The Interceptor Killer: Tackler Buff

Now that I’ve lured you in with the title, here’s my suggestion.

 

Guards are already better at suppressing and destroying interceptors than Tacklers. So instead of trying to make Tacklers comparable to Guards in terms of effectiveness…

 

Change the active modules of Tacklers to make them Guard-killers. They already have Target Painter which lowers the damage resistances of their target. So instead of giving them a bunch of now-useless slowing gear, give them more anti-frigate weaponry.

 

Instead of a slowing-field missile (when was the last time you actually saw one of those used?) give them a missile that halts shield and hull regeneration similar to a Recon’s Spy Drones.

 

Instead of an Inhibitor Beam, give them a Jammer module that reduces the range of a Guard’s active modules.

 

Give them another module that temporarily disables a Guard’s Phase Shield ability for 10 seconds. (AMS interferes with Jeri Torps, so it’s not like it hasn’t been done before)

 

Give them the ability to mount multi-missile rocket pods similar to Octopus missiles, to help get around AMS systems.

 

In short: Instead of nerfing Guards further, give them a new natural Predator.

Natural predator for guard is gunship. Tackler need to be inty hunter, even if only single target(guard is area suppressor). Target painter should be stronger and inhibitor beam should be just targeted ability which lasts couple of seconds. And maybe that slowing rocket should be single target slowdown.

Tacklers already versatile enough to gang up on a frigate with some gunship buddies. Besides, tacklers are hard to fly because they have a higher skill ceiling. 

 

As for the slowing field missile, having a single target version is nice, but I feel that the slowing field missile should still remain. It’s good when you’re approaching a beacon and a covops zaps you with WNJ; just use it like an unguided rocket, and you’ll envelope the beacon in a slow field. I’m not sure if the slowing field still affects you and your allies, but it’ll be nice to have ‘friendly-fire’ (so to speak) removed.

 

As a side note… a synergized Katana AE has an impressive base scan range which IMO is pretty useful and thematic for hunting elusive little intys.

. I’m not sure if the slowing field still affects you and your allies, but it’ll be nice to have ‘friendly-fire’ (so to speak) removed.

 

As a side note… a synergized Katana AE has an impressive base scan range which IMO is pretty useful and thematic for hunting elusive little intys.

Yes, it affect teammates. As for katana, it have very good resists, but lacks of speed. Still, it have two CPU slots, so Ionizing people asses is easier than silent fox.

Hmmm no, thanks, I still want to rape those pesky fuckers with my tackler, if you want to kill Guards take a bubble gunship.

I don’t know, it seems like that will make the Tackler kinda OP, but I agree that they need more variety.

Tbh. Fed Tacklers are pretty good. They can be the Jack of all trades. 

The problem is the Jerry one… its crap. Its too slow. Make it way more tanky (about 10k-15k EHP) and it should be good. 

Why not just upgrade and simplify tacklers until they can do their role?  Some of the guard ship nerfs took away “easy” play.  You used to turn on AMS, and slow aura and forget about it.  Now AMS and the slow are both activated abilities.  Thus they took the “easy” out of it.

 

Tackler’s arent exactly “easy” and they arent potent enough to squash the legions of “incredibly skilled players” playing Interceptors.  Perhaps they should put the guard plan in reverse.  Make some of the tackler modules “always on” so the tackler can focus on defending himself from “the best players in the game” who play Interceptors.

I don’t get it  :dntknw:

I’m doing in a R7 (Silent Fox) vs T4 just fine.

Why not just upgrade and simplify tacklers until they can do their role?  Some of the guard ship nerfs took away “easy” play.  You used to turn on AMS, and slow aura and forget about it.  Now AMS and the slow are both activated abilities.  Thus they took the “easy” out of it.

 

Tackler’s arent exactly “easy” and they arent potent enough to squash the legions of “incredibly skilled players” playing Interceptors.  Perhaps they should put the guard plan in reverse.  Make some of the tackler modules “always on” so the tackler can focus on defending himself from “the best players in the game” who play Interceptors.

 

The AoE effect of guards allows them to draw aggro; attracting attention shouldn’t be the modus operandi of the tackler. 

The AoE effect of guards allows them to draw aggro; attracting attention shouldn’t be the modus operandi of the tackler. 

 

Well they’re certainly drawing aggro on the forums lately.

 

But yes, I agree with you. Gunships are the Frigate hunters, Tacklers are the Interceptor hunters.

I’d like to see the Tacker’s inhibitor beam reduce the target’s rotation/turn rate, not just the engine speed. 

I’d like to see the Tacker’s inhibitor beam reduce the target’s rotation/turn rate, not just the engine speed. 

 

I like this. It’s been suggested many times, but the discussions kept dying out after a while. 

Make some of the tackler modules “always on” so the tackler can focus on defending himself from “the best players in the game” who play Interceptors.

 

Buffing a role just for the sake of “incredibly skilled players” isn’t a good idea. It will be really harsh for the average or bad interceptors pilots who are abundant.

Besides, tacklers are doing good already. I’d say deadly in lower tiers, with gauss cannon and a good aim

Buffing a role just for the sake of “incredibly skilled players” isn’t a good idea. It will be really harsh for the average or bad interceptors pilots who are abundant.

Besides, tacklers are doing good already. I’d say deadly in lower tiers, with gauss cannon and a good aim

Any fighter with a gauss cannon and good aim is deadly vs. inties.

Buffing a role just for the sake of “incredibly skilled players” isn’t a good idea.

Where have you been? That’s been the motto of “improvements” since 0.8.

I wasn’t around around at the time of 0.8 and early 0.9 so i wouldn’t know

Any fighter with a gauss cannon and good aim is deadly vs. inties.

 

But tacklers can slow the inty down thus reducing his ability to do evasive maneuvers to make himself a hard target

I wasn’t around around at the time of 0.8 and early 0.9 so i wouldn’t know

They’re still doing it.

Reducing the cooldown on the engine suppression mod could go a long way to making the tackler more viable.