[Tackler] The Art of the Ambush

UNDER CONSTRUCTION

 

The Art of the Ambush

A Study on Tackler Tactics by SolidersFortune

 

Alright here is a intermediate guide on Tacklers. I have tried to be very thorough, but I may still add things in the future.

 

 

TECHNICAL STUFF

Tacklers are fighter craft that have been fitted with the Federation-developed ODG Chameleon cloaking device, which allows them to bend light waves around their armor and appear invisible for 18 seconds. Most of these devices have a recharge time of 30 seconds, rendering the ship incapable of cloaking for a minimum of 12 seconds after decloak. All known variants of the Chameleon device deactivate upon collision, taking fire, or using an active module/weapon.* There are two variations of the Tackler: Federation and Jericho.

 

Federation Tacklers are built for speed and maneuverability. Most variations have a higher natural top speed than their Jericho counterparts. These ships are designed for hit-and-run tactics; taking the enemy by surprise before disappearing again and leaving the target distractedly searching for the attacker (leaving them wide open for a finishing shot from a wingman). However, this also means that they are relatively weak in comparison, and cannot withstand a focused bombardment.

 

Jericho Tacklers are built for forceful ambushes. All variations have a higher shield rating than their Federation counterparts, and are able to absorb more shots. However, they are also much slower than their Federation cousins. These ships are designed for ambushing a target, sticking around to finish them off, and then disappearing before backup arrives at the scene. Note that while Jericho ships have more shielding than Federation ships, they are still not proper tanks. If anything, they are a middle ground between the Empire’s extreme armor and the Federation’s speed. Treat them accordingly.

 

TACTICS

 

SERPENTINE!

Too many pilots meet an early end when flying Tacklers because they fail to realize a simple truth; Just because the enemy cannot see you, does not mean they cannot shoot you.

 

When you engage your cloaking device, alter your ship’s trajectory. Do a spin, or a loop, or a split-S. It doesn’t matter, so long as you do not continue to travel in a straight line. I have killed many stupid pilots who engaged their cloaking device and never altered their trajectory because they believed they were safe.

 

Lasers are your worst nightmare, and will easily decloak you if the enemy figures out your last direction of travel and loops their weapon around that area.

 

 

THE RULE OF TWO

Every good pilot knows this rule. It is summed up by the more familiar phrase “stick with your wingman”. If at any point during a large-scale military engagement you find yourself flying solo, immediately look for another ship to join. A lone pilot is a dead pilot. If you do not have open comms with the other pilot, put your ego aside and let them lead. Follow their every move and attack the targets they attack (unless they are attempting to fly in open space behind enemy lines in the infamous ‘lone-wolf’ style). The only time you should ever break off from your wingman is to engage a ship attempting to intercept you wingman.

 

 

DON’T BE A HERO

The only good hero is a dead hero. No, seriously. Heroes get others killed and lose games. Your job as a Tackler pilot is to assist your team by forcing the enemy to stay in cover and running down ships that are out of position. Focus on helping your team finish off wounded ships running for cover, or defending your team from faster enemies attempting to flank.

 

Don’t try to kill the entire enemy team by yourself by being the lone-wolf behind enemy lines. All it takes is an enemy Recon and Tackler working together to make you a corpse. And trust me; Recons eat lone-wolf Tacklers like candy.

 

Your runs into enemy territory should be less than a minute in duration, and you should always have an escape plan besides simply cloaking out. Running in at the front of the enemy formation with your guns blazing, and hoping that your cloak will get you back out alive when you hit 10% hull strength is beyond stupid.

 

You are a scalpel, not a spiked baseball bat.

 

 

COVER IS YOUR FRIEND

If you are one of the many cruise-tackler pilots out there, your ability to travel at +600m/s can make it very tempting to fly out in the open. Here’s a helpful hint: Don’t. If you are out in the open, behind enemy lines, and have the misfortune to encounter a micro-locator, you are screwed. Period.

