Tackling 101

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This is a class syllabus. For general information, please see Tackling Guide.

This is a depcrecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

Contents

What is Tackling and Why is it Important?

  • Tackling, first and foremost, is the job of pinning down a ship so that it cannot escape.
  • One of the things that makes PvP so exciting in Eve, is the fact that ships are hard to catch. That both helps, and hinders us, depending on which end of the fight we are on.
  • The job of YOU, as the tackler, is to pin down an enemy ship, so that the damage dealers in your fleet can kill it. It may not sound a very important or exciting role, but ship fights that are lacking any tacklers, usually end when the side whose shields or armour fail, just warps away. Without one side being trapped, it's very rare that a fight is going to end in a ship kill.
  • This means that as a tackler, it is YOU that most often allows a kill to happen. Successfully tackling a ship that ends up getting destroyed, results in you being added on the kill mail, even if you never fired a single shot.
  • One of the most important jobs of a squadron commander is how they can get their tacklers into play. This is a crucial point, early in any battle. So knowing the role a tackler plays in fleet operations is important to understanding why victories often don't happen without these tenacious ships.

Skills Required for Tackling

  • A high degree of skills is not required to be a tackler. However, higher levels of these skills will improve a tackler's effectiveness.
  • These skills are required to be able to tackle:
    • CPU Management III
    • Navigation II
    • Propulsion Jamming I
    • Afterburner I
  • Also recommended:
    • The ability to fit a Microwarpdrive will greatly enhance your ability to tackle, as will the ability to use Nanofibers to increase your speed.
    • Navigation IV
    • Afterburner IV
    • High Speed Maneuvering I
    • Mechanics I
    • Hull Upgrades I
    • Signature Analysis IV - Increases Targeting Speed by 5% per level trained
    • Warp Drive Operation II

The Basics of Tackling & How to Do It

  • How to tackle is at once simple and hard. To put it simply, you merely target the ship and activate your warp disruptor/scrambler.
  • Putting that into practice is much harder, as surviving to get into range to put those scrambling points on the target is the hardest part of tackling.
  • Often this will be decided by the squadron commander, but you should be familiar with the gear and be ready to perform the actions they ask of you.
  • Tackling Modules:
    • Disrupter - This provides 1 point of Warp jamming and has a base range of 20km. This range can be modified by other factors such as gang leader's skills, faction modules and special ship types. This module uses quite a bit of power and without high skills, they can drain your cap down to where you can no longer power them and the target escapes.
    • Warp Scrambler - This is a shorter ranged jammer but it also is more powerful. It provides 2 points of warp Jamming, prevents your target from using their MicroWarpDrive (useful against a fast target) and MicroJumpDrives fitting to Battleships and Battlecruisers. It has a base range of 7.5km.
    • Warp Core Stabilizer - aka the Warp Core Stab, this is your foe. Each one of these modules fitted into a low slot of the target negates 1 point of warp jamming. Since the warp strength of the target must be 0 or below to stop a warp, and a ship in most cases starts with 1 point, a single warp core stabilizer will mean that the enemy will need to generate 2 points of warp jamming to stop you from warping.
    • Stasis Webifiers - These modules typically have a range of 10km and reduce a target's speed by 50-60%. Often they are needed to stop interceptors, assault frigates and heavy assault cruisers. They can also be used to prevent battleships from reaching a gate to jump even if they are scrambled since warp jamming doesn't prevent gate travel or docking.
  • Modules that assist in tackling:
    • Remote Sensor Booster: an active medium power module that provides improved targetting range and scan resolution to another ship (a high scan resolution will reduce the time to target). The quicker you can target something the more time you will have to tackle the target.
    • Scanning CPUs - an active mid power module that provides improved targetting range and scan resolution (a high scan resolution will reduce the time to target). This module can have scripts added to it to improve either the scan resolution bonuses or the targettng distance bonuses. The quicker you can target something, the more time you will have to tackle the target.
    • Signal Amplifiers - a passive low power module that improves scan resolution (higher scan resolutions reduce the time it takes to target). The quicker you can target something, the more time you will have to tackle the target.
    • Micro Warp Drives - All tacklers generally use these to get closer to their targets for a couple of reasons.
      • Get in range to use your warp scramblers
      • Speed tank by generating a high angular velocity (MWD will increase your signature radius making it easier for you to be hit at close range, turn it off once you are in tackle range)
    • Nanofiber Internal Structures - improves speed and agility at the cost of structure HP, use these to speed tank
    • Overdrive Injector Systems - improves velocity at the cost of cargo space, use these to speed tank
  • Example: Two Rifters try to scramble a Raven. The Raven has 3 warp core stabs in the low slots, giving it a warp strength of 4 (1 base point from the ship and 3 from the stabs). Each Rifter has 1 Warp Disrupter and 1 Warp Scrambler, giving each Frigate a jamming strength of 3 (1 from the disruptor and 2 from the scrambler). Since 4 (warp strength) added to -3 (warp jamming strength) is equal to 1, one frigate alone will not be able to scramble the Raven and it will take both Rifters to lock down the Raven so it cannot escape.

