Tackler: Difference between revisions
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=Intro= | |||
[[File:Tackler.png|50px]] Tacklers are fighters designed to slow down other ships, making them easier for your allies to bring fire to bear on them. They are designed to counter fast ships like [[Recon]]s and [[Covert Ops]]. | |||
Tacklers are rather fragile and should avoid taking other fighters or frigates head on. The tackler's cloak is their main defense, allowing them to come at an enemy from an unexpected direction or to escape combat if attacked. Their speed debuffs allow them to slow an interceptor down to allow the tackler to dogfight with them. The target painter is a powerful DPS buff for not only you, but anyone else on your team that's shooting your target. Besides its obvious utility for escaping from enemy fire, your cloak is also a powerful offensive tool, allowing you to sneak up on a target before unleashing a devastating rain of fire on them. | |||
The best targets for a Tackler are interceptors and ships that are already under attack. Other fighters and frigates can generally outlast or out-damage you in a direct confrontation, and the Tackler's fragility makes it a poor choice for direct combat. | |||
The [[Federation]] specialises in Tackler fighters, but [[Jericho]] also have some. Federation tacklers are faster while Jericho tacklers have stronger shields. | |||
The Federation [[Vanguard]] and Jericho [[Raid]] subfactions offer Mk 3 modules for tacklers. | |||
=Equipment= | |||
==Chameleon Cloak== | ==Chameleon Cloak== | ||
The "Chameleon" cloaking device renders the tackler completely invisible. It will break after 18 seconds or if the tackler fires any weapons, uses any modules or takes damage, or moves in to the area of a Micro-locator. The cloak will not activate if the tackler is affected by Spy Drones or is in the area of effect of a Micro-locator. After the cloak breaks for any reason, the tackler gets a 20% damage bonus for 5 seconds. | The "Chameleon" cloaking device renders the tackler completely invisible. It will break after 18 seconds or if the tackler fires any weapons, uses any modules or takes damage, or moves in to the area of a Micro-locator. The cloak will not activate if the tackler is affected by Spy Drones or is in the area of effect of a Micro-locator. After the cloak breaks for any reason, the tackler gets a 20% damage bonus for 5 seconds. | ||
{{FIGHTER_EQUIPMENT | shipRank=15 | shipRole=Tackler | ShipName=All | dataModules=1 }} | |||
==Tackler | ==Target Painter== | ||
The Target Painter reduces the resistances of the target, greatly increasing damage done to it from all sources. The Target Painter needs line of sight to work and will break early if the target goes behind an obstacle. | The Target Painter reduces the resistances of the target, greatly increasing damage done to it from all sources. The Target Painter needs line of sight to work and will break early if the target goes behind an obstacle. | ||
==Engine Suppressor== | |||
The Engine Suppressor reduces the target's speed. It has a lengthy cooldown and, like the target painter, requires the tackler to keep the target in sight to work. | The Engine Suppressor reduces the target's speed. It has a lengthy cooldown and, like the target painter, requires the tackler to keep the target in sight to work. | ||
==Inhibitor Beam== | |||
The Inhibitor Beam prevents the target from using afterburners while active. It has no cooldown and a slightly longer range than the Engine Suppressor. The Inhibitor Beam requires line of sight to work. | The Inhibitor Beam prevents the target from using afterburners while active. It has no cooldown and a slightly longer range than the Engine Suppressor. The Inhibitor Beam requires line of sight to work. | ||
==Sentry Drone== | |||
The Sentry Drone drops an immobile drone that fires at enemies within 2000m. | The Sentry Drone drops an immobile drone that fires at enemies within 2000m. | ||
=Player Opinion and Gameplay= | |||
Tackler Fighters are all about playing smart. You are not a damage-dealing Gunship, or a tank-like Command. Use your cloak well and you will be surprised at how much you can do! Being typically the fastest of the fighters as well, use your mobility and unpredictability to your advantage. Most Tackler fighters are defeated because they try to fight like the other fighter roles. Use hit-and-run tactics and cripple your enemies with the unique modules that are available! | |||
= | |||
Tackler Fighters are all about playing smart. You are not a damage-dealing Gunship, or a tank-like Command. Use your cloak well and you will be surprised at how much you can do! Being typically the fastest of the fighters as well, use your mobility and unpredictability to your advantage. Most Tackler fighters are defeated because they try to fight like the other fighter roles. Use hit-and-run tactics and cripple your enemies with the unique modules that are available! | |||
Revision as of 16:34, 11 November 2016
Intro
Tacklers are fighters designed to slow down other ships, making them easier for your allies to bring fire to bear on them. They are designed to counter fast ships like Recons and Covert Ops.
Tacklers are rather fragile and should avoid taking other fighters or frigates head on. The tackler's cloak is their main defense, allowing them to come at an enemy from an unexpected direction or to escape combat if attacked. Their speed debuffs allow them to slow an interceptor down to allow the tackler to dogfight with them. The target painter is a powerful DPS buff for not only you, but anyone else on your team that's shooting your target. Besides its obvious utility for escaping from enemy fire, your cloak is also a powerful offensive tool, allowing you to sneak up on a target before unleashing a devastating rain of fire on them. The best targets for a Tackler are interceptors and ships that are already under attack. Other fighters and frigates can generally outlast or out-damage you in a direct confrontation, and the Tackler's fragility makes it a poor choice for direct combat.
The Federation specialises in Tackler fighters, but Jericho also have some. Federation tacklers are faster while Jericho tacklers have stronger shields. The Federation Vanguard and Jericho Raid subfactions offer Mk 3 modules for tacklers.
Equipment
Chameleon Cloak
The "Chameleon" cloaking device renders the tackler completely invisible. It will break after 18 seconds or if the tackler fires any weapons, uses any modules or takes damage, or moves in to the area of a Micro-locator. The cloak will not activate if the tackler is affected by Spy Drones or is in the area of effect of a Micro-locator. After the cloak breaks for any reason, the tackler gets a 20% damage bonus for 5 seconds.
Target Painter
The Target Painter reduces the resistances of the target, greatly increasing damage done to it from all sources. The Target Painter needs line of sight to work and will break early if the target goes behind an obstacle.
Engine Suppressor
The Engine Suppressor reduces the target's speed. It has a lengthy cooldown and, like the target painter, requires the tackler to keep the target in sight to work.
Inhibitor Beam
The Inhibitor Beam prevents the target from using afterburners while active. It has no cooldown and a slightly longer range than the Engine Suppressor. The Inhibitor Beam requires line of sight to work.
Sentry Drone
The Sentry Drone drops an immobile drone that fires at enemies within 2000m.
Player Opinion and Gameplay
Tackler Fighters are all about playing smart. You are not a damage-dealing Gunship, or a tank-like Command. Use your cloak well and you will be surprised at how much you can do! Being typically the fastest of the fighters as well, use your mobility and unpredictability to your advantage. Most Tackler fighters are defeated because they try to fight like the other fighter roles. Use hit-and-run tactics and cripple your enemies with the unique modules that are available!