 

Keep close to cover, and use it as a natural way to stay hidden from sight without using your cloak. There are several important reasons for this:

 

1.  If you are tagged with a spy drone, you will have an object nearby which you can use to scrape it off your hull.

2.  If the enemy has place a micro-locator, you still have options for breaking line-of-sight even if you can’t cloak.

3.  If the enemy has a Guard in their ranks with a pulsar/mass-propulsion inhibitor combo, you can hide behind cover until the modules have expired, allowing you to escape/cloak or counter-attack.

4.  Natural anti-missile defense. So you don’t have to use your cloak every single time an enemy launches one at you.

 

 

FIGHTING ON ALL AXIS

Too many pilots these days view flying in low-orbit as if it were just a zero-g version of flying in atmosphere. There is a deadly flaw with this comparison. Unlike atmospheric engagements, there is no correct orientation. Sure, most pilots will designate the planet below them as ‘down’, but in reality that is nothing more than personal preference. In space, your ship is capable of movement along any axis, at any angle, with no impact on aerodynamics.

 

Because of flawed thinking, enemy ships will usually be spread out in such a way that their attention and sensors are focused directly to the front and sides. An attack from the underside at the rear of their formation is both unexpected, and undetectable from the frontline. Properly executed, this maneuver can be repeated until the enemy force adjusts their formation to compensate, which in-turn can ease pressure on your allies.

 

 

KNOW YOUR ENEMY

Knowing the proper tactic for taking down an enemy ship is key to success as a Tackler pilot.

In general, Tacklers should prioritize enemy Recons and other Tacklers, as these two ship types will hinder future successful attack runs.

 

In general, a Tackler’s attack run usually involves cloaking, moving into position, and then uncloaking once in-range to use the 20% damage boost to eliminate or wound the chosen target quickly before darting back to friendly cover. However, there are some ship types you will want to use your cloak defensively against, as they have easy counters to a sneak attack.

 

COMMAND:

The first are Command fighters. If they are ambushed, the first reaction of a Command pilot will be to activate their diffusion shield, removing the element of surprise and allowing them to return fire unscathed. Save your cloak. Attack them openly without using cloak and when you see their diffusion shield activate, engage your cloaking device. You will remain invisible longer than their shield will stay up. Be wary that a Command fighter can mount Ion Warheads which will reset/disable your active modules, as well as a powerful “Valkyrie” damage boost which can mulch your armor in seconds.

 

ECM:

The second are ECM interceptors. These guys have a nasty metastable field that makes them invulnerable. Attack them openly and wait for them to activate the field. When they do, cloak and wait until the field begins to glow white, and then fire off a missile. If that doesn’t finish them off, your damage-boosted guns will.

 

GUARD:

The third type are Guard Frigates. A Guard with a mass-propulsion inhibitor, pulsar, and mass drivers is easily the most deadly combination against a Tackler. DO NOT engage a Guard by yourself unless you are the last man standing. If you are the last man standing, ensure that you have eliminated all other ship types before attempting to hunt a Guard. If you do not have a Target Painter equipped, you will not be able to kill the Guard fast enough to out-damage his heals. A smart Guard will have TWO shield heals.

 

The absolute last place you want to engage a guard is in open space. In this scenario, any prolonged exposure means death. Fortunately for you, the Guard will naturally want to move toward cover to protect himself from circle-strafing, as well as giving him objects to detonate EM Torps against.

 

Avoid making head-on passes at the Guard, as you will most likely wind up eating an EM Torp (Which can be fired from ANY angle). Maintain your distance outside of the propulsion-inhibitor field and keep moving around the Guard’s rear and bottom side, where his turrets have the worst firing-arc.

 

If he draws a bead on you and you start taking too much damage, cloak up, evade, and move to cover. Note that this cover should be large enough to protect you from the blast of an EM Torp.

 

Wait for the Guard to make a mistake. Maybe he will waste a heal, or take damage from his own EM Torp, or have his shield modulated to the wrong damage type. Hopefully you have two different damage types equipped between your missiles and your guns…

 

Pray.

