https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Geranai+yoda&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T07:49:11ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Web_Resources_for_Industry_and_Trade&diff=96686Web Resources for Industry and Trade2016-07-05T23:00:52Z<p>Geranai yoda: /* Planetary Interaction Resources */</p>
<hr />
<div>{{Stub}}<br />
[[Category:Industry]]<br />
== Out-of-game Tools ==<br />
<br />
[http://sites.google.com/site/evemeep/ Eve-meep]<br />
<br />
Online Manufacturing Cost and Profit calculator.<br />
<br />
<br />
[https://www.fuzzwork.co.uk/blueprints/ Fuzzwork BPO Calculator]<br />
Another BPO tool that can calculate perfect ME and research times that has an attractive interface and faster server.<br />
<br />
<br />
[http://games.chruker.dk/eve_online/ Chruker's EVE Online section]<br />
<br />
A website with important data and formulas.<br />
<br />
==Planetary Interaction Resources==<br />
<br />
[http://eveplanets.com/ EVE planets]<br />
A website dedicated to planetary interaction.<br />
<br />
<br />
http://fazenda.w-space.org<br />
Interactive chart showing how PI production chains. Optimized for the in-game browser<br />
<br />
<br />
https://www.fuzzwork.co.uk/pi/<br />
Fuzzwork Planetary Interaction margin calculator.<br />
<br />
<br />
http://alysii.com/eve/pi/<br />
Another interactive production chain.<br />
<br />
<br />
http://util.eveuniversity.org/PiBear/<br />
Some useful tools created by our own Turhan Bey, including a locator for planets of a certain type.<br />
<br />
<br />
http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
Calculates Light Year distances to see what systems will be in range based on your Remote Sensing skill level<br />
<br />
<br />
http://www.hst-soft.de/korai/Eve_PI_Diagrams_v1_4.pdf<br />
PI manufacturing chart<br />
<br />
<br />
http://www.evegadgets.com/<br />
PI planning tool that lets you test your colony set-up to determine what you can achieve at your current skill levels.<br />
<br />
<br />
https://docs.google.com/spreadsheet/ccc?key=0ArlHEr5t26lndDN3QVhBODJ3YnF5MWVMcUQ0bHdxQXc&hl=en#gid=14 link<br />
Planet Interaction Spreadsheet<br />
<br />
== Blogs ==<br />
<br />
[http://k162space.wordpress.com/ K162space]<br />
<br />
A blog about industry in nullsec and wormholes.</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=Web_Resources_for_Industry_and_Trade&diff=96685Web Resources for Industry and Trade2016-07-05T23:00:25Z<p>Geranai yoda: Added Fuzzwork's PI page</p>
<hr />
<div>{{Stub}}<br />
[[Category:Industry]]<br />
== Out-of-game Tools ==<br />
<br />
[http://sites.google.com/site/evemeep/ Eve-meep]<br />
<br />
Online Manufacturing Cost and Profit calculator.<br />
<br />
<br />
[https://www.fuzzwork.co.uk/blueprints/ Fuzzwork BPO Calculator]<br />
Another BPO tool that can calculate perfect ME and research times that has an attractive interface and faster server.<br />
<br />
<br />
[http://games.chruker.dk/eve_online/ Chruker's EVE Online section]<br />
<br />
A website with important data and formulas.<br />
<br />
==Planetary Interaction Resources==<br />
<br />
[http://eveplanets.com/ EVE planets]<br />
A website dedicated to planetary interaction.<br />
<br />
<br />
http://fazenda.w-space.org<br />
Interactive chart showing how PI production chains. Optimized for the in-game browser<br />
<br />
https://www.fuzzwork.co.uk/pi/<br />
Fuzzwork Planetary Interaction margin calculator.<br />
<br />
<br />
http://alysii.com/eve/pi/<br />
Another interactive production chain.<br />
<br />
<br />
http://util.eveuniversity.org/PiBear/<br />
Some useful tools created by our own Turhan Bey, including a locator for planets of a certain type.<br />
<br />
<br />
http://www.eve-icsc.com/jumptools/jumpplanner.php<br />
Calculates Light Year distances to see what systems will be in range based on your Remote Sensing skill level<br />
<br />
<br />
http://www.hst-soft.de/korai/Eve_PI_Diagrams_v1_4.pdf<br />
PI manufacturing chart<br />
<br />
<br />
http://www.evegadgets.com/<br />
PI planning tool that lets you test your colony set-up to determine what you can achieve at your current skill levels.<br />
<br />
<br />
https://docs.google.com/spreadsheet/ccc?key=0ArlHEr5t26lndDN3QVhBODJ3YnF5MWVMcUQ0bHdxQXc&hl=en#gid=14 link<br />
Planet Interaction Spreadsheet<br />
<br />
== Blogs ==<br />
<br />
[http://k162space.wordpress.com/ K162space]<br />
<br />
A blog about industry in nullsec and wormholes.</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda/Tackling&diff=96426User:Geranai yoda/Tackling2016-06-26T00:46:32Z<p>Geranai yoda: Updated the closed range fittings.</p>
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<div>{{Work in Progress}}<br />
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{{related class|Tackling 101}}<br />
'''To tackle''', in EVE Online, '''is the act of pinning down an opponent, preventing it from warping away''', so that the fleet can destroy his ship or pod, removing it from the fight.<br />
<br />
If you think this doesn't sound exciting, think again! Tackling is the single most critical factor in every pvp kill, because without proper tackling a ship would simply warp away from a fight is going to lose: '''''as a tackler, it's you that allow a kill to happen'''''.<br />
<br />
== Tackling Basic Steps ==<br />
<br />
Let's see the most important steps of a successful tackling operation.<br />
<br />
'''Before the fight:'''<br />
<br />
* Turn on your Sensor Booster if you have one<br />
* Consider enabling the overheat for your tackling module ([[#Warp Disruptor (Point)|Disruptor]] or [[#Warp Scrambler (scram)|Scrambler]]), this will allow the module to function from further away. Pre-enabling the overheat won't start overheating the module until you activate it, so it's safe to do it<br />
* Consider keeping your tackling module ''"hot"'' by pressing the associated button. This will change your pointer into a targeting pointer and the module will automatically be applied to the first thing you target. This might be risky if you target something by mistake, especially in High Security space (''Newbro starts trying to warp scramble Dodixie Gate'').<br />
<br />
'''When the target is on grid:'''<br />
<br />
* Turn your [[#Propulsion|propulsion mod]] on<br />
* Start moving towards your target (if you manage, keep a slight angle so it'll be harder for their turrets to track you, but a simple ''Approach'' is fine most of the time and lowers the time it takes to reach the target)<br />
* Start locking your target as soon as you are in range for targeting<br />
* If you didn't keep your tackling module ''"hot"'', activate it as soon as you are in range<br />
* Call out on Voice Comms that you have point on the target, e.g. ''Kelduum Revaan has point on primary'', or ''SilentBrick has point on the Drake''.<br />
* Continue using your propulsion mod to approach the target.<br />
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).<br />
* If your MWD is still running, turn it off. Afterburners can keep running.<br />
* If you have a [[#Stasis Webifier (web)|webifier]], activate it as soon as you are in range<br />
* Keep orbiting the target to make it harder for his turrets to track you<br />
* If you get targeted, either ''bounce'' (warp to a nearby celestial then return) or keep orbiting if you want to die a ''Hero's death''.<br />
<br />
As you see, we mentioned quite a number of modules that you need to activate in a specific order. We'll talk about those in more detail, and see what's important and why, but first let's have a quick look to the different sub-roles a tackler might cover.<br />
<br />
<br />
== Different types of tacklers ==<br />
<br />
A fleet might have specialized tacklers that have different roles and fittings for specific purposes.<br />
<br />
=== First Tackle ===<br />
<br />
The '''First Tackle''' is, as the name implies, the first ship to land a tackle on the enemy. Their focus is on movement speed, targeting speed and, of course, at least one tackling module, usually a [[#Warp Disruptor (point)|warp disruptor]], possibly T2 because it has longer range.<br />
<br />
Being the first to the scene also means that the '''First Tackle''' is usually the first target of the tackled ship: if fitting allows, some tank is helpful and your weapons will be useful to counter enemy drones.<br />
<br />
This role is often filled by an [[Ship#Interceptors|interceptor]], but a T1 frigate will work too: [[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.<br />
<br />
===Second Tackle===<br />
<br />
Second Tackle's role is to grab the ship tackled by '''First Tackle''' and slow it down so the heavier ships can join the fun.<br />
<br />
In this role you usually still want to have enough speed to reach the target before the '''First Tackle''' dies or has to warp off, but you'll also want to fit heavier tackle, including both a [[#Warp Scrambler (scram)|warp scrambler]] and a [[#Stasis Webifier (web)|webber]] and more tank.<br />
<br />
Second Tackle needs to be very careful when engaging battleships: T2 smartbombs have a 6km range and can kill a frigate pretty quickly, so that's a pretty narrow window if you consider that Tech 1 [[#Warp Scrambler (scram)|scramblers]] have only 7.5km range. When flying Second Tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better because tracking you will be harder.<br />
<br />
Second tackle only needs to be cap stable with the scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.<br />
<br />
===Heavy Tackle===<br />
<br />
In a E-UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.<br />
<br />
Some fast cruisers (like the [[Stabber]]) and [[Ship#Assault Frigates|assault frigates]] have plenty of tank and enough speed to act as Heavy Tackle if the fleet doctrine requires it.<br />
<br />
===Gate Tackle===<br />
<br />
The '''Gate Tackle''' is a specialized variation of the '''First Tackle''', with an emphasis on quick lock time. A Gate Tackler should fit at least one [[#Sensor Booster|sensor booster]], and might also receive Remote Sensor Boosting from fleet-mates. Some movement speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as you are operating with the rest of the fleet; your job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down.<br />
<br />
Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler.<br />
<br />
<br />
== Some notes on tackling ==<br />
<br />
=== A Note On Picking Your Target ===<br />
<br />
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
<br />
=== Weapon and Session Timers ===<br />
<br />
'''Once you commit a hostile act against another player, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their [[Timers#Weapon_Timer|Weapon Timer]], and then jump through the gate and get away.<br />
<br />
To prevent this from happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.<br />
<br />
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full 60 seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.<br />
<br />
=== Tactical Warps ===<br />
<br />
A ship can warp to any friendly ship that is at least 150km away, so if you are far enough from your fleet, they can use you as a beacon and initiate a warp in your direction. This opens the possibility for another trick for tackle frigates: if you are not actively engaging a pointed target, consider burning directly ''away'' from it - in a direction opposite your heavier ships - so that the target ends up between you and your fleet. This way, when you are at at least 150km, the fleet can ''warp at range'' to you to land directly on top of the tackled target.<br />
<br />
This technique requires some coordination: there's no point in having all the frigates burn away from the target while nobody stays to apply point / web / scram.<br />
<br />
=== Bumping ===<br />
<br />
[[Manual_Piloting#Bumping|Bumping]] is the act of ''ramming'' another ship to prevent them from aligning or reapproaching a gate or a station. This is a more advanced technique, requires good timing and can put your ship at risk, but you can try it in extreme cases when for example you have been completely neuted out by a battleship.<br />
<br />
Works especially well with increased ship mass and velocity and against ships that are slow to align.<br />
<br />
== Basic skills for tackling ==<br />
<br />
At the moment of writing this, new pilots start with a decent amount of skill points and can already fly frigates, but there's a few more skills that are '''required''' to become a tackler:<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Propulsion Jamming | I }} required for fitting and using tackling modules<br />
* {{RequiredSkill | Propulsion Jamming | IV }} it's highly recommended to train this to IV because it unlocks the use of T2 modules that have far greater range<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} required for the use of microwarpdrives<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} training this to IV unlocks T2 modules and decreases the cap required to run your MWD<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Extra skills for tackling ==<br />
<br />
These skills are not ''required'' but they will make your life easier and in turn make you a better tackler. Train them to IV when you can, if you intend on tackling a lot. '''They all affect any ship you fly''', so have benefits even if you fly other things.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Recommended Skills</div><br />
* {{RequiredSkill | Spaceship Command | IV }} increases your ship's agility by 2% per level<br />
* {{RequiredSkill | Evasive Maneuvering | IV }} increases your ship's agility by 5% per level<br />
* {{RequiredSkill | Navigation | IV }} increases your ship's sub-warp speed by 5% per level<br />
* {{RequiredSkill | Acceleration Control | IV }} increases the speed boost from a MWD or AB by 5% per level<br />
* {{RequiredSkill | Warp Drive Operation | IV }} reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go<br />
* {{RequiredSkill | Signature Analysis | IV }} improves targeting speed by 5% per level<br />
* {{RequiredSkill | Thermodynamics | IV }} allows the pilot to ''overheat'' his modules to increase their efficiency, for example a longer range for tackling modules and more speed for propulsion modules<br />
** {{RequiredSkill | Power Grid Management | IV }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Capacitor Management | III }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Science | IV }} required for '''Thermodynamics'''<br />
* {{RequiredSkill | Long Range Targeting | IV }} allows the use of Sensor Boosters<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Basic Modules Used for Tackling ==<br />
<br />
As we said, the primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a [[#Warp Disruptor (Point)|warp disruptor ("point")]] or a [[#Warp Scrambler (Scram)|warp scrambler ("scram")]]. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
=== Warp Disruptor (Point) ===<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can '''increase your survivability''' against targets with [[#Stasis Webifier (Web)|stasis webifiers]] and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets.<br />
<br />
You can also '''tackle your target faster''' because you don't need to get within 9 km or even less first.<br />
<br />
Warp disruptors '''require a lot of capacitor to run''' and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the ''initial tackle'' and smart tacklers will turn them off once someone else has put a warp scrambler on the target.<br />
<br />
Warp disruptors are especially popular on [[Ship#Interceptors|interceptors]], which receive bonuses to their range and a reduction to the amount of cap they use.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The ''warpcore disabling strength'' for this module is 1 point, this means that a ship equipping a Warp Core Stabilizer will be able to warp away if only one warp disruptor is applied.<br />
<br />
Since the T2 module grants a significant bonus in range, it's highly recommended to skill up Propulsion Jamming to IV to be able to fit and use it.<br />
<br />
=== Warp Scrambler (Scram) ===<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - '''it also shuts down their Microwarpdrive''' (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down significantly.<br />
<br />
This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, '''having at least some warp scramblers is is essential to any fleet'''.<br />
<br />
Warp scramblers '''use significantly less capacitor than warp disruptors''', and you should be able to keep them running indefinitely.<br />
<br />
Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
'''Note''': using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The warpcore disabling strength of this module is 2 points, so even a ship fitted with one Warp Core Stabilizer won't be able to warp away if scrambled.<br />
<br />
'''Note: in Eve University fleets the frigate tacklers generally fit ''Warp Disruptors'' because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''<br />
<br />
=== Warp Scrambler vs Warp Disruptor comparison ===<br />
<br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Warp scrambler T1 !!style="width:15em"| Warp disruptor T1<br />
|-<br />
| Range || 7.5 km || 20 km<br />
|-<br />
| Deactivates MWD || Yes || No<br />
|-<br />
| Capacitor usage per second || 0.9 || 4.8<br />
|-<br />
| CPU requirement || 30 || 40<br />
|-<br />
| PG requirement || 1 || 1<br />
|}<br />
<br />
<br />
== Extra Modules Used for Tackling ==<br />
<br />
While the basic function of the tackler is accomplished with [[#Warp Disruptor (Point)|warp disruptors]] and [[#Warp Scrambler (Scram)|scramblers]], there's a lot more to be said about how to fit a tackling ship.<br />
<br />
As a start, there's at least another class of modules that can directly help the tackler, [[#Stasis Webifier (Web)|stasis webifiers]]: those help slow down the target ship even more, making it easier for the fleet to catch on and keep optimal range.<br />
<br />
Another critical factor for a tackler is ''speed'', so we need to talk about [[#Afterburner (AB) or Microwarpdrive (MWD)|propulsion]] and propulsion upgrades like [[#Overdrive Injector System|overdrive]] and [[#Nanofiber Internal Structure|nanofibers]].<br />
<br />
Especially useful for gate camping, the [[#Sensor Booster|sensor booster]] can be useful in many ways since it can increase the targeting range and the signature resolution of your ship.<br />
<br />
Then we'll move on to examine [[#Tanking Your Tackler|how to "tank" your tackler]] to make it survive incoming fire.<br />
<br />
We'll examine what [[#Weapons|weapon options]] make the most sense for ships that have tackling as their primary function.<br />
<br />
We'll take into consideration some of the [[#E-War|E-War]] modules that can be used effectively as a tackler.<br />
<br />
And last, but not least, we'll give some info about [[#Drones|drones on tackling ships]].<br />
<br />
=== Stasis Webifier (Web) ===<br />
<br />
Stasis webifiers are great for tacklers as they '''significantly decrease the sub-warp speed of a target ship'''.<br />
<br />
These modules have a range only slightly longer than that of a warp scrambler, so '''it's a good idea to fit a web if you already have a scrambler''', since you will be operating well inside ''web range'' anyway.<br />
<br />
'''If you're fitting a warp disruptor, the decision is slightly less clear cut''': you first need to decide whether you plan to fly inside stasis webifier range, because that increases your transversal velocity and makes you harder to hit with turrets. If you decide to fly in web range, it makes a lot of sense to fit one. On the other hand you usually want to stay outside of web and neutralizers range since they can be extremely effective against small, fast targets like a tackling ship: by slowing you down with a web, an enemy can hit you easier with turrets and by neutralizing your capacitor they'll be able to shut down your tackling modules and MWD, making you a good target but most importantly dropping the tackle on them!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
'''Note''': when tackling someone, '''always use a warp disruptor or scrambler before the stasis webifier'''. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br />
=== Afterburner (AB) or Microwarpdrive (MWD) ===<br />
<br />
At first glance you might think that [[#Microwarpdrive (MWD)|microwarpdrives]] and [[#Afterburner (AB)|afterburners]] perform the same function, since they both increase your speed, and since the MWD increases your speed more it must be the better choice.<br />
<br />
Like many things in EVE, ''it isn't quite that simple'': to summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Afterburner T1 !!style="width:15em"| Microwarpdrive T1<br />
|-<br />
| Speed bonus || +112.5% || +500%<br />
|-<br />
| Capacitor usage per second || 1.8 || 4.3<br />
|-<br />
| Signature radius increase || - || +500% (only when activated)<br />
|-<br />
| Capacitor capacity penalty || - || -25% (permanent)<br />
|-<br />
| CPU requirement || 15 || 25<br />
|-<br />
| PG requirement || 10 || 15<br />
|}<br />
</tr><br />
</table><br />
<br />
While afterburners are great for duels (where both ships probably have a scrambler fitted, so the MWD would be useless), in fleets the tackler's primary task is to quickly reach the target and put a point on it, so '''it is recommended that tackler frigates fit an MWD''' in order to close range more quickly and to help them catch up with fast moving targets.<br />
<br />
However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice, at the tradeoff of being less effective.<br />
<br />
It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.<br />
<br />
'''Note:''' T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.<br />
<br />
==== Microwarpdrive (MWD) ====<br />
<br />
The microwarpdrive is capable of giving a significant speed boost to your sub-warp speed, and in that regard is a direct upgrade compared to an [[#Afterburner (AB)|afterburner]], but suffers from a series of serious '''drawbacks'''. The most important one is that '''while the MWD is activated it will increase your signature radius''' by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying.<br />
<br />
Also, the MWD '''uses a lot of capacitor''' and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and is usually turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship.<br />
<br />
Another downside is that, as we said, a [[#Warp Scrambler (Scramb)|warp scrambler]] can shut down the MWD.<br />
<br />
And last, but not least, fitting a MWD, whether it's active or not, reduces the ''total'' capacity of your capacitor (by 25% for the T1 module and 17% for the T2).<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | III }}<br />
* {{RequiredSkill | Afterburner | III }}<br />
* {{RequiredSkill | High Speed Maneuvering | I }} (T1 module)<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Afterburner (AB) ====<br />
<br />
Contrary to what happens with a MWD, '''an AB does not increase your signature radius at all and it needs far less capacitor''', meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.<br />
<br />
The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | I }}<br />
* {{RequiredSkill | Afterburner | I }} (T1 module)<br />
* {{RequiredSkill | Afterburner | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Propulsion Upgrades ===<br />
<br />
Since a first tackler's focus is about reaching his target quickly, many fits for tackling frigates or interceptors include one or more modules to increase the ship sub-warp speed even more.<br />
<br />
==== Overdrive Injector System ====<br />
<br />
Overdrive Injectors '''increase your ship's sub-warp speed''' at the expense of cargohold space. As a tackler you do not use your cargohold, so you can ignore the penalty.<br />
<br />
The nice thing about these modules is that they '''don't require powergrid or CPU'''.<br />
<br />
The tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase to maximum speed and a 20% cargohold penalty.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Nanofiber Internal Structure (Nano) ====<br />
<br />
This is another module that '''increases your speed'''. Unlike the overdrive injector, however, it '''also makes your ship more agile''', allowing you to reach your maximum speed quicker and helping you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill.<br />
<br />
Like overdrives, '''nanos don't require any powergrid or CPU'''. The inertia decrease will help you with the closer orbit.<br />
<br />
The downside of this module is that you get a '''lower amount of structure hit points (HP)'''. In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.<br />
<br />
This module '''works well fitted together with one or more overdrive injector systems'''. This makes you faster and still allows you to keep that speed in a tight orbit.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Sensor Boosters and Signal Amplifiers ===<br />
<br />
To be effective as a tackler you first need to get a lock on the target you want to tackle. The lock time is determined by you ship's [[Scan resolution|Scan Resolution]] (visible in the fitting window) and your target's [[Signature|Signature Radius]].<br />
<br />
Sensor Boosters and Signal Amplifiers increase your ship's Scan Resolution and Targeting Range. While the Signal Amplifier is a Low Slot, passive module that grants a minor increase in those stats, the Sensor Booster is an active mid slot module and can be scripted to boost only one of those stats, doubling the bonus to that stat, but nullifying the bonus to the other: for example, the tech 1 version of the sensor booster provides a 25% bonus to scan resolution and targeting range, but if you put a Scan Resolution script in it, you'll a get 50% bonus to scan resolution and no bonus to targeting range and viceversa with a Targeting Range script.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | CPU Management | II }}<br />
* {{RequiredSkill | Long Range Targeting | I }} (T1 module)<br />
* {{RequiredSkill | Long Range Targeting | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
A sensor booster makes sense if you're fitting a [[#Warp Disruptor (point)|warp disruptor]], however it should '''not''' take precedence over tanking modules such as shield extenders.<br />
<br />
As we said, sensor boosters can increase either your targeting range, your locking speed or both. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing you to start locking a target while you're still approaching them, so you'll be able to instantly apply your disruptor as soon as you are in range instead of waiting for the targeting. Another case you could want more range for is when you are overheating your warp disruptor.<br />
The additional scan resolution will let you lock targets faster, although your frigate will already lock pretty quickly and will come handy in particular when trying to catch targets coming through a stargate.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:17em"| Sensor booster T1 (unscripted)<br />
|-<br />
| Targeting Range bonus || +25%<br />
|-<br />
| Scan resolution bonus|| +25%<br />
|-<br />
| Capacitor usage per second || 1<br />
|-<br />
| CPU requirement || 10<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
<br />
=== Tanking Your Tackler ===<br />
<br />
'''After your tackle and propulsion module, the most important thing to fit on your tackler is tank''' - it's no use catching a target if they can simply kill you and escape.<br />
<br />
No matter what else you do, you should almost always fit a [[#Damage Control]] in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, you have two options - '''you can either fit a shield tank or an armour tank'''.<br />
<br />
A shield tank is usually the best choice for a tackler since it doesn't slow your ship down, but you'll need at least three mid slots to fit a shield tank: one for your MWD or AB, one for your scrambler or disruptor and one for your tank module.<br />
<br />
An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' since it gives way more HP than a small shield extender, and it is possible to fit one on most frigates. If you have problems fitting it, you can fit a '''Micro Auxiliary Power Core''' in the low slots to provide the necessary powergrid.<br />
<br />
Aside from the shield extender, you usually want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' and a '''Small Anti-Thermal Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship.<br />
<br />
Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down, however the extra HP it provides can make a big difference particularly if you're also fit armour resistance modules (such as an '''Adaptive Nano Plating''').<br />
<br />
A '''200mm Reinforced Steel Plate''' is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much. Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.<br />
<br />
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).<br />
<br />
<br />
==== Damage Control ====<br />
<br />
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Medium Shield Extender ====<br />
<br />
A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only ''reduce'' it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a '''Micro Auxiliary Power Core''' in order to provide the powergrid to fit one. A t1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A t2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Shield Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Shield Upgrades | IV }} (T2 module)<br />
** {{RequiredSkill | Capacitor Management | II }} (T1 Micro Auxiliary Power Core)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Weapons on a Tackler ===<br />
<br />
As a tackler, '''tackling''' is your priority: the amount of damage that you might add to the fight, so weapons are low on your list of concerns. Fit all the other modules that you need for tackling first, and if you have some powergrid and CPU left fit whatever weapons you have room for.<br />
<br />
If you're fitting a MWD and/or a warp disruptor (both of which use a lot of capacitor to run), '''it's a good idea to fit projectile and missile weapons''' since these do not require capacitor to fire, even if your ship is not bonused for them.<br />
<br />
'''Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.'''<br />
<br />
As for the choice between long and short range weapons, '''always favor the short range ones''': they fit easier and make more sense. If your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you'll be using the short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br />
<br />
An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on the topic in the [[Capacitor Warfare Guide]].<br />
<br />
<br />
=== E-war ===<br />
<br />
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt your enemies' ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An e-war module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in your fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
E-war modules usually consume a lot of capacitor, so you'll need to manage your cap wisely, prioritizing keeping your tackle on and eventually ''pulsing'' or shutting down the E-war modules if it comes to it.<br />
<br />
<br />
=== Drones ===<br />
{{Stub}}<br />
<br />
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br />
<br />
<br />
== The Setups ==<br />
<br />
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.<br />
<br />
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.<br />
<br />
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.<br />
<br />
The fits below are generally separated into two categories: Long ranged tacklers with warp disruptors, and close ranged 'scram' tacklers with warp scramblers.<br />
<br />
<br />
=== Long Ranged Tacklers ===<br />
<br />
The perfect ships for this role are the t1 'attack' frigates - the Slasher, Condor, Atron and Executioner. These ships are very fast and have good capacitor regeneration, but most importantly they get a 80% reduction to the cap use of tackle modules. Warp disruptors usually require a lot of capacitor to run, and a regular frigate cannot keep one running for very long at all without running out of capacitor - especially if it's running a microwarpdrive too! The fast attack frigates don't have this problem, and can keep their warp disruptors running for much longer. They are however naturally very fragile, and it's important to fit a decent tank.<br />
<br />
The job of a long ranged tackler is to grab targets quickly, while the close ranged tacklers are still trying to get into range. Since you don't have a warp scrambler or stasis webifier you can orbit outside of web range if you want to, however you will often take less damage just orbiting as close to the target as you can!<br />
<br />
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!<br />
<br />
{{ShipFitting<br />
| ship=Slasher<br />
| shipTypeID=585<br />
| fitName=Slasher, Fast Tackle<br />
| fitID=Slasher-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Alumel-Wired Enduring Sensor Booster<br />
| mid2typeID=6159<br />
| mid3name=Medium Shield Extender I<br />
| mid3typeID=3829<br />
| mid4name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid4typeID=5971<br />
| high1name=125mm Gatling AutoCannon I, EMP S<br />
| high1typeID=484<br />
| charge1name=EMP S x1201<br />
| charge1typeID=185<br />
| high2name=125mm Gatling AutoCannon I, EMP S<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I, EMP S<br />
| high3typeID=484<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| charge2name=Targeting Range Script x1<br />
| charge2typeID=29009<br />
| charge3name=Scan Resolution Script x1<br />
| charge3typeID=29011<br />
| high4name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=585:2046;1:11563;1:5399;1:6159;1:3829;1:5971;1:484;3:185;1201:31716;1:31752;1:31740;1:29009;1:29011;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Condor<br />
| shipTypeID=583<br />
| fitName=Condor, Fast Tackle<br />
| fitID=Condor-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| mid1name=Initiated Compact Warp Disruptor<br />
| mid1typeID=5405<br />
| mid2name=Alumel-Wired Enduring Sensor Booster<br />
| mid2typeID=6159<br />
| mid3name=Medium Shield Extender I<br />
| mid3typeID=3829<br />
| mid4name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid4typeID=5971<br />
| high1name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high1typeID=16523<br />
| charge1name=Scourge Rocket x601<br />
| charge1typeID=266<br />
| high2name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high2typeID=16523<br />
| high3name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high3typeID=16523<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| charge2name=Targeting Range Script x1<br />
| charge2typeID=29009<br />
| charge3name=Scan Resolution Script x1<br />
| charge3typeID=29011<br />
| high4name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Like the Slasher, the Condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=583:2046;1:11563;1:5405;1:6159;1:3829;1:5971;1:16523;3:266;601:31716;1:31752;1:31740;1:29009;1:29011;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Atron<br />
| shipTypeID=608<br />
| fitName=Atron, Fast Tackle<br />
| fitID=Atron-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| low3name=Overdrive Injector System I<br />
| low3typeID=1244<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high1typeID=7491<br />
| charge1name=Iron Charge S x1201<br />
| charge1typeID=215<br />
| high2name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high2typeID=7491<br />
| high3name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high3typeID=7491<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=608:2046;1:11563;1:1244;1:5399;1:3829;1:5971;1:7491;3:215;1201:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Executioner<br />
| shipTypeID=589<br />
| fitName=Executioner, Fast Tackle<br />
| fitID=Executioner-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Overdrive Injector System I<br />
| low2typeID=1244<br />
| low3name=Overdrive Injector System I<br />
| low3typeID=1244<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=125mm Gatling AutoCannon I, EMP S<br />
| high1typeID=484<br />
| charge1name=EMP S x1201<br />
| charge1typeID=185<br />
| high2name=125mm Gatling AutoCannon I, EMP S<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I, EMP S<br />
| high3typeID=484<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a Micro Auxiliary Power Core to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like in this case). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=589:2046;1:1244;2:5399;1:3829;1:5971;1:484;3:185;1201:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
=== Close Ranged 'Scram' Tacklers ===<br />
<br />
While the attack frigates are fast, they are also quite fragile. Because of that, many people prefer to use the t1 'combat' frigates for their close range tacklers - the Rifter, Merlin, Incursus, Punisher and Tormentor.<br />
<br />
The job of a scram tackler is to get in close and hold a target until it dies. This means carrying a warp scrambler and plenty of tank to help you stay alive. If you have a spare mid slot a stasis webifier is a natural fit. Despite what you might think, being in close usually much safer than orbiting at range, because it makes you harder to hit. Often the best plan for a scram tackler is to orbit as close to their target as possible.<br />
<br />
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.<br />
<br />
{{ShipFitting<br />
| ship=Tormentor<br />
| shipTypeID=591<br />
| fitName=Tormentor, Scram Tackler<br />
| fitID=Tormentor-Scram-Tackler<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Overdrive Injector System I<br />
| low2typeID=1244<br />
| low3name=Overdrive Injector System I<br />
| low3typeID=1244<br />
| low4name=Nanofiber Internal Structure I<br />
| low4typeID=2603<br />
| mid1name=J5b Enduring Warp Scrambler<br />
| mid1typeID=5439<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=Gatling Pulse Laser I, Multifrequency S<br />
| high1typeID=450<br />
| charge1name=Multifrequency S x1<br />
| charge1typeID=246<br />
| high2name=Gatling Pulse Laser I, Multifrequency S<br />
| high2typeID=450<br />
| high3name=Gatling Pulse Laser I, Multifrequency S<br />
| high3typeID=450<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| drone1name=Warrior I x2<br />
| drone1typeID=2486<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The Tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle Tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=591:2046;1:1244;2:2603;1:5439;1:3829;1:5971;1:450;3:246;1:31716;1:31752;1:31740;1:2486;2::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Punisher<br />
| shipTypeID=597<br />
| fitName=Punisher, Scram Tackle<br />
| fitID=Punisher-Scram-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=200mm Rolled Tungsten Compact Plates<br />
| low2typeID=11349<br />
| low3name=Adaptive Nano Plating I<br />
| low3typeID=1304<br />
| low4name=Type-D Restrained Overdrive Injector<br />
| low4typeID=5631<br />
| low5name=Type-D Restrained Nanofiber Structure<br />
| low5typeID=5599<br />
| mid1name=J5b Enduring Warp Scrambler<br />
| mid1typeID=5439<br />
| mid2name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid2typeID=5971<br />
| high1name=Dual Light Pulse Laser I, Multifrequency S<br />
| high1typeID=451<br />
| charge1name=Multifrequency S x1<br />
| charge1typeID=246<br />
| high2name=Dual Light Pulse Laser I, Multifrequency S<br />
| high2typeID=451<br />
| high3name=Dual Light Pulse Laser I, Multifrequency S<br />
| high3typeID=451<br />
| high4name=Small Knave Scoped Energy Nosferatu<br />
| high4typeID=5137<br />
| rig1name=open<br />
| rig2name=open<br />
| rig3name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=With two mid slots the Punisher is generally less effective as a tackler than the Tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.</li><li>Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the Tormentor the Punisher does not get a bonus to cap use for its turrets.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=597:2046;1:11349;1:1304;1:5631;1:5599;1:5439;1:5971;1:451;3:246;1:5137;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Merlin<br />
| shipTypeID=603<br />
| fitName=Merlin, Scram Tackler<br />
| fitID=Merlin-Scram-Tackler<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| low3name=Type-D Restrained Overdrive Injector<br />
| low3typeID=5631<br />
| mid1name=J5b Enduring Warp Scrambler<br />
| mid1typeID=5439<br />
