anything, anymore. Then again, that’s the whole point of flying an ECM, support, not glass cannon, that’s the CovOps’ job.
I have no problem killing things in my ECM, but it has become harder to do it for sure. Though that isn’t a really bad thing.
And you did the opposite kind of complaining than I meant
For me Tackie is fine, but lacks of speed. So my suggestion is add module to him that increase speed for some time or at least afterburner speed. Engine suppressor does its job very good, but still its not 1v1 ship.
Says [here](< base_url >/index.php?/topic/19954-hidden-ship-bonus-parameters/) that all tacklers already have reduced energy cost for afterburners.
Yes, but reduced energy doesnt mean that tackler will fly faster. I suggested something like Gunship’s engine overcharge, but for afterburners - turning tackler into big fat interceptor for couple of seconds.
How can a stationary drone help you “tackle” the opponent when all those missiles and blue balls are flying around anyway ?
In a dogfight with an inty, plonking down the drone and flying within its vicinity allows you to (in a sense) return fire when you’re disabled by ECMs.