 

TACKLER:

There is a simple rule in Tackler duels; The first one to cloak out, dies. Your goal when engaging another Tackler is to make them cloak before you do. Generally a Tackler pilot relies on his cloak to break inhibiting effects and debuffs. Once his cloak expires, he is vulnerable for 12 seconds.

 

Attack the enemy Tackler first, and make him panic. Once he cloaks, do the same and wait for him to re-appear. When he does, get in behind him and snag him with an Engine Suppressor or an Inhibitor Beam and rain fire.

 

Profit.

 

RECON:

These are the Tackler hunters. Surprising a competent Recon pilot can be very difficult because they often stick to regions where they have place micro-locators. Before engaging a Recon, try to spot any micro-locators in the area, and dispatch them with a missile. Then, use your cloak to surprise him with a full alpha-salvo. Goodness knows you probably won’t be able to cloak out of the situation if the Recon has spy drones, so making the first punch hurt as much as possible is paramount. Also: cover. Do not expect to out-dogfight a Recon. Try to get them when they are distracted with an objective or fighting another player.

 

If the Recon micro-warps away, only attempt to follow if he has warped into your territory and is below 50% health. NEVER follow a Recon behind enemy lines.

 

EQUIPMENT

 

FITTING THE TACKLER

Lately the Tackler class has been getting a lot of hate, and rightly so. Many pilots have been abusing the Tackler’s natural ability to launch sentry drones by equipping both the Sentry and the Heavy Guard, and then cruising around the battlefield, pooping out drones behind rear-guard frigates before cloaking up without ever having taken fire from their intended target.

This is an unbelievable waste of the Tackler’s potential, and a sure sign of a lazy and incompetent pilot.

 

IMPLANTS

Having the right crew at the helm of your Tackler is just as important as having the right equipment and weapons. Here are some general guidelines. Implants marked with (*) are exceptions to the ‘essentials’ core list.

 

ESSENTIALS:

        

 Rank 1:   Neurocontroller_HR1_-_SE.png +20 Points Hull Resistance

 

 Rank 3:   Neurocontroller_SR_Mark_2.png +20 Points Shield Resistance

 

 Rank 5:   Alpha-inhibitor_Velox.png +30% Rotation Speed

 

 Rank 7:   Beta-accelerator_Predator.png -17% Afterburner Energy Consumption

 

 Rank 8:   Beta-accelerator_Armadillo_II.png 5 Seconds Engine Inhibition Immunity upon activation of Multipurpose Modules

 

 Rank 9:   Beta-accelerator_Gigas_II.png +12 Points Resistance to Shield and Hull for every Enemy Lock

 

 Rank 10: Neuroaccelerator_WPN-FS3.png +20% Active Module Stats

 

 Rank 11: Neuroaccelerator_Oculus_II.png -8 Points Resistance to Enemy Target (Main Weapon)

 

 Rank 13:  Neuroconnector_WPN-F70.png +1% Damage per Enemy Destruction up to Maximum +10%

 

 Rank 14: Neuroconnector_Gigas_III.png 7 Seconds Negative Effect Immunity upon Shield Loss

 

 Rank 15: Neuroconnector_Gladius_III.png +3% Weapon Damage

 

CRIT BUILDS:

 

 Rank 2:   Neurocontroller_Oculus.png +43% Lock Speed, +10% Crit Chance

 

 Rank 4:   Alpha-inhibitor_Malleus.png +10% Missile Damage

 

 Rank 6:   Alpha-inhibitor_Ox.png +30% Crit Damage

 

 Rank 12: Neuroaccelerator_Gladius_II.png +7% Weapon Damage below 50% Speed

 

RANGE BUILDS:

 

 Rank 2:   Neurocontroller_Albatross.png +75% Sensor Range, +20% Maximum and Optimum Weapon Range

 

 Rank 4:   Alpha-inhibitor_RR-25.png +75% Missile Range

 

 Rank 6:   Alpha-inhibitor_WPN-FS2.png +30% Kinetic/EM Projectile Speed, -10% Thermal Overheating

 

 Rank 12:  Neuroaccelerator_Gladius_II.png +7% Weapon Damage below 50% Speed

 