| mid2name=X5 Enduring Stasis Webifier<br />
| mid2typeID=4025<br />
| mid3name=Medium Shield Extender I<br />
| mid3typeID=3829<br />
| mid4name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid4typeID=5971<br />
| high1name=75mm Gatling Rail I, Antimatter Charge S<br />
| high1typeID=561<br />
| charge1name=Antimatter Charge S x1201<br />
| charge1typeID=222<br />
| high2name=75mm Gatling Rail I, Antimatter Charge S<br />
| high2typeID=561<br />
| high3name=75mm Gatling Rail I, Antimatter Charge S<br />
| high3typeID=561<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.</li><li>This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.</li><li>If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=603:2046;1:11563;1:5631;1:5439;1:4025;1:3829;1:5971;1:561;3:222;1201:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Incursus<br />
| shipTypeID=594<br />
| fitName=Incursus, Scram Tackler<br />
| fitID=Incursus-Scram-Tackler<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Type-D Restrained Overdrive Injector<br />
| low2typeID=5631<br />
| low3name=Type-D Restrained Overdrive Injector<br />
| low3typeID=5631<br />
| low4name=Nanofiber Internal Structure I<br />
| low4typeID=2603<br />
| mid1name=J5b Enduring Warp Scrambler<br />
| mid1typeID=5439<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=75mm Gatling Rail I, Antimatter Charge S<br />
| high1typeID=561<br />
| charge1name=Antimatter Charge S x1201<br />
| charge1typeID=222<br />
| high2name=75mm Gatling Rail I, Antimatter Charge S<br />
| high2typeID=561<br />
| high3name=75mm Gatling Rail I, Antimatter Charge S<br />
| high3typeID=561<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| drone1name=Warrior I x1<br />
| drone1typeID=2486<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The Incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler Incursus works very well with a shield tank. Like the Tormentor, it has plenty of powergrid allowing you to fit a medium shield extender without needing a micro auxiliary power core to do so. With its four low slots giving it excellent speed, this is arguably one of the best tackler fits around. </li><li>This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=594:2046;1:5631;2:2603;1:5439;1:3829;1:5971;1:561;3:222;1201:31716;1:31752;1:31740;1:2486;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Incursus<br />
| shipTypeID=594<br />
| fitName=Incursus, Scram Tackler Armour<br />
| fitID=Incursus-Scram-Tackler-Armour<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=200mm Steel Plates I<br />
| low2typeID=11295<br />
| low3name=Adaptive Nano Plating I<br />
| low3typeID=1304<br />
| low4name=Type-D Restrained Overdrive Injector<br />
| low4typeID=5631<br />
| mid1name=J5b Enduring Warp Scrambler<br />
| mid1typeID=5439<br />
| mid2name=X5 Enduring Stasis Webifier<br />
| mid2typeID=4025<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=Limited Light Ion Blaster I, Antimatter Charge S<br />
| high1typeID=7537<br />
| charge1name=Antimatter Charge S x1101<br />
| charge1typeID=222<br />
| high2name=Limited Light Ion Blaster I, Antimatter Charge S<br />
| high2typeID=7537<br />
| high3name=Limited Light Ion Blaster I, Antimatter Charge S<br />
| high3typeID=7537<br />
| drone1name=Warrior I x1<br />
| drone1typeID=2486<br />
| rig1name=open<br />
| rig2name=open<br />
| rig3name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod. </li><li>The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is a better setup for tackling.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=594:2046;1:11295;1:1304;1:5631;1:5439;1:4025;1:5971;1:7537;3:222;1101:2486;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Rifter<br />
| shipTypeID=587<br />
| fitName=Rifter, Scram Tackler<br />
| fitID=Rifter,-Scram-Tackler<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| low3name=Type-D Restrained Overdrive Injector<br />
| low3typeID=5631<br />
| mid1name=J5b Enduring Warp Scrambler<br />
| mid1typeID=5439<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=150mm Light Gallium Machine Gun, Phased Plasma S<br />
| high1typeID=8819<br />
| charge1name=Phased Plasma S x900<br />
| charge1typeID=184<br />
| high2name=150mm Light Gallium Machine Gun, Phased Plasma S<br />
| high2typeID=8819<br />
| high3name=150mm Light Gallium Machine Gun, Phased Plasma S<br />
| high3typeID=8819<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.</li><li> If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=587:2046;1:11563;1:5631;1:5439;1:3829;1:5971;1:8819;3:184;900:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
== Final words ==<br />
<br />
The setups posted above should be considered ''suggestions''. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?<br />
<br />
You can use any combination of tackling modules, speed modules, tank modules and e-war modules you want as long as you have the 3 things every tackler should have: a speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you!<br />
<br />
<br />
== Additional Information ==<br />
<br />
See also [[Tackling 101]]<br />
See also [http://www.evealtruist.com/2012/08/newbie-tackling-guide.html Newbie Tackling Guide]<br />
<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]<br />
[[Category:Ships]]<br />
[[Category:Fleets]]<br />
[[Category:Ivy League Navy]]<br />
<br />
<br />
Original Articles<br />
<br />
* [[Tackling]]<br />
* [[Tackling Guide]]<br />
* [[Fitting a Tackle Frig]]<br />
* [[The Way of the Tackler]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda/Tackling&diff=96420User:Geranai yoda/Tackling2016-06-25T23:54:53Z<p>Geranai yoda: Fixed the terminology for Timers</p>
<hr />
<div>{{Work in Progress}}<br />
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<br />
{{related class|Tackling 101}}<br />
'''To tackle''', in EVE Online, '''is the act of pinning down an opponent, preventing it from warping away''', so that the fleet can destroy his ship or pod, removing it from the fight.<br />
<br />
If you think this doesn't sound exciting, think again! Tackling is the single most critical factor in every pvp kill, because without proper tackling a ship would simply warp away from a fight is going to lose: '''''as a tackler, it's you that allow a kill to happen'''''.<br />
<br />
== Tackling Basic Steps ==<br />
<br />
Let's see the most important steps of a successful tackling operation.<br />
<br />
'''Before the fight:'''<br />
<br />
* Turn on your Sensor Booster if you have one<br />
* Consider enabling the overheat for your tackling module ([[#Warp Disruptor (Point)|Disruptor]] or [[#Warp Scrambler (scram)|Scrambler]]), this will allow the module to function from further away. Pre-enabling the overheat won't start overheating the module until you activate it, so it's safe to do it<br />
* Consider keeping your tackling module ''"hot"'' by pressing the associated button. This will change your pointer into a targeting pointer and the module will automatically be applied to the first thing you target. This might be risky if you target something by mistake, especially in High Security space (''Newbro starts trying to warp scramble Dodixie Gate'').<br />
<br />
'''When the target is on grid:'''<br />
<br />
* Turn your [[#Propulsion|propulsion mod]] on<br />
* Start moving towards your target (if you manage, keep a slight angle so it'll be harder for their turrets to track you, but a simple ''Approach'' is fine most of the time and lowers the time it takes to reach the target)<br />
* Start locking your target as soon as you are in range for targeting<br />
* If you didn't keep your tackling module ''"hot"'', activate it as soon as you are in range<br />
* Call out on Voice Comms that you have point on the target, e.g. ''Kelduum Revaan has point on primary'', or ''SilentBrick has point on the Drake''.<br />
* Continue using your propulsion mod to approach the target.<br />
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).<br />
* If your MWD is still running, turn it off. Afterburners can keep running.<br />
* If you have a [[#Stasis Webifier (web)|webifier]], activate it as soon as you are in range<br />
* Keep orbiting the target to make it harder for his turrets to track you<br />
* If you get targeted, either ''bounce'' (warp to a nearby celestial then return) or keep orbiting if you want to die a ''Hero's death''.<br />
<br />
As you see, we mentioned quite a number of modules that you need to activate in a specific order. We'll talk about those in more detail, and see what's important and why, but first let's have a quick look to the different sub-roles a tackler might cover.<br />
<br />
<br />
== Different types of tacklers ==<br />
<br />
A fleet might have specialized tacklers that have different roles and fittings for specific purposes.<br />
<br />
=== First Tackle ===<br />
<br />
The '''First Tackle''' is, as the name implies, the first ship to land a tackle on the enemy. Their focus is on movement speed, targeting speed and, of course, at least one tackling module, usually a [[#Warp Disruptor (point)|warp disruptor]], possibly T2 because it has longer range.<br />
<br />
Being the first to the scene also means that the '''First Tackle''' is usually the first target of the tackled ship: if fitting allows, some tank is helpful and your weapons will be useful to counter enemy drones.<br />
<br />
This role is often filled by an [[Ship#Interceptors|interceptor]], but a T1 frigate will work too: [[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.<br />
<br />
===Second Tackle===<br />
<br />
Second Tackle's role is to grab the ship tackled by '''First Tackle''' and slow it down so the heavier ships can join the fun.<br />
<br />
In this role you usually still want to have enough speed to reach the target before the '''First Tackle''' dies or has to warp off, but you'll also want to fit heavier tackle, including both a [[#Warp Scrambler (scram)|warp scrambler]] and a [[#Stasis Webifier (web)|webber]] and more tank.<br />
<br />
Second Tackle needs to be very careful when engaging battleships: T2 smartbombs have a 6km range and can kill a frigate pretty quickly, so that's a pretty narrow window if you consider that Tech 1 [[#Warp Scrambler (scram)|scramblers]] have only 7.5km range. When flying Second Tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better because tracking you will be harder.<br />
<br />
Second tackle only needs to be cap stable with the scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.<br />
<br />
===Heavy Tackle===<br />
<br />
In a E-UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.<br />
<br />
Some fast cruisers (like the [[Stabber]]) and [[Ship#Assault Frigates|assault frigates]] have plenty of tank and enough speed to act as Heavy Tackle if the fleet doctrine requires it.<br />
<br />
===Gate Tackle===<br />
<br />
The '''Gate Tackle''' is a specialized variation of the '''First Tackle''', with an emphasis on quick lock time. A Gate Tackler should fit at least one [[#Sensor Booster|sensor booster]], and might also receive Remote Sensor Boosting from fleet-mates. Some movement speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as you are operating with the rest of the fleet; your job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down.<br />
<br />
Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler.<br />
<br />
<br />
== Some notes on tackling ==<br />
<br />
=== A Note On Picking Your Target ===<br />
<br />
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
<br />
=== Weapon and Session Timers ===<br />
<br />
'''Once you commit a hostile act against another player, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their [[Timers#Weapon_Timer|Weapon Timer]], and then jump through the gate and get away.<br />
<br />
To prevent this from happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.<br />
<br />
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full 60 seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.<br />
<br />
=== Tactical Warps ===<br />
<br />
A ship can warp to any friendly ship that is at least 150km away, so if you are far enough from your fleet, they can use you as a beacon and initiate a warp in your direction. This opens the possibility for another trick for tackle frigates: if you are not actively engaging a pointed target, consider burning directly ''away'' from it - in a direction opposite your heavier ships - so that the target ends up between you and your fleet. This way, when you are at at least 150km, the fleet can ''warp at range'' to you to land directly on top of the tackled target.<br />
<br />
This technique requires some coordination: there's no point in having all the frigates burn away from the target while nobody stays to apply point / web / scram.<br />
<br />
=== Bumping ===<br />
<br />
[[Manual_Piloting#Bumping|Bumping]] is the act of ''ramming'' another ship to prevent them from aligning or reapproaching a gate or a station. This is a more advanced technique, requires good timing and can put your ship at risk, but you can try it in extreme cases when for example you have been completely neuted out by a battleship.<br />
<br />
Works especially well with increased ship mass and velocity and against ships that are slow to align.<br />
<br />
== Basic skills for tackling ==<br />
<br />
At the moment of writing this, new pilots start with a decent amount of skill points and can already fly frigates, but there's a few more skills that are '''required''' to become a tackler:<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Propulsion Jamming | I }} required for fitting and using tackling modules<br />
* {{RequiredSkill | Propulsion Jamming | IV }} it's highly recommended to train this to IV because it unlocks the use of T2 modules that have far greater range<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} required for the use of microwarpdrives<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} training this to IV unlocks T2 modules and decreases the cap required to run your MWD<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Extra skills for tackling ==<br />
<br />
These skills are not ''required'' but they will make your life easier and in turn make you a better tackler. Train them to IV when you can, if you intend on tackling a lot. '''They all affect any ship you fly''', so have benefits even if you fly other things.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Recommended Skills</div><br />
* {{RequiredSkill | Spaceship Command | IV }} increases your ship's agility by 2% per level<br />
* {{RequiredSkill | Evasive Maneuvering | IV }} increases your ship's agility by 5% per level<br />
* {{RequiredSkill | Navigation | IV }} increases your ship's sub-warp speed by 5% per level<br />
* {{RequiredSkill | Acceleration Control | IV }} increases the speed boost from a MWD or AB by 5% per level<br />
* {{RequiredSkill | Warp Drive Operation | IV }} reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go<br />
* {{RequiredSkill | Signature Analysis | IV }} improves targeting speed by 5% per level<br />
* {{RequiredSkill | Thermodynamics | IV }} allows the pilot to ''overheat'' his modules to increase their efficiency, for example a longer range for tackling modules and more speed for propulsion modules<br />
** {{RequiredSkill | Power Grid Management | IV }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Capacitor Management | III }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Science | IV }} required for '''Thermodynamics'''<br />
* {{RequiredSkill | Long Range Targeting | IV }} allows the use of Sensor Boosters<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Basic Modules Used for Tackling ==<br />
<br />
As we said, the primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a [[#Warp Disruptor (Point)|warp disruptor ("point")]] or a [[#Warp Scrambler (Scram)|warp scrambler ("scram")]]. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
=== Warp Disruptor (Point) ===<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can '''increase your survivability''' against targets with [[#Stasis Webifier (Web)|stasis webifiers]] and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets.<br />
<br />
You can also '''tackle your target faster''' because you don't need to get within 9 km or even less first.<br />
<br />
Warp disruptors '''require a lot of capacitor to run''' and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the ''initial tackle'' and smart tacklers will turn them off once someone else has put a warp scrambler on the target.<br />
<br />
Warp disruptors are especially popular on [[Ship#Interceptors|interceptors]], which receive bonuses to their range and a reduction to the amount of cap they use.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The ''warpcore disabling strength'' for this module is 1 point, this means that a ship equipping a Warp Core Stabilizer will be able to warp away if only one warp disruptor is applied.<br />
<br />
Since the T2 module grants a significant bonus in range, it's highly recommended to skill up Propulsion Jamming to IV to be able to fit and use it.<br />
<br />
=== Warp Scrambler (Scram) ===<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - '''it also shuts down their Microwarpdrive''' (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down significantly.<br />
<br />
This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, '''having at least some warp scramblers is is essential to any fleet'''.<br />
<br />
Warp scramblers '''use significantly less capacitor than warp disruptors''', and you should be able to keep them running indefinitely.<br />
<br />
Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
'''Note''': using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The warpcore disabling strength of this module is 2 points, so even a ship fitted with one Warp Core Stabilizer won't be able to warp away if scrambled.<br />
<br />
'''Note: in Eve University fleets the frigate tacklers generally fit ''Warp Disruptors'' because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''<br />
<br />
=== Warp Scrambler vs Warp Disruptor comparison ===<br />
<br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Warp scrambler T1 !!style="width:15em"| Warp disruptor T1<br />
|-<br />
| Range || 7.5 km || 20 km<br />
|-<br />
| Deactivates MWD || Yes || No<br />
|-<br />
| Capacitor usage per second || 0.9 || 4.8<br />
|-<br />
| CPU requirement || 30 || 40<br />
|-<br />
| PG requirement || 1 || 1<br />
|}<br />
<br />
<br />
== Extra Modules Used for Tackling ==<br />
<br />
While the basic function of the tackler is accomplished with [[#Warp Disruptor (Point)|warp disruptors]] and [[#Warp Scrambler (Scram)|scramblers]], there's a lot more to be said about how to fit a tackling ship.<br />
<br />
As a start, there's at least another class of modules that can directly help the tackler, [[#Stasis Webifier (Web)|stasis webifiers]]: those help slow down the target ship even more, making it easier for the fleet to catch on and keep optimal range.<br />
<br />
Another critical factor for a tackler is ''speed'', so we need to talk about [[#Afterburner (AB) or Microwarpdrive (MWD)|propulsion]] and propulsion upgrades like [[#Overdrive Injector System|overdrive]] and [[#Nanofiber Internal Structure|nanofibers]].<br />
<br />
Especially useful for gate camping, the [[#Sensor Booster|sensor booster]] can be useful in many ways since it can increase the targeting range and the signature resolution of your ship.<br />
<br />
Then we'll move on to examine [[#Tanking Your Tackler|how to "tank" your tackler]] to make it survive incoming fire.<br />
<br />
We'll examine what [[#Weapons|weapon options]] make the most sense for ships that have tackling as their primary function.<br />
<br />
We'll take into consideration some of the [[#E-War|E-War]] modules that can be used effectively as a tackler.<br />
<br />
And last, but not least, we'll give some info about [[#Drones|drones on tackling ships]].<br />
<br />
=== Stasis Webifier (Web) ===<br />
<br />
Stasis webifiers are great for tacklers as they '''significantly decrease the sub-warp speed of a target ship'''.<br />
<br />
These modules have a range only slightly longer than that of a warp scrambler, so '''it's a good idea to fit a web if you already have a scrambler''', since you will be operating well inside ''web range'' anyway.<br />
<br />
'''If you're fitting a warp disruptor, the decision is slightly less clear cut''': you first need to decide whether you plan to fly inside stasis webifier range, because that increases your transversal velocity and makes you harder to hit with turrets. If you decide to fly in web range, it makes a lot of sense to fit one. On the other hand you usually want to stay outside of web and neutralizers range since they can be extremely effective against small, fast targets like a tackling ship: by slowing you down with a web, an enemy can hit you easier with turrets and by neutralizing your capacitor they'll be able to shut down your tackling modules and MWD, making you a good target but most importantly dropping the tackle on them!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
'''Note''': when tackling someone, '''always use a warp disruptor or scrambler before the stasis webifier'''. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br />
=== Afterburner (AB) or Microwarpdrive (MWD) ===<br />
<br />
At first glance you might think that [[#Microwarpdrive (MWD)|microwarpdrives]] and [[#Afterburner (AB)|afterburners]] perform the same function, since they both increase your speed, and since the MWD increases your speed more it must be the better choice.<br />
<br />
Like many things in EVE, ''it isn't quite that simple'': to summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Afterburner T1 !!style="width:15em"| Microwarpdrive T1<br />
|-<br />
| Speed bonus || +112.5% || +500%<br />
|-<br />
| Capacitor usage per second || 1.8 || 4.3<br />
|-<br />
| Signature radius increase || - || +500% (only when activated)<br />
|-<br />
| Capacitor capacity penalty || - || -25% (permanent)<br />
|-<br />
| CPU requirement || 15 || 25<br />
|-<br />
| PG requirement || 10 || 15<br />
|}<br />
</tr><br />
</table><br />
<br />
While afterburners are great for duels (where both ships probably have a scrambler fitted, so the MWD would be useless), in fleets the tackler's primary task is to quickly reach the target and put a point on it, so '''it is recommended that tackler frigates fit an MWD''' in order to close range more quickly and to help them catch up with fast moving targets.<br />
<br />
However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice, at the tradeoff of being less effective.<br />
<br />
It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.<br />
<br />
'''Note:''' T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.<br />
<br />
==== Microwarpdrive (MWD) ====<br />
<br />
The microwarpdrive is capable of giving a significant speed boost to your sub-warp speed, and in that regard is a direct upgrade compared to an [[#Afterburner (AB)|afterburner]], but suffers from a series of serious '''drawbacks'''. The most important one is that '''while the MWD is activated it will increase your signature radius''' by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying.<br />
<br />
Also, the MWD '''uses a lot of capacitor''' and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and is usually turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship.<br />
<br />
Another downside is that, as we said, a [[#Warp Scrambler (Scramb)|warp scrambler]] can shut down the MWD.<br />
<br />
And last, but not least, fitting a MWD, whether it's active or not, reduces the ''total'' capacity of your capacitor (by 25% for the T1 module and 17% for the T2).<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | III }}<br />
* {{RequiredSkill | Afterburner | III }}<br />
* {{RequiredSkill | High Speed Maneuvering | I }} (T1 module)<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Afterburner (AB) ====<br />
<br />
Contrary to what happens with a MWD, '''an AB does not increase your signature radius at all and it needs far less capacitor''', meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.<br />
<br />
The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | I }}<br />
* {{RequiredSkill | Afterburner | I }} (T1 module)<br />
* {{RequiredSkill | Afterburner | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Propulsion Upgrades ===<br />
<br />
Since a first tackler's focus is about reaching his target quickly, many fits for tackling frigates or interceptors include one or more modules to increase the ship sub-warp speed even more.<br />
<br />
==== Overdrive Injector System ====<br />
<br />
Overdrive Injectors '''increase your ship's sub-warp speed''' at the expense of cargohold space. As a tackler you do not use your cargohold, so you can ignore the penalty.<br />
<br />
The nice thing about these modules is that they '''don't require powergrid or CPU'''.<br />
<br />
The tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase to maximum speed and a 20% cargohold penalty.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Nanofiber Internal Structure (Nano) ====<br />
<br />
This is another module that '''increases your speed'''. Unlike the overdrive injector, however, it '''also makes your ship more agile''', allowing you to reach your maximum speed quicker and helping you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill.<br />
<br />
Like overdrives, '''nanos don't require any powergrid or CPU'''. The inertia decrease will help you with the closer orbit.<br />
<br />
The downside of this module is that you get a '''lower amount of structure hit points (HP)'''. In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.<br />
<br />
This module '''works well fitted together with one or more overdrive injector systems'''. This makes you faster and still allows you to keep that speed in a tight orbit.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Sensor Boosters and Signal Amplifiers ===<br />
<br />
To be effective as a tackler you first need to get a lock on the target you want to tackle. The lock time is determined by you ship's [[Scan resolution|Scan Resolution]] (visible in the fitting window) and your target's [[Signature|Signature Radius]].<br />
<br />
Sensor Boosters and Signal Amplifiers increase your ship's Scan Resolution and Targeting Range. While the Signal Amplifier is a Low Slot, passive module that grants a minor increase in those stats, the Sensor Booster is an active mid slot module and can be scripted to boost only one of those stats, doubling the bonus to that stat, but nullifying the bonus to the other: for example, the tech 1 version of the sensor booster provides a 25% bonus to scan resolution and targeting range, but if you put a Scan Resolution script in it, you'll a get 50% bonus to scan resolution and no bonus to targeting range and viceversa with a Targeting Range script.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | CPU Management | II }}<br />
* {{RequiredSkill | Long Range Targeting | I }} (T1 module)<br />
* {{RequiredSkill | Long Range Targeting | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
A sensor booster makes sense if you're fitting a [[#Warp Disruptor (point)|warp disruptor]], however it should '''not''' take precedence over tanking modules such as shield extenders.<br />
<br />
As we said, sensor boosters can increase either your targeting range, your locking speed or both. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing you to start locking a target while you're still approaching them, so you'll be able to instantly apply your disruptor as soon as you are in range instead of waiting for the targeting. Another case you could want more range for is when you are overheating your warp disruptor.<br />
The additional scan resolution will let you lock targets faster, although your frigate will already lock pretty quickly and will come handy in particular when trying to catch targets coming through a stargate.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:17em"| Sensor booster T1 (unscripted)<br />
|-<br />
| Targeting Range bonus || +25%<br />
|-<br />
| Scan resolution bonus|| +25%<br />
|-<br />
| Capacitor usage per second || 1<br />
|-<br />
| CPU requirement || 10<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
<br />
=== Tanking Your Tackler ===<br />
<br />
'''After your tackle and propulsion module, the most important thing to fit on your tackler is tank''' - it's no use catching a target if they can simply kill you and escape.<br />
<br />
No matter what else you do, you should almost always fit a [[#Damage Control]] in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, you have two options - '''you can either fit a shield tank or an armour tank'''.<br />
<br />
A shield tank is usually the best choice for a tackler since it doesn't slow your ship down, but you'll need at least three mid slots to fit a shield tank: one for your MWD or AB, one for your scrambler or disruptor and one for your tank module.<br />
<br />
An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' since it gives way more HP than a small shield extender, and it is possible to fit one on most frigates. If you have problems fitting it, you can fit a '''Micro Auxiliary Power Core''' in the low slots to provide the necessary powergrid.<br />
<br />
Aside from the shield extender, you usually want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' and a '''Small Anti-Thermal Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship.<br />
<br />
Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down, however the extra HP it provides can make a big difference particularly if you're also fit armour resistance modules (such as an '''Adaptive Nano Plating''').<br />
<br />
A '''200mm Reinforced Steel Plate''' is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much. Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.<br />
<br />
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).<br />
<br />
<br />
==== Damage Control ====<br />
<br />
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Medium Shield Extender ====<br />
<br />
A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only ''reduce'' it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a '''Micro Auxiliary Power Core''' in order to provide the powergrid to fit one. A t1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A t2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Shield Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Shield Upgrades | IV }} (T2 module)<br />
** {{RequiredSkill | Capacitor Management | II }} (T1 Micro Auxiliary Power Core)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Weapons on a Tackler ===<br />
<br />
As a tackler, '''tackling''' is your priority: the amount of damage that you might add to the fight, so weapons are low on your list of concerns. Fit all the other modules that you need for tackling first, and if you have some powergrid and CPU left fit whatever weapons you have room for.<br />
<br />
If you're fitting a MWD and/or a warp disruptor (both of which use a lot of capacitor to run), '''it's a good idea to fit projectile and missile weapons''' since these do not require capacitor to fire, even if your ship is not bonused for them.<br />
<br />
'''Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.'''<br />
<br />
As for the choice between long and short range weapons, '''always favor the short range ones''': they fit easier and make more sense. If your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you'll be using the short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br />
<br />
An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on the topic in the [[Capacitor Warfare Guide]].<br />
<br />
<br />
=== E-war ===<br />
<br />
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt your enemies' ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An e-war module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in your fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
E-war modules usually consume a lot of capacitor, so you'll need to manage your cap wisely, prioritizing keeping your tackle on and eventually ''pulsing'' or shutting down the E-war modules if it comes to it.<br />
<br />
<br />
=== Drones ===<br />
{{Stub}}<br />
<br />
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br />
<br />
<br />
== The Setups ==<br />
<br />
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.<br />
<br />
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.<br />
<br />
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.<br />
<br />
The fits below are generally separated into two categories: Long ranged tacklers with warp disruptors, and close ranged 'scram' tacklers with warp scramblers.<br />
<br />
<br />
=== Long Ranged Tacklers ===<br />
<br />
The perfect ships for this role are the t1 'attack' frigates - the Slasher, Condor, Atron and Executioner. These ships are very fast and have good capacitor regeneration, but most importantly they get a 80% reduction to the cap use of tackle modules. Warp disruptors usually require a lot of capacitor to run, and a regular frigate cannot keep one running for very long at all without running out of capacitor - especially if it's running a microwarpdrive too! The fast attack frigates don't have this problem, and can keep their warp disruptors running for much longer. They are however naturally very fragile, and it's important to fit a decent tank.<br />
<br />
The job of a long ranged tackler is to grab targets quickly, while the close ranged tacklers are still trying to get into range. Since you don't have a warp scrambler or stasis webifier you can orbit outside of web range if you want to, however you will often take less damage just orbiting as close to the target as you can!<br />
<br />
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!<br />
<br />
{{ShipFitting<br />
| ship=Slasher<br />
| shipTypeID=585<br />
| fitName=Slasher, Fast Tackle<br />
| fitID=Slasher,-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Alumel-Wired Enduring Sensor Booster<br />
| mid2typeID=6159<br />
| mid3name=Medium Shield Extender I<br />
| mid3typeID=3829<br />
| mid4name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid4typeID=5971<br />
| high1name=125mm Gatling AutoCannon I, EMP S<br />
| high1typeID=484<br />
| charge1name=EMP S x1201<br />
| charge1typeID=185<br />
| high2name=125mm Gatling AutoCannon I, EMP S<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I, EMP S<br />
| high3typeID=484<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| charge2name=Targeting Range Script x1<br />
| charge2typeID=29009<br />
| charge3name=Scan Resolution Script x1<br />
| charge3typeID=29011<br />
| high4name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=585:2046;1:11563;1:5399;1:6159;1:3829;1:5971;1:484;3:185;1201:31716;1:31752;1:31740;1:29009;1:29011;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Condor<br />
| shipTypeID=583<br />
| fitName=Condor, Fast Tackle<br />
| fitID=Condor,-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| mid1name=Initiated Compact Warp Disruptor<br />
| mid1typeID=5405<br />
| mid2name=Alumel-Wired Enduring Sensor Booster<br />
| mid2typeID=6159<br />
| mid3name=Medium Shield Extender I<br />
| mid3typeID=3829<br />
| mid4name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid4typeID=5971<br />
| high1name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high1typeID=16523<br />
| charge1name=Scourge Rocket x601<br />
| charge1typeID=266<br />
| high2name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high2typeID=16523<br />
| high3name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high3typeID=16523<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| charge2name=Targeting Range Script x1<br />
| charge2typeID=29009<br />
| charge3name=Scan Resolution Script x1<br />
| charge3typeID=29011<br />
| high4name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Like the Slasher, the Condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=583:2046;1:11563;1:5405;1:6159;1:3829;1:5971;1:16523;3:266;601:31716;1:31752;1:31740;1:29009;1:29011;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Atron<br />
| shipTypeID=608<br />
| fitName=Atron, Fast Tackle<br />
| fitID=Atron,-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| low3name=Overdrive Injector System I<br />
| low3typeID=1244<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high1typeID=7491<br />
| charge1name=Iron Charge S x1201<br />
| charge1typeID=215<br />
| high2name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high2typeID=7491<br />
| high3name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high3typeID=7491<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=608:2046;1:11563;1:1244;1:5399;1:3829;1:5971;1:7491;3:215;1201:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Executioner<br />
| shipTypeID=589<br />
| fitName=Executioner, Fast Tackle<br />
| fitID=Executioner,-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Overdrive Injector System I<br />
| low2typeID=1244<br />
| low3name=Overdrive Injector System I<br />
| low3typeID=1244<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=125mm Gatling AutoCannon I, EMP S<br />
| high1typeID=484<br />
| charge1name=EMP S x1201<br />
| charge1typeID=185<br />
| high2name=125mm Gatling AutoCannon I, EMP S<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I, EMP S<br />
| high3typeID=484<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a Micro Auxiliary Power Core to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like in this case). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=589:2046;1:1244;2:5399;1:3829;1:5971;1:484;3:185;1201:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
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{{Fittings<br />
|name=<br />
Slasher, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
EMP S<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
}}<br />
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<br />
<br />
{{Fittings<br />
|name=<br />
Condor, Fast Tackle<br />
|high=<br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Initiated Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
Scourge Rocket<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the slasher, the condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
}}<br />
{{Fittings<br />
|name=<br />
Atron, Fast Tackle<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
}} {{Fittings<br />
|name=<br />
Executioner, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br />
|charges=<br />
EMP S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a MAPC to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like above). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
}}<br />
<br />
<br />
=== Close Ranged 'Scram' Tacklers ===<br />
<br />
While the attack frigates are fast, they are also quite fragile. Because of that, many people prefer to use the t1 'combat' frigates for their close range tacklers - the Rifter, Merlin, Incursus, Punisher and Tormentor.<br />
<br />
The job of a scram tackler is to get in close and hold a target until it dies. This means carrying a warp scrambler and plenty of tank to help you stay alive. If you have a spare mid slot a stasis webifier is a natural fit. Despite what you might think, being in close usually much safer than orbiting at range, because it makes you harder to hit. Often the best plan for a scram tackler is to orbit as close to their target as possible.<br />
<br />
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.<br />
<br />
{{Fittings<br />
|name=<br />
Tormentor, Scram Tackler<br />
|high=<br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
Warrior I x2<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.<br />
}} {{Fittings<br />
|name=<br />
Punisher, Scram Tackle<br />
|high=<br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Small Nosferatu I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* With two mid slots the Punisher is generally less effective as a tackler than the tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.<br />
* Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the tormentor the Punisher does not get a bonus to cap use for its turrets.<br />
}}<br />
{{Fittings<br />
|name=<br />
Merlin, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.<br />
* This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.<br />
* If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.<br />
}} {{Fittings<br />
|name=<br />