Tackling Practice

Practice Orbiting Mechanics and Piloting

These exercises can all be conducted near a planet or safe spot. No gates, guns, or other traffic to distract students will help, in fact.

  • All tacklers just orbit the tackle-target at 7500m. Understand the behavior of a ship set to orbit is not a perfect circle (in a perfect circular orbit, range to target would remain perfectly fixed), even around a stationary target. Actual range may not be the intended range due to speed and maneuverability of the ship, fittings, and pilot skills. Range management is the first challenge to keeping a target tackled.
  • Add angular velocity to the overview. Angular Velocity uses the same units of measure as the attributes tab on guns do, making for easy comparisons, same mechanic is referred to as 'traversal.' Set up a custom orbit range that makes sense for the tackling modules being used by the individual pilot, keeps angular velocity high, and stays out of smart bomb range. The ideal orbit is circular because it keeps angular velocity high. Managing traversal is a second principle concern for tacklers, after keeping range.
  • Establish tracking speed of medium turret weapons. A good rule of thumb is to try to keep angular velocity above 0.2 rad/sec against cruisers or BC and 0.02 rad/sec against battleships, when possible.
  • Set the tackle-target to move, see the change in the range to target, thus the shape of the orbit, and thus the resulting change in angular velocity.
  • Turn on scrambler/disruptor and webs if within range, watch capacitor drain and get a feel for the longevity of the fitting and skills the pilot has now.
  • Turn on speed mods to keep range on moving target, see all these capacitor uses drain a tackler quickly. Capacitor management is the third principle concern for tacklers. Discuss 'pulsing' speed mods, signature bloom, and turning off auto-repeat on speed mods.
  • Establish range of a medium energy neutralizer, establish neuts as a threat.
  • Establish speed of drones and the threat they present, and how hard they are to outrun.

Gate Camps

  • A gate camp is a common method for trying to kill the intended target.
  • While variations on how the camps are set up make describing them difficult, the tacklers are nearly always in the same place: orbiting the gate.
  • The reasons for this are twofold:
    • People jumping into a system appear in a 12km circle around the gate. By placing the tacklers near the center of that circle, it minimizes the distance from each tackler to the target.
    • The second reason is that Tacklers are fragile and high priority targets. With the tacklers within jump range of the gate, they can hop through the gate, avoiding incoming fire and preserving their ship for continued use.

Attacking a Sniper

  • This is a very difficult operation and usually requires the use of a covert ops ship.
  • Since the sniper can easily burn down any frigates making a normal space run to their location, the tacklers will be moved to a separate place where they wait for the covert ops ship to position itself carefully.
  • When in place, the frigates can warp to the covert ops ship, landing almost on top of the target and be in range to tackle it immediately. It is a type of operation that requires patience and good timing.

Ambush

  • There are a number of ways tacklers are used in ambushes.
  • Many, like attacking a sniper, happen through the use of a covert ops ship while others may simply mean the gang of tacklers warp into a planet, belt, safespot and pounce the target and pin it down as the gunslingers come in to kill it.

Frigate Swarm of Death

  • With enough frigates, especially if some have fitted ECM jammers and other modules to disrupt an enemy's ability to fight, a horde of lowly frigates can nibble a battleship to death fairly quickly.
  • While it's likely several frigates might be destroyed doing so, the cost of 3-4 250,000 ISK frigates makes the trade-off worth it when you realize most battleships cost 100,000,000 ISK without even adding in the cost of their modules.
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