CRUISE ENGINE BUILDS:*

 

 Rank 2:   Neurocontroller_FCS_-_M1.png -23% Controlling Effect Duration, -20% Weapon Spread

 

 Rank 4:   Alpha-inhibitor_Sting.png +20% Missile Speed and Rotation

 

*Rank 10: Neuroaccelerator_Sting_II.png -29% Active Module Energy Consumption

 

 Rank 12: Neuroaccelerator_Predator_II.png +50% Energy Regen below 50% Speed

 

 

 

 

BUILDS

While there are many, many possibilities for effective Tackler fits, I’m choosing to focus on just a few that work exceptionally well for the sake of simplicity. The ships I have chosen are merely for demonstration purposes. Feel free, as always, to experiment.

 

The ALPHA (Crit Build)

Purpose: Deal as much Alpha damage as possible in a single burst.

Jag1_zpsz5dtaihf.png

Jag2_zpswdalfsj9.png

 

Gauss Cannons double their Crit Chance with every charge, so a Crit Chance of 36% x3= 108% at full charge. This particular Jaguar is not able to maintain Cruise indefinitely, as the Pulse Dischargers drain energy. On most Cruise Engine builds, it is better to use Iridium Heatsinks as a way to increase DPS rather than Pulse Dischargers, as they do not compromise energy stability. Unfortunately, increasing the firerate of Gauss does very little for the weapon, hence the exception.

 

 

The TROOPER (Crit Build)

Purpose: Consistent damage over time.

Hyena1_zps6imi00d1.png

Hyena2_zps1yuoyycz.png

 

This is a ship designed for consistent damage over time, rather than burst damage. The Sentry Drone is key to help the pilot maintain the edge in a dogfight. The extra Rotation in the engine slot helps offset the Galvanized Armor.

 

 

The HUNTER (Range Build)

Purpose: Intercept and disable high-mobility targets at any range.

Parallax1_zpstl4ij0wb.png

Parallax2_zpsmu1pld58.png

 

A Tackler designed to hunt enemy Tacklers. Weapon damage isn’t as important as Range, so Targets can be intercepted and incapacitated before they are able to return fire. Note that this build does make use of the Iridium Heatsink in place of a Pulse Discharger.

 

EDIT: I am not quite finished with the Fitting section, as there is a lot to cover. Will update as I have time.

pretty good! Just i disagree with a few things. It completely depends on the tackler you’re flying. my cruise bear goes behind enemy lines quite well.

 

Also might be good to add that if plasma webbed, wait until the plasma web has 2 seconds (i think that’s it, used to be 3) and then cloak. If it has less than 2 seconds left, it won’t decloak you and often will save your life.

 

Maybe also add something about not slowing field your allies?

 

A good tactic for getting enemies in as a tackler is to not shoot them until they have over committed. maybe fire a few shots, feign weakness, when they get away from cover, slow them down and go for the kill. Never use your engine suppressor first, make them use up multipurpose modules with inhibitor beam, then slow them down with engine suppressor.

 

Also add that you should never make an attack run without cloak or repair kit being ready or you’re just gonna die. 

 

 

 

I also really disagree with your build stuff.

 

Gauss is best when paired with slowing stuff and target painter. Scrap the sentry drone if you have only 3 slots or add the inhibitor beam. I would also go cruise engine but that’s me.

 

Cruise engine with singularity? Why? Singularity needs rotation and with doomsday this is completely pointless. Go em missiles and no cruise engine. For singularity you need speed and rotation so probably don’t use a tackler with one engine slot. Also no heavy guard drone. heavy guard drones are completely pointless and tbh, only Aces use them. Resist buff is also not such a hot idea. Also passive hull depends on the build and probably don’t want it if you don’t have cruise engine. 

 

your gravi beams one looks pretty good, i would add that having horizons is definitely a good idea and for tacklers, you pretty much always want a proton wall cuz ecms are your enemies. Also target painter is really awesome so i would replace the sentry drone. 