Incursus, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler incursus works very well with a shield tank. Like the tormentor, it has plenty of powergrid allowing you to fit a medium shield without needing a micro auxiliary power core to do so. With its four mid slots giving it excellent speed, this is arguably one of the best tackler fits around.<br />
* This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.<br />
}}<br />
{{Fittings<br />
|name=<br />
Incursus, Scram Tackle Armour<br />
|high=<br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod.<br />
* The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is probably a better setup for tackling.<br />
}} {{Fittings<br />
|name=<br />
Rifter, Scram Tackler<br />
|high=<br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Phased Plasma S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.<br />
* If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.<br />
}}<br />
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<br />
== Final words ==<br />
<br />
The setups posted above should be considered ''suggestions''. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?<br />
<br />
You can use any combination of tackling modules, speed modules, tank modules and e-war modules you want as long as you have the 3 things every tackler should have: a speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you!<br />
<br />
<br />
== Additional Information ==<br />
<br />
See also [[Tackling 101]]<br />
See also [http://www.evealtruist.com/2012/08/newbie-tackling-guide.html Newbie Tackling Guide]<br />
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[[Category:Guides]]<br />
[[Category:PvP]]<br />
[[Category:Ships]]<br />
[[Category:Fleets]]<br />
[[Category:Ivy League Navy]]<br />
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<br />
Original Articles<br />
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* [[Tackling]]<br />
* [[Tackling Guide]]<br />
* [[Fitting a Tackle Frig]]<br />
* [[The Way of the Tackler]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda/Tackling&diff=96417User:Geranai yoda/Tackling2016-06-25T23:29:37Z<p>Geranai yoda: Updated the long range fittings</p>
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<div>{{Work in Progress}}<br />
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{{related class|Tackling 101}}<br />
'''To tackle''', in EVE Online, '''is the act of pinning down an opponent, preventing it from warping away''', so that the fleet can destroy his ship or pod, removing it from the fight.<br />
<br />
If you think this doesn't sound exciting, think again! Tackling is the single most critical factor in every pvp kill, because without proper tackling a ship would simply warp away from a fight is going to lose: '''''as a tackler, it's you that allow a kill to happen'''''.<br />
<br />
== Tackling Basic Steps ==<br />
<br />
Let's see the most important steps of a successful tackling operation.<br />
<br />
'''Before the fight:'''<br />
<br />
* Turn on your Sensor Booster if you have one<br />
* Consider enabling the overheat for your tackling module ([[#Warp Disruptor (Point)|Disruptor]] or [[#Warp Scrambler (scram)|Scrambler]]), this will allow the module to function from further away. Pre-enabling the overheat won't start overheating the module until you activate it, so it's safe to do it<br />
* Consider keeping your tackling module ''"hot"'' by pressing the associated button. This will change your pointer into a targeting pointer and the module will automatically be applied to the first thing you target. This might be risky if you target something by mistake, especially in High Security space (''Newbro starts trying to warp scramble Dodixie Gate'').<br />
<br />
'''When the target is on grid:'''<br />
<br />
* Turn your [[#Propulsion|propulsion mod]] on<br />
* Start moving towards your target (if you manage, keep a slight angle so it'll be harder for their turrets to track you, but a simple ''Approach'' is fine most of the time and lowers the time it takes to reach the target)<br />
* Start locking your target as soon as you are in range for targeting<br />
* If you didn't keep your tackling module ''"hot"'', activate it as soon as you are in range<br />
* Call out on Voice Comms that you have point on the target, e.g. ''Kelduum Revaan has point on primary'', or ''SilentBrick has point on the Drake''.<br />
* Continue using your propulsion mod to approach the target.<br />
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).<br />
* If your MWD is still running, turn it off. Afterburners can keep running.<br />
* If you have a [[#Stasis Webifier (web)|webifier]], activate it as soon as you are in range<br />
* Keep orbiting the target to make it harder for his turrets to track you<br />
* If you get targeted, either ''bounce'' (warp to a nearby celestial then return) or keep orbiting if you want to die a ''Hero's death''.<br />
<br />
As you see, we mentioned quite a number of modules that you need to activate in a specific order. We'll talk about those in more detail, and see what's important and why, but first let's have a quick look to the different sub-roles a tackler might cover.<br />
<br />
<br />
== Different types of tacklers ==<br />
<br />
A fleet might have specialized tacklers that have different roles and fittings for specific purposes.<br />
<br />
=== First Tackle ===<br />
<br />
The '''First Tackle''' is, as the name implies, the first ship to land a tackle on the enemy. Their focus is on movement speed, targeting speed and, of course, at least one tackling module, usually a [[#Warp Disruptor (point)|warp disruptor]], possibly T2 because it has longer range.<br />
<br />
Being the first to the scene also means that the '''First Tackle''' is usually the first target of the tackled ship: if fitting allows, some tank is helpful and your weapons will be useful to counter enemy drones.<br />
<br />
This role is often filled by an [[Ship#Interceptors|interceptor]], but a T1 frigate will work too: [[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.<br />
<br />
===Second Tackle===<br />
<br />
Second Tackle's role is to grab the ship tackled by '''First Tackle''' and slow it down so the heavier ships can join the fun.<br />
<br />
In this role you usually still want to have enough speed to reach the target before the '''First Tackle''' dies or has to warp off, but you'll also want to fit heavier tackle, including both a [[#Warp Scrambler (scram)|warp scrambler]] and a [[#Stasis Webifier (web)|webber]] and more tank.<br />
<br />
Second Tackle needs to be very careful when engaging battleships: T2 smartbombs have a 6km range and can kill a frigate pretty quickly, so that's a pretty narrow window if you consider that Tech 1 [[#Warp Scrambler (scram)|scramblers]] have only 7.5km range. When flying Second Tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better because tracking you will be harder.<br />
<br />
Second tackle only needs to be cap stable with the scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.<br />
<br />
===Heavy Tackle===<br />
<br />
In a E-UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.<br />
<br />
Some fast cruisers (like the [[Stabber]]) and [[Ship#Assault Frigates|assault frigates]] have plenty of tank and enough speed to act as Heavy Tackle if the fleet doctrine requires it.<br />
<br />
===Gate Tackle===<br />
<br />
The '''Gate Tackle''' is a specialized variation of the '''First Tackle''', with an emphasis on quick lock time. A Gate Tackler should fit at least one [[#Sensor Booster|sensor booster]], and might also receive Remote Sensor Boosting from fleet-mates. Some movement speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as you are operating with the rest of the fleet; your job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down.<br />
<br />
Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler.<br />
<br />
<br />
== Some notes on tackling ==<br />
<br />
=== A Note On Picking Your Target ===<br />
<br />
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
<br />
=== Gate Timers ===<br />
<br />
'''Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away.<br />
<br />
To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.<br />
<br />
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full sixty seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.<br />
<br />
=== Tactical Warps ===<br />
<br />
A ship can warp to any friendly ship that is at least 150km away, so if you are far enough from your fleet, they can use you as a beacon and initiate a warp in your direction. This opens the possibility for another trick for tackle frigates: if you are not actively engaging a pointed target, consider burning directly ''away'' from it - in a direction opposite your heavier ships - so that the target ends up between you and your fleet. This way, when you are at at least 150km, the fleet can ''warp at range'' to you to land directly on top of the tackled target.<br />
<br />
This technique requires some coordination: there's no point in having all the frigates burn away from the target while nobody stays to apply point / web / scram.<br />
<br />
=== Bumping ===<br />
<br />
[[Manual_Piloting#Bumping|Bumping]] is the act of ''ramming'' another ship to prevent them from aligning or reapproaching a gate or a station. This is a more advanced technique, requires good timing and can put your ship at risk, but you can try it in extreme cases when for example you have been completely neuted out by a battleship.<br />
<br />
Works especially well with increased ship mass and velocity and against ships that are slow to align.<br />
<br />
== Basic skills for tackling ==<br />
<br />
At the moment of writing this, new pilots start with a decent amount of skill points and can already fly frigates, but there's a few more skills that are '''required''' to become a tackler:<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Propulsion Jamming | I }} required for fitting and using tackling modules<br />
* {{RequiredSkill | Propulsion Jamming | IV }} it's highly recommended to train this to IV because it unlocks the use of T2 modules that have far greater range<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} required for the use of microwarpdrives<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} training this to IV unlocks T2 modules and decreases the cap required to run your MWD<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Extra skills for tackling ==<br />
<br />
These skills are not ''required'' but they will make your life easier and in turn make you a better tackler. Train them to IV when you can, if you intend on tackling a lot. '''They all affect any ship you fly''', so have benefits even if you fly other things.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Recommended Skills</div><br />
* {{RequiredSkill | Spaceship Command | IV }} increases your ship's agility by 2% per level<br />
* {{RequiredSkill | Evasive Maneuvering | IV }} increases your ship's agility by 5% per level<br />
* {{RequiredSkill | Navigation | IV }} increases your ship's sub-warp speed by 5% per level<br />
* {{RequiredSkill | Acceleration Control | IV }} increases the speed boost from a MWD or AB by 5% per level<br />
* {{RequiredSkill | Warp Drive Operation | IV }} reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go<br />
* {{RequiredSkill | Signature Analysis | IV }} improves targeting speed by 5% per level<br />
* {{RequiredSkill | Thermodynamics | IV }} allows the pilot to ''overheat'' his modules to increase their efficiency, for example a longer range for tackling modules and more speed for propulsion modules<br />
** {{RequiredSkill | Power Grid Management | IV }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Capacitor Management | III }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Science | IV }} required for '''Thermodynamics'''<br />
* {{RequiredSkill | Long Range Targeting | IV }} allows the use of Sensor Boosters<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Basic Modules Used for Tackling ==<br />
<br />
As we said, the primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a [[#Warp Disruptor (Point)|warp disruptor ("point")]] or a [[#Warp Scrambler (Scram)|warp scrambler ("scram")]]. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
=== Warp Disruptor (Point) ===<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can '''increase your survivability''' against targets with [[#Stasis Webifier (Web)|stasis webifiers]] and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets.<br />
<br />
You can also '''tackle your target faster''' because you don't need to get within 9 km or even less first.<br />
<br />
Warp disruptors '''require a lot of capacitor to run''' and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the ''initial tackle'' and smart tacklers will turn them off once someone else has put a warp scrambler on the target.<br />
<br />
Warp disruptors are especially popular on [[Ship#Interceptors|interceptors]], which receive bonuses to their range and a reduction to the amount of cap they use.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The ''warpcore disabling strength'' for this module is 1 point, this means that a ship equipping a Warp Core Stabilizer will be able to warp away if only one warp disruptor is applied.<br />
<br />
Since the T2 module grants a significant bonus in range, it's highly recommended to skill up Propulsion Jamming to IV to be able to fit and use it.<br />
<br />
=== Warp Scrambler (Scram) ===<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - '''it also shuts down their Microwarpdrive''' (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down significantly.<br />
<br />
This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, '''having at least some warp scramblers is is essential to any fleet'''.<br />
<br />
Warp scramblers '''use significantly less capacitor than warp disruptors''', and you should be able to keep them running indefinitely.<br />
<br />
Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
'''Note''': using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The warpcore disabling strength of this module is 2 points, so even a ship fitted with one Warp Core Stabilizer won't be able to warp away if scrambled.<br />
<br />
'''Note: in Eve University fleets the frigate tacklers generally fit ''Warp Disruptors'' because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''<br />
<br />
=== Warp Scrambler vs Warp Disruptor comparison ===<br />
<br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Warp scrambler T1 !!style="width:15em"| Warp disruptor T1<br />
|-<br />
| Range || 7.5 km || 20 km<br />
|-<br />
| Deactivates MWD || Yes || No<br />
|-<br />
| Capacitor usage per second || 0.9 || 4.8<br />
|-<br />
| CPU requirement || 30 || 40<br />
|-<br />
| PG requirement || 1 || 1<br />
|}<br />
<br />
<br />
== Extra Modules Used for Tackling ==<br />
<br />
While the basic function of the tackler is accomplished with [[#Warp Disruptor (Point)|warp disruptors]] and [[#Warp Scrambler (Scram)|scramblers]], there's a lot more to be said about how to fit a tackling ship.<br />
<br />
As a start, there's at least another class of modules that can directly help the tackler, [[#Stasis Webifier (Web)|stasis webifiers]]: those help slow down the target ship even more, making it easier for the fleet to catch on and keep optimal range.<br />
<br />
Another critical factor for a tackler is ''speed'', so we need to talk about [[#Afterburner (AB) or Microwarpdrive (MWD)|propulsion]] and propulsion upgrades like [[#Overdrive Injector System|overdrive]] and [[#Nanofiber Internal Structure|nanofibers]].<br />
<br />
Especially useful for gate camping, the [[#Sensor Booster|sensor booster]] can be useful in many ways since it can increase the targeting range and the signature resolution of your ship.<br />
<br />
Then we'll move on to examine [[#Tanking Your Tackler|how to "tank" your tackler]] to make it survive incoming fire.<br />
<br />
We'll examine what [[#Weapons|weapon options]] make the most sense for ships that have tackling as their primary function.<br />
<br />
We'll take into consideration some of the [[#E-War|E-War]] modules that can be used effectively as a tackler.<br />
<br />
And last, but not least, we'll give some info about [[#Drones|drones on tackling ships]].<br />
<br />
=== Stasis Webifier (Web) ===<br />
<br />
Stasis webifiers are great for tacklers as they '''significantly decrease the sub-warp speed of a target ship'''.<br />
<br />
These modules have a range only slightly longer than that of a warp scrambler, so '''it's a good idea to fit a web if you already have a scrambler''', since you will be operating well inside ''web range'' anyway.<br />
<br />
'''If you're fitting a warp disruptor, the decision is slightly less clear cut''': you first need to decide whether you plan to fly inside stasis webifier range, because that increases your transversal velocity and makes you harder to hit with turrets. If you decide to fly in web range, it makes a lot of sense to fit one. On the other hand you usually want to stay outside of web and neutralizers range since they can be extremely effective against small, fast targets like a tackling ship: by slowing you down with a web, an enemy can hit you easier with turrets and by neutralizing your capacitor they'll be able to shut down your tackling modules and MWD, making you a good target but most importantly dropping the tackle on them!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
'''Note''': when tackling someone, '''always use a warp disruptor or scrambler before the stasis webifier'''. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br />
=== Afterburner (AB) or Microwarpdrive (MWD) ===<br />
<br />
At first glance you might think that [[#Microwarpdrive (MWD)|microwarpdrives]] and [[#Afterburner (AB)|afterburners]] perform the same function, since they both increase your speed, and since the MWD increases your speed more it must be the better choice.<br />
<br />
Like many things in EVE, ''it isn't quite that simple'': to summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Afterburner T1 !!style="width:15em"| Microwarpdrive T1<br />
|-<br />
| Speed bonus || +112.5% || +500%<br />
|-<br />
| Capacitor usage per second || 1.8 || 4.3<br />
|-<br />
| Signature radius increase || - || +500% (only when activated)<br />
|-<br />
| Capacitor capacity penalty || - || -25% (permanent)<br />
|-<br />
| CPU requirement || 15 || 25<br />
|-<br />
| PG requirement || 10 || 15<br />
|}<br />
</tr><br />
</table><br />
<br />
While afterburners are great for duels (where both ships probably have a scrambler fitted, so the MWD would be useless), in fleets the tackler's primary task is to quickly reach the target and put a point on it, so '''it is recommended that tackler frigates fit an MWD''' in order to close range more quickly and to help them catch up with fast moving targets.<br />
<br />
However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice, at the tradeoff of being less effective.<br />
<br />
It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.<br />
<br />
'''Note:''' T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.<br />
<br />
==== Microwarpdrive (MWD) ====<br />
<br />
The microwarpdrive is capable of giving a significant speed boost to your sub-warp speed, and in that regard is a direct upgrade compared to an [[#Afterburner (AB)|afterburner]], but suffers from a series of serious '''drawbacks'''. The most important one is that '''while the MWD is activated it will increase your signature radius''' by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying.<br />
<br />
Also, the MWD '''uses a lot of capacitor''' and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and is usually turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship.<br />
<br />
Another downside is that, as we said, a [[#Warp Scrambler (Scramb)|warp scrambler]] can shut down the MWD.<br />
<br />
And last, but not least, fitting a MWD, whether it's active or not, reduces the ''total'' capacity of your capacitor (by 25% for the T1 module and 17% for the T2).<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | III }}<br />
* {{RequiredSkill | Afterburner | III }}<br />
* {{RequiredSkill | High Speed Maneuvering | I }} (T1 module)<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Afterburner (AB) ====<br />
<br />
Contrary to what happens with a MWD, '''an AB does not increase your signature radius at all and it needs far less capacitor''', meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.<br />
<br />
The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | I }}<br />
* {{RequiredSkill | Afterburner | I }} (T1 module)<br />
* {{RequiredSkill | Afterburner | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Propulsion Upgrades ===<br />
<br />
Since a first tackler's focus is about reaching his target quickly, many fits for tackling frigates or interceptors include one or more modules to increase the ship sub-warp speed even more.<br />
<br />
==== Overdrive Injector System ====<br />
<br />
Overdrive Injectors '''increase your ship's sub-warp speed''' at the expense of cargohold space. As a tackler you do not use your cargohold, so you can ignore the penalty.<br />
<br />
The nice thing about these modules is that they '''don't require powergrid or CPU'''.<br />
<br />
The tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase to maximum speed and a 20% cargohold penalty.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Nanofiber Internal Structure (Nano) ====<br />
<br />
This is another module that '''increases your speed'''. Unlike the overdrive injector, however, it '''also makes your ship more agile''', allowing you to reach your maximum speed quicker and helping you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill.<br />
<br />
Like overdrives, '''nanos don't require any powergrid or CPU'''. The inertia decrease will help you with the closer orbit.<br />
<br />
The downside of this module is that you get a '''lower amount of structure hit points (HP)'''. In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.<br />
<br />
This module '''works well fitted together with one or more overdrive injector systems'''. This makes you faster and still allows you to keep that speed in a tight orbit.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Sensor Boosters and Signal Amplifiers ===<br />
<br />
To be effective as a tackler you first need to get a lock on the target you want to tackle. The lock time is determined by you ship's [[Scan resolution|Scan Resolution]] (visible in the fitting window) and your target's [[Signature|Signature Radius]].<br />
<br />
Sensor Boosters and Signal Amplifiers increase your ship's Scan Resolution and Targeting Range. While the Signal Amplifier is a Low Slot, passive module that grants a minor increase in those stats, the Sensor Booster is an active mid slot module and can be scripted to boost only one of those stats, doubling the bonus to that stat, but nullifying the bonus to the other: for example, the tech 1 version of the sensor booster provides a 25% bonus to scan resolution and targeting range, but if you put a Scan Resolution script in it, you'll a get 50% bonus to scan resolution and no bonus to targeting range and viceversa with a Targeting Range script.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | CPU Management | II }}<br />
* {{RequiredSkill | Long Range Targeting | I }} (T1 module)<br />
* {{RequiredSkill | Long Range Targeting | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
A sensor booster makes sense if you're fitting a [[#Warp Disruptor (point)|warp disruptor]], however it should '''not''' take precedence over tanking modules such as shield extenders.<br />
<br />
As we said, sensor boosters can increase either your targeting range, your locking speed or both. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing you to start locking a target while you're still approaching them, so you'll be able to instantly apply your disruptor as soon as you are in range instead of waiting for the targeting. Another case you could want more range for is when you are overheating your warp disruptor.<br />
The additional scan resolution will let you lock targets faster, although your frigate will already lock pretty quickly and will come handy in particular when trying to catch targets coming through a stargate.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:17em"| Sensor booster T1 (unscripted)<br />
|-<br />
| Targeting Range bonus || +25%<br />
|-<br />
| Scan resolution bonus|| +25%<br />
|-<br />
| Capacitor usage per second || 1<br />
|-<br />
| CPU requirement || 10<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
<br />
=== Tanking Your Tackler ===<br />
<br />
'''After your tackle and propulsion module, the most important thing to fit on your tackler is tank''' - it's no use catching a target if they can simply kill you and escape.<br />
<br />
No matter what else you do, you should almost always fit a [[#Damage Control]] in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, you have two options - '''you can either fit a shield tank or an armour tank'''.<br />
<br />
A shield tank is usually the best choice for a tackler since it doesn't slow your ship down, but you'll need at least three mid slots to fit a shield tank: one for your MWD or AB, one for your scrambler or disruptor and one for your tank module.<br />
<br />
An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' since it gives way more HP than a small shield extender, and it is possible to fit one on most frigates. If you have problems fitting it, you can fit a '''Micro Auxiliary Power Core''' in the low slots to provide the necessary powergrid.<br />
<br />
Aside from the shield extender, you usually want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' and a '''Small Anti-Thermal Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship.<br />
<br />
Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down, however the extra HP it provides can make a big difference particularly if you're also fit armour resistance modules (such as an '''Adaptive Nano Plating''').<br />
<br />
A '''200mm Reinforced Steel Plate''' is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much. Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.<br />
<br />
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).<br />
<br />
<br />
==== Damage Control ====<br />
<br />
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Medium Shield Extender ====<br />
<br />
A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only ''reduce'' it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a '''Micro Auxiliary Power Core''' in order to provide the powergrid to fit one. A t1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A t2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Shield Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Shield Upgrades | IV }} (T2 module)<br />
** {{RequiredSkill | Capacitor Management | II }} (T1 Micro Auxiliary Power Core)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Weapons on a Tackler ===<br />
<br />
As a tackler, '''tackling''' is your priority: the amount of damage that you might add to the fight, so weapons are low on your list of concerns. Fit all the other modules that you need for tackling first, and if you have some powergrid and CPU left fit whatever weapons you have room for.<br />
<br />
If you're fitting a MWD and/or a warp disruptor (both of which use a lot of capacitor to run), '''it's a good idea to fit projectile and missile weapons''' since these do not require capacitor to fire, even if your ship is not bonused for them.<br />
<br />
'''Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.'''<br />
<br />
As for the choice between long and short range weapons, '''always favor the short range ones''': they fit easier and make more sense. If your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you'll be using the short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br />
<br />
An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on the topic in the [[Capacitor Warfare Guide]].<br />
<br />
<br />
=== E-war ===<br />
<br />
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt your enemies' ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An e-war module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in your fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
E-war modules usually consume a lot of capacitor, so you'll need to manage your cap wisely, prioritizing keeping your tackle on and eventually ''pulsing'' or shutting down the E-war modules if it comes to it.<br />
<br />
<br />
=== Drones ===<br />
{{Stub}}<br />
<br />
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br />
<br />
<br />
== The Setups ==<br />
<br />
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.<br />
<br />
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.<br />
<br />
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.<br />
<br />
The fits below are generally separated into two categories: Long ranged tacklers with warp disruptors, and close ranged 'scram' tacklers with warp scramblers.<br />
<br />
<br />
=== Long Ranged Tacklers ===<br />
<br />
The perfect ships for this role are the t1 'attack' frigates - the Slasher, Condor, Atron and Executioner. These ships are very fast and have good capacitor regeneration, but most importantly they get a 80% reduction to the cap use of tackle modules. Warp disruptors usually require a lot of capacitor to run, and a regular frigate cannot keep one running for very long at all without running out of capacitor - especially if it's running a microwarpdrive too! The fast attack frigates don't have this problem, and can keep their warp disruptors running for much longer. They are however naturally very fragile, and it's important to fit a decent tank.<br />
<br />
The job of a long ranged tackler is to grab targets quickly, while the close ranged tacklers are still trying to get into range. Since you don't have a warp scrambler or stasis webifier you can orbit outside of web range if you want to, however you will often take less damage just orbiting as close to the target as you can!<br />
<br />
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!<br />
<br />
{{ShipFitting<br />
| ship=Slasher<br />
| shipTypeID=585<br />
| fitName=Slasher, Fast Tackle<br />
| fitID=Slasher,-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Alumel-Wired Enduring Sensor Booster<br />
| mid2typeID=6159<br />
| mid3name=Medium Shield Extender I<br />
| mid3typeID=3829<br />
| mid4name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid4typeID=5971<br />
| high1name=125mm Gatling AutoCannon I, EMP S<br />
| high1typeID=484<br />
| charge1name=EMP S x1201<br />
| charge1typeID=185<br />
| high2name=125mm Gatling AutoCannon I, EMP S<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I, EMP S<br />
| high3typeID=484<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| charge2name=Targeting Range Script x1<br />
| charge2typeID=29009<br />
| charge3name=Scan Resolution Script x1<br />
| charge3typeID=29011<br />
| high4name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=585:2046;1:11563;1:5399;1:6159;1:3829;1:5971;1:484;3:185;1201:31716;1:31752;1:31740;1:29009;1:29011;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Condor<br />
| shipTypeID=583<br />
| fitName=Condor, Fast Tackle<br />
| fitID=Condor,-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| mid1name=Initiated Compact Warp Disruptor<br />
| mid1typeID=5405<br />
| mid2name=Alumel-Wired Enduring Sensor Booster<br />
| mid2typeID=6159<br />
| mid3name=Medium Shield Extender I<br />
| mid3typeID=3829<br />
| mid4name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid4typeID=5971<br />
| high1name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high1typeID=16523<br />
| charge1name=Scourge Rocket x601<br />
| charge1typeID=266<br />
| high2name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high2typeID=16523<br />
| high3name='Limos' Rocket Launcher I, Scourge Rocket<br />
| high3typeID=16523<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| charge2name=Targeting Range Script x1<br />
| charge2typeID=29009<br />
| charge3name=Scan Resolution Script x1<br />
| charge3typeID=29011<br />
| high4name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Like the Slasher, the Condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=583:2046;1:11563;1:5405;1:6159;1:3829;1:5971;1:16523;3:266;601:31716;1:31752;1:31740;1:29009;1:29011;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Atron<br />
| shipTypeID=608<br />
| fitName=Atron, Fast Tackle<br />
| fitID=Atron,-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| low3name=Overdrive Injector System I<br />
| low3typeID=1244<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high1typeID=7491<br />
| charge1name=Iron Charge S x1201<br />
| charge1typeID=215<br />
| high2name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high2typeID=7491<br />
| high3name=Regulated Light Electron Phase Cannon I, Iron Charge S<br />
| high3typeID=7491<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=608:2046;1:11563;1:1244;1:5399;1:3829;1:5971;1:7491;3:215;1201:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
{{ShipFitting<br />
| ship=Executioner<br />
| shipTypeID=589<br />
| fitName=Executioner, Fast Tackle<br />
| fitID=Executioner,-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Overdrive Injector System I<br />
| low2typeID=1244<br />
| low3name=Overdrive Injector System I<br />
| low3typeID=1244<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Medium Shield Extender I<br />
| mid2typeID=3829<br />
| mid3name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid3typeID=5971<br />
| high1name=125mm Gatling AutoCannon I, EMP S<br />
| high1typeID=484<br />
| charge1name=EMP S x1201<br />
| charge1typeID=185<br />
| high2name=125mm Gatling AutoCannon I, EMP S<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I, EMP S<br />
| high3typeID=484<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a Micro Auxiliary Power Core to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like in this case). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=589:2046;1:1244;2:5399;1:3829;1:5971;1:484;3:185;1201:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
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<br />
<br />
<br />
<br />
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<br />
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<br />
<br />
<br />
<br />
{{Fittings<br />
|name=<br />
Slasher, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
EMP S<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
}}<br />
<br />
<br />
<br />
{{Fittings<br />
|name=<br />
Condor, Fast Tackle<br />
|high=<br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Initiated Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
Scourge Rocket<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the slasher, the condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
}}<br />
{{Fittings<br />
|name=<br />
Atron, Fast Tackle<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
}} {{Fittings<br />
|name=<br />
Executioner, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br />
|charges=<br />
EMP S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a MAPC to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like above). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
}}<br />
<br />
<br />
=== Close Ranged 'Scram' Tacklers ===<br />
<br />
While the attack frigates are fast, they are also quite fragile. Because of that, many people prefer to use the t1 'combat' frigates for their close range tacklers - the Rifter, Merlin, Incursus, Punisher and Tormentor.<br />
<br />
The job of a scram tackler is to get in close and hold a target until it dies. This means carrying a warp scrambler and plenty of tank to help you stay alive. If you have a spare mid slot a stasis webifier is a natural fit. Despite what you might think, being in close usually much safer than orbiting at range, because it makes you harder to hit. Often the best plan for a scram tackler is to orbit as close to their target as possible.<br />
<br />
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.<br />
<br />
{{Fittings<br />
|name=<br />
Tormentor, Scram Tackler<br />
|high=<br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
Warrior I x2<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.<br />
}} {{Fittings<br />
|name=<br />
Punisher, Scram Tackle<br />
|high=<br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Small Nosferatu I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* With two mid slots the Punisher is generally less effective as a tackler than the tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.<br />
* Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the tormentor the Punisher does not get a bonus to cap use for its turrets.<br />
}}<br />
{{Fittings<br />
|name=<br />
Merlin, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.<br />
* This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.<br />
* If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.<br />
}} {{Fittings<br />
|name=<br />
Incursus, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler incursus works very well with a shield tank. Like the tormentor, it has plenty of powergrid allowing you to fit a medium shield without needing a micro auxiliary power core to do so. With its four mid slots giving it excellent speed, this is arguably one of the best tackler fits around.<br />
* This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.<br />
}}<br />
{{Fittings<br />
|name=<br />
Incursus, Scram Tackle Armour<br />
|high=<br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod.<br />
* The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is probably a better setup for tackling.<br />
}} {{Fittings<br />
|name=<br />
Rifter, Scram Tackler<br />
|high=<br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Phased Plasma S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.<br />
* If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.<br />
}}<br />
<br />
<br />
== Final words ==<br />
<br />
The setups posted above should be considered ''suggestions''. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?<br />
<br />
You can use any combination of tackling modules, speed modules, tank modules and e-war modules you want as long as you have the 3 things every tackler should have: a speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you!<br />
<br />
<br />
== Additional Information ==<br />
<br />
See also [[Tackling 101]]<br />
See also [http://www.evealtruist.com/2012/08/newbie-tackling-guide.html Newbie Tackling Guide]<br />
<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]<br />
[[Category:Ships]]<br />
[[Category:Fleets]]<br />
[[Category:Ivy League Navy]]<br />
<br />
<br />
Original Articles<br />
<br />
* [[Tackling]]<br />
* [[Tackling Guide]]<br />
* [[Fitting a Tackle Frig]]<br />
* [[The Way of the Tackler]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda/Tackling&diff=96413User:Geranai yoda/Tackling2016-06-25T23:05:20Z<p>Geranai yoda: Updated the Slasher fitting</p>
<hr />
<div>{{Work in Progress}}<br />
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{{related class|Tackling 101}}<br />
'''To tackle''', in EVE Online, '''is the act of pinning down an opponent, preventing it from warping away''', so that the fleet can destroy his ship or pod, removing it from the fight.<br />
<br />
If you think this doesn't sound exciting, think again! Tackling is the single most critical factor in every pvp kill, because without proper tackling a ship would simply warp away from a fight is going to lose: '''''as a tackler, it's you that allow a kill to happen'''''.<br />
<br />
== Tackling Basic Steps ==<br />
<br />
Let's see the most important steps of a successful tackling operation.<br />
<br />
'''Before the fight:'''<br />
<br />
* Turn on your Sensor Booster if you have one<br />
* Consider enabling the overheat for your tackling module ([[#Warp Disruptor (Point)|Disruptor]] or [[#Warp Scrambler (scram)|Scrambler]]), this will allow the module to function from further away. Pre-enabling the overheat won't start overheating the module until you activate it, so it's safe to do it<br />
* Consider keeping your tackling module ''"hot"'' by pressing the associated button. This will change your pointer into a targeting pointer and the module will automatically be applied to the first thing you target. This might be risky if you target something by mistake, especially in High Security space (''Newbro starts trying to warp scramble Dodixie Gate'').<br />
