SmokeDragon: It's untrue that DRP kills Funnelwebs easily.
A DRP has a rather poor DPS of 1742 against shields.
12 Funnelwebs cost 36000 and have a combined shield hp of 276000. Even in the best case scenario a DRP takes three minutes to get through.
Even a modest amount of micro will defend against the DRP indefinitely with their theoretical (perfect micro) shield regeneration of 3300hp/s (just have to occasionally cycle them out as I just did in sandbox).
Reducing the regen down to 200hp/s and the DRP Blue Shocker to 100% shield changes things so that the DRP is doing 3076dps vs shields and the Funnelwebs are regenning at most 2200hp/s, nowhere near enough.
raaar : There are a few reasons not to do linking and to have regen delay.
1. Linking massively overpowers felons. A Felon and a high hp shield to drain from becomes unstoppable.
2. Linking hugely increases the power of massed Funnelwebs, allowing them to have the combined shield regen of the entire group. The reasons Aspis can sort of get away with this are:
2a. A huge Aspis/shield ball is extremely vulnerable to Shockleys.
2b. The smaller shield radius means recluse (and other skirms) and cloaked snitches can somewhat counter the ball (also, Funnelwebs have too much hp to be snitched).
3. Regen delay introduces a counter to defensive Funnelweb use.
Now, in practice, once you get above about 4 Funnelwebs the regen delay becomes much less of an issue...
Funnelwebs even in their current state can be efficiently countered with Tremors, but they should also be counterable by a couple of other things too.
As a side note, I originally reduced the shield hp to make it more counterable by missile silos and to reduce the frustration of waiting for it to charge, but the accompanying weight reduction seems to have had the side effect of making massed Funnelwebs a thing. :/