 

Also, tackler with ions is bad. Tacklers are only good with the flux phaser, gravis, gauss, and singularity (with right build) imo

 

With maintaining a distance, always know the distance your ship is best equipped to fight at. For gauss, usually 3k-4k is best. Singularity u want about 1500. Gravis are usually better 4k+. Always know your build and what it’s capable of.

 

other than these things, good how to. 

Arctic you for sure never seen the power of the combination of: a good pilot, a good ping, bubbles, slowing modules, sentry drone and cruise engine.

Haaaaaaave you met NERW?

Pls also add the close quarters gravi beamer variant:

 

Engine: Vernier Engine

Weapon: Gravi Beamer with cruved reflector

Missile: EM Rocket

Active Modules: Target Painter, Afterburner Inhibitor, Sentry Drone, Repair Buff

Passive Modules/Crew: At least 1 Passive Hull + Speed Stuff(Power Unit Conduit +/9b)

 

 

I have to say i havent tested it after the last update but i think it is still pretty strong

Arctic you for sure never seen the power of the combination of: a good pilot, a good ping, bubbles, slowing modules, sentry drone and cruise engine.

Haaaaaaave you met NERW?

He literally runs away the whole game and most of his points come from capping beacons at last second. 

 

TBH, i think he plays tackler like a Ace. He’s good at playing like a Ace, but he barely carries his weight often times.  I have been stuck on a team with him and he literally abandoned me (beacon capture we were only ones left) vs 3 enemies and spent the rest of the game running around the map. 

He literally runs away the whole game and most of his points come from capping beacons at last second. 

 

TBH, i think he plays tackler like a Ace. He’s good at playing like a Ace, but he barely carries his weight often times.  I have been stuck on a team with him and he literally abandoned me (beacon capture we were only ones left) vs 3 enemies and spent the rest of the game running around the map. 

 

Sounds like him

Cruise singularity is good vs big frigates perhaps. You can also set up cruise ambush ships that still have good turning speed.

 First off great guide:

 

I was really hoping you would cover:

 

How does a tackler solo a guard.  I am dying to hear this.  I have seen you fly close to 100’s of times and I know you can easily carry your team.  In those scenarios where you have to carry your team to win:  And your team is dead, just you and a cruse S your in a crit gaus bear.  How do you drop a guard ?  It will take you 30-40 seconds to kill a guard with charge shots and missiles.  It takes him 2-3 seconds to kill you. (He has Mass Driver)

GO :

Make sure you get behind it. And next time be using an anti guard build because maybe a Guass Bear is not meant to solo a mass driver crus S ( or not very easily) XD

He literally runs away the whole game and most of his points come from capping beacons at last second. 

 

TBH, i think he plays tackler like a Ace. He’s good at playing like a Ace, but he barely carries his weight often times.  I have been stuck on a team with him and he literally abandoned me (beacon capture we were only ones left) vs 3 enemies and spent the rest of the game running around the map. 

 

SoldiersFortune, is a great player who focuses on winning games. The only time I have seen him run is when there are overwhelming odds coming at him and he can capture or kill a target of opportunity. He writes an amazing guide on tacklers which this game needs more of and this is the feed back he gets.

 First off great guide:

 

I was really hoping you would cover:

 

How does a tackler solo a guard.  I am dying to hear this.  I have seen you fly close to 100’s of times and I know you can easily carry your team.  In those scenarios where you have to carry your team to win:  And your team is dead, just you and a cruse S your in a crit gaus bear.  How do you drop a guard ?  It will take you 30-40 seconds to kill a guard with charge shots and missiles.  It takes him 2-3 seconds to kill you. (He has Mass Driver)

GO :

 

Challenge accepted

 

EM missiles can do 3-4k on his shield if he is off-phase! Sentry drone helps also. You can outrange him with gauss, although with difficulty if he has mass driver. But a guard without support is like a big baby: you can tickle him to death :stuck_out_tongue:  In this case: charge, strafe out of cover, shoot, strafe into cover, repeat. His mass driver won’t have time to do enough damage since you are the one strafing. Like you say, it will take a long time though. Tacklers have the advantage of 3 damage types, so they are good for killing guards :slight_smile:

 

In normal PVP context, you would never have to solo a guard. Best thing is to just ignore him! Capture the other two beacons where he is not, farm his team’s interceptors and fighters, kill his captain, whatever. But keep in mind that he is there, and as soon as someone else with average to high damage goes for him, assist with target painter, drone and EM missiles (and of course main weapons). Wipe out his support with your gauss cannon and then the guard will naturally die to the guns of your teammates. One problem is frigballs, but you did not specify this.