<br />
'''When the target is on grid:'''<br />
<br />
* Turn your [[#Propulsion|propulsion mod]] on<br />
* Start moving towards your target (if you manage, keep a slight angle so it'll be harder for their turrets to track you, but a simple ''Approach'' is fine most of the time and lowers the time it takes to reach the target)<br />
* Start locking your target as soon as you are in range for targeting<br />
* If you didn't keep your tackling module ''"hot"'', activate it as soon as you are in range<br />
* Call out on Voice Comms that you have point on the target, e.g. ''Kelduum Revaan has point on primary'', or ''SilentBrick has point on the Drake''.<br />
* Continue using your propulsion mod to approach the target.<br />
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).<br />
* If your MWD is still running, turn it off. Afterburners can keep running.<br />
* If you have a [[#Stasis Webifier (web)|webifier]], activate it as soon as you are in range<br />
* Keep orbiting the target to make it harder for his turrets to track you<br />
* If you get targeted, either ''bounce'' (warp to a nearby celestial then return) or keep orbiting if you want to die a ''Hero's death''.<br />
<br />
As you see, we mentioned quite a number of modules that you need to activate in a specific order. We'll talk about those in more detail, and see what's important and why, but first let's have a quick look to the different sub-roles a tackler might cover.<br />
<br />
<br />
== Different types of tacklers ==<br />
<br />
A fleet might have specialized tacklers that have different roles and fittings for specific purposes.<br />
<br />
=== First Tackle ===<br />
<br />
The '''First Tackle''' is, as the name implies, the first ship to land a tackle on the enemy. Their focus is on movement speed, targeting speed and, of course, at least one tackling module, usually a [[#Warp Disruptor (point)|warp disruptor]], possibly T2 because it has longer range.<br />
<br />
Being the first to the scene also means that the '''First Tackle''' is usually the first target of the tackled ship: if fitting allows, some tank is helpful and your weapons will be useful to counter enemy drones.<br />
<br />
This role is often filled by an [[Ship#Interceptors|interceptor]], but a T1 frigate will work too: [[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.<br />
<br />
===Second Tackle===<br />
<br />
Second Tackle's role is to grab the ship tackled by '''First Tackle''' and slow it down so the heavier ships can join the fun.<br />
<br />
In this role you usually still want to have enough speed to reach the target before the '''First Tackle''' dies or has to warp off, but you'll also want to fit heavier tackle, including both a [[#Warp Scrambler (scram)|warp scrambler]] and a [[#Stasis Webifier (web)|webber]] and more tank.<br />
<br />
Second Tackle needs to be very careful when engaging battleships: T2 smartbombs have a 6km range and can kill a frigate pretty quickly, so that's a pretty narrow window if you consider that Tech 1 [[#Warp Scrambler (scram)|scramblers]] have only 7.5km range. When flying Second Tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better because tracking you will be harder.<br />
<br />
Second tackle only needs to be cap stable with the scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.<br />
<br />
===Heavy Tackle===<br />
<br />
In a E-UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.<br />
<br />
Some fast cruisers (like the [[Stabber]]) and [[Ship#Assault Frigates|assault frigates]] have plenty of tank and enough speed to act as Heavy Tackle if the fleet doctrine requires it.<br />
<br />
===Gate Tackle===<br />
<br />
The '''Gate Tackle''' is a specialized variation of the '''First Tackle''', with an emphasis on quick lock time. A Gate Tackler should fit at least one [[#Sensor Booster|sensor booster]], and might also receive Remote Sensor Boosting from fleet-mates. Some movement speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as you are operating with the rest of the fleet; your job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down.<br />
<br />
Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler.<br />
<br />
<br />
== Some notes on tackling ==<br />
<br />
=== A Note On Picking Your Target ===<br />
<br />
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
<br />
=== Gate Timers ===<br />
<br />
'''Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away.<br />
<br />
To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.<br />
<br />
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full sixty seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.<br />
<br />
=== Tactical Warps ===<br />
<br />
A ship can warp to any friendly ship that is at least 150km away, so if you are far enough from your fleet, they can use you as a beacon and initiate a warp in your direction. This opens the possibility for another trick for tackle frigates: if you are not actively engaging a pointed target, consider burning directly ''away'' from it - in a direction opposite your heavier ships - so that the target ends up between you and your fleet. This way, when you are at at least 150km, the fleet can ''warp at range'' to you to land directly on top of the tackled target.<br />
<br />
This technique requires some coordination: there's no point in having all the frigates burn away from the target while nobody stays to apply point / web / scram.<br />
<br />
=== Bumping ===<br />
<br />
[[Manual_Piloting#Bumping|Bumping]] is the act of ''ramming'' another ship to prevent them from aligning or reapproaching a gate or a station. This is a more advanced technique, requires good timing and can put your ship at risk, but you can try it in extreme cases when for example you have been completely neuted out by a battleship.<br />
<br />
Works especially well with increased ship mass and velocity and against ships that are slow to align.<br />
<br />
== Basic skills for tackling ==<br />
<br />
At the moment of writing this, new pilots start with a decent amount of skill points and can already fly frigates, but there's a few more skills that are '''required''' to become a tackler:<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Propulsion Jamming | I }} required for fitting and using tackling modules<br />
* {{RequiredSkill | Propulsion Jamming | IV }} it's highly recommended to train this to IV because it unlocks the use of T2 modules that have far greater range<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} required for the use of microwarpdrives<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} training this to IV unlocks T2 modules and decreases the cap required to run your MWD<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Extra skills for tackling ==<br />
<br />
These skills are not ''required'' but they will make your life easier and in turn make you a better tackler. Train them to IV when you can, if you intend on tackling a lot. '''They all affect any ship you fly''', so have benefits even if you fly other things.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Recommended Skills</div><br />
* {{RequiredSkill | Spaceship Command | IV }} increases your ship's agility by 2% per level<br />
* {{RequiredSkill | Evasive Maneuvering | IV }} increases your ship's agility by 5% per level<br />
* {{RequiredSkill | Navigation | IV }} increases your ship's sub-warp speed by 5% per level<br />
* {{RequiredSkill | Acceleration Control | IV }} increases the speed boost from a MWD or AB by 5% per level<br />
* {{RequiredSkill | Warp Drive Operation | IV }} reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go<br />
* {{RequiredSkill | Signature Analysis | IV }} improves targeting speed by 5% per level<br />
* {{RequiredSkill | Thermodynamics | IV }} allows the pilot to ''overheat'' his modules to increase their efficiency, for example a longer range for tackling modules and more speed for propulsion modules<br />
** {{RequiredSkill | Power Grid Management | IV }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Capacitor Management | III }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Science | IV }} required for '''Thermodynamics'''<br />
* {{RequiredSkill | Long Range Targeting | IV }} allows the use of Sensor Boosters<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Basic Modules Used for Tackling ==<br />
<br />
As we said, the primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a [[#Warp Disruptor (Point)|warp disruptor ("point")]] or a [[#Warp Scrambler (Scram)|warp scrambler ("scram")]]. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
=== Warp Disruptor (Point) ===<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can '''increase your survivability''' against targets with [[#Stasis Webifier (Web)|stasis webifiers]] and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets.<br />
<br />
You can also '''tackle your target faster''' because you don't need to get within 9 km or even less first.<br />
<br />
Warp disruptors '''require a lot of capacitor to run''' and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the ''initial tackle'' and smart tacklers will turn them off once someone else has put a warp scrambler on the target.<br />
<br />
Warp disruptors are especially popular on [[Ship#Interceptors|interceptors]], which receive bonuses to their range and a reduction to the amount of cap they use.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The ''warpcore disabling strength'' for this module is 1 point, this means that a ship equipping a Warp Core Stabilizer will be able to warp away if only one warp disruptor is applied.<br />
<br />
Since the T2 module grants a significant bonus in range, it's highly recommended to skill up Propulsion Jamming to IV to be able to fit and use it.<br />
<br />
=== Warp Scrambler (Scram) ===<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - '''it also shuts down their Microwarpdrive''' (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down significantly.<br />
<br />
This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, '''having at least some warp scramblers is is essential to any fleet'''.<br />
<br />
Warp scramblers '''use significantly less capacitor than warp disruptors''', and you should be able to keep them running indefinitely.<br />
<br />
Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
'''Note''': using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The warpcore disabling strength of this module is 2 points, so even a ship fitted with one Warp Core Stabilizer won't be able to warp away if scrambled.<br />
<br />
'''Note: in Eve University fleets the frigate tacklers generally fit ''Warp Disruptors'' because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''<br />
<br />
=== Warp Scrambler vs Warp Disruptor comparison ===<br />
<br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Warp scrambler T1 !!style="width:15em"| Warp disruptor T1<br />
|-<br />
| Range || 7.5 km || 20 km<br />
|-<br />
| Deactivates MWD || Yes || No<br />
|-<br />
| Capacitor usage per second || 0.9 || 4.8<br />
|-<br />
| CPU requirement || 30 || 40<br />
|-<br />
| PG requirement || 1 || 1<br />
|}<br />
<br />
<br />
== Extra Modules Used for Tackling ==<br />
<br />
While the basic function of the tackler is accomplished with [[#Warp Disruptor (Point)|warp disruptors]] and [[#Warp Scrambler (Scram)|scramblers]], there's a lot more to be said about how to fit a tackling ship.<br />
<br />
As a start, there's at least another class of modules that can directly help the tackler, [[#Stasis Webifier (Web)|stasis webifiers]]: those help slow down the target ship even more, making it easier for the fleet to catch on and keep optimal range.<br />
<br />
Another critical factor for a tackler is ''speed'', so we need to talk about [[#Afterburner (AB) or Microwarpdrive (MWD)|propulsion]] and propulsion upgrades like [[#Overdrive Injector System|overdrive]] and [[#Nanofiber Internal Structure|nanofibers]].<br />
<br />
Especially useful for gate camping, the [[#Sensor Booster|sensor booster]] can be useful in many ways since it can increase the targeting range and the signature resolution of your ship.<br />
<br />
Then we'll move on to examine [[#Tanking Your Tackler|how to "tank" your tackler]] to make it survive incoming fire.<br />
<br />
We'll examine what [[#Weapons|weapon options]] make the most sense for ships that have tackling as their primary function.<br />
<br />
We'll take into consideration some of the [[#E-War|E-War]] modules that can be used effectively as a tackler.<br />
<br />
And last, but not least, we'll give some info about [[#Drones|drones on tackling ships]].<br />
<br />
=== Stasis Webifier (Web) ===<br />
<br />
Stasis webifiers are great for tacklers as they '''significantly decrease the sub-warp speed of a target ship'''.<br />
<br />
These modules have a range only slightly longer than that of a warp scrambler, so '''it's a good idea to fit a web if you already have a scrambler''', since you will be operating well inside ''web range'' anyway.<br />
<br />
'''If you're fitting a warp disruptor, the decision is slightly less clear cut''': you first need to decide whether you plan to fly inside stasis webifier range, because that increases your transversal velocity and makes you harder to hit with turrets. If you decide to fly in web range, it makes a lot of sense to fit one. On the other hand you usually want to stay outside of web and neutralizers range since they can be extremely effective against small, fast targets like a tackling ship: by slowing you down with a web, an enemy can hit you easier with turrets and by neutralizing your capacitor they'll be able to shut down your tackling modules and MWD, making you a good target but most importantly dropping the tackle on them!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
'''Note''': when tackling someone, '''always use a warp disruptor or scrambler before the stasis webifier'''. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br />
=== Afterburner (AB) or Microwarpdrive (MWD) ===<br />
<br />
At first glance you might think that [[#Microwarpdrive (MWD)|microwarpdrives]] and [[#Afterburner (AB)|afterburners]] perform the same function, since they both increase your speed, and since the MWD increases your speed more it must be the better choice.<br />
<br />
Like many things in EVE, ''it isn't quite that simple'': to summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Afterburner T1 !!style="width:15em"| Microwarpdrive T1<br />
|-<br />
| Speed bonus || +112.5% || +500%<br />
|-<br />
| Capacitor usage per second || 1.8 || 4.3<br />
|-<br />
| Signature radius increase || - || +500% (only when activated)<br />
|-<br />
| Capacitor capacity penalty || - || -25% (permanent)<br />
|-<br />
| CPU requirement || 15 || 25<br />
|-<br />
| PG requirement || 10 || 15<br />
|}<br />
</tr><br />
</table><br />
<br />
While afterburners are great for duels (where both ships probably have a scrambler fitted, so the MWD would be useless), in fleets the tackler's primary task is to quickly reach the target and put a point on it, so '''it is recommended that tackler frigates fit an MWD''' in order to close range more quickly and to help them catch up with fast moving targets.<br />
<br />
However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice, at the tradeoff of being less effective.<br />
<br />
It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.<br />
<br />
'''Note:''' T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.<br />
<br />
==== Microwarpdrive (MWD) ====<br />
<br />
The microwarpdrive is capable of giving a significant speed boost to your sub-warp speed, and in that regard is a direct upgrade compared to an [[#Afterburner (AB)|afterburner]], but suffers from a series of serious '''drawbacks'''. The most important one is that '''while the MWD is activated it will increase your signature radius''' by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying.<br />
<br />
Also, the MWD '''uses a lot of capacitor''' and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and is usually turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship.<br />
<br />
Another downside is that, as we said, a [[#Warp Scrambler (Scramb)|warp scrambler]] can shut down the MWD.<br />
<br />
And last, but not least, fitting a MWD, whether it's active or not, reduces the ''total'' capacity of your capacitor (by 25% for the T1 module and 17% for the T2).<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | III }}<br />
* {{RequiredSkill | Afterburner | III }}<br />
* {{RequiredSkill | High Speed Maneuvering | I }} (T1 module)<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Afterburner (AB) ====<br />
<br />
Contrary to what happens with a MWD, '''an AB does not increase your signature radius at all and it needs far less capacitor''', meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.<br />
<br />
The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | I }}<br />
* {{RequiredSkill | Afterburner | I }} (T1 module)<br />
* {{RequiredSkill | Afterburner | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Propulsion Upgrades ===<br />
<br />
Since a first tackler's focus is about reaching his target quickly, many fits for tackling frigates or interceptors include one or more modules to increase the ship sub-warp speed even more.<br />
<br />
==== Overdrive Injector System ====<br />
<br />
Overdrive Injectors '''increase your ship's sub-warp speed''' at the expense of cargohold space. As a tackler you do not use your cargohold, so you can ignore the penalty.<br />
<br />
The nice thing about these modules is that they '''don't require powergrid or CPU'''.<br />
<br />
The tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase to maximum speed and a 20% cargohold penalty.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Nanofiber Internal Structure (Nano) ====<br />
<br />
This is another module that '''increases your speed'''. Unlike the overdrive injector, however, it '''also makes your ship more agile''', allowing you to reach your maximum speed quicker and helping you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill.<br />
<br />
Like overdrives, '''nanos don't require any powergrid or CPU'''. The inertia decrease will help you with the closer orbit.<br />
<br />
The downside of this module is that you get a '''lower amount of structure hit points (HP)'''. In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.<br />
<br />
This module '''works well fitted together with one or more overdrive injector systems'''. This makes you faster and still allows you to keep that speed in a tight orbit.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Sensor Boosters and Signal Amplifiers ===<br />
<br />
To be effective as a tackler you first need to get a lock on the target you want to tackle. The lock time is determined by you ship's [[Scan resolution|Scan Resolution]] (visible in the fitting window) and your target's [[Signature|Signature Radius]].<br />
<br />
Sensor Boosters and Signal Amplifiers increase your ship's Scan Resolution and Targeting Range. While the Signal Amplifier is a Low Slot, passive module that grants a minor increase in those stats, the Sensor Booster is an active mid slot module and can be scripted to boost only one of those stats, doubling the bonus to that stat, but nullifying the bonus to the other: for example, the tech 1 version of the sensor booster provides a 25% bonus to scan resolution and targeting range, but if you put a Scan Resolution script in it, you'll a get 50% bonus to scan resolution and no bonus to targeting range and viceversa with a Targeting Range script.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | CPU Management | II }}<br />
* {{RequiredSkill | Long Range Targeting | I }} (T1 module)<br />
* {{RequiredSkill | Long Range Targeting | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
A sensor booster makes sense if you're fitting a [[#Warp Disruptor (point)|warp disruptor]], however it should '''not''' take precedence over tanking modules such as shield extenders.<br />
<br />
As we said, sensor boosters can increase either your targeting range, your locking speed or both. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing you to start locking a target while you're still approaching them, so you'll be able to instantly apply your disruptor as soon as you are in range instead of waiting for the targeting. Another case you could want more range for is when you are overheating your warp disruptor.<br />
The additional scan resolution will let you lock targets faster, although your frigate will already lock pretty quickly and will come handy in particular when trying to catch targets coming through a stargate.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:17em"| Sensor booster T1 (unscripted)<br />
|-<br />
| Targeting Range bonus || +25%<br />
|-<br />
| Scan resolution bonus|| +25%<br />
|-<br />
| Capacitor usage per second || 1<br />
|-<br />
| CPU requirement || 10<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
<br />
=== Tanking Your Tackler ===<br />
<br />
'''After your tackle and propulsion module, the most important thing to fit on your tackler is tank''' - it's no use catching a target if they can simply kill you and escape.<br />
<br />
No matter what else you do, you should almost always fit a [[#Damage Control]] in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, you have two options - '''you can either fit a shield tank or an armour tank'''.<br />
<br />
A shield tank is usually the best choice for a tackler since it doesn't slow your ship down, but you'll need at least three mid slots to fit a shield tank: one for your MWD or AB, one for your scrambler or disruptor and one for your tank module.<br />
<br />
An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' since it gives way more HP than a small shield extender, and it is possible to fit one on most frigates. If you have problems fitting it, you can fit a '''Micro Auxiliary Power Core''' in the low slots to provide the necessary powergrid.<br />
<br />
Aside from the shield extender, you usually want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' and a '''Small Anti-Thermal Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship.<br />
<br />
Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down, however the extra HP it provides can make a big difference particularly if you're also fit armour resistance modules (such as an '''Adaptive Nano Plating''').<br />
<br />
A '''200mm Reinforced Steel Plate''' is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much. Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.<br />
<br />
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).<br />
<br />
<br />
==== Damage Control ====<br />
<br />
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Medium Shield Extender ====<br />
<br />
A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only ''reduce'' it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a '''Micro Auxiliary Power Core''' in order to provide the powergrid to fit one. A t1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A t2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Shield Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Shield Upgrades | IV }} (T2 module)<br />
** {{RequiredSkill | Capacitor Management | II }} (T1 Micro Auxiliary Power Core)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Weapons on a Tackler ===<br />
<br />
As a tackler, '''tackling''' is your priority: the amount of damage that you might add to the fight, so weapons are low on your list of concerns. Fit all the other modules that you need for tackling first, and if you have some powergrid and CPU left fit whatever weapons you have room for.<br />
<br />
If you're fitting a MWD and/or a warp disruptor (both of which use a lot of capacitor to run), '''it's a good idea to fit projectile and missile weapons''' since these do not require capacitor to fire, even if your ship is not bonused for them.<br />
<br />
'''Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.'''<br />
<br />
As for the choice between long and short range weapons, '''always favor the short range ones''': they fit easier and make more sense. If your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you'll be using the short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br />
<br />
An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on the topic in the [[Capacitor Warfare Guide]].<br />
<br />
<br />
=== E-war ===<br />
<br />
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt your enemies' ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An e-war module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in your fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
E-war modules usually consume a lot of capacitor, so you'll need to manage your cap wisely, prioritizing keeping your tackle on and eventually ''pulsing'' or shutting down the E-war modules if it comes to it.<br />
<br />
<br />
=== Drones ===<br />
{{Stub}}<br />
<br />
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br />
<br />
<br />
== The Setups ==<br />
<br />
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.<br />
<br />
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.<br />
<br />
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.<br />
<br />
The fits below are generally separated into two categories: Long ranged tacklers with warp disruptors, and close ranged 'scram' tacklers with warp scramblers.<br />
<br />
<br />
=== Long Ranged Tacklers ===<br />
<br />
The perfect ships for this role are the t1 'attack' frigates - the Slasher, Condor, Atron and Executioner. These ships are very fast and have good capacitor regeneration, but most importantly they get a 80% reduction to the cap use of tackle modules. Warp disruptors usually require a lot of capacitor to run, and a regular frigate cannot keep one running for very long at all without running out of capacitor - especially if it's running a microwarpdrive too! The fast attack frigates don't have this problem, and can keep their warp disruptors running for much longer. They are however naturally very fragile, and it's important to fit a decent tank.<br />
<br />
The job of a long ranged tackler is to grab targets quickly, while the close ranged tacklers are still trying to get into range. Since you don't have a warp scrambler or stasis webifier you can orbit outside of web range if you want to, however you will often take less damage just orbiting as close to the target as you can!<br />
<br />
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!<br />
<br />
{{ShipFitting<br />
| ship=Slasher<br />
| shipTypeID=585<br />
| fitName=Slasher Fast Tackle<br />
| fitID=Slasher-Fast-Tackle<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| mid1name=J5 Enduring Warp Disruptor<br />
| mid1typeID=5399<br />
| mid2name=Alumel-Wired Enduring Sensor Booster<br />
| mid2typeID=6159<br />
| mid3name=Medium Shield Extender I<br />
| mid3typeID=3829<br />
| mid4name=5MN Cold-Gas Enduring Microwarpdrive<br />
| mid4typeID=5971<br />
| high1name=125mm Gatling AutoCannon I, EMP S<br />
| high1typeID=484<br />
| charge1name=EMP S x1201<br />
| charge1typeID=185<br />
| high2name=125mm Gatling AutoCannon I, EMP S<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I, EMP S<br />
| high3typeID=484<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=585:2046;1:11563;1:5399;1:6159;1:3829;1:5971;1:484;3:185;1201:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
<br />
<br />
<br />
{{Fittings<br />
|name=<br />
Slasher, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
EMP S<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
}}<br />
<br />
<br />
<br />
{{Fittings<br />
|name=<br />
Condor, Fast Tackle<br />
|high=<br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Initiated Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
Scourge Rocket<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the slasher, the condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
}}<br />
{{Fittings<br />
|name=<br />
Atron, Fast Tackle<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
}} {{Fittings<br />
|name=<br />
Executioner, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br />
|charges=<br />
EMP S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a MAPC to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like above). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
}}<br />
<br />
<br />
=== Close Ranged 'Scram' Tacklers ===<br />
<br />
While the attack frigates are fast, they are also quite fragile. Because of that, many people prefer to use the t1 'combat' frigates for their close range tacklers - the Rifter, Merlin, Incursus, Punisher and Tormentor.<br />
<br />
The job of a scram tackler is to get in close and hold a target until it dies. This means carrying a warp scrambler and plenty of tank to help you stay alive. If you have a spare mid slot a stasis webifier is a natural fit. Despite what you might think, being in close usually much safer than orbiting at range, because it makes you harder to hit. Often the best plan for a scram tackler is to orbit as close to their target as possible.<br />
<br />
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.<br />
<br />
{{Fittings<br />
|name=<br />
Tormentor, Scram Tackler<br />
|high=<br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
Warrior I x2<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.<br />
}} {{Fittings<br />
|name=<br />
Punisher, Scram Tackle<br />
|high=<br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Small Nosferatu I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* With two mid slots the Punisher is generally less effective as a tackler than the tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.<br />
* Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the tormentor the Punisher does not get a bonus to cap use for its turrets.<br />
}}<br />
{{Fittings<br />
|name=<br />
Merlin, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.<br />
* This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.<br />
* If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.<br />
}} {{Fittings<br />
|name=<br />
Incursus, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler incursus works very well with a shield tank. Like the tormentor, it has plenty of powergrid allowing you to fit a medium shield without needing a micro auxiliary power core to do so. With its four mid slots giving it excellent speed, this is arguably one of the best tackler fits around.<br />
* This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.<br />
}}<br />
{{Fittings<br />
|name=<br />
Incursus, Scram Tackle Armour<br />
|high=<br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod.<br />
* The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is probably a better setup for tackling.<br />
}} {{Fittings<br />
|name=<br />
Rifter, Scram Tackler<br />
|high=<br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Phased Plasma S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.<br />
* If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.<br />
}}<br />
<br />
<br />
== Final words ==<br />
<br />
The setups posted above should be considered ''suggestions''. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?<br />
<br />
You can use any combination of tackling modules, speed modules, tank modules and e-war modules you want as long as you have the 3 things every tackler should have: a speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you!<br />
<br />
<br />
== Additional Information ==<br />
<br />
See also [[Tackling 101]]<br />
See also [http://www.evealtruist.com/2012/08/newbie-tackling-guide.html Newbie Tackling Guide]<br />
<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]<br />
[[Category:Ships]]<br />
[[Category:Fleets]]<br />
[[Category:Ivy League Navy]]<br />
<br />
<br />
Original Articles<br />
<br />
* [[Tackling]]<br />
* [[Tackling Guide]]<br />
* [[Fitting a Tackle Frig]]<br />
* [[The Way of the Tackler]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda/Tackling&diff=96412User:Geranai yoda/Tackling2016-06-25T22:53:02Z<p>Geranai yoda: Still experimenting with the new fitting templates</p>
<hr />
<div>{{Work in Progress}}<br />
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{{related class|Tackling 101}}<br />
'''To tackle''', in EVE Online, '''is the act of pinning down an opponent, preventing it from warping away''', so that the fleet can destroy his ship or pod, removing it from the fight.<br />
<br />
If you think this doesn't sound exciting, think again! Tackling is the single most critical factor in every pvp kill, because without proper tackling a ship would simply warp away from a fight is going to lose: '''''as a tackler, it's you that allow a kill to happen'''''.<br />
<br />
== Tackling Basic Steps ==<br />
<br />
Let's see the most important steps of a successful tackling operation.<br />
<br />
'''Before the fight:'''<br />
<br />
* Turn on your Sensor Booster if you have one<br />
* Consider enabling the overheat for your tackling module ([[#Warp Disruptor (Point)|Disruptor]] or [[#Warp Scrambler (scram)|Scrambler]]), this will allow the module to function from further away. Pre-enabling the overheat won't start overheating the module until you activate it, so it's safe to do it<br />
* Consider keeping your tackling module ''"hot"'' by pressing the associated button. This will change your pointer into a targeting pointer and the module will automatically be applied to the first thing you target. This might be risky if you target something by mistake, especially in High Security space (''Newbro starts trying to warp scramble Dodixie Gate'').<br />
<br />
'''When the target is on grid:'''<br />
<br />
* Turn your [[#Propulsion|propulsion mod]] on<br />
* Start moving towards your target (if you manage, keep a slight angle so it'll be harder for their turrets to track you, but a simple ''Approach'' is fine most of the time and lowers the time it takes to reach the target)<br />
* Start locking your target as soon as you are in range for targeting<br />
* If you didn't keep your tackling module ''"hot"'', activate it as soon as you are in range<br />
* Call out on Voice Comms that you have point on the target, e.g. ''Kelduum Revaan has point on primary'', or ''SilentBrick has point on the Drake''.<br />
* Continue using your propulsion mod to approach the target.<br />
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).<br />
* If your MWD is still running, turn it off. Afterburners can keep running.<br />
* If you have a [[#Stasis Webifier (web)|webifier]], activate it as soon as you are in range<br />
* Keep orbiting the target to make it harder for his turrets to track you<br />
* If you get targeted, either ''bounce'' (warp to a nearby celestial then return) or keep orbiting if you want to die a ''Hero's death''.<br />
<br />
As you see, we mentioned quite a number of modules that you need to activate in a specific order. We'll talk about those in more detail, and see what's important and why, but first let's have a quick look to the different sub-roles a tackler might cover.<br />
<br />
<br />
== Different types of tacklers ==<br />
<br />
A fleet might have specialized tacklers that have different roles and fittings for specific purposes.<br />
<br />
=== First Tackle ===<br />
<br />
The '''First Tackle''' is, as the name implies, the first ship to land a tackle on the enemy. Their focus is on movement speed, targeting speed and, of course, at least one tackling module, usually a [[#Warp Disruptor (point)|warp disruptor]], possibly T2 because it has longer range.<br />
<br />
Being the first to the scene also means that the '''First Tackle''' is usually the first target of the tackled ship: if fitting allows, some tank is helpful and your weapons will be useful to counter enemy drones.<br />
<br />
This role is often filled by an [[Ship#Interceptors|interceptor]], but a T1 frigate will work too: [[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.<br />
<br />
===Second Tackle===<br />
<br />
Second Tackle's role is to grab the ship tackled by '''First Tackle''' and slow it down so the heavier ships can join the fun.<br />
<br />
In this role you usually still want to have enough speed to reach the target before the '''First Tackle''' dies or has to warp off, but you'll also want to fit heavier tackle, including both a [[#Warp Scrambler (scram)|warp scrambler]] and a [[#Stasis Webifier (web)|webber]] and more tank.<br />
<br />
Second Tackle needs to be very careful when engaging battleships: T2 smartbombs have a 6km range and can kill a frigate pretty quickly, so that's a pretty narrow window if you consider that Tech 1 [[#Warp Scrambler (scram)|scramblers]] have only 7.5km range. When flying Second Tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better because tracking you will be harder.<br />
<br />
Second tackle only needs to be cap stable with the scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.<br />
<br />
===Heavy Tackle===<br />
<br />
In a E-UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.<br />
<br />
Some fast cruisers (like the [[Stabber]]) and [[Ship#Assault Frigates|assault frigates]] have plenty of tank and enough speed to act as Heavy Tackle if the fleet doctrine requires it.<br />
<br />
===Gate Tackle===<br />
<br />
The '''Gate Tackle''' is a specialized variation of the '''First Tackle''', with an emphasis on quick lock time. A Gate Tackler should fit at least one [[#Sensor Booster|sensor booster]], and might also receive Remote Sensor Boosting from fleet-mates. Some movement speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as you are operating with the rest of the fleet; your job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down.<br />
<br />
Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler.<br />
<br />
<br />
== Some notes on tackling ==<br />
<br />
=== A Note On Picking Your Target ===<br />
<br />
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
<br />
=== Gate Timers ===<br />
<br />
'''Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away.<br />
<br />
To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.<br />
<br />
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full sixty seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.<br />
<br />
=== Tactical Warps ===<br />
<br />
A ship can warp to any friendly ship that is at least 150km away, so if you are far enough from your fleet, they can use you as a beacon and initiate a warp in your direction. This opens the possibility for another trick for tackle frigates: if you are not actively engaging a pointed target, consider burning directly ''away'' from it - in a direction opposite your heavier ships - so that the target ends up between you and your fleet. This way, when you are at at least 150km, the fleet can ''warp at range'' to you to land directly on top of the tackled target.<br />
<br />
This technique requires some coordination: there's no point in having all the frigates burn away from the target while nobody stays to apply point / web / scram.<br />
<br />
=== Bumping ===<br />
<br />
[[Manual_Piloting#Bumping|Bumping]] is the act of ''ramming'' another ship to prevent them from aligning or reapproaching a gate or a station. This is a more advanced technique, requires good timing and can put your ship at risk, but you can try it in extreme cases when for example you have been completely neuted out by a battleship.<br />
<br />
Works especially well with increased ship mass and velocity and against ships that are slow to align.<br />
<br />
== Basic skills for tackling ==<br />
<br />
At the moment of writing this, new pilots start with a decent amount of skill points and can already fly frigates, but there's a few more skills that are '''required''' to become a tackler:<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Propulsion Jamming | I }} required for fitting and using tackling modules<br />
* {{RequiredSkill | Propulsion Jamming | IV }} it's highly recommended to train this to IV because it unlocks the use of T2 modules that have far greater range<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} required for the use of microwarpdrives<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} training this to IV unlocks T2 modules and decreases the cap required to run your MWD<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Extra skills for tackling ==<br />
<br />
These skills are not ''required'' but they will make your life easier and in turn make you a better tackler. Train them to IV when you can, if you intend on tackling a lot. '''They all affect any ship you fly''', so have benefits even if you fly other things.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Recommended Skills</div><br />
