Tackler tip #1: always keep checking your status effects and presence/position of micro locators; deal with ECM as priority before they get close.
Definitely agree about the status effect section: new players can easily miss out the presence of micro locators, especially if they’re in the middle of a firefight and need to cloak and run but can’t. I’m not sure if ECMs should be a priority though; I pretty much go after whatever I think I can kill or repel in the shortest time, so I can move on to my next target.
Also, glancing trough your guide, some of your suggestions are bad. Tackler without EB is paper but keep flying it that way if you prefer it; I do not recommend. Also my tacklers do not use vernier engines and catalyst injectors as primary engine upgrades, you do not dogfight with a tackler. And proton wall is debatable. Ussualy you want high crit builds and it’s a risk not taking, specially if you are still learning the class you might better use that resist instead.
I only use verniers if I equip bubbles, because there’s a very high tendency for me to fight at extremely close ranges. For non-dogfighting builds (snipers, turrets etc), verniers are definitely a lot more worthless. Perhaps I should rework the note I wrote for verniers.
Proton wall… in lower tiers there really isn’t much to choose from. In T2 proton wall is probably a good choice, but in T3 it’s quite an unlikely choice.
EDIT: Updated. I’m glad this guide is well-received, and thank you for all the feedback and support =D
Quick question, how does the slow on Gravi Beamer work? For instance, if I were to keep an unsteady beam on a interceptor, would the slow effect restart each time the beam strayed from the target? I like using lasers but I just lack the steady hand to keep a perfectly constant beam going. Thanks in advance.
Slow beam has a lingering effect of 1.3 seconds, if you off the target for longer than that built up slow will reset into 0%. (unlike Ions that have no lingering time out, the moment you disconnect your laser it resets)
Slow beam has a lingering effect of 1.3 seconds, if you off the target for longer than that built up slow will reset into 0%. (unlike Ions that have no lingering time out, the moment you disconnect your laser it resets)
Thanks for the info, looks like Gravi Beamer is the gun for me then. :D
with Gravi Beam - I can off target but still apply effects as long as I reconnect in less than 1.3 seconds
and with Ion it resets the instant I off-target ?
just double checking in case I read it wrong …
yes slow will persist on a target for 1.3 second after disconnect with Gravy ( :lol:) Beam, and you can pick up slow build up, where you left off within 1.3 seconds
In case of GB, slow is shared between users btw, so if you get it to 20% slow and die, if i connect my GB within 1.3s at that point, slow will not reset to 0% but pick up from 20%
I’m not sure if ECMs should be a priority though; I pretty much go after whatever I think I can kill or repel in the shortest time, so I can move on to my next target.
A good ECM can completely ruin the day even for the best tackler pilots, trust me. It’s just how he uses the modules against you, and they are not to be underestimated. And you are underestimating right now. Do not do that. Kill that **** **** before he even tries to do any funny business.
A good ECM can completely ruin the day even for the best tackler pilots, trust me. It’s just how he uses the modules against you, and they are not to be underestimated. And you are underestimating right now. Do not do that. Kill that **** **** before he even tries to do any funny business.
I fly ECMs too, and I’ve experienced the fun of derping around in one and the enemy team just conveniently ignores you. But every ship has a different threat level in different situations, and sometimes I really need to kill the engie that’s down to half-hull or the covops that’s attacking my captain. It’s not that I underestimate ECMs; I just don’t think that I must always engage an ECM first, especially if it has already used its stuns and if I have more important targets to go after.
I fly ECMs too, and I’ve experienced the fun of derping around in one and the enemy team just conveniently ignores you. But every ship has a different threat level in different situations, and sometimes I really need to kill the engie that’s down to half-hull or the covops that’s attacking my captain. It’s not that I underestimate ECMs; I just don’t think that I must always engage an ECM first, especially if it has already used its stuns and if I have more important targets to go after.
I like to split IB and TP in such situations. Leave the TP on the frigate that gets focused but IB whichever interceptor tries to interfere. Might actually be worth adding to your guide that those modules do not require you to maintain target lock, not everybody may know (and because of Gigas II maintaining a target lock is never the best idea anyway).
Not much point in splitting it, in squad games you always focus the same target anyway, so it’s better to completely debuff whatever you are trying to kill, or else you fail at both.
Not much point in splitting it, in squad games you always focus the same target anyway, so it’s better to completely debuff whatever you are trying to kill, or else you fail at both.
Depends what you’re focusing, but in that example it doesn’t really matter much whether you have IB on the Styx you’re shooting so might as well put it on the ECM to deter it or at least slow it down.
After playing around with Jericho tacklers all day, I found a gameplay style that fits the characteristics of the jeri tackler series; long range gravy support.
This is because of 3 factors. Jeri tacklers aren’t fast enough to survive in a dog fight situation nearly as effectively as a fed tackler, but have a larger shield pool to absorb more pokes. The Jeri tackler line also consistently has 2 CPU modules instead of the fed line’s 1, which allows for more horizon mods. And lastly, with a range of 6k+ meters on the gravy beam, you can directly support almost any dogfight in sight by slowing your ally’s enemy to a crawl, allowing you to fulfill your primary role very effectively. This build also makes the SawTooth a very intimidating ship, having 3 CPU modules and the potential for a 7k+ meter range.
After playing around with Jericho tacklers all day, I found a gameplay style that fits the characteristics of the jeri tackler series; long range gravy support.
This is because of 3 factors. Jeri tacklers aren’t fast enough to survive in a dog fight situation nearly as effectively as a fed tackler, but have a larger shield pool to absorb more pokes. The Jeri tackler line also consistently has 2 CPU modules instead of the fed line’s 1, which allows for more horizon mods. And lastly, with a range of 6k+ meters on the gravy beam, you can directly support almost any dogfight in sight by slowing your ally’s enemy to a crawl, allowing you to fulfill your primary role very effectively. This build also makes the SawTooth a very intimidating ship, having 3 CPU modules and the potential for a 7k+ meter range.
are you trying to tickle your enemy and get 20 butf assists or kill them?
Well, it’s a different play style than standard tackler, one that allows much greater flexibility and safe range when supporting allies, which, for a Jericho tackler, seems ideal. I play my tackler strictly by the philosophy of speeding up allies kills and turning a dog fight in their favor. The larger my reach is with that 41.2% speed debuff, the more effectively my job is done. That’s just how I’ve found success through, it’s probably not for everybody.