 

Did I manage to convince you?

But a guard without support is like a big baby: you can tickle him to death :P 

 

Did I manage to convince you?

 

YES, Mil  with a perfect quote like that how could I not be convinced !!

YES, Mil  with a perfect quote like that how could I not be convinced !!

 

:005j:

 

I’m gonna put that in my signature

SoldiersFortune, is a great player who focuses on winning games. The only time I have seen him run is when there are overwhelming odds coming at him and he can capture or kill a target of opportunity. He writes an amazing guide on tacklers which this game needs more of and this is the feed back he gets.

While I appreciate the kind words, Adam, I believe Arctic was talking about NERW. Not about me.

Well then. . . . free compliments for you.

Sorry ArTic :
fZCWPAF.png?1

How to kill a guard with a tackler? It is very hard to do solo, but here’s 3 things that help.

 

Supernova Singularity cannons, noobsday missiles, target painter. (In T3, minus the noobsdays).

 

I’ve wrecked quite a few guard with my bubble Jaguar. The Jaguar’s fast-cloak is amazing, as you can get away for those 7 seconds, and reposition for another attack, and if you get decloaked, who cares? You will cloak again in 15 seconds max. The best way to take down a guard in a tackler is not solo. Use a friend, and hope that friend is in a gunship or some other high-damage role. Tacklers simply lack the DPS to solo a well-built guard, flown by a good pilot, so if you are facing a good pilot, double-team him.

 

Regarding the OP, something I would recommend you add for the alpha-tackler is pulse dischargers (2 is best). Any good gauss-tackler pilots knows that alpha damage is a combination of crit chance + damage and high base damage per shot. Contrary to what ArcTic tells you, cruise engine is not always a great option for gauss, especially on the Bear, as you have to sacrifice one or both pulse dischargers in order to stay cap stable, which is a pretty significant drop in damage on gauss.

Arctic you for sure never seen the power of the combination of: a good pilot, a good ping, bubbles, slowing modules, sentry drone and cruise engine.

Haaaaaaave you met NERW?

 

We could go so far to say Haaaaave you met Sponge? I mean, I view you as more of a threat with a bubble tackler than NERW (but then again, that isn’t really a hard accomplishment). But you also use noobsday missiles, so there’s that XD

 First off great guide:

 

I was really hoping you would cover:

 

How does a tackler solo a guard.  I am dying to hear this.  I have seen you fly close to 100’s of times and I know you can easily carry your team.  In those scenarios where you have to carry your team to win:  And your team is dead, just you and a cruse S your in a crit gaus bear.  How do you drop a guard ?  It will take you 30-40 seconds to kill a guard with charge shots and missiles.  It takes him 2-3 seconds to kill you. (He has Mass Driver)

GO :

 

Ions + curved reflector + target painter, throw in a heavy guard drone for good measure, keep distance during pulsar, close in for kill and keep behind/circle them. Only real danger is getting face torped.

Regarding the OP, something I would recommend you add for the alpha-tackler is pulse dischargers (2 is best). Any good gauss-tackler pilots knows that alpha damage is a combination of crit chance + damage and high base damage per shot. Contrary to what ArcTic tells you, cruise engine is not always a great option for gauss, especially on the Bear, as you have to sacrifice one or both pulse dischargers in order to stay cap stable, which is a pretty significant drop in damage on gauss.

 

Agreed. Other problem with cruise is you can’t strafe, and strafing improves your aim with gauss.

I should read this in more detail later so that I can stop sucking as a tackler…