* {{RequiredSkill | Spaceship Command | IV }} increases your ship's agility by 2% per level<br />
* {{RequiredSkill | Evasive Maneuvering | IV }} increases your ship's agility by 5% per level<br />
* {{RequiredSkill | Navigation | IV }} increases your ship's sub-warp speed by 5% per level<br />
* {{RequiredSkill | Acceleration Control | IV }} increases the speed boost from a MWD or AB by 5% per level<br />
* {{RequiredSkill | Warp Drive Operation | IV }} reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go<br />
* {{RequiredSkill | Signature Analysis | IV }} improves targeting speed by 5% per level<br />
* {{RequiredSkill | Thermodynamics | IV }} allows the pilot to ''overheat'' his modules to increase their efficiency, for example a longer range for tackling modules and more speed for propulsion modules<br />
** {{RequiredSkill | Power Grid Management | IV }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Capacitor Management | III }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Science | IV }} required for '''Thermodynamics'''<br />
* {{RequiredSkill | Long Range Targeting | IV }} allows the use of Sensor Boosters<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Basic Modules Used for Tackling ==<br />
<br />
As we said, the primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a [[#Warp Disruptor (Point)|warp disruptor ("point")]] or a [[#Warp Scrambler (Scram)|warp scrambler ("scram")]]. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
=== Warp Disruptor (Point) ===<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can '''increase your survivability''' against targets with [[#Stasis Webifier (Web)|stasis webifiers]] and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets.<br />
<br />
You can also '''tackle your target faster''' because you don't need to get within 9 km or even less first.<br />
<br />
Warp disruptors '''require a lot of capacitor to run''' and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the ''initial tackle'' and smart tacklers will turn them off once someone else has put a warp scrambler on the target.<br />
<br />
Warp disruptors are especially popular on [[Ship#Interceptors|interceptors]], which receive bonuses to their range and a reduction to the amount of cap they use.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The ''warpcore disabling strength'' for this module is 1 point, this means that a ship equipping a Warp Core Stabilizer will be able to warp away if only one warp disruptor is applied.<br />
<br />
Since the T2 module grants a significant bonus in range, it's highly recommended to skill up Propulsion Jamming to IV to be able to fit and use it.<br />
<br />
=== Warp Scrambler (Scram) ===<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - '''it also shuts down their Microwarpdrive''' (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down significantly.<br />
<br />
This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, '''having at least some warp scramblers is is essential to any fleet'''.<br />
<br />
Warp scramblers '''use significantly less capacitor than warp disruptors''', and you should be able to keep them running indefinitely.<br />
<br />
Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
'''Note''': using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The warpcore disabling strength of this module is 2 points, so even a ship fitted with one Warp Core Stabilizer won't be able to warp away if scrambled.<br />
<br />
'''Note: in Eve University fleets the frigate tacklers generally fit ''Warp Disruptors'' because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''<br />
<br />
=== Warp Scrambler vs Warp Disruptor comparison ===<br />
<br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Warp scrambler T1 !!style="width:15em"| Warp disruptor T1<br />
|-<br />
| Range || 7.5 km || 20 km<br />
|-<br />
| Deactivates MWD || Yes || No<br />
|-<br />
| Capacitor usage per second || 0.9 || 4.8<br />
|-<br />
| CPU requirement || 30 || 40<br />
|-<br />
| PG requirement || 1 || 1<br />
|}<br />
<br />
<br />
== Extra Modules Used for Tackling ==<br />
<br />
While the basic function of the tackler is accomplished with [[#Warp Disruptor (Point)|warp disruptors]] and [[#Warp Scrambler (Scram)|scramblers]], there's a lot more to be said about how to fit a tackling ship.<br />
<br />
As a start, there's at least another class of modules that can directly help the tackler, [[#Stasis Webifier (Web)|stasis webifiers]]: those help slow down the target ship even more, making it easier for the fleet to catch on and keep optimal range.<br />
<br />
Another critical factor for a tackler is ''speed'', so we need to talk about [[#Afterburner (AB) or Microwarpdrive (MWD)|propulsion]] and propulsion upgrades like [[#Overdrive Injector System|overdrive]] and [[#Nanofiber Internal Structure|nanofibers]].<br />
<br />
Especially useful for gate camping, the [[#Sensor Booster|sensor booster]] can be useful in many ways since it can increase the targeting range and the signature resolution of your ship.<br />
<br />
Then we'll move on to examine [[#Tanking Your Tackler|how to "tank" your tackler]] to make it survive incoming fire.<br />
<br />
We'll examine what [[#Weapons|weapon options]] make the most sense for ships that have tackling as their primary function.<br />
<br />
We'll take into consideration some of the [[#E-War|E-War]] modules that can be used effectively as a tackler.<br />
<br />
And last, but not least, we'll give some info about [[#Drones|drones on tackling ships]].<br />
<br />
=== Stasis Webifier (Web) ===<br />
<br />
Stasis webifiers are great for tacklers as they '''significantly decrease the sub-warp speed of a target ship'''.<br />
<br />
These modules have a range only slightly longer than that of a warp scrambler, so '''it's a good idea to fit a web if you already have a scrambler''', since you will be operating well inside ''web range'' anyway.<br />
<br />
'''If you're fitting a warp disruptor, the decision is slightly less clear cut''': you first need to decide whether you plan to fly inside stasis webifier range, because that increases your transversal velocity and makes you harder to hit with turrets. If you decide to fly in web range, it makes a lot of sense to fit one. On the other hand you usually want to stay outside of web and neutralizers range since they can be extremely effective against small, fast targets like a tackling ship: by slowing you down with a web, an enemy can hit you easier with turrets and by neutralizing your capacitor they'll be able to shut down your tackling modules and MWD, making you a good target but most importantly dropping the tackle on them!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
'''Note''': when tackling someone, '''always use a warp disruptor or scrambler before the stasis webifier'''. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br />
=== Afterburner (AB) or Microwarpdrive (MWD) ===<br />
<br />
At first glance you might think that [[#Microwarpdrive (MWD)|microwarpdrives]] and [[#Afterburner (AB)|afterburners]] perform the same function, since they both increase your speed, and since the MWD increases your speed more it must be the better choice.<br />
<br />
Like many things in EVE, ''it isn't quite that simple'': to summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Afterburner T1 !!style="width:15em"| Microwarpdrive T1<br />
|-<br />
| Speed bonus || +112.5% || +500%<br />
|-<br />
| Capacitor usage per second || 1.8 || 4.3<br />
|-<br />
| Signature radius increase || - || +500% (only when activated)<br />
|-<br />
| Capacitor capacity penalty || - || -25% (permanent)<br />
|-<br />
| CPU requirement || 15 || 25<br />
|-<br />
| PG requirement || 10 || 15<br />
|}<br />
</tr><br />
</table><br />
<br />
While afterburners are great for duels (where both ships probably have a scrambler fitted, so the MWD would be useless), in fleets the tackler's primary task is to quickly reach the target and put a point on it, so '''it is recommended that tackler frigates fit an MWD''' in order to close range more quickly and to help them catch up with fast moving targets.<br />
<br />
However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice, at the tradeoff of being less effective.<br />
<br />
It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.<br />
<br />
'''Note:''' T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.<br />
<br />
==== Microwarpdrive (MWD) ====<br />
<br />
The microwarpdrive is capable of giving a significant speed boost to your sub-warp speed, and in that regard is a direct upgrade compared to an [[#Afterburner (AB)|afterburner]], but suffers from a series of serious '''drawbacks'''. The most important one is that '''while the MWD is activated it will increase your signature radius''' by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying.<br />
<br />
Also, the MWD '''uses a lot of capacitor''' and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and is usually turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship.<br />
<br />
Another downside is that, as we said, a [[#Warp Scrambler (Scramb)|warp scrambler]] can shut down the MWD.<br />
<br />
And last, but not least, fitting a MWD, whether it's active or not, reduces the ''total'' capacity of your capacitor (by 25% for the T1 module and 17% for the T2).<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | III }}<br />
* {{RequiredSkill | Afterburner | III }}<br />
* {{RequiredSkill | High Speed Maneuvering | I }} (T1 module)<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Afterburner (AB) ====<br />
<br />
Contrary to what happens with a MWD, '''an AB does not increase your signature radius at all and it needs far less capacitor''', meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.<br />
<br />
The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | I }}<br />
* {{RequiredSkill | Afterburner | I }} (T1 module)<br />
* {{RequiredSkill | Afterburner | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Propulsion Upgrades ===<br />
<br />
Since a first tackler's focus is about reaching his target quickly, many fits for tackling frigates or interceptors include one or more modules to increase the ship sub-warp speed even more.<br />
<br />
==== Overdrive Injector System ====<br />
<br />
Overdrive Injectors '''increase your ship's sub-warp speed''' at the expense of cargohold space. As a tackler you do not use your cargohold, so you can ignore the penalty.<br />
<br />
The nice thing about these modules is that they '''don't require powergrid or CPU'''.<br />
<br />
The tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase to maximum speed and a 20% cargohold penalty.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Nanofiber Internal Structure (Nano) ====<br />
<br />
This is another module that '''increases your speed'''. Unlike the overdrive injector, however, it '''also makes your ship more agile''', allowing you to reach your maximum speed quicker and helping you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill.<br />
<br />
Like overdrives, '''nanos don't require any powergrid or CPU'''. The inertia decrease will help you with the closer orbit.<br />
<br />
The downside of this module is that you get a '''lower amount of structure hit points (HP)'''. In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.<br />
<br />
This module '''works well fitted together with one or more overdrive injector systems'''. This makes you faster and still allows you to keep that speed in a tight orbit.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Sensor Boosters and Signal Amplifiers ===<br />
<br />
To be effective as a tackler you first need to get a lock on the target you want to tackle. The lock time is determined by you ship's [[Scan resolution|Scan Resolution]] (visible in the fitting window) and your target's [[Signature|Signature Radius]].<br />
<br />
Sensor Boosters and Signal Amplifiers increase your ship's Scan Resolution and Targeting Range. While the Signal Amplifier is a Low Slot, passive module that grants a minor increase in those stats, the Sensor Booster is an active mid slot module and can be scripted to boost only one of those stats, doubling the bonus to that stat, but nullifying the bonus to the other: for example, the tech 1 version of the sensor booster provides a 25% bonus to scan resolution and targeting range, but if you put a Scan Resolution script in it, you'll a get 50% bonus to scan resolution and no bonus to targeting range and viceversa with a Targeting Range script.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | CPU Management | II }}<br />
* {{RequiredSkill | Long Range Targeting | I }} (T1 module)<br />
* {{RequiredSkill | Long Range Targeting | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
A sensor booster makes sense if you're fitting a [[#Warp Disruptor (point)|warp disruptor]], however it should '''not''' take precedence over tanking modules such as shield extenders.<br />
<br />
As we said, sensor boosters can increase either your targeting range, your locking speed or both. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing you to start locking a target while you're still approaching them, so you'll be able to instantly apply your disruptor as soon as you are in range instead of waiting for the targeting. Another case you could want more range for is when you are overheating your warp disruptor.<br />
The additional scan resolution will let you lock targets faster, although your frigate will already lock pretty quickly and will come handy in particular when trying to catch targets coming through a stargate.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:17em"| Sensor booster T1 (unscripted)<br />
|-<br />
| Targeting Range bonus || +25%<br />
|-<br />
| Scan resolution bonus|| +25%<br />
|-<br />
| Capacitor usage per second || 1<br />
|-<br />
| CPU requirement || 10<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
<br />
=== Tanking Your Tackler ===<br />
<br />
'''After your tackle and propulsion module, the most important thing to fit on your tackler is tank''' - it's no use catching a target if they can simply kill you and escape.<br />
<br />
No matter what else you do, you should almost always fit a [[#Damage Control]] in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, you have two options - '''you can either fit a shield tank or an armour tank'''.<br />
<br />
A shield tank is usually the best choice for a tackler since it doesn't slow your ship down, but you'll need at least three mid slots to fit a shield tank: one for your MWD or AB, one for your scrambler or disruptor and one for your tank module.<br />
<br />
An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' since it gives way more HP than a small shield extender, and it is possible to fit one on most frigates. If you have problems fitting it, you can fit a '''Micro Auxiliary Power Core''' in the low slots to provide the necessary powergrid.<br />
<br />
Aside from the shield extender, you usually want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' and a '''Small Anti-Thermal Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship.<br />
<br />
Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down, however the extra HP it provides can make a big difference particularly if you're also fit armour resistance modules (such as an '''Adaptive Nano Plating''').<br />
<br />
A '''200mm Reinforced Steel Plate''' is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much. Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.<br />
<br />
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).<br />
<br />
<br />
==== Damage Control ====<br />
<br />
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Medium Shield Extender ====<br />
<br />
A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only ''reduce'' it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a '''Micro Auxiliary Power Core''' in order to provide the powergrid to fit one. A t1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A t2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Shield Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Shield Upgrades | IV }} (T2 module)<br />
** {{RequiredSkill | Capacitor Management | II }} (T1 Micro Auxiliary Power Core)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Weapons on a Tackler ===<br />
<br />
As a tackler, '''tackling''' is your priority: the amount of damage that you might add to the fight, so weapons are low on your list of concerns. Fit all the other modules that you need for tackling first, and if you have some powergrid and CPU left fit whatever weapons you have room for.<br />
<br />
If you're fitting a MWD and/or a warp disruptor (both of which use a lot of capacitor to run), '''it's a good idea to fit projectile and missile weapons''' since these do not require capacitor to fire, even if your ship is not bonused for them.<br />
<br />
'''Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.'''<br />
<br />
As for the choice between long and short range weapons, '''always favor the short range ones''': they fit easier and make more sense. If your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you'll be using the short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br />
<br />
An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on the topic in the [[Capacitor Warfare Guide]].<br />
<br />
<br />
=== E-war ===<br />
<br />
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt your enemies' ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An e-war module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in your fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
E-war modules usually consume a lot of capacitor, so you'll need to manage your cap wisely, prioritizing keeping your tackle on and eventually ''pulsing'' or shutting down the E-war modules if it comes to it.<br />
<br />
<br />
=== Drones ===<br />
{{Stub}}<br />
<br />
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br />
<br />
<br />
== The Setups ==<br />
<br />
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.<br />
<br />
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.<br />
<br />
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.<br />
<br />
The fits below are generally separated into two categories: Long ranged tacklers with warp disruptors, and close ranged 'scram' tacklers with warp scramblers.<br />
<br />
<br />
=== Long Ranged Tacklers ===<br />
<br />
The perfect ships for this role are the t1 'attack' frigates - the Slasher, Condor, Atron and Executioner. These ships are very fast and have good capacitor regeneration, but most importantly they get a 80% reduction to the cap use of tackle modules. Warp disruptors usually require a lot of capacitor to run, and a regular frigate cannot keep one running for very long at all without running out of capacitor - especially if it's running a microwarpdrive too! The fast attack frigates don't have this problem, and can keep their warp disruptors running for much longer. They are however naturally very fragile, and it's important to fit a decent tank.<br />
<br />
The job of a long ranged tackler is to grab targets quickly, while the close ranged tacklers are still trying to get into range. Since you don't have a warp scrambler or stasis webifier you can orbit outside of web range if you want to, however you will often take less damage just orbiting as close to the target as you can!<br />
<br />
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!<br />
<br />
{{ShipFitting<br />
| ship=Slasher<br />
| shipTypeID=585<br />
| fitName=Fast Tackle<br />
| fitID=Fast-Tackle<br />
| high1name=125mm Gatling AutoCannon I<br />
| high1typeID=484<br />
| high2name=125mm Gatling AutoCannon I<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I<br />
| high3typeID=484<br />
| mid1name=5MN MicroWarpdrive I<br />
| mid1typeID=434<br />
| mid2name=Warp Disruptor I<br />
| mid2typeID=3242<br />
| mid3name=Sensor Booster I<br />
| mid3typeID=1973<br />
| mid4name=Medium Shield Extender I<br />
| mid4typeID=3829<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=585:484;3:434;1:3242;1:1973;1:3829;1:2046;1:11563;1:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
<br />
<br />
<br />
{{Fittings<br />
|name=<br />
Slasher, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
EMP S<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
}}<br />
<br />
<br />
<br />
{{Fittings<br />
|name=<br />
Condor, Fast Tackle<br />
|high=<br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Initiated Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
Scourge Rocket<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the slasher, the condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
}}<br />
{{Fittings<br />
|name=<br />
Atron, Fast Tackle<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
}} {{Fittings<br />
|name=<br />
Executioner, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br />
|charges=<br />
EMP S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a MAPC to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like above). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
}}<br />
<br />
<br />
=== Close Ranged 'Scram' Tacklers ===<br />
<br />
While the attack frigates are fast, they are also quite fragile. Because of that, many people prefer to use the t1 'combat' frigates for their close range tacklers - the Rifter, Merlin, Incursus, Punisher and Tormentor.<br />
<br />
The job of a scram tackler is to get in close and hold a target until it dies. This means carrying a warp scrambler and plenty of tank to help you stay alive. If you have a spare mid slot a stasis webifier is a natural fit. Despite what you might think, being in close usually much safer than orbiting at range, because it makes you harder to hit. Often the best plan for a scram tackler is to orbit as close to their target as possible.<br />
<br />
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.<br />
<br />
{{Fittings<br />
|name=<br />
Tormentor, Scram Tackler<br />
|high=<br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
Warrior I x2<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.<br />
}} {{Fittings<br />
|name=<br />
Punisher, Scram Tackle<br />
|high=<br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Small Nosferatu I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* With two mid slots the Punisher is generally less effective as a tackler than the tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.<br />
* Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the tormentor the Punisher does not get a bonus to cap use for its turrets.<br />
}}<br />
{{Fittings<br />
|name=<br />
Merlin, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.<br />
* This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.<br />
* If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.<br />
}} {{Fittings<br />
|name=<br />
Incursus, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler incursus works very well with a shield tank. Like the tormentor, it has plenty of powergrid allowing you to fit a medium shield without needing a micro auxiliary power core to do so. With its four mid slots giving it excellent speed, this is arguably one of the best tackler fits around.<br />
* This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.<br />
}}<br />
{{Fittings<br />
|name=<br />
Incursus, Scram Tackle Armour<br />
|high=<br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod.<br />
* The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is probably a better setup for tackling.<br />
}} {{Fittings<br />
|name=<br />
Rifter, Scram Tackler<br />
|high=<br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Phased Plasma S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.<br />
* If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.<br />
}}<br />
<br />
<br />
== Final words ==<br />
<br />
The setups posted above should be considered ''suggestions''. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?<br />
<br />
You can use any combination of tackling modules, speed modules, tank modules and e-war modules you want as long as you have the 3 things every tackler should have: a speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you!<br />
<br />
<br />
== Additional Information ==<br />
<br />
See also [[Tackling 101]]<br />
See also [http://www.evealtruist.com/2012/08/newbie-tackling-guide.html Newbie Tackling Guide]<br />
<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]<br />
[[Category:Ships]]<br />
[[Category:Fleets]]<br />
[[Category:Ivy League Navy]]<br />
<br />
<br />
Original Articles<br />
<br />
* [[Tackling]]<br />
* [[Tackling Guide]]<br />
* [[Fitting a Tackle Frig]]<br />
* [[The Way of the Tackler]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda/Tackling&diff=96408User:Geranai yoda/Tackling2016-06-25T17:28:48Z<p>Geranai yoda: Testing translation to new fitting template</p>
<hr />
<div>{{Work in Progress}}<br />
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{{related class|Tackling 101}}<br />
'''To tackle''', in EVE Online, '''is the act of pinning down an opponent, preventing it from warping away''', so that the fleet can destroy his ship or pod, removing it from the fight.<br />
<br />
If you think this doesn't sound exciting, think again! Tackling is the single most critical factor in every pvp kill, because without proper tackling a ship would simply warp away from a fight is going to lose: '''''as a tackler, it's you that allow a kill to happen'''''.<br />
<br />
== Tackling Basic Steps ==<br />
<br />
Let's see the most important steps of a successful tackling operation.<br />
<br />
'''Before the fight:'''<br />
<br />
* Turn on your Sensor Booster if you have one<br />
* Consider enabling the overheat for your tackling module ([[#Warp Disruptor (Point)|Disruptor]] or [[#Warp Scrambler (scram)|Scrambler]]), this will allow the module to function from further away. Pre-enabling the overheat won't start overheating the module until you activate it, so it's safe to do it<br />
* Consider keeping your tackling module ''"hot"'' by pressing the associated button. This will change your pointer into a targeting pointer and the module will automatically be applied to the first thing you target. This might be risky if you target something by mistake, especially in High Security space (''Newbro starts trying to warp scramble Dodixie Gate'').<br />
<br />
'''When the target is on grid:'''<br />
<br />
* Turn your [[#Propulsion|propulsion mod]] on<br />
* Start moving towards your target (if you manage, keep a slight angle so it'll be harder for their turrets to track you, but a simple ''Approach'' is fine most of the time and lowers the time it takes to reach the target)<br />
* Start locking your target as soon as you are in range for targeting<br />
* If you didn't keep your tackling module ''"hot"'', activate it as soon as you are in range<br />
* Call out on Voice Comms that you have point on the target, e.g. ''Kelduum Revaan has point on primary'', or ''SilentBrick has point on the Drake''.<br />
* Continue using your propulsion mod to approach the target.<br />
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).<br />
* If your MWD is still running, turn it off. Afterburners can keep running.<br />
* If you have a [[#Stasis Webifier (web)|webifier]], activate it as soon as you are in range<br />
* Keep orbiting the target to make it harder for his turrets to track you<br />
* If you get targeted, either ''bounce'' (warp to a nearby celestial then return) or keep orbiting if you want to die a ''Hero's death''.<br />
<br />
As you see, we mentioned quite a number of modules that you need to activate in a specific order. We'll talk about those in more detail, and see what's important and why, but first let's have a quick look to the different sub-roles a tackler might cover.<br />
<br />
<br />
== Different types of tacklers ==<br />
<br />
A fleet might have specialized tacklers that have different roles and fittings for specific purposes.<br />
<br />
=== First Tackle ===<br />
<br />
The '''First Tackle''' is, as the name implies, the first ship to land a tackle on the enemy. Their focus is on movement speed, targeting speed and, of course, at least one tackling module, usually a [[#Warp Disruptor (point)|warp disruptor]], possibly T2 because it has longer range.<br />
<br />
Being the first to the scene also means that the '''First Tackle''' is usually the first target of the tackled ship: if fitting allows, some tank is helpful and your weapons will be useful to counter enemy drones.<br />
<br />
This role is often filled by an [[Ship#Interceptors|interceptor]], but a T1 frigate will work too: [[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.<br />
<br />
===Second Tackle===<br />
<br />
Second Tackle's role is to grab the ship tackled by '''First Tackle''' and slow it down so the heavier ships can join the fun.<br />
<br />
In this role you usually still want to have enough speed to reach the target before the '''First Tackle''' dies or has to warp off, but you'll also want to fit heavier tackle, including both a [[#Warp Scrambler (scram)|warp scrambler]] and a [[#Stasis Webifier (web)|webber]] and more tank.<br />
<br />
Second Tackle needs to be very careful when engaging battleships: T2 smartbombs have a 6km range and can kill a frigate pretty quickly, so that's a pretty narrow window if you consider that Tech 1 [[#Warp Scrambler (scram)|scramblers]] have only 7.5km range. When flying Second Tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better because tracking you will be harder.<br />
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Second tackle only needs to be cap stable with the scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.<br />
<br />
===Heavy Tackle===<br />
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In a E-UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.<br />
<br />
Some fast cruisers (like the [[Stabber]]) and [[Ship#Assault Frigates|assault frigates]] have plenty of tank and enough speed to act as Heavy Tackle if the fleet doctrine requires it.<br />
<br />
===Gate Tackle===<br />
<br />
The '''Gate Tackle''' is a specialized variation of the '''First Tackle''', with an emphasis on quick lock time. A Gate Tackler should fit at least one [[#Sensor Booster|sensor booster]], and might also receive Remote Sensor Boosting from fleet-mates. Some movement speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as you are operating with the rest of the fleet; your job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down.<br />
<br />
Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler.<br />
<br />
<br />
== Some notes on tackling ==<br />
<br />
=== A Note On Picking Your Target ===<br />
<br />
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
<br />
=== Gate Timers ===<br />
<br />
'''Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away.<br />
<br />
To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.<br />
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In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full sixty seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.<br />
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=== Tactical Warps ===<br />
<br />
A ship can warp to any friendly ship that is at least 150km away, so if you are far enough from your fleet, they can use you as a beacon and initiate a warp in your direction. This opens the possibility for another trick for tackle frigates: if you are not actively engaging a pointed target, consider burning directly ''away'' from it - in a direction opposite your heavier ships - so that the target ends up between you and your fleet. This way, when you are at at least 150km, the fleet can ''warp at range'' to you to land directly on top of the tackled target.<br />
<br />
This technique requires some coordination: there's no point in having all the frigates burn away from the target while nobody stays to apply point / web / scram.<br />
<br />
=== Bumping ===<br />
<br />
[[Manual_Piloting#Bumping|Bumping]] is the act of ''ramming'' another ship to prevent them from aligning or reapproaching a gate or a station. This is a more advanced technique, requires good timing and can put your ship at risk, but you can try it in extreme cases when for example you have been completely neuted out by a battleship.<br />
<br />
Works especially well with increased ship mass and velocity and against ships that are slow to align.<br />
<br />
== Basic skills for tackling ==<br />
<br />
At the moment of writing this, new pilots start with a decent amount of skill points and can already fly frigates, but there's a few more skills that are '''required''' to become a tackler:<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Propulsion Jamming | I }} required for fitting and using tackling modules<br />
* {{RequiredSkill | Propulsion Jamming | IV }} it's highly recommended to train this to IV because it unlocks the use of T2 modules that have far greater range<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} required for the use of microwarpdrives<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} training this to IV unlocks T2 modules and decreases the cap required to run your MWD<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Extra skills for tackling ==<br />
<br />
These skills are not ''required'' but they will make your life easier and in turn make you a better tackler. Train them to IV when you can, if you intend on tackling a lot. '''They all affect any ship you fly''', so have benefits even if you fly other things.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Recommended Skills</div><br />
* {{RequiredSkill | Spaceship Command | IV }} increases your ship's agility by 2% per level<br />
* {{RequiredSkill | Evasive Maneuvering | IV }} increases your ship's agility by 5% per level<br />
* {{RequiredSkill | Navigation | IV }} increases your ship's sub-warp speed by 5% per level<br />
* {{RequiredSkill | Acceleration Control | IV }} increases the speed boost from a MWD or AB by 5% per level<br />
* {{RequiredSkill | Warp Drive Operation | IV }} reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go<br />
* {{RequiredSkill | Signature Analysis | IV }} improves targeting speed by 5% per level<br />
* {{RequiredSkill | Thermodynamics | IV }} allows the pilot to ''overheat'' his modules to increase their efficiency, for example a longer range for tackling modules and more speed for propulsion modules<br />
** {{RequiredSkill | Power Grid Management | IV }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Capacitor Management | III }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Science | IV }} required for '''Thermodynamics'''<br />
* {{RequiredSkill | Long Range Targeting | IV }} allows the use of Sensor Boosters<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
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<br />
== Basic Modules Used for Tackling ==<br />
<br />
As we said, the primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a [[#Warp Disruptor (Point)|warp disruptor ("point")]] or a [[#Warp Scrambler (Scram)|warp scrambler ("scram")]]. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
=== Warp Disruptor (Point) ===<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can '''increase your survivability''' against targets with [[#Stasis Webifier (Web)|stasis webifiers]] and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets.<br />
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You can also '''tackle your target faster''' because you don't need to get within 9 km or even less first.<br />
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Warp disruptors '''require a lot of capacitor to run''' and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the ''initial tackle'' and smart tacklers will turn them off once someone else has put a warp scrambler on the target.<br />
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Warp disruptors are especially popular on [[Ship#Interceptors|interceptors]], which receive bonuses to their range and a reduction to the amount of cap they use.<br />
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<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The ''warpcore disabling strength'' for this module is 1 point, this means that a ship equipping a Warp Core Stabilizer will be able to warp away if only one warp disruptor is applied.<br />
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Since the T2 module grants a significant bonus in range, it's highly recommended to skill up Propulsion Jamming to IV to be able to fit and use it.<br />
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=== Warp Scrambler (Scram) ===<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - '''it also shuts down their Microwarpdrive''' (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down significantly.<br />
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This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, '''having at least some warp scramblers is is essential to any fleet'''.<br />
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Warp scramblers '''use significantly less capacitor than warp disruptors''', and you should be able to keep them running indefinitely.<br />
<br />
Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
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'''Note''': using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
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The warpcore disabling strength of this module is 2 points, so even a ship fitted with one Warp Core Stabilizer won't be able to warp away if scrambled.<br />
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'''Note: in Eve University fleets the frigate tacklers generally fit ''Warp Disruptors'' because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''<br />
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=== Warp Scrambler vs Warp Disruptor comparison ===<br />
<br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Warp scrambler T1 !!style="width:15em"| Warp disruptor T1<br />
|-<br />
| Range || 7.5 km || 20 km<br />
|-<br />
| Deactivates MWD || Yes || No<br />
|-<br />
| Capacitor usage per second || 0.9 || 4.8<br />
|-<br />
| CPU requirement || 30 || 40<br />
|-<br />
| PG requirement || 1 || 1<br />
|}<br />
<br />
<br />
== Extra Modules Used for Tackling ==<br />
<br />
While the basic function of the tackler is accomplished with [[#Warp Disruptor (Point)|warp disruptors]] and [[#Warp Scrambler (Scram)|scramblers]], there's a lot more to be said about how to fit a tackling ship.<br />
<br />
As a start, there's at least another class of modules that can directly help the tackler, [[#Stasis Webifier (Web)|stasis webifiers]]: those help slow down the target ship even more, making it easier for the fleet to catch on and keep optimal range.<br />
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Another critical factor for a tackler is ''speed'', so we need to talk about [[#Afterburner (AB) or Microwarpdrive (MWD)|propulsion]] and propulsion upgrades like [[#Overdrive Injector System|overdrive]] and [[#Nanofiber Internal Structure|nanofibers]].<br />
<br />
Especially useful for gate camping, the [[#Sensor Booster|sensor booster]] can be useful in many ways since it can increase the targeting range and the signature resolution of your ship.<br />
<br />
Then we'll move on to examine [[#Tanking Your Tackler|how to "tank" your tackler]] to make it survive incoming fire.<br />
<br />
We'll examine what [[#Weapons|weapon options]] make the most sense for ships that have tackling as their primary function.<br />
<br />
We'll take into consideration some of the [[#E-War|E-War]] modules that can be used effectively as a tackler.<br />
<br />
And last, but not least, we'll give some info about [[#Drones|drones on tackling ships]].<br />
<br />
=== Stasis Webifier (Web) ===<br />
<br />
Stasis webifiers are great for tacklers as they '''significantly decrease the sub-warp speed of a target ship'''.<br />
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These modules have a range only slightly longer than that of a warp scrambler, so '''it's a good idea to fit a web if you already have a scrambler''', since you will be operating well inside ''web range'' anyway.<br />
