# Dev Blog: October Balance Pass!

**URL:** <https://forums.eveonline.com/t/dev-blog-october-balance-pass/106917>\
**Category:** Dev Blogs\
**Tags:** devblog, official\
**Created:** [September 17, 2018, 3:07pm UTC](https://forums.eveonline.com/t/dev-blog-october-balance-pass/106917 "2018-09-17T15:07:05Z")\
**Posts on this page:** 1\
**Showing post:** 472

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**Author:** ![Arrendis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arrendis/32/432594_2.png) [@Arrendis](https://forums.eveonline.com/u/Arrendis)\
**Post date:** [September 17, 2018, 9:00pm UTC](https://forums.eveonline.com/t/dev-blog-october-balance-pass/106917/472 "2018-09-17T21:00:43Z")

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> [@Sarge\_Ironside](#):
>
> Because nothing else in the entire game breaks tackle while doing other stuff, and should not.

Nothing else breaks tackle except the thing that breaks tackle? Ok. Nothing else in the game disrupts your tracking except tracking disruptors. What’s this ‘something else’ you’re talking about the ECM doing? It breaks locks. That’s all it does right now. That has other, indirect effects, but those are _indirect_ effects. Just like ‘I get blown up easier when target painted’ is an indirect effect. It does one thing: break target locks. That’s all it does.

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