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'''If you're fitting a warp disruptor, the decision is slightly less clear cut''': you first need to decide whether you plan to fly inside stasis webifier range, because that increases your transversal velocity and makes you harder to hit with turrets. If you decide to fly in web range, it makes a lot of sense to fit one. On the other hand you usually want to stay outside of web and neutralizers range since they can be extremely effective against small, fast targets like a tackling ship: by slowing you down with a web, an enemy can hit you easier with turrets and by neutralizing your capacitor they'll be able to shut down your tackling modules and MWD, making you a good target but most importantly dropping the tackle on them!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
'''Note''': when tackling someone, '''always use a warp disruptor or scrambler before the stasis webifier'''. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br />
=== Afterburner (AB) or Microwarpdrive (MWD) ===<br />
<br />
At first glance you might think that [[#Microwarpdrive (MWD)|microwarpdrives]] and [[#Afterburner (AB)|afterburners]] perform the same function, since they both increase your speed, and since the MWD increases your speed more it must be the better choice.<br />
<br />
Like many things in EVE, ''it isn't quite that simple'': to summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Afterburner T1 !!style="width:15em"| Microwarpdrive T1<br />
|-<br />
| Speed bonus || +112.5% || +500%<br />
|-<br />
| Capacitor usage per second || 1.8 || 4.3<br />
|-<br />
| Signature radius increase || - || +500% (only when activated)<br />
|-<br />
| Capacitor capacity penalty || - || -25% (permanent)<br />
|-<br />
| CPU requirement || 15 || 25<br />
|-<br />
| PG requirement || 10 || 15<br />
|}<br />
</tr><br />
</table><br />
<br />
While afterburners are great for duels (where both ships probably have a scrambler fitted, so the MWD would be useless), in fleets the tackler's primary task is to quickly reach the target and put a point on it, so '''it is recommended that tackler frigates fit an MWD''' in order to close range more quickly and to help them catch up with fast moving targets.<br />
<br />
However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice, at the tradeoff of being less effective.<br />
<br />
It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.<br />
<br />
'''Note:''' T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.<br />
<br />
==== Microwarpdrive (MWD) ====<br />
<br />
The microwarpdrive is capable of giving a significant speed boost to your sub-warp speed, and in that regard is a direct upgrade compared to an [[#Afterburner (AB)|afterburner]], but suffers from a series of serious '''drawbacks'''. The most important one is that '''while the MWD is activated it will increase your signature radius''' by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying.<br />
<br />
Also, the MWD '''uses a lot of capacitor''' and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and is usually turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship.<br />
<br />
Another downside is that, as we said, a [[#Warp Scrambler (Scramb)|warp scrambler]] can shut down the MWD.<br />
<br />
And last, but not least, fitting a MWD, whether it's active or not, reduces the ''total'' capacity of your capacitor (by 25% for the T1 module and 17% for the T2).<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | III }}<br />
* {{RequiredSkill | Afterburner | III }}<br />
* {{RequiredSkill | High Speed Maneuvering | I }} (T1 module)<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Afterburner (AB) ====<br />
<br />
Contrary to what happens with a MWD, '''an AB does not increase your signature radius at all and it needs far less capacitor''', meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.<br />
<br />
The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | I }}<br />
* {{RequiredSkill | Afterburner | I }} (T1 module)<br />
* {{RequiredSkill | Afterburner | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Propulsion Upgrades ===<br />
<br />
Since a first tackler's focus is about reaching his target quickly, many fits for tackling frigates or interceptors include one or more modules to increase the ship sub-warp speed even more.<br />
<br />
==== Overdrive Injector System ====<br />
<br />
Overdrive Injectors '''increase your ship's sub-warp speed''' at the expense of cargohold space. As a tackler you do not use your cargohold, so you can ignore the penalty.<br />
<br />
The nice thing about these modules is that they '''don't require powergrid or CPU'''.<br />
<br />
The tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase to maximum speed and a 20% cargohold penalty.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Nanofiber Internal Structure (Nano) ====<br />
<br />
This is another module that '''increases your speed'''. Unlike the overdrive injector, however, it '''also makes your ship more agile''', allowing you to reach your maximum speed quicker and helping you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill.<br />
<br />
Like overdrives, '''nanos don't require any powergrid or CPU'''. The inertia decrease will help you with the closer orbit.<br />
<br />
The downside of this module is that you get a '''lower amount of structure hit points (HP)'''. In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.<br />
<br />
This module '''works well fitted together with one or more overdrive injector systems'''. This makes you faster and still allows you to keep that speed in a tight orbit.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Sensor Boosters and Signal Amplifiers ===<br />
<br />
To be effective as a tackler you first need to get a lock on the target you want to tackle. The lock time is determined by you ship's [[Scan resolution|Scan Resolution]] (visible in the fitting window) and your target's [[Signature|Signature Radius]].<br />
<br />
Sensor Boosters and Signal Amplifiers increase your ship's Scan Resolution and Targeting Range. While the Signal Amplifier is a Low Slot, passive module that grants a minor increase in those stats, the Sensor Booster is an active mid slot module and can be scripted to boost only one of those stats, doubling the bonus to that stat, but nullifying the bonus to the other: for example, the tech 1 version of the sensor booster provides a 25% bonus to scan resolution and targeting range, but if you put a Scan Resolution script in it, you'll a get 50% bonus to scan resolution and no bonus to targeting range and viceversa with a Targeting Range script.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | CPU Management | II }}<br />
* {{RequiredSkill | Long Range Targeting | I }} (T1 module)<br />
* {{RequiredSkill | Long Range Targeting | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
A sensor booster makes sense if you're fitting a [[#Warp Disruptor (point)|warp disruptor]], however it should '''not''' take precedence over tanking modules such as shield extenders.<br />
<br />
As we said, sensor boosters can increase either your targeting range, your locking speed or both. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing you to start locking a target while you're still approaching them, so you'll be able to instantly apply your disruptor as soon as you are in range instead of waiting for the targeting. Another case you could want more range for is when you are overheating your warp disruptor.<br />
The additional scan resolution will let you lock targets faster, although your frigate will already lock pretty quickly and will come handy in particular when trying to catch targets coming through a stargate.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:17em"| Sensor booster T1 (unscripted)<br />
|-<br />
| Targeting Range bonus || +25%<br />
|-<br />
| Scan resolution bonus|| +25%<br />
|-<br />
| Capacitor usage per second || 1<br />
|-<br />
| CPU requirement || 10<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
<br />
=== Tanking Your Tackler ===<br />
<br />
'''After your tackle and propulsion module, the most important thing to fit on your tackler is tank''' - it's no use catching a target if they can simply kill you and escape.<br />
<br />
No matter what else you do, you should almost always fit a [[#Damage Control]] in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, you have two options - '''you can either fit a shield tank or an armour tank'''.<br />
<br />
A shield tank is usually the best choice for a tackler since it doesn't slow your ship down, but you'll need at least three mid slots to fit a shield tank: one for your MWD or AB, one for your scrambler or disruptor and one for your tank module.<br />
<br />
An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' since it gives way more HP than a small shield extender, and it is possible to fit one on most frigates. If you have problems fitting it, you can fit a '''Micro Auxiliary Power Core''' in the low slots to provide the necessary powergrid.<br />
<br />
Aside from the shield extender, you usually want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' and a '''Small Anti-Thermal Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship.<br />
<br />
Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down, however the extra HP it provides can make a big difference particularly if you're also fit armour resistance modules (such as an '''Adaptive Nano Plating''').<br />
<br />
A '''200mm Reinforced Steel Plate''' is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much. Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.<br />
<br />
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).<br />
<br />
<br />
==== Damage Control ====<br />
<br />
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Medium Shield Extender ====<br />
<br />
A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only ''reduce'' it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a '''Micro Auxiliary Power Core''' in order to provide the powergrid to fit one. A t1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A t2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Shield Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Shield Upgrades | IV }} (T2 module)<br />
** {{RequiredSkill | Capacitor Management | II }} (T1 Micro Auxiliary Power Core)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Weapons on a Tackler ===<br />
<br />
As a tackler, '''tackling''' is your priority: the amount of damage that you might add to the fight, so weapons are low on your list of concerns. Fit all the other modules that you need for tackling first, and if you have some powergrid and CPU left fit whatever weapons you have room for.<br />
<br />
If you're fitting a MWD and/or a warp disruptor (both of which use a lot of capacitor to run), '''it's a good idea to fit projectile and missile weapons''' since these do not require capacitor to fire, even if your ship is not bonused for them.<br />
<br />
'''Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.'''<br />
<br />
As for the choice between long and short range weapons, '''always favor the short range ones''': they fit easier and make more sense. If your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you'll be using the short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br />
<br />
An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on the topic in the [[Capacitor Warfare Guide]].<br />
<br />
<br />
=== E-war ===<br />
<br />
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt your enemies' ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An e-war module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in your fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
E-war modules usually consume a lot of capacitor, so you'll need to manage your cap wisely, prioritizing keeping your tackle on and eventually ''pulsing'' or shutting down the E-war modules if it comes to it.<br />
<br />
<br />
=== Drones ===<br />
{{Stub}}<br />
<br />
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br />
<br />
<br />
== The Setups ==<br />
<br />
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.<br />
<br />
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.<br />
<br />
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.<br />
<br />
The fits below are generally separated into two categories: Long ranged tacklers with warp disruptors, and close ranged 'scram' tacklers with warp scramblers.<br />
<br />
<br />
=== Long Ranged Tacklers ===<br />
<br />
The perfect ships for this role are the t1 'attack' frigates - the Slasher, Condor, Atron and Executioner. These ships are very fast and have good capacitor regeneration, but most importantly they get a 80% reduction to the cap use of tackle modules. Warp disruptors usually require a lot of capacitor to run, and a regular frigate cannot keep one running for very long at all without running out of capacitor - especially if it's running a microwarpdrive too! The fast attack frigates don't have this problem, and can keep their warp disruptors running for much longer. They are however naturally very fragile, and it's important to fit a decent tank.<br />
<br />
The job of a long ranged tackler is to grab targets quickly, while the close ranged tacklers are still trying to get into range. Since you don't have a warp scrambler or stasis webifier you can orbit outside of web range if you want to, however you will often take less damage just orbiting as close to the target as you can!<br />
<br />
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!<br />
<br />
{{ShipFitting<br />
| ship=Slasher<br />
| shipTypeID=585<br />
| fitName=Fast Tackle<br />
| fitID=Fast-Tackle<br />
| high1name=125mm Gatling AutoCannon I<br />
| high1typeID=484<br />
| high2name=125mm Gatling AutoCannon I<br />
| high2typeID=484<br />
| high3name=125mm Gatling AutoCannon I<br />
| high3typeID=484<br />
| mid1name=5MN MicroWarpdrive I<br />
| mid1typeID=434<br />
| mid2name=Warp Disruptor I<br />
| mid2typeID=3242<br />
| mid3name=Sensor Booster I<br />
| mid3typeID=1973<br />
| mid4name=Medium Shield Extender I<br />
| mid4typeID=3829<br />
| low1name=Damage Control I<br />
| low1typeID=2046<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Anti-Thermal Screen Reinforcer I<br />
| rig2typeID=31752<br />
| rig3name=Small Anti-Kinetic Screen Reinforcer I<br />
| rig3typeID=31740<br />
| high4name=open<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=YC118 1.0<br />
| showTOC=Y<br />
| shipDNA=585:484;3:434;1:3242;1:1973;1:3829;1:2046;1:11563;1:31716;1:31752;1:31740;1::<br />
| fleetup=<br />
}}<br />
<br />
<br />
<br />
<br />
{{Fittings<br />
|name=<br />
Condor, Fast Tackle<br />
|high=<br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Initiated Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
Scourge Rocket<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the slasher, the condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
}}<br />
{{Fittings<br />
|name=<br />
Atron, Fast Tackle<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
}} {{Fittings<br />
|name=<br />
Executioner, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br />
|charges=<br />
EMP S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a MAPC to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like above). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
}}<br />
<br />
<br />
=== Close Ranged 'Scram' Tacklers ===<br />
<br />
While the attack frigates are fast, they are also quite fragile. Because of that, many people prefer to use the t1 'combat' frigates for their close range tacklers - the Rifter, Merlin, Incursus, Punisher and Tormentor.<br />
<br />
The job of a scram tackler is to get in close and hold a target until it dies. This means carrying a warp scrambler and plenty of tank to help you stay alive. If you have a spare mid slot a stasis webifier is a natural fit. Despite what you might think, being in close usually much safer than orbiting at range, because it makes you harder to hit. Often the best plan for a scram tackler is to orbit as close to their target as possible.<br />
<br />
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.<br />
<br />
{{Fittings<br />
|name=<br />
Tormentor, Scram Tackler<br />
|high=<br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
Warrior I x2<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.<br />
}} {{Fittings<br />
|name=<br />
Punisher, Scram Tackle<br />
|high=<br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Small Nosferatu I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* With two mid slots the Punisher is generally less effective as a tackler than the tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.<br />
* Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the tormentor the Punisher does not get a bonus to cap use for its turrets.<br />
}}<br />
{{Fittings<br />
|name=<br />
Merlin, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.<br />
* This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.<br />
* If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.<br />
}} {{Fittings<br />
|name=<br />
Incursus, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler incursus works very well with a shield tank. Like the tormentor, it has plenty of powergrid allowing you to fit a medium shield without needing a micro auxiliary power core to do so. With its four mid slots giving it excellent speed, this is arguably one of the best tackler fits around.<br />
* This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.<br />
}}<br />
{{Fittings<br />
|name=<br />
Incursus, Scram Tackle Armour<br />
|high=<br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod.<br />
* The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is probably a better setup for tackling.<br />
}} {{Fittings<br />
|name=<br />
Rifter, Scram Tackler<br />
|high=<br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Phased Plasma S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.<br />
* If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.<br />
}}<br />
<br />
<br />
== Final words ==<br />
<br />
The setups posted above should be considered ''suggestions''. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?<br />
<br />
You can use any combination of tackling modules, speed modules, tank modules and e-war modules you want as long as you have the 3 things every tackler should have: a speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you!<br />
<br />
<br />
== Additional Information ==<br />
<br />
See also [[Tackling 101]]<br />
See also [http://www.evealtruist.com/2012/08/newbie-tackling-guide.html Newbie Tackling Guide]<br />
<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]<br />
[[Category:Ships]]<br />
[[Category:Fleets]]<br />
[[Category:Ivy League Navy]]<br />
<br />
<br />
Original Articles<br />
<br />
* [[Tackling]]<br />
* [[Tackling Guide]]<br />
* [[Fitting a Tackle Frig]]<br />
* [[The Way of the Tackler]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=Talk:The_Way_of_the_Tackler&diff=96407Talk:The Way of the Tackler2016-06-25T17:08:09Z<p>Geranai yoda: Request for comments on the merged page</p>
<hr />
<div>I posted a [[User:Geranai yoda/Tackling|Merge of tackling guide and other tackling pages]] on my user page and I would really like some feedback :)<br />
[[User:Geranai yoda|Geranai yoda]] ([[User talk:Geranai yoda|talk]]) 12:08, 25 June 2016 (CDT)</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=Talk:Fitting_a_Tackle_Frig&diff=96406Talk:Fitting a Tackle Frig2016-06-25T17:07:46Z<p>Geranai yoda: Request for comments on the merged page</p>
<hr />
<div>I posted a [[User:Geranai yoda/Tackling|Merge of tackling guide and other tackling pages]] on my user page and I would really like some feedback :)<br />
[[User:Geranai yoda|Geranai yoda]] ([[User talk:Geranai yoda|talk]]) 12:07, 25 June 2016 (CDT)</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=Talk:Tackling&diff=96405Talk:Tackling2016-06-25T17:07:19Z<p>Geranai yoda: Request for comments on merged page</p>
<hr />
<div>I posted a [[User:Geranai yoda/Tackling|Merge of tackling guide and other tackling pages]] on my user page and I would really like some feedback :)<br />
[[User:Geranai yoda|Geranai yoda]] ([[User talk:Geranai yoda|talk]]) 12:07, 25 June 2016 (CDT)</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda/Tackling&diff=96404User:Geranai yoda/Tackling2016-06-25T17:03:57Z<p>Geranai yoda: Moved the content from the previous WIP</p>
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<div>{{Work in Progress}}<br />
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{{related class|Tackling 101}}<br />
'''To tackle''', in EVE Online, '''is the act of pinning down an opponent, preventing it from warping away''', so that the fleet can destroy his ship or pod, removing it from the fight.<br />
<br />
If you think this doesn't sound exciting, think again! Tackling is the single most critical factor in every pvp kill, because without proper tackling a ship would simply warp away from a fight is going to lose: '''''as a tackler, it's you that allow a kill to happen'''''.<br />
<br />
== Tackling Basic Steps ==<br />
<br />
Let's see the most important steps of a successful tackling operation.<br />
<br />
'''Before the fight:'''<br />
<br />
* Turn on your Sensor Booster if you have one<br />
* Consider enabling the overheat for your tackling module ([[#Warp Disruptor (Point)|Disruptor]] or [[#Warp Scrambler (scram)|Scrambler]]), this will allow the module to function from further away. Pre-enabling the overheat won't start overheating the module until you activate it, so it's safe to do it<br />
* Consider keeping your tackling module ''"hot"'' by pressing the associated button. This will change your pointer into a targeting pointer and the module will automatically be applied to the first thing you target. This might be risky if you target something by mistake, especially in High Security space (''Newbro starts trying to warp scramble Dodixie Gate'').<br />
<br />
'''When the target is on grid:'''<br />
<br />
* Turn your [[#Propulsion|propulsion mod]] on<br />
* Start moving towards your target (if you manage, keep a slight angle so it'll be harder for their turrets to track you, but a simple ''Approach'' is fine most of the time and lowers the time it takes to reach the target)<br />
* Start locking your target as soon as you are in range for targeting<br />
* If you didn't keep your tackling module ''"hot"'', activate it as soon as you are in range<br />
* Call out on Voice Comms that you have point on the target, e.g. ''Kelduum Revaan has point on primary'', or ''SilentBrick has point on the Drake''.<br />
* Continue using your propulsion mod to approach the target.<br />
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).<br />
* If your MWD is still running, turn it off. Afterburners can keep running.<br />
* If you have a [[#Stasis Webifier (web)|webifier]], activate it as soon as you are in range<br />
* Keep orbiting the target to make it harder for his turrets to track you<br />
* If you get targeted, either ''bounce'' (warp to a nearby celestial then return) or keep orbiting if you want to die a ''Hero's death''.<br />
<br />
As you see, we mentioned quite a number of modules that you need to activate in a specific order. We'll talk about those in more detail, and see what's important and why, but first let's have a quick look to the different sub-roles a tackler might cover.<br />
<br />
<br />
== Different types of tacklers ==<br />
<br />
A fleet might have specialized tacklers that have different roles and fittings for specific purposes.<br />
<br />
=== First Tackle ===<br />
<br />
The '''First Tackle''' is, as the name implies, the first ship to land a tackle on the enemy. Their focus is on movement speed, targeting speed and, of course, at least one tackling module, usually a [[#Warp Disruptor (point)|warp disruptor]], possibly T2 because it has longer range.<br />
<br />
Being the first to the scene also means that the '''First Tackle''' is usually the first target of the tackled ship: if fitting allows, some tank is helpful and your weapons will be useful to counter enemy drones.<br />
<br />
This role is often filled by an [[Ship#Interceptors|interceptor]], but a T1 frigate will work too: [[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.<br />
<br />
===Second Tackle===<br />
<br />
Second Tackle's role is to grab the ship tackled by '''First Tackle''' and slow it down so the heavier ships can join the fun.<br />
<br />
In this role you usually still want to have enough speed to reach the target before the '''First Tackle''' dies or has to warp off, but you'll also want to fit heavier tackle, including both a [[#Warp Scrambler (scram)|warp scrambler]] and a [[#Stasis Webifier (web)|webber]] and more tank.<br />
<br />
Second Tackle needs to be very careful when engaging battleships: T2 smartbombs have a 6km range and can kill a frigate pretty quickly, so that's a pretty narrow window if you consider that Tech 1 [[#Warp Scrambler (scram)|scramblers]] have only 7.5km range. When flying Second Tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better because tracking you will be harder.<br />
<br />
Second tackle only needs to be cap stable with the scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.<br />
<br />
===Heavy Tackle===<br />
<br />
In a E-UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.<br />
<br />
Some fast cruisers (like the [[Stabber]]) and [[Ship#Assault Frigates|assault frigates]] have plenty of tank and enough speed to act as Heavy Tackle if the fleet doctrine requires it.<br />
<br />
===Gate Tackle===<br />
<br />
The '''Gate Tackle''' is a specialized variation of the '''First Tackle''', with an emphasis on quick lock time. A Gate Tackler should fit at least one [[#Sensor Booster|sensor booster]], and might also receive Remote Sensor Boosting from fleet-mates. Some movement speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as you are operating with the rest of the fleet; your job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down.<br />
<br />
Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler.<br />
<br />
<br />
== Some notes on tackling ==<br />
<br />
=== A Note On Picking Your Target ===<br />
<br />
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
<br />
=== Gate Timers ===<br />
<br />
'''Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away.<br />
<br />
To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.<br />
<br />
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full sixty seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.<br />
<br />
=== Tactical Warps ===<br />
<br />
A ship can warp to any friendly ship that is at least 150km away, so if you are far enough from your fleet, they can use you as a beacon and initiate a warp in your direction. This opens the possibility for another trick for tackle frigates: if you are not actively engaging a pointed target, consider burning directly ''away'' from it - in a direction opposite your heavier ships - so that the target ends up between you and your fleet. This way, when you are at at least 150km, the fleet can ''warp at range'' to you to land directly on top of the tackled target.<br />
<br />
This technique requires some coordination: there's no point in having all the frigates burn away from the target while nobody stays to apply point / web / scram.<br />
<br />
=== Bumping ===<br />
<br />
[[Manual_Piloting#Bumping|Bumping]] is the act of ''ramming'' another ship to prevent them from aligning or reapproaching a gate or a station. This is a more advanced technique, requires good timing and can put your ship at risk, but you can try it in extreme cases when for example you have been completely neuted out by a battleship.<br />
<br />
Works especially well with increased ship mass and velocity and against ships that are slow to align.<br />
<br />
== Basic skills for tackling ==<br />
<br />
At the moment of writing this, new pilots start with a decent amount of skill points and can already fly frigates, but there's a few more skills that are '''required''' to become a tackler:<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Propulsion Jamming | I }} required for fitting and using tackling modules<br />
* {{RequiredSkill | Propulsion Jamming | IV }} it's highly recommended to train this to IV because it unlocks the use of T2 modules that have far greater range<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} required for the use of microwarpdrives<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} training this to IV unlocks T2 modules and decreases the cap required to run your MWD<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Extra skills for tackling ==<br />
<br />
These skills are not ''required'' but they will make your life easier and in turn make you a better tackler. Train them to IV when you can, if you intend on tackling a lot. '''They all affect any ship you fly''', so have benefits even if you fly other things.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Recommended Skills</div><br />
* {{RequiredSkill | Spaceship Command | IV }} increases your ship's agility by 2% per level<br />
* {{RequiredSkill | Evasive Maneuvering | IV }} increases your ship's agility by 5% per level<br />
* {{RequiredSkill | Navigation | IV }} increases your ship's sub-warp speed by 5% per level<br />
* {{RequiredSkill | Acceleration Control | IV }} increases the speed boost from a MWD or AB by 5% per level<br />
* {{RequiredSkill | Warp Drive Operation | IV }} reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go<br />
* {{RequiredSkill | Signature Analysis | IV }} improves targeting speed by 5% per level<br />
* {{RequiredSkill | Thermodynamics | IV }} allows the pilot to ''overheat'' his modules to increase their efficiency, for example a longer range for tackling modules and more speed for propulsion modules<br />
** {{RequiredSkill | Power Grid Management | IV }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Capacitor Management | III }} required for '''Thermodynamics'''<br />
** {{RequiredSkill | Science | IV }} required for '''Thermodynamics'''<br />
* {{RequiredSkill | Long Range Targeting | IV }} allows the use of Sensor Boosters<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
== Basic Modules Used for Tackling ==<br />
<br />
As we said, the primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a [[#Warp Disruptor (Point)|warp disruptor ("point")]] or a [[#Warp Scrambler (Scram)|warp scrambler ("scram")]]. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
=== Warp Disruptor (Point) ===<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can '''increase your survivability''' against targets with [[#Stasis Webifier (Web)|stasis webifiers]] and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets.<br />
<br />
You can also '''tackle your target faster''' because you don't need to get within 9 km or even less first.<br />
<br />
Warp disruptors '''require a lot of capacitor to run''' and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the ''initial tackle'' and smart tacklers will turn them off once someone else has put a warp scrambler on the target.<br />
<br />
Warp disruptors are especially popular on [[Ship#Interceptors|interceptors]], which receive bonuses to their range and a reduction to the amount of cap they use.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The ''warpcore disabling strength'' for this module is 1 point, this means that a ship equipping a Warp Core Stabilizer will be able to warp away if only one warp disruptor is applied.<br />
<br />
Since the T2 module grants a significant bonus in range, it's highly recommended to skill up Propulsion Jamming to IV to be able to fit and use it.<br />
<br />
=== Warp Scrambler (Scram) ===<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - '''it also shuts down their Microwarpdrive''' (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down significantly.<br />
<br />
This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, '''having at least some warp scramblers is is essential to any fleet'''.<br />
<br />
Warp scramblers '''use significantly less capacitor than warp disruptors''', and you should be able to keep them running indefinitely.<br />
<br />
Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
'''Note''': using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
The warpcore disabling strength of this module is 2 points, so even a ship fitted with one Warp Core Stabilizer won't be able to warp away if scrambled.<br />
<br />
'''Note: in Eve University fleets the frigate tacklers generally fit ''Warp Disruptors'' because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''<br />
<br />
=== Warp Scrambler vs Warp Disruptor comparison ===<br />
<br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Warp scrambler T1 !!style="width:15em"| Warp disruptor T1<br />
|-<br />
| Range || 7.5 km || 20 km<br />
|-<br />
| Deactivates MWD || Yes || No<br />
|-<br />
| Capacitor usage per second || 0.9 || 4.8<br />
|-<br />
| CPU requirement || 30 || 40<br />
|-<br />
| PG requirement || 1 || 1<br />
|}<br />
<br />
<br />
== Extra Modules Used for Tackling ==<br />
<br />
While the basic function of the tackler is accomplished with [[#Warp Disruptor (Point)|warp disruptors]] and [[#Warp Scrambler (Scram)|scramblers]], there's a lot more to be said about how to fit a tackling ship.<br />
<br />
As a start, there's at least another class of modules that can directly help the tackler, [[#Stasis Webifier (Web)|stasis webifiers]]: those help slow down the target ship even more, making it easier for the fleet to catch on and keep optimal range.<br />
<br />
Another critical factor for a tackler is ''speed'', so we need to talk about [[#Afterburner (AB) or Microwarpdrive (MWD)|propulsion]] and propulsion upgrades like [[#Overdrive Injector System|overdrive]] and [[#Nanofiber Internal Structure|nanofibers]].<br />
<br />
Especially useful for gate camping, the [[#Sensor Booster|sensor booster]] can be useful in many ways since it can increase the targeting range and the signature resolution of your ship.<br />
<br />
Then we'll move on to examine [[#Tanking Your Tackler|how to "tank" your tackler]] to make it survive incoming fire.<br />
<br />
We'll examine what [[#Weapons|weapon options]] make the most sense for ships that have tackling as their primary function.<br />
<br />
We'll take into consideration some of the [[#E-War|E-War]] modules that can be used effectively as a tackler.<br />
<br />
And last, but not least, we'll give some info about [[#Drones|drones on tackling ships]].<br />
<br />
=== Stasis Webifier (Web) ===<br />
<br />
Stasis webifiers are great for tacklers as they '''significantly decrease the sub-warp speed of a target ship'''.<br />
<br />
These modules have a range only slightly longer than that of a warp scrambler, so '''it's a good idea to fit a web if you already have a scrambler''', since you will be operating well inside ''web range'' anyway.<br />
<br />
'''If you're fitting a warp disruptor, the decision is slightly less clear cut''': you first need to decide whether you plan to fly inside stasis webifier range, because that increases your transversal velocity and makes you harder to hit with turrets. If you decide to fly in web range, it makes a lot of sense to fit one. On the other hand you usually want to stay outside of web and neutralizers range since they can be extremely effective against small, fast targets like a tackling ship: by slowing you down with a web, an enemy can hit you easier with turrets and by neutralizing your capacitor they'll be able to shut down your tackling modules and MWD, making you a good target but most importantly dropping the tackle on them!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | II }}<br />
* {{RequiredSkill | CPU Management | III }}<br />
* {{RequiredSkill | Propulsion Jamming | I }} (T1 module)<br />
* {{RequiredSkill | Propulsion Jamming | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
'''Note''': when tackling someone, '''always use a warp disruptor or scrambler before the stasis webifier'''. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br />
=== Afterburner (AB) or Microwarpdrive (MWD) ===<br />
<br />
At first glance you might think that [[#Microwarpdrive (MWD)|microwarpdrives]] and [[#Afterburner (AB)|afterburners]] perform the same function, since they both increase your speed, and since the MWD increases your speed more it must be the better choice.<br />
<br />
Like many things in EVE, ''it isn't quite that simple'': to summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Afterburner T1 !!style="width:15em"| Microwarpdrive T1<br />
|-<br />
| Speed bonus || +112.5% || +500%<br />
|-<br />
| Capacitor usage per second || 1.8 || 4.3<br />
|-<br />
| Signature radius increase || - || +500% (only when activated)<br />
|-<br />
| Capacitor capacity penalty || - || -25% (permanent)<br />
|-<br />
| CPU requirement || 15 || 25<br />
|-<br />
| PG requirement || 10 || 15<br />
|}<br />
</tr><br />
</table><br />
<br />
While afterburners are great for duels (where both ships probably have a scrambler fitted, so the MWD would be useless), in fleets the tackler's primary task is to quickly reach the target and put a point on it, so '''it is recommended that tackler frigates fit an MWD''' in order to close range more quickly and to help them catch up with fast moving targets.<br />
<br />
However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice, at the tradeoff of being less effective.<br />
<br />
It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.<br />
<br />
'''Note:''' T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.<br />
<br />
==== Microwarpdrive (MWD) ====<br />
<br />
The microwarpdrive is capable of giving a significant speed boost to your sub-warp speed, and in that regard is a direct upgrade compared to an [[#Afterburner (AB)|afterburner]], but suffers from a series of serious '''drawbacks'''. The most important one is that '''while the MWD is activated it will increase your signature radius''' by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying.<br />
<br />
Also, the MWD '''uses a lot of capacitor''' and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and is usually turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship.<br />
<br />
Another downside is that, as we said, a [[#Warp Scrambler (Scramb)|warp scrambler]] can shut down the MWD.<br />
<br />
And last, but not least, fitting a MWD, whether it's active or not, reduces the ''total'' capacity of your capacitor (by 25% for the T1 module and 17% for the T2).<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | III }}<br />
* {{RequiredSkill | Afterburner | III }}<br />
* {{RequiredSkill | High Speed Maneuvering | I }} (T1 module)<br />
* {{RequiredSkill | High Speed Maneuvering | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Afterburner (AB) ====<br />
<br />
Contrary to what happens with a MWD, '''an AB does not increase your signature radius at all and it needs far less capacitor''', meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.<br />
<br />
The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Navigation | I }}<br />
* {{RequiredSkill | Afterburner | I }} (T1 module)<br />
* {{RequiredSkill | Afterburner | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Propulsion Upgrades ===<br />
<br />
Since a first tackler's focus is about reaching his target quickly, many fits for tackling frigates or interceptors include one or more modules to increase the ship sub-warp speed even more.<br />
<br />
==== Overdrive Injector System ====<br />
<br />
Overdrive Injectors '''increase your ship's sub-warp speed''' at the expense of cargohold space. As a tackler you do not use your cargohold, so you can ignore the penalty.<br />
<br />
The nice thing about these modules is that they '''don't require powergrid or CPU'''.<br />
<br />
The tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase to maximum speed and a 20% cargohold penalty.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Nanofiber Internal Structure (Nano) ====<br />
<br />
This is another module that '''increases your speed'''. Unlike the overdrive injector, however, it '''also makes your ship more agile''', allowing you to reach your maximum speed quicker and helping you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill.<br />
<br />
Like overdrives, '''nanos don't require any powergrid or CPU'''. The inertia decrease will help you with the closer orbit.<br />
<br />
The downside of this module is that you get a '''lower amount of structure hit points (HP)'''. In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.<br />
<br />
This module '''works well fitted together with one or more overdrive injector systems'''. This makes you faster and still allows you to keep that speed in a tight orbit.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | II }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
=== Sensor Boosters and Signal Amplifiers ===<br />
<br />
To be effective as a tackler you first need to get a lock on the target you want to tackle. The lock time is determined by you ship's [[Scan resolution|Scan Resolution]] (visible in the fitting window) and your target's [[Signature|Signature Radius]].<br />
<br />
Sensor Boosters and Signal Amplifiers increase your ship's Scan Resolution and Targeting Range. While the Signal Amplifier is a Low Slot, passive module that grants a minor increase in those stats, the Sensor Booster is an active mid slot module and can be scripted to boost only one of those stats, doubling the bonus to that stat, but nullifying the bonus to the other: for example, the tech 1 version of the sensor booster provides a 25% bonus to scan resolution and targeting range, but if you put a Scan Resolution script in it, you'll a get 50% bonus to scan resolution and no bonus to targeting range and viceversa with a Targeting Range script.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | CPU Management | II }}<br />
* {{RequiredSkill | Long Range Targeting | I }} (T1 module)<br />
* {{RequiredSkill | Long Range Targeting | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
A sensor booster makes sense if you're fitting a [[#Warp Disruptor (point)|warp disruptor]], however it should '''not''' take precedence over tanking modules such as shield extenders.<br />
<br />
As we said, sensor boosters can increase either your targeting range, your locking speed or both. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing you to start locking a target while you're still approaching them, so you'll be able to instantly apply your disruptor as soon as you are in range instead of waiting for the targeting. Another case you could want more range for is when you are overheating your warp disruptor.<br />
The additional scan resolution will let you lock targets faster, although your frigate will already lock pretty quickly and will come handy in particular when trying to catch targets coming through a stargate.<br />
<br />
<table><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:17em"| Sensor booster T1 (unscripted)<br />
|-<br />
| Targeting Range bonus || +25%<br />
|-<br />
| Scan resolution bonus|| +25%<br />
|-<br />
| Capacitor usage per second || 1<br />
|-<br />
| CPU requirement || 10<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
<br />
=== Tanking Your Tackler ===<br />
<br />
'''After your tackle and propulsion module, the most important thing to fit on your tackler is tank''' - it's no use catching a target if they can simply kill you and escape.<br />
<br />
No matter what else you do, you should almost always fit a [[#Damage Control]] in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, you have two options - '''you can either fit a shield tank or an armour tank'''.<br />
<br />
A shield tank is usually the best choice for a tackler since it doesn't slow your ship down, but you'll need at least three mid slots to fit a shield tank: one for your MWD or AB, one for your scrambler or disruptor and one for your tank module.<br />
<br />
An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' since it gives way more HP than a small shield extender, and it is possible to fit one on most frigates. If you have problems fitting it, you can fit a '''Micro Auxiliary Power Core''' in the low slots to provide the necessary powergrid.<br />
<br />
Aside from the shield extender, you usually want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' and a '''Small Anti-Thermal Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship.<br />
<br />
Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down, however the extra HP it provides can make a big difference particularly if you're also fit armour resistance modules (such as an '''Adaptive Nano Plating''').<br />
<br />
A '''200mm Reinforced Steel Plate''' is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much. Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.<br />
<br />
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).<br />
<br />
<br />
==== Damage Control ====<br />
<br />
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Hull Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Hull Upgrades | IV }} (T2 module)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
==== Medium Shield Extender ====<br />
<br />
A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only ''reduce'' it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a '''Micro Auxiliary Power Core''' in order to provide the powergrid to fit one. A t1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A t2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
<br />
<div class='box-line'><br />
<table class='midinfo' cellspacing='0' cellpadding='0'><br />
<tr><br />
<td class='left'><div class='title'>Required Skills</div><br />
* {{RequiredSkill | Shield Upgrades | I }} (T1 module)<br />
* {{RequiredSkill | Shield Upgrades | IV }} (T2 module)<br />
** {{RequiredSkill | Capacitor Management | II }} (T1 Micro Auxiliary Power Core)<br />
</td><br />
<td class='right'><div>&nbsp;</div></td><br />
</tr><br />
</table><br />
</div><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Weapons on a Tackler ===<br />
<br />
As a tackler, '''tackling''' is your priority: the amount of damage that you might add to the fight, so weapons are low on your list of concerns. Fit all the other modules that you need for tackling first, and if you have some powergrid and CPU left fit whatever weapons you have room for.<br />
<br />
If you're fitting a MWD and/or a warp disruptor (both of which use a lot of capacitor to run), '''it's a good idea to fit projectile and missile weapons''' since these do not require capacitor to fire, even if your ship is not bonused for them.<br />
<br />
'''Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.'''<br />
<br />
As for the choice between long and short range weapons, '''always favor the short range ones''': they fit easier and make more sense. If your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you'll be using the short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br />
<br />
An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on the topic in the [[Capacitor Warfare Guide]].<br />
<br />
<br />
=== E-war ===<br />
<br />
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt your enemies' ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An e-war module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in your fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
E-war modules usually consume a lot of capacitor, so you'll need to manage your cap wisely, prioritizing keeping your tackle on and eventually ''pulsing'' or shutting down the E-war modules if it comes to it.<br />
<br />
<br />
=== Drones ===<br />
{{Stub}}<br />
<br />
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br />
<br />
<br />
== The Setups ==<br />
<br />
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.<br />
<br />
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.<br />
<br />
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.<br />
<br />
The fits below are generally separated into two categories: Long ranged tacklers with warp disruptors, and close ranged 'scram' tacklers with warp scramblers.<br />
<br />
<br />
=== Long Ranged Tacklers ===<br />
<br />
The perfect ships for this role are the t1 'attack' frigates - the Slasher, Condor, Atron and Executioner. These ships are very fast and have good capacitor regeneration, but most importantly they get a 80% reduction to the cap use of tackle modules. Warp disruptors usually require a lot of capacitor to run, and a regular frigate cannot keep one running for very long at all without running out of capacitor - especially if it's running a microwarpdrive too! The fast attack frigates don't have this problem, and can keep their warp disruptors running for much longer. They are however naturally very fragile, and it's important to fit a decent tank.<br />
<br />
The job of a long ranged tackler is to grab targets quickly, while the close ranged tacklers are still trying to get into range. Since you don't have a warp scrambler or stasis webifier you can orbit outside of web range if you want to, however you will often take less damage just orbiting as close to the target as you can!<br />
<br />
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!<br />
<br />
{{Fittings<br />
|name=<br />
Slasher, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
EMP S<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
}} {{Fittings<br />
|name=<br />
Condor, Fast Tackle<br />
|high=<br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Initiated Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
Scourge Rocket<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the slasher, the condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
}}<br />
{{Fittings<br />
|name=<br />
Atron, Fast Tackle<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
}} {{Fittings<br />
|name=<br />
Executioner, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br />
|charges=<br />
EMP S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a MAPC to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like above). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
}}<br />
<br />
<br />
=== Close Ranged 'Scram' Tacklers ===<br />
<br />
While the attack frigates are fast, they are also quite fragile. Because of that, many people prefer to use the t1 'combat' frigates for their close range tacklers - the Rifter, Merlin, Incursus, Punisher and Tormentor.<br />
<br />
The job of a scram tackler is to get in close and hold a target until it dies. This means carrying a warp scrambler and plenty of tank to help you stay alive. If you have a spare mid slot a stasis webifier is a natural fit. Despite what you might think, being in close usually much safer than orbiting at range, because it makes you harder to hit. Often the best plan for a scram tackler is to orbit as close to their target as possible.<br />
<br />
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.<br />
<br />
{{Fittings<br />
|name=<br />
Tormentor, Scram Tackler<br />
|high=<br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
Warrior I x2<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.<br />
}} {{Fittings<br />
|name=<br />
Punisher, Scram Tackle<br />
|high=<br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Small Nosferatu I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* With two mid slots the Punisher is generally less effective as a tackler than the tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.<br />
* Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the tormentor the Punisher does not get a bonus to cap use for its turrets.<br />
}}<br />
{{Fittings<br />
|name=<br />
Merlin, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.<br />
* This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.<br />
* If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.<br />
}} {{Fittings<br />
|name=<br />
Incursus, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler incursus works very well with a shield tank. Like the tormentor, it has plenty of powergrid allowing you to fit a medium shield without needing a micro auxiliary power core to do so. With its four mid slots giving it excellent speed, this is arguably one of the best tackler fits around.<br />
* This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.<br />
}}<br />
{{Fittings<br />
|name=<br />
Incursus, Scram Tackle Armour<br />
|high=<br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod.<br />
* The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is probably a better setup for tackling.<br />
}} {{Fittings<br />
|name=<br />
Rifter, Scram Tackler<br />
|high=<br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
5MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Phased Plasma S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.<br />
* If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.<br />
}}<br />
<br />
<br />
== Final words ==<br />
<br />
The setups posted above should be considered ''suggestions''. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?<br />
<br />
You can use any combination of tackling modules, speed modules, tank modules and e-war modules you want as long as you have the 3 things every tackler should have: a speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you!<br />
<br />
<br />
== Additional Information ==<br />
<br />
See also [[Tackling 101]]<br />
See also [http://www.evealtruist.com/2012/08/newbie-tackling-guide.html Newbie Tackling Guide]<br />
<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]<br />
[[Category:Ships]]<br />
[[Category:Fleets]]<br />
[[Category:Ivy League Navy]]<br />
<br />
<br />
Original Articles<br />
<br />
* [[Tackling]]<br />
* [[Tackling Guide]]<br />
* [[Fitting a Tackle Frig]]<br />
* [[The Way of the Tackler]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda&diff=96403User:Geranai yoda2016-06-25T17:03:35Z<p>Geranai yoda: Changed the link because it's Geranai yoda instead of Yoda :(</p>
<hr />
<div>[[User:Geranai yoda/Tackling|Merge of tackling guide and other tackling pages]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda&diff=96402User:Geranai yoda2016-06-25T16:57:39Z<p>Geranai yoda: </p>
<hr />
<div>[[User:Geranai Yoda/Tackling|Merge of tackling guide and other tackling pages]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=User:Geranai_yoda&diff=96399User:Geranai yoda2016-06-25T16:49:01Z<p>Geranai yoda: Moved as suggested by Enta en Bauldry</p>
<hr />
<div>[[User:Geranai Yoda/Tackling]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=Plex_Tanking&diff=96151Plex Tanking2016-06-15T23:03:22Z<p>Geranai yoda: Created a redirect (copied the template from the Plex page)</p>
<hr />
<div>#redirect [[:Category:Eve Lexicon#Plex Tanking]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=Fitting_Modules_and_Rigs_Guide&diff=95393Fitting Modules and Rigs Guide2016-06-01T13:07:25Z<p>Geranai yoda: Added a link to Bombs article</p>
<hr />
<div>{{Stub}}<br />
<br />
This guide describes the various types of modules and rigs that can be inserted into your ship slots, in summary form. For general advice on how best to select the right modules or rigs for your ship, see this article on [[Fitting Guidelines]].<br />
<br />
==High slots==<br />
{{main|High slot}}<br />
===Damage===<br />
These modules will deal direct damage to a target or multiple targets. The two basic weapon systems in the game are [[Turrets]] and [[Missile Launchers]].<br />
====Doomsday Devices====<br />
Doomsday devices are extremely powerful weapons mounted on Titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so. They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday.<br />
====Hybrid Turrets====<br />
Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage. <br />
=====Railguns=====<br />
Long range hybrid turrets. They have longer range and higher rate of fire than other long-range weapon systems. They are moderately difficult to fit and are normally found on Gallente and some Caldari ships.<br />
=====Blasters=====<br />
Short range hybrid turrets. They have the most DPS of any type of weapon in game but also the least effective range. They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships.<br />
====Laser Turrets====<br />
Laser turrets are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage. A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type. You can read more about it [[Turrets#Laser_Crystals|here]].<br />
=====Pulse Laser Turrets=====<br />
Short range Laser Turrets. They offer high damage potential while having decent range. They have fairly steep power-grid fitting requirements and are thus usually mounted only on Amarr ships.<br />
=====Beam Laser Turrets=====<br />
Long range Laser Turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.<br />
====Projectile Turrets====<br />
Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.<br />
=====Autocannons=====<br />
Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS. Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships.<br />
=====Artillery=====<br />
Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.<br />
====Missile Launchers====<br />
Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (certain Minmatar, Caldari, and a few T2 Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check [[Missile Launchers]] for more information.<br />
====="Short-Range" Launchers=====<br />
"Short-range" bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchers. Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts).<br />
<br />
====="Long-Range" Launchers=====<br />
"Long-range" launchers refers to missile launchers using the long-range, low damage missiles, namely light missile launchers, heavy missile launchers, cruise launchers, and citadel cruise launchers. Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts.<br />
=====Rapid Launchers=====<br />
Rapid light and heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships. Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload.<br />
<br />
====Smartbombs====<br />
These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship. For more information, see [[Smartbombs]].<br />
<br />
----<br />
<br />
====Bomb Launchers====<br />
Bomb launchers are used to launch [[Bombs]].<br />
<br />
===Drone Upgrades===<br />
These modules will increase the range of drones or the number of drones you can control.<br />
<br />
====Drone Control Units====<br />
These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.<br />
====Drone Link Augmentors====<br />
These modules extend your drone control range.<br />
====Discussion====<br />
Drone control units are obviously only useful to carrier/supercarrier pilots. Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots.<br />
----<br />
<br />
===EWAR===<br />
These modules will alter enemy ship caps and sensors.<br />
====Energy Neutralizers====<br />
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.<br />
<br />
====Energy Vampires====<br />
These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.<br />
====Remote ECM Burst====<br />
These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.<br />
<br />
====Discussion====<br />
Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.<br />
<br />
----<br />
<br />
===Logistics===<br />
These modules will restore cap, shields, armor, and hull to other ships.<br />
====Energy Transfer Arrays====<br />
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.<br />
====Remote Armor Repair====<br />
These modules will repair the armor of an allied ship by using your capacitor energy.<br />
====Remote Hull Repair====<br />
These modules will repair the hull of an allied ship by using your capacitor energy.<br />
====Shield Transporters====<br />
These modules will repair the shield of an allied ship by using your capacitor energy.<br />
====Discussion====<br />
These 4 module classes form the backbone of remote repair (RR) and are invaluable in PvP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.<br />
<br />
----<br />
===Tackling===<br />
These modules will prevent ship warping.<br />
====Interdiction Sphere Launcher====<br />
These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.<br />
====Warp disruption Field Generator====<br />
These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage (via an increased signature radius).<br />
<br />
----<br />
===Mining Lasers===<br />
Mining lasers are used to harvest resources which include ore, ice, and gas.<br />
====Mining Lasers====<br />
Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.<br />
====Strip Miners====<br />
Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases. The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore.<br />
====Ice Harvesters====<br />
Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers.<br />
====Gas Cloud Harvesters====<br />
Gas cloud harvesters harvest gas from gas clouds. They can be fitted on any ship with turret hardpoints.<br />
<br />
----<br />
===Siege Modules===<br />
Siege modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.<br />
====Siege Module====<br />
These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.<br />
====Triage Module====<br />
The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.<br />
====Industrial Core====<br />
The industrial core allows the Rorqual to compress ore.<br />
<br />
----<br />
===Misc===<br />
These modules did not fit into the above categories.<br />
====Auto Targeting====<br />
These modules will target for you.<br />
====Cynosural Field Generators====<br />
These modules will create a cynosural field that will allow capital ships to enter a system. Be careful, as using the cyno field generator will leave your ship immobile for ten (10) minutes. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.<br />
====Cloaking====<br />
These modules will make you invisible unless you use a module or warp, or come within 2km of something. The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp.<br />
====Clone Vat Bay====<br />
Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.<br />
====Gang Assist Modules====<br />
These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.<br />
====Jump Portal Generators====<br />
The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates. The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.<br />
====Salvager====<br />
These modules will salvage loot from wrecks.<br />
====Scan Probe Launchers====<br />
These modules will launch scan probes to allow you to explore.<br />
====Tractor Beams====<br />
These modules will bring cargo containers and wrecks to your ship.<br />
<br />
====Discussion====<br />
Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually.<br />
Cyno field generators would be best used on an alt in a frigate (that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are).<br />
Cloaking is invaluable for scouts.<br />
Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.<br />
<br />
==Mid Slots==<br />
{{main|Mid slot}}<br />
===Capacitor===<br />
These modules will restore capacitor energy.<br />
====Capacitor Batteries====<br />
These modules will increase your total capacitor (and subsequently capacitor regen, as total capacitor and capacitor regen time are independent).<br />
====Capacitor Boosters====<br />
These modules will replenish your capacitor while expending a charge that you must carry (like ammo).<br />
====Capacitor Rechargers====<br />
These modules will increase your capacitor recharge time with no penalty.<br />
====Discussion====<br />
Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing.<br />
For your exact needs, experimenting in EFT will show which will serve you best.<br />
<br />
----<br />
===Damage Supplements===<br />
These modules will increase DPS.<br />
====Tracking Computers====<br />
These modules will increase your optimal range, falloff range, and tracking speed.<br />
====Tracking Links====<br />
These modules will increase an allied ship's optimal range, falloff range, and tracking speed.<br />
<br />
----<br />
===Drone Upgrades===<br />
These modules will increase the speed and tracking of drones.<br />
====Omnidirectional Tracking Links====<br />
These modules increase the optimal range and tracking of your drones.<br />
====Drone Navigation Computers====<br />
These modules increase the MicroWarpDrive speed of your drones(their speed when they are flying around, not when they are orbiting & attacking).<br />
----<br />
<br />
===EWAR===<br />
These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening.<br />
====ECM====<br />
These modules will make it difficult for an enemy ship to lock targets. They come in five varieties to coincide with the four sensor types and a multispectral.<br />
====ECM Bursts====<br />
This is essentially the same as ECM but affects all targets in a given radius.<br />
====ECCM====<br />
These modules protect against ECM.<br />
====ECCM, Projected====<br />
These modules protect ships that you use this module on, against ECM.<br />
====Remote Sensor Boosters====<br />
These modules increase the targeted ship's sensor range and locking speed.<br />
====Remote Sensor Dampeners====<br />
These modules decrease the targeted ship's sensor range and locking speed.<br />
====Sensor Boosters====<br />
These modules increase your sensor range and locking speed.<br />
====Target Painters====<br />
These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.<br />
====Tracking Disruptors====<br />
These modules decrease the tracking speed of enemy turrets.<br />
====Discussion====<br />
EW has its own full discussion and class, so I won't be going into detail here.<br />
<br />
----<br />
===Propulsion===<br />
These modules will increase a ship's velocity.<br />
====Afterburners====<br />
These modules will increase your velocity by roughly 120% while using some capacitor.<br />
====Microwarpdrives====<br />
These modules will increase your velocity by 500% while increasing your signature radius by 500% and a significant use of capacitor.<br />
====Micro Jump Drives====<br />
These modules have a spool up time and instantly teleport a ship 100km in the direction the nose is facing. As of the Kronos expansion these modules now come in both Large (battleship) and Medium (battlecruiser) varieties.<br />
----<br />
<br />
===Shield Tanking===<br />
These modules will restore, extend, or increase the resistance of your shields.<br />
====Shield Boosters====<br />
These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster.<br />
====Ancillary Shield Boosters====<br />
These modules will repair your shields, and use cap charges as ammo. They can also run from your capacitor, but require more cap than a normal shield booster.<br />
====Shield Boost Amplifiers====<br />
These modules increase the amount of shield provided by shield boosters per cycle.<br />
====Shield Extenders====<br />
These modules will increase your total shield amount while increasing your signature radius (consequently increasing the damage incurred).<br />
====Shield Hardeners====<br />
These modules will increase your shield resistances while using a small amount of capacitor.<br />
====Shield Rechargers====<br />
These modules will increase your shield regeneration without penalty.<br />
====Shield Resistance Amplifiers====<br />
These modules will increase your shield resistances and uses no capacitor.<br />
====Discussion====<br />
You generally don't want to fit more than a single booster, as the cap drain will be quite high. Instead use a size-appropriate (or over-sized) shield booster matched with a shield boost amplifier.<br />
Shield extenders are great for increasing a passive tank (remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate) but can work against you if they increase your signature radius too much. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.<br />
Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.<br />
<br />
----<br />
<br />
===Tackling===<br />
These modules will slow and prevent warping of enemy ships.<br />
====Stasis Webifiers====<br />
These modules will decrease an enemy ship's velocity.<br />
====Warp Jammers====<br />
These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming). Warp Scramblers have a base range of 7.5km, have a jamming strength of two and will also disable the microwarp drives of your target as long as the target is scrambled. Warp Disruptors have a base range of 20km, jamming strength of one, and use more capacitor than warp scramblers.<br />
<br />
----<br />
<br />
===Misc===<br />
These modules did not fit into the above categories.<br />
====Command Processor====<br />
The command processor allows for one extra warfare link module to be fitted on a ship.<br />
====Hull Repair Systems====<br />
These modules will repair your structure.<br />
====Passive Targeting Systems====<br />
These modules will allow you to target a ship without them knowing.<br />
====Scanners====<br />
These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo. Data Analyzers and Relic Analyzers are used to extract stuff from special containers in Data and Relic sites, respectively.<br />
<br />
====Discussion====<br />
Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets.<br />
Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees.<br />
<br />
==Low Slots==<br />
{{main|Low slot}}<br />
===Armor Tank===<br />
These modules will repair, extend, and increase the resistance of your armor.<br />
====Armor Hardeners====<br />
These modules will increase your armor's resistance a great deal while using capacitor.<br />
====Armor Plates====<br />
These modules will increase your armor's total strength while greatly increasing your mass.<br />
====Armor Repair Systems====<br />
These modules will repair you armor.<br />
====Energized Plating====<br />
These modules will increase your armor's resistance a moderate amount. Regenerative plating increases your armor by a percentage and does not affect your resistance.<br />
====Resistance Plating====<br />
These modules will increase your armor's resistance slightly for just a single MW of power-grid. Regenerative plating increases your armor by a percentage and does not affect your resistance.<br />
====Discussion====<br />
Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating.<br />
Armor plates are great for a buffer tank.<br />
<br />
----<br />
===Capacitor===<br />
These modules will increase the recharge rate of your capacitor.<br />
====Capacitor Flux Coil====<br />
These modules will increase your capacitor recharge at the expense of total capacitor energy.<br />
====Capacitor Power Relays====<br />
These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.<br />
====Discussion====<br />
If you need capacitor and aren't shield tanking, power relays would serve you well. <br />
If you're actively shield tanking, you'll need to strike the right balance for you.<br />
Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity. This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're actively shield tanking.<br />
<br />
----<br />
<br />
===Damage Supplements===<br />
These modules will increase your DPS.<br />
====Ballistic Control Systems====<br />
These modules will increase your damage and rate of fire when using missiles.<br />
====Gyrostabilizers====<br />
These modules will increase your damage and rate of fire when using projectile turrets<br />
====Heat Sinks====<br />
These modules will increase your damage and rate of fire when using laser turrets.<br />
====Magnetic Field Stabilizers====<br />
These modules will increase your damage and rate of fire when using hybrid turrets.<br />
====Tracking Enhancers====<br />
These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.<br />
<br />
----<br />
===EWAR===<br />
These modules will increase your targeting and reduce your susceptibility to ECM.<br />
====Signal Amplifiers====<br />
These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock.<br />
====Sensor Backup Arrays====<br />
These modules will increase your sensor strength.<br />
<br />
----<br />
===Fitting===<br />
These modules will help you extend your power grid or CPU.<br />
====Auxiliary Power Controls====<br />
These modules will increase your power-grideeeeeeeeeeeeeee as an absolute (ie. not as a percentage) so is useful for frigates and destroyers.<br />
====CPU Upgrades====<br />
These modules will increase your CPU without penalty.<br />
====Power Diagnostic Systems====<br />
These modules will increase your power-grid, as well as minor boosts to your capacitor and shield capacity and recharge.<br />
====Reactor Controls====<br />
These modules will increase your power-grid without penalty.<br />
====Discussion====<br />
If you need an increase in your power-grid and don't need as much as a reactor control provides, the bonuses of the power diagnostic system is a great perk.<br />
If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 10-12MW.<br />
<br />
----<br />
===Propulsion===<br />
These modules will increase your velocity and/or agility.<br />
====Inertial Stabilizers====<br />
These modules will increase your agility at the expense of signature radius.<br />
====Nanofiber Structures====<br />
These modules will increase your velocity and agility at the expense of structure.<br />
====Overdrive Injectors====<br />
These modules will increase your velocity at the expense of cargo space.<br />
====Comparison====<br />
Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility.<br />
Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have.<br />
For further discussion on speed modules refer to [[Module_Stacking_and_Speed_Modules|the Guide on Stacking and Speed modules]]<br />
====Hyperspatial Accelerator====<br />
This unit increases warp speed and acceleration.<br />
No more than three Hyperspatial Accelerators can be fit to one ship.<br />
----<br />
<br />
===Shield Tanking===<br />
These modules will increase the regeneration of shields.<br />
====Shield Flux Coils====<br />
These modules will increase shield recharge at the expense of shield capacity.<br />
====Shield Power Relays====<br />
These modules will increase shield recharge at the expense of capacitor recharge.<br />
====Comparison====<br />
Power relays are great for passive shield tanking on Minmatar, as projectile weapons require no capacitor.<br />
Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge).<br />
So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.<br />
<br />
----<br />
===Misc===<br />
These modules did not fit into the above categories.<br />
====Cargo Expanders====<br />
These modules will increase your cargo capacity at the expense of velocity. Ideal for haulers and salvage/loot ships.<br />
====Damage Controls====<br />
These modules will give you a great deal of resist for your hull, and minor resistance increases for your armor and shields at the expense of very minor cap use. Great module to extend your tank.<br />
====Ice Harvester Upgrades====<br />
These modules decrease ice harvester cycle time at the cost of CPU.<br />
====Mining Upgrades====<br />
These modules will increase mining laser yield at the expense of CPU.<br />
====Reinforced Bulkheads====<br />
These modules will increase your hull at the expense of velocity. You don't want to use these, as structure tanking is ill-advised and you can surely find a better use for the slot.<br />
====Warp Core Stabilizers====<br />
These modules counter warp jammers at the expense of targeting range and targeting speed. They are essential if you think you might get warp jammed and do not want to fight.<br />
<br />
==Rigs==<br />
{{main|Rig}}<br />
All types of rigs except electronics and energy grid rigs have particular drawbacks associated with them. These penalties are reduced by training more levels in the associated rigging skill: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your Armor Rigging skill<br />
<br />
===Armor===<br />
Fitting these rigs will reduce your ship's maximum velocity.<br />
<br />
'''Nano Pump''': This rig increases the amount an armor repair repairs.<br />
<br />
'''Nanobot Accelerator''': This rig reduces the armor repair cycle time.<br />
<br />
'''Remote Repair Augmentor''': This rig reduces the capacitor need for a remote repair.<br />
<br />
'''Resistance Pumps''': These rigs increase resistances (each damage type has its own rig).<br />
<br />
'''Salvage Tackle''': This rig increases the chance to salvage successfully.<br />
<br />
'''Trimark Armor Pump''': This rig increases total armor of a ship by a percentage, without a stacking penalty. <br />
<br />
----<br />
<br />
===Astronautic===<br />
Fitting these rigs will reduce the amount of armor on your ship.<br />
<br />
'''Auxiliary Thruster''': This rig increases maximum velocity.<br />
<br />
'''Cargohold Optimization''': This rig increases cargo capacity.<br />
<br />
'''Dynamic Fuel Valve''': This rig decreases the amount of capacitor used by afterburners and microwarpdrives.<br />
<br />
'''Engine Thermal Shielding''':<br />
This rig increases the duration of afterburner or microwarpdrive cycles.<br />
<br />
'''Hyperspatial Velocity Optimizer''': This rig increases your maximum warp velocity.<br />
<br />
'''Low Friction Nozzle Joints''': This rig increases agility.<br />
<br />
'''Polycarbon Engine Housing''': This rig increases maximum velocity and speed.<br />
<br />
'''Warp Core Optimizer''': This rig reduces the capacitor needs for warping.<br />
<br />
----<br />
<br />
===Drone===<br />
Fitting these rigs will reduce your ship's CPU capacity.<br />
<br />
'''Control Range Augmentor''': This rig increases the range at which you can control drones.<br />
<br />
'''Durability Enhancer''': This rig increases the HP of drones.<br />
<br />
'''Mining Augmentor''': This rig increases the yield of mining drones.<br />
<br />
'''Repair Augmentor''': This rig increases the repair of repair drones.<br />
<br />
'''Scope Chip''': This rig increases the optimal range of drones.<br />
<br />
'''Speed Augmentor''': This rig increases the speed of drones.<br />
<br />
'''Sentry Damage Augmenor''': This rig increases the damage of sentry drones.<br />
<br />
'''Stasis Drone Augmentor''': This rig increases stasis drones' factor of velocity decrease.<br />
<br />
----<br />
===Electronics===<br />
These rigs have no penalty.<br />
<br />
'''Processor Overclocking Unit''': This rig increases the base amount of CPU of your ship.<br />
<br />
'''Emission Scope''': This rig increases the success chance of analyzer modules.<br />
<br />
'''Gravity Capacitor''': This rig increases the strength of scan probes.<br />
<br />
'''Liquid Cooled Electronics''': This rig reduces the CPU needs of modules that require the electronics upgrade skill.<br />
<br />
'''Memetic Algorithm Bank''': This rig increases the success chance of hacking modules.<br />
<br />
'''Signal Disruption Amplifier''': This rig decreases the capacitor need for ECM modules.<br />
----<br />
<br />
===Electronics Superiority===<br />
Fitting these rigs will reduce the amount of shields on your ship.<br />
<br />
'''Inverted Signal Field Generator''': This rig increases the effectiveness of remote sensor dampeners.<br />
<br />
'''Ionic Field Projector''': This rig increases your maximum targeting range.<br />
<br />
'''Particle Dispersion Augmentor''': This rig increases the strength of ECM modules.<br />
<br />
'''Particle Dispersion Projector''': This rig increases the range of ECM modules.<br />
<br />
'''Signal Focusing Kit''': This rig increases the speed of scanners (cargo, ship, and survey scanners).<br />
<br />
'''Targeting System Subcontroller''': This rig increases your targeting speed.<br />
<br />
'''Targeting Systems Stabilizer''': This rig decreases the targeting delay after uncloaking.<br />
<br />
'''Tracking Diagnostic Subroutines''': This rig increases the effectiveness of tracking disruptors.<br />
<br />
----<br />
===Energy Grid===<br />
These modules have no penalty.<br />
<br />
'''Ancillary Current Router''': This rig increases ship's power-grid.<br />
<br />
'''Capacitor Control Circuit''': This rig increases ship's capacitor recharge rate.<br />
<br />
'''Egress Port Maximizer''': This rig decreases the capacitor use of all energy emission modules.<br />
<br />
'''Powergrid Subroutine Maximizer''': This rig decreases the CPU need for all power upgrade modules.<br />
<br />
'''Semiconductor Memory Cell''': This rig increases a ship's total capacitor.<br />
<br />
----<br />
<br />
===Missile Launcher===<br />
Fitting these rigs will increase the amount of CPU required by any [[Missile Launchers|missile launchers]] fitted to your ship.<br />
<br />
'''Bay Loading Accelerator''': This rig increases the rate of fire of launchers.<br />
<br />
'''Hydraulic Bay Thrusters''': This rig increases missile velocity.<br />
<br />
'''Rocket Fuel Cache Partition''': This rig increases missile flight time.<br />
<br />
'''Warhead Calefaction Catalyst''': This rig increases missile damage.<br />
<br />
'''Warhead Flare Catalyst''': This rig increases missile explosion velocity.<br />
<br />
'''Warhead Rigor Catalyst''': This rig decreases the explosion radius of missiles.<br />
<br />
----<br />
===Shield===<br />
Fitting these rigs will increase your ship's signature radius.<br />
<br />
'''Screen Reinforcers''': These rigs increase your resistance to a particular type of damage.<br />
<br />
'''Core Defense Capacitor Safeguard''': This rig decreases the cap used by modules that require the shield operations skill.<br />
<br />
'''Core Defense Charger Economizer''': This rig decreases power-grid use of shield upgrade modules.<br />
<br />
'''Core Defense Field Extender''': This rig increases shield capacity.<br />
<br />
'''Core Defense Field Purger''': This rig increases shield recharge rate.<br />
<br />
'''Core Defense Operation Solidifier''': This rig decreases the cycle time for shield boosters.<br />
<br />
----<br />
<br />
===Turret Weapons===<br />
Fitting these rigs will increase the amount of Power-grid required by any turrets fitted to your ship.<br />
<br />
'''Algid Energy Administrations Unit''': This rig decreases turret CPU needs.<br />
<br />
'''Ambit Extension''': This rig increases turret accuracy falloff.<br />
<br />
'''Burst Aerator''': This rig increases turret rate of fire.<br />
<br />
'''Collision Accelerator''': This rig increases turret damage.<br />
<br />
'''Discharge Elutriation''': This rig decreases turret capacitor use. (Note that there is no Discharge Elutriation rig for projectile turrets, because they use no capacitor in the first place.)<br />
<br />
'''Locus Coordination''': This rig increases turret optimal range.<br />
<br />
'''Metastasis Adjuster''': This rig increases turret tracking speed.<br />
<br />
==Subsystems==<br />
<br />
Subsystems are special modules that are used to build T3 ships. Each T3 ship has five subsystem slots - Defensive, Electronic, Engineering, Offensive and Propulsion.<br />
<br />
===Legion Subsystems===<br />
<br />
====Defensive====<br />
Armor and Shields vary between these subsystems but the resistances remain the same.<br />
<br />
'''Adaptive Augmenter''': 5% bonus to all armor resistances per level, 10% bonus to remote armor repair system effectiveness per level 1 low, 1 hi<br />
<br />
'''Augmented Plating''': 10% bonus to armor hitpoints per level 2 low<br />
<br />
'''Nanobot Injector''': 10% bonus to armor repairer effectiveness per level 2 low<br />
<br />
'''Warfare Processor''': 5% bonus effectiveness of Armor Warfare Links per subsystem skill level 1 low, 1 hi<br />
<br />
====Electronics====<br />
CPU, targeting range, sensor strength and scan resolution all change between these subsystems.<br />
<br />
'''Dissolution Sequencer''': 15% bonus to ship sensor strength, 5% bonus to max targeting range per level 4 med<br />
<br />
'''Emergent Locus''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level, 99% reduced CPU needed for Scan Probe Launchers 3 med, 1 hi<br />
<br />
'''Energy Parasitic Complex''': 10% bonus to energy vampire and energy neutralizer transfer amount per level. 3 med, 1 hi<br />
<br />
'''Tactical Targeting Network''': 15% bonus to scan resolution per level 4 med<br />
<br />
====Engineering====<br />
Power-grid and Capacitor vary by subsystem.<br />
<br />
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 turret<br />
<br />
'''Capacitor Regeneration Matrix''': 5% bonus to capacitor recharge time per level 3 low<br />
<br />
'''Power Core Multiplier''': 5% bonus to power output per level 2 low, 1 hi, 1 launcher, 1 turret<br />
<br />
'''Supplemental Coolant Injector''': 5% reduction in the amount of heat damage absorbed by modules per level 3 low<br />
<br />
====Offensive====<br />
The CPU and drone usage (or lack) are modified by these subsystems.<br />
<br />
'''Assault Optimization''': 5% bonus to heavy assault missile damage per level, 5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 5 launcher<br />
<br />
'''Covert Reconfiguration''': 10% bonus to medium energy turret capacitor use per level, 100% reduction in Cloaking Device CPU use, can fit covert ops cloaks 1 med, 5 hi<br />
<br />
'''Drone Synthesis Projector''': 10% bonus to medium energy turret capacitor use per level, 10% bonus to drone damage per level, 7.5% bonus to drone hit points per level 1 med, 5 hi, 3 turret<br />
<br />
'''Liquid Crystal Magnifiers''': 10% bonus to medium energy turret capacitor use per level, 10% bonus to medium energy turret damage per level, 10% bonus to medium energy turret optimal range per level 1 low, 5 hi, 5 turret<br />
<br />
====Propulsion====<br />
The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem chosen.<br />
<br />
'''Chassis Optimization''': 5% bonus to max velocity per level 1 low<br />
<br />
'''Fuel Catalyst''': 10% bonus to afterburner speed per level 1 low<br />
<br />
'''Wake Limiter''': 5% reduction in microwarp signature radius penalty per level. 1 low<br />
<br />
'''Interdiction Nullifier''': 5% increased agility per level, Immunity to non-targeted interdiction<br />
<br />
----<br />
<br />
===Loki Subsystems===<br />
<br />
====Defensive====<br />
Armor and Shields vary between these subsystems but the resistances remain the same.<br />
<br />
'''Adaptive Augmenter''': 5% bonus to all armor resistances per level 1 low, 1 med <br />
<br />
'''Adaptive Shielding''': 5% bonus to all shield resistances, 10% bonus to shield transporter per level 1 med, 1 hi<br />
<br />
'''Amplification Node''': 5% reduction in signature radius per level 1 low, 1 med<br />
<br />
'''Warfare Processor''': 5% bonus to the effectiveness of Skirmish Warfare Links per level, 99% reduction in Warfare Link module CPU need 1 med, 1 hi<br />
<br />
====Electronics====<br />
CPU, targeting range, sensor strength and scan resolution all change between these subsystems.<br />
<br />
'''Dissolution Sequencer''': 15% bonus to ship sensor strength, 5% bonus to max targeting range per level 1 low, 3 med<br />
<br />
'''Emergent Locus Analyzer''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level, 99% reduced CPU need for Scan Probe Launchers 4 med<br />
<br />
'''Immobility Drivers - 30% bonus to stasis webifier range per level 1 low, 3 med<br />
<br />
'''Tactical Targeting Network''': 15% bonus to scan resolution per level 4 med<br />
<br />
====Engineering====<br />
Power-grid and Capacitor vary by subsystem.<br />
<br />
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher, 1 turret<br />
<br />
'''Capacitor Regeneration Matrix''': 5% bonus to capacitor recharge time per level 2 low, 1 med<br />
<br />
'''Power Core Multiplier''': 5% bonus to power output per level 2 low, 1 hi, 1 launcher, 1 turret<br />
<br />
'''Supplemental Coolant Injector''': 5% reduction in the amount of heat damage absorbed by modules per level 2 low, 1 med<br />
<br />
====Offensive====<br />
The CPU and drone usage (or lack) are modified by these subsystems.<br />
<br />
'''Covert Reconfiguration''': 5% bonus to medium projectile turret rate of fire per level, 100% reduction in Cloaking Device CPU use, can fit covert ops cloaks 1 low, 5 hi<br />
<br />
'''Hardpoint Efficiency Configuration''': 7.5% bonus to medium projectile turret rate of fire per level, 7.5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 3 launcher, 3 turret<br />
<br />
'''Projectile Scoping Array''': 7.5% bonus to medium projectile turret rate of fire per level, 10% bonus to medium projectile falloff per level 1 low, 5 hi, 5 turret<br />
<br />
'''Turret Concurrence Registry''': 10% bonus to medium projectile turret damage per level, 10% bonus to medium projectile turret optimal range per level, 7.5% bonus to medium projectile turret tracking per level 1 low, 5 hi, 5 turret<br />
<br />
====Propulsion====<br />
The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem chosen.<br />
<br />
'''Chassis Optimization''': 5% bonus to max velocity per level 1 low<br />
<br />
'''Fuel Catalyst''': 10% bonus to afterburner speed per level 1 low<br />
<br />
'''Intercalated Nanofibers''': 5% increased agility per level 1 low<br />
<br />
'''Interdiction Nullifier''': 5% increased agility per level, Immunity to non-targeted interdiction<br />
<br />
----<br />
<br />
===Proteus Subsystems===<br />
<br />
====Defensive====<br />
Armor and Shields vary between these subsystems but the resistances remain the same.<br />
<br />
'''Adaptive Augmenter''': 5% bonus to all armor resistances per level, 10% bonus to remote armor repair system effectiveness per level 1 low, 1 hi<br />
<br />
'''Augmented Plating''': 10% bonus to armor hit points per level 2 low<br />
<br />
'''Nanobot Injector''': 10% bonus to armor repairer effectiveness per level 2 low<br />
<br />
'''Warfare Processor''': 5% bonus to effectiveness of Information Warfare Links per subsystem skill level 1 low, 1 hi<br />
<br />
====Electronics====<br />
CPU, targeting range, sensor strength and scan resolution all change between these subsystems.<br />
<br />
'''CPU Efficiency Gate''': 5% bonus to CPU per level 1 low, 3 med<br />
<br />
'''Dissolution Sequencer''': 15% bonus to ship sensor strength, 5% bonus to targeting range per level 1 low, 3 med<br />
<br />
'''Emergent Locus Analyzer''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level 4 med<br />
<br />
'''Friction Extension Processor''': 10% bonus to warp disruptor and warp scrambler range per level 1 low, 3 med<br />
<br />
====Engineering====<br />
Power-grid, Capacitor, and drone usage (or lack) vary by subsystem.<br />
<br />
'''Augmented Capacitor Reservoir''': 5% bonus to drone MWD speed per level, 7.5% bonus to drone hit points per level 2 low, 1 hi<br />
<br />
'''Capacitor Regeneration Matrix''': 5% bonus to capacitor recharge time per level 3 low<br />
<br />
'''Power Core Multiplier''': 5% bonus to power output per level 2 low, 1 hi, 1 turret<br />
<br />
'''Supplemental Coolant Injector''': 5% reduction in the amount of heat damage absorbed by modules per level 2 low, 1 med<br />
<br />
====Offensive====<br />
The CPU and drone usage (or lack) are modified by these subsystems.<br />
<br />
'''Covert Reconfiguration''': 5% bonus to medium hybrid turret damage per level 1 low, 5 hi, 4 turret<br />
<br />
'''Dissonic Encoding Platform''': 10% bonus to medium hybrid turret damage per level, 10% bonus to medium hybrid turret falloff per level, 7.5% bonus to medium hybrid turret tracking per level 1 low, 5 hi, 5 turret<br />
<br />
'''Drone Synthesis Projector''': 5% bonus to medium hybrid turret damage per level, 10% bonus to drone damage per level, 7.5% bonus to drone hit points per level 1 low, 5 hi, 3 turret<br />
<br />
'''Hybrid Propulsion Armature''': 10% bonus to medium hybrid turret damage per level, 10% bonus to medium hybrid turret falloff per level 1 low, 5 hi, 5 turret<br />
<br />
====Propulsion====<br />
The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem chosen.<br />
<br />
''''Gravitational Capacitor''': 15% bonus to warp speed per level, 15% reduction in capacitor need when initiating warp per level 1 med<br />
<br />
'''Interdiction Nullifier''': 5% increased agility per level, Immunity to non-targeted interdiction<br />
<br />
'''Localized Injectors''': 15% reduction in afterburner and microwarpdrive capacitor consumption per level 1 low<br />
<br />
'''Wake Limiter''': 5% reduction in microwarpdrive signature radius penalty per level 1 low<br />
<br />
----<br />
<br />
===Tengu Subsystems===<br />
<br />
====Defensive====<br />
Armor and Shields vary between these subsystems but the resistances remain the same.<br />
<br />
'''Adaptive Shielding''': 5% bonus to all shield resistances per level, 10% bonus to shield transporter effectiveness per level 1 mid, 1 high<br />
<br />
'''Amplification Node''': 10% bonus to shield booster effectiveness per level 2 mid<br />
<br />
'''Supplemental Screening''': 10% bonus to shield hit points per level 2 mid<br />
<br />
'''Warfare Processor''': 5% bonus effectiveness of Siege Warfare Links per subsystem skill level 1 med, 1 high<br />
<br />
====Electronics====<br />
CPU, targeting range, sensor strength and scan resolution all change between these subsystems.<br />
<br />
'''CPU Efficiency Gate''': 5% bonus to CPU per level 1 low, 3 med<br />
<br />
'''Dissolution Sequencer''': 15% bonus to ship sensor strength, 5% bonus to targeting range per level 1 low, 3 med<br />
<br />
'''Emergent Locus Analyzer''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level 4 med<br />
<br />
'''Obfuscation Manifold''': 10% bonus to ECM target jammer optimal range per level 4 med<br />
<br />
====Engineering====<br />
Power-grid and Capacitor vary by subsystem.<br />
<br />
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher<br />
<br />
'''Capacitor Regeneration Matrix''': 5% bonus to capacitor recharge time per level 3 low<br />
<br />
'''Power Core Multiplier''': 5% bonus to power output per level 2 low, 1 hi, 1 turret<br />
<br />
'''Supplemental Coolant Injector''': 5% reduction in the amount of heat damage absorbed by modules per level 3 low<br />
<br />
====Offensive====<br />
The CPU and drone usage (or lack) are modified by these subsystems.<br />
<br />
'''Accelerated Ejection Bay''': 5% bonus to Kinetic Missile Damage per level, 7.5% bonus to Heavy, Heavy Assault and Assault missile launcher rate of fire per level, 10% bonus to Heavy Missile and Heavy Assault missile velocity per level 1 med, 5 hi, 5 launcher<br />
<br />
'''Covert Reconfiguration''': 5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 4 launcher<br />
<br />
'''Magnetic Infusion Basin''': 5% bonus to medium hybrid turret damage per level, 20% bonus to medium hybrid turret optimal range per level 1 low, 5 hi, 5 turret<br />
<br />
'''Rifling Launcher Pattern''': 10% ECM target jammer strength per level, 5% bonus to Heavy, Heavy Assault, and Assault Missile Launcher Rate of Fire per level 1 low, 5 hi, 5 launcher<br />
<br />
====Propulsion====<br />
The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem chosen.<br />
<br />
'''Fuel Catalyst''': 10% bonus to afterburner speed per level 1 low<br />
<br />
'''Gravitational Capacitor''': 15% bonus to warp speed per level, 15% reduction in capacitor need when initiating warp per level 1 low<br />
<br />
'''Intercalated Nanofibers''': 5% increased agility per level 1 low<br />
<br />
'''Interdiction Nullifier''': 5% increased agility per level, Immunity to non-targeted interdiction<br />
<br />
<br />
Original author: [[User:Frandetta|Frandetta]]<br />
<br />
[[Category:Guides]]<br />
[[Category:Ship Fitting]]</div>Geranai yodahttps://wiki.eveuniversity.org/index.php?title=Exploration&diff=95155Exploration2016-05-25T13:10:05Z<p>Geranai yoda: Fixed links to DED rated complexes and Unrated complexes</p>
<hr />
<div>'''Exploration''' in EVE involves using scanning probes to locate [[Cosmic Signatures]] in space which may contain hackable containers with items inside, resources like [[Gas Cloud Mining|gas clouds]] or ore, [[wormholes]] to distant star systems, or collections of NPCs which may drop rare items. As a profession, exploration can be profitable and engaging, and offers better rewards for players willing to travel in more dangerous space. It has a low skill barrier, and new players can start exploring almost from day 1.<br />
<br />
This guide is intended to provide new players with all the information they need to get started in exploring in high-security space. More experienced players who are new to exploration, or that have not explored since the Odyssey patch will find the sections on [[Odyssey_Exploration#Exploration_Using_Probes|probing]] and [[Odyssey_Exploration#Relic_Sites_and_Data_Sites:_Hacking|hacking]] useful, as they are updated to contain information on the changes that were made to both systems.<br />
<br />
Players will learn what [[#Skills|skills]] are required to start exploring, what [[#Ships|ships]] and [[#Equipment and Modifications|equipment]] are best for the new explorer, what sorts of areas can be [[#Checking Your Ship Scanner|located]] using the exploration mechanics, how to use [[#Probing Down an Exploration Site|probes]] to track down hidden exploration sites, and how to use analyzer modules to [[#Relic Sites and Data Sites: Hacking|hack]] into loot containers in exploration sites.<br />
<br />
= Getting Started as an Explorer =<br />
== Skills ==<br />
{{main|Exploration skills}}<br />
Much like mining, exploration doesn’t require a high skill level to get started. The three basic exploration-related skills follow.<br />
<br />
* {{sk|Astrometrics|price=yes|mult=yes}}: +5% scan strength per level, −5% max scan deviation per level, −5% scan probe scan time per level<br />
** Astrometrics allows you to use a Probe Launcher to launch (crazily enough) Scan Probes which you will use to locate hidden exploration sites filled with loot, enemies you can destroy, valuable gas clouds, or even wormholes to unknown parts of space!<br />
** New characters start their career with {{sk|Astrometrics|I}}, but existing characters can easily obtain the skillbook from the Exploration tutorial missions.<br />
** While exploration does not strictly require Astrometrics as much as it did pre-Odyssey, it provides useful bonuses and any serious explorer should plan to train to at least {{sk|Astrometrics|IV}}, which {{sk|Astrometric Pinpointing}} requires.<br />
* {{sk|Archaeology|price=yes|mult=yes}}: Required skill for the use of Relic Analyzer modules. Gives +10 Virus Coherence per level.<br />
** Relic Analyzers require Archaeology, and are a fairly cheap mid-slot module used to interact with structures found inside exploration-located Relic Sites. A good amount of your income as an explorer will come from accessing these structures, so note this skill's importance!<br />
** Higher skill levels make the minigame associated with opening Relic Site structures easier, with {{sk|Archaeology|V}} allowing you to use the significantly-more-powerful Relic Analyzer II module. Any serious explorer should plan to eventually max this skill out, especially if you intend to do Relic sites in Nullsec or Wormholes.<br />
* {{sk|Hacking|price=yes|mult=yes}}: Required skill for the use of Data Analyzer modules. Gives +10 Virus Coherence per level.<br />
** ''A la'' Archaeology, Data Analyzers require Hacking, and open structures found in Data Sites. {{sk|Hacking|I}} has slightly higher requirements than Archaeology I, but make sure you get both skills, so that you can hack any sites you find.<br />
** Also like Archaeology, higher skill levels make the Hacking minigame easier, and {{sk|Hacking|V}} will give you access to the Data Analyzer II module, which gives better bonuses, and is especially needed for Data sites in Nullsec or Wormholes.<br />
<br />
Some additional skills exist to make site location easier as you advance in your exploration career.<br />
<br />
* {{sk|Astrometric Rangefinding|price=yes|mult=yes}}: +5% probe scan strength<br />
* {{sk|Astrometric Pinpointing|price=yes|mult=yes}}: −5% maximum scan deviation<br />
** Both these skills make it easier to track down difficult-to-find sites. You can learn and train a few levels of Rangefinding at the start of your career, but Pinpointing requires {{sk|Astrometrics|IV}} as a prerequisite, so you can wait and do it later.<br />
* {{sk|Astrometric Acquisition|price=yes|mult=yes}}: −5% scan time<br />
** Not as important at the start of your career, Acquisition speeds up how long a single scanning cycle takes—normally 10 seconds. Later on, when scanning in hostile territory, or attempting to probe for the location of an enemy ship, Acquisition becomes an important supplemental skill, but as a new explorer, patience suffices.<br />
<br />
== Ships ==<br />
Any ship with a high slot can fit a Probe Launcher and start to explore. Keep this in mind as you advance in your career and start thinking about fitting ships to accomplish multiple tasks (i.e., explore in hostile territory, explore and complete any Combat Sites located).<br />
<br />
However, a new explorer would benefit most flying a ship specifically designed for exploration: a '''Tech 1 Exploration Frigate'''. Each race has one.<br />
<br />
* Gallente [[Imicus]]<br />
** The Imicus has the best drone capabilities of any Tech 1 Exploration Frigate, making it a good choice if you’d like to use your exploration ship for some very light PvE duty.<br />
* Minmatar [[Probe]]<br />
** The Probe has enough mid slots for all the exploration modules you will want, plus 3 low slots for a defensive [[Armour Tanking|armour tank]], or whatever other miscellaneous modules you think you may need. <br />
* Amarr [[Magnate]]<br />
** In a post-Odyssey world, the Magnate suffers a bit as an exploration frigate choice due to its limited number of mid slots, requiring it to make some tough decisions about what kind of equipment to take exploring, and what to leave back at the station.<br />
* Caldari [[Heron]]<br />
** The Heron mainly benefits from having 5 mid slots. As we will learn below, the standard fitting for a beginner’s exploration ship requires 4 mid slots, meaning that the Heron has an empty mid slot to further improve its exploration capabilities or defense.<br />
<br />
All four ships give a 7.5% increase to scan strength of probes per Racial Frigate level, as well as a static +5 bonus to the Virus Strength of any Relic or Data Analyzers you fit. Each also gives a small bonus to Salvager cycle time, in case you occasionally use your ship to salvage wrecks. Useful bonuses all around!<br />
<br />
At the end of the day, feel free to use whichever frigate you fly easiest (usually the one produced by your race), as they all run pretty closely in effectiveness.<br />
<br />
Later in your career as an Explorer, you will likely move to the Tech2 version of the above ships ([[Helios]], [[Cheetah]], [[Anathema]], [[Buzzard]]) which have slightly better bonuses, and can fit a Covert Ops Cloak; and much later, into your race's Tech 3 [[Strategic Cruiser]] with the appropriate Emergent Locus Analyzer subsystem installed.<br />
<br />
The Sisters of EVE ships ([[Astero]], [[Stratios]], [[Nestor]]) have good exploration bonuses, better tank, and can fit the Covert Ops Cloak, but are much more expensive than the Tech 2 exploration frigates.<br />
<br />
== Equipment and Modifications ==<br />
=== Probes and Probe Launchers ===<br />
The key module required for exploration, the Probe Launcher, fits in a ship’s high slot. Probes and Probe Launchers come in several different varieties, but as a beginning explorer, you should only concern yourself with one type of each.<br />
<br />
* '''Core Probe Launcher I'''<br />
** Easy to fit, and does the job. It can only fire the most basic of probes, however, but this doesn’t hinder most explorers.<br />
* '''Core Scanner Probe I'''<br />
** The basic ammunition for the Core Probe Launcher. You can reuse them, and the Core Probe Launcher can hold eight at a time. You can technically locate an exploration site with as few as four, but for convenience, consider carrying at least one full reload (8), or even several reloads. This guide will assume you have at least 8 probes in your cargo hold at all times.<br />
<br />
Both of these items each also come in a more expensive Sisters of Eve Faction version.<br />
<br />
* '''Sisters Core Probe Launcher'''<br />
** Provides a 10% bonus to scan strength of probes, but costs an exorbitant amount: as of July 2015, it sells for just around 38 million ISK at Jita. Alternately, it can be purchased directly from a Sisters of EVE loyalty point (LP) store for a combination of ISK (9.6 million) and LP (14,400). Once you're space-rich enough to afford it, it is well worth the cost.<br />
* '''Sisters Core Scanner Probe'''<br />
** Sisters probes have 10% greater scan strength than the garden variety Core Scanner Probes. They’re a bit expensive, but vastly more affordable than the Sisters launcher: as of July 2015, they sell for just over 450 thousand ISK each at Jita, or in a pack of 10 from the Sisters of EVE (1.2 million ISK + 1,800 LP for 10).<br />
<br />
Consider looking into these as an upgrade once you’re starting to get the hang of exploration, but remember EVE Rule #1: don’t use them if you can’t afford to lose them!<br />
<br />
=== Core Exploration Modules ===<br />
In addition to your Probe Launcher for finding exploration sites, you’ll need a few core pieces of equipment in order to effectively plunder what you find for loot! These all fit in mid slots on your frigate.<br />
<br />
* '''Relic Analyzer I and Data Analyzer I'''<br />
** As mentioned previously, you’ll need these to access the loot structures in any Relic or Data Sites you find while exploring. You will definitely want both, and the vanilla Tech I version works perfectly fine at entry level.<br />
* '''Cargo Scanner I'''<br />
** When you arrive at an exploration site, you'll find multiple structures to analyze. Which one should you hack first? A Cargo Scanner will also tell you which structures in an exploration site have the most valuable loot, in advance. This becomes extraordinarily important if you get into a situation in which you’re competing with another explorer for the loot, or needing to leave a site because there is a hostile in-system!<br />
<br />
While the above three are “core” modules for running exploration sites, you are also strongly recommended to fit your ship with a 5MN Microwarpdrive module to make travel to and around scanned areas much easier. This makes a total of four mid slot modules—one more than the Amarr Magnate can fit. If you’re piloting one of those, you’ll have to make occasional decisions about which of these four modules to leave back at the station. In most situations, you’ll leave behind the Cargo Scanner or Microwarpdrive, but if you know for a fact that you'll only be exploring one type of site (Relic or Data), you can always temporarily forgo the Analyzer of the type that you won’t need.<br />
<br />
=== Rounding Out Your Fitting ===<br />
After fitting your Probe Launcher and exploration modules, you’ll have some space leftover for other equipment. What you choose here depends on your playstyle, but some general recommendations follow. The author also recommends that you take a peek at the [[Fitting Modules and Rigs Guide]] for more information on the sorts of options available to you here.<br />
<br />
==== Cloaking ====<br />
Most explorers will use a high slot to fit a cloaking device on their frigate: in this case, a Prototype Cloaking Device I. The topic of [[Cloaking]] goes beyond the scope of this article, and generally unnecessary for any high-sec exploration that you undertake, but keep it in mind for your future development as an explorer.<br />
<br />
==== High-Sec PvE Combat ====<br />
You may reasonably add a few modules to make your ship capable of handling some of the easier combat encounters that you’ll encounter while probing high-sec space. Specific fits will vary depending on your choice of frigate, but some options follow.<br />
<br />
* Weapons<br />
** You’ll likely have one or two high slots available for weapon turrets or missile launchers. None of the Tier 1 Exploration Frigates get bonuses to weapons, so use whatever weapon you have trained (generally tied to your race). Since Exploration Frigates don't slug things out well, consider longer-range options.<br />
* An armor or shield tank<br />
** Tanking goes beyond the scope of this article, but thankfully the University has good lessons in place already for both [[Shield Tanking]] and [[Armour Tanking]]. Equipping your ship with a few appropriate tanking modules will increase its survival rate if you decide to tangle with easier NPC targets. Note that you should never try to build both a shield tank AND armour tank on the same ship, and that shield tanking generally requires mid slots, of which your exploration kit already eats three. Beyond those caveats, a Shield Extender or some Armor Plates might make the difference between successful retreat and successful ejection from your freshly destroyed ship.<br />
* A Salvager<br />
** Salvaging the wrecks left by destroyed NPC ships supplements a new player’s income, so consider strapping a Salvager I module to your frigate if you intend to tangle with Combat Sites. Note that if you will only take your ship through non-Combat Sites (Data Sites and Relic Sites), you don’t need a Salvager. Some such sites did require a Salvager before Odyssey! You can find more info on salvaging at [[Salvaging 101]].<br />
* Drones<br />
** Exploration Frigates have limited combat capability, but can all carry a payload of drones to make quick work of NPC frigates. The author advises you to carry a full Drone Bay of appropriate light scout drones any time you plan to run high-sec Combat Sites. Indeed, since they don’t cost much and have no downside to keeping them on hand, feel free to carry them anytime! Drones help in a wide variety of situations in Eve, so definitely give [[Drones 101]] a read and learn more about these incredible little guys.<br />
** If using drones, the author recommends a Drone Damage Amplifier to improve their offensive capability for a low-power slot.<br />
<br />
==== Miscellaneous ====<br />
* Several mid slot modules exist that increase your scanning abilities: the Scan Acquisition Array, the Scan Pinpointing Array and the Scan Rangefinding Array. These "green" modules can be used to improve your scanning ability, but are generally not needed for scanning down high-sec Data or Relic sites—and more likely than not, you won’t have the mid slots open for them anyway! (Their real use is for improving your ability to scan down enemy ships with Combat Probes.)<br />
* Low-slot Inertial Stabilizers, Nanofiber Structures, and Overdrive Injectors increase ship agility and speed. Speed always helps, as it makes maneuvering between exploration site structures easier, and makes it more likely for you to escape if something goes wrong. Of those three modules, Nanofiber Structures will probably benefit you most, as they raise several speed/agility related stats in exchange for a none-too-painful drawback.<br />
* Alternately, a low-slot Expanded Cargohold will increase your cargo capacity by up to 20%, at the expense of velocity and structure HP. This can be useful if you're exploring far from home, and you'd like to cram in just a bit more loot before heading back to base—but this became less necessary after the Data site loot was shrunk (to 0.10m<sup>3</sup> from 1.0m<sup>3</sup>) in a 2014 release.<br />
<br />
==== Rigs ====<br />
Of all rigs, you’ll most likely want to install the Gravity Capacitor Upgrade I, which increases probe scan strength by 10%. Fitting two Tech I rigs provides a greater improvement than a single Tech II rig, which works out great as a low-skill explorer.<br />
<br />
If you're going to specialize in one of Relic or Data sites, then adding that rig also helps by giving you bonuses: Emission Scope Sharpener for Relic sites, or Memetic Algorithm Bank for Data sites.<br />
<br />
= Exploration Using Probes =<br />
The main object of an explorer is to track down hidden areas found in systems across all of the EVE universe. These areas contain valuable items or other points of interest, but cannot be warped to initially. Instead, a player must use their ship’s scanner and their Probe Launcher to track down the “signals” of these hidden areas through a process generally referred to as “probing,” or “scanning,” or “exploring.” If you’ve ever heard someone mention that they are going to “probe down a site”… this is it!<br />
<br />
At this point, it is assumed that you are in an exploration ready vessel, much like the one outlined in the above section, and that you are packing a payload of at least 8 Core Scanner Probes.<br />
<br />
== A Good Place to Start ==<br />
When you first begin exploring, you will likely want to stick to high-security space: systems with a security status anywhere from 0.5 to 1.0. You will be pretty safe in these systems, but there are some best practices you can start to follow so that they are routine as you move into exploring more dangerous space.<br />
<br />
* Explore in quiet systems<br />
** Pop open your Star Map and set it to look for “Number of players in the last half hour.” This will set your map to display large or small circles that indicate how much traffic a particular system has seen recently. In high-sec space, your biggest annoyance as an explorer will be other high-sec explorers: there are only so many exploration sites out there, and you will be racing other explorers for them. Areas with lots of traffic typically won’t have any exploration sites of interest to you, and the ones that ''do'' appear will likely be pounced on by someone else. Don’t get into a tug-of-war with other high-sec explorers: find a quiet stretch of systems somewhere and do your exploration there!<br />
* Explore from a safe place<br />
** While probing for exploration sites, your ship will be motionless for extended periods of time. This is dangerous in many parts of EVE. In high-sec, you will probably be perfectly safe idling some distance from a dockable station, or, say, 100km out from a planet. You will be even safer if you have a cloak fitted and activate it when you get to your spot. Indeed, you can explore cloaked so long as you remember to launch your probes ''first'' before engaging the cloaking device. In low-sec and other dangerous parts of space, you will want to explore from what's called a '''Safe Spot''', and you will pretty much always want to be cloaked. You can find more info on locating and using Safe Spots in the [[Bookmarks]] lesson, and high-sec is a great place to get in the habit of using Safe Spots to explore unhindered!<br />
** After finding a safe spot for your ship, an extra precaution you can take is to '''point your ship in a semi-random direction away from the system’s major points of interest and (if you're not cloaked) then activate your Afterburner or Microwarpdrive'''. You can safely do this while focusing the majority of your attention on your probing. This is very helpful if you are flying without a cloak: the forward momentum makes it harder for hostile players to track you down, and even if they manage to, you will have a head start on them and should be able to escape!<br />
<br />
== Checking Your Ship Scanner ==<br />
You’ve found a quiet system to explore and are safely nestled in a comfortable spot. Cocoa and blankets are optional. Time to explore! Pop open your ship’s scanner using the little button on your ship’s HUD that has a picture of a radar screen on it (or press ALT-P). While you were parking your ship somewhere, your scanner was busy! It’s more than likely tracked down a few points of interest throughout the system. Note that if your scanner readout says “No Signals Detected,” that means the system is currently empty. Head to a different system to explore, but note that you can always come back to this system again later to see if anything juicy has appeared.<br />
<br />
There are two types of signal that your scanner may have just picked up: '''Cosmic Anomalies''' and '''Cosmic Signatures'''.<br />
<br />
=== [[Cosmic Anomalies]] ===<br />
[[Cosmic Anomalies]] are areas of interest that radiate a strong enough signal that you can jump to them immediately after your ship scanner finds them. You don’t need to do any fancy probing or anything: just click and go! Of course, since ''everyone'' can easily see these sites, they’re typically less rewarding, and possibly more crowded than Cosmic Signatures.<br />
<br />
Cosmic Anomalies come two main flavors...<br />
<br />
* '''Combat Sites'''<br />
** Regular versions of these sites are a single area filled with several waves of NPC opponents. Blow them up for bounties and loot! Check the [[Cosmic Anomalies]] page for information on the general difficulty of these sites. If you built the High-Sec PvE Combat frigate outlined earlier, you should be able to handily deal with Cosmic Anomalies of the lowest two difficulties (Burrows and Hideaways).<br />
** A special kind is a Besieged/Contested '''Covert Research Facility'''. These are serious Combat sites, that contain a bunch of NPCs including Mordu's Legion Battleships! As an explorer, avoid these at all costs!<br />
* '''Ore Sites'''<br />
** These sites are temporary pockets filled with either ice asteroids, which can be mined for fuel components, or regular asteroids of a rarer type not normally found in that system. You can tell what kind of asteroids are within the site by the site’s name: they’re pretty obvious. These can be interesting places to head if you’ve cross-trained as a miner, but remember, because they are so easily found, they will likely be filled with other pilots, both friendly and less so.<br />
<br />
=== [[Cosmic Signatures]] ===<br />
[[Cosmic Signatures]] are the bread and butter of an explorer. These are hidden areas that cannot be warped to unless tracked down by probes. Because of this extra step, Cosmic Signature exploration areas can be very lucrative, even in high-sec space! <br />
<br />
When you first enter a system, none of its Cosmic Signatures will have any identifying information besides a generic designation, such as “MRM-213.” However, much like Cosmic Anomalies, Cosmic Signatures come in several types. You just won’t know exactly what you are tracking down until you pull out your probes! <br />
<br />
* '''Combat Sites'''<br />
** Combat Sites that are tracked as Cosmic Signatures are more complex than Cosmic Anomalies: indeed, they ''are'' complexes! Complexes are EVE’s version of “dungeons”. They are made up of several “rooms” of space connected by Acceleration Gates, and they frequently have containers filled with great loot. Of course, they are also guarded by large numbers of NPC ships. Cosmic Signature Combat Sites come in two general flavors, both of which are more difficult than the equivalent Cosmic Anomaly site: [[Scanning:Scan_Results#DED_Rated_Complexes|DED Rated Complexes]] and [[Scanning:Scan_Results#Unrated_Complexes|Unrated Complexes]]. While the High-Sec PvE Combat frigate listed above ''might'' be able to clear the 1/10 difficulty version of these Combat Sites, you’re probably better off fielding a separate, combat-oriented ship to deal with them. Just probe down the site’s location, save it as a bookmark by right-clicking on it, then pilot a bigger, angrier ship in and enjoy! Or make friends by sharing the bookmark with others, and letting them run the combat site.<br />
* '''Relic Sites'''<br />
** Relic Sites are locations filled with abandoned structures filled with salvage and other loot. Best of all, in regular (non-wormhole) space, they’re filled ''only'' with valuables: no NPC defenders. Your exploration frigate can happily sail into these sites and use their Relic Analyzer on the structures within to pry out valuables. See more details below on the hacking minigame, and/or see [[Hacking 101]]. <br />
* '''Data Sites'''<br />
** Data Sites work exactly like Relic Sites, but they require a Data Analyzer to access. They contain valuable loot in hackable cans, and no NPCs. Items worth millions of ISK sometimes drop here even in high-sec, so keep a sharp eye out for them!<br />
* '''Sleeper Caches''' (which show as Data sites in the probe signature list)<br />
** Sleeper Caches are similar to Relic & Data Sites, but they require both a Data Analyzer and a Relic Analyzer. They are difficult to scan down completely, without high scanning skills/bonuses. They contain valuable loot in hackable cans, with some NPC Sentry Guns, invisible minefields, and explosive/corrosive clouds. These sites come in three variants: [[Limited Sleeper Cache|Limited]], Standard, and [[Superior Sleeper Cache|Superior]]. Explorers should have high hacking and archeology skills and bonused ships with a self-repairing tank before attempting these sites. These sites often include multiple "rooms" with hidden rooms and objects and will test and explorers skills. Storyline BPCs and sleeper "blue" loot worth many tens (or hundreds?) of millions of ISK sometimes drop here even in high-sec, so keep a sharp eye out for them, if you're prepared -- these are '''not''' for beginners.<br />
* '''[[Ghost Site|Ghost Sites]]''' (which show as Data sites in the probe signature list)<br />
** They are tagged as Lesser/Standard/Improved/Superior '''Covert Research Facility'''.<br />
** They have NPCs and hacking. They can be run with good skills, and sufficient tank (usually a cruiser). Before attempting these, see [[Ghost Site]] for a lot more details.<br />
* '''Gas Sites'''<br />
** Most high-sec Gas Sites are Nebulas, which are quiet, undefended areas that have several gas clouds that can be harvested with specialized, expensive equipment. Sadly, most high-sec gasses are not worth much ISK, either, meaning that most new explorers should avoid these sites. Gas Sites are more lucrative in lower-security space, which you likely won’t venture into at first. <br />
** Occasionally, a Gas Site may be a Lab or other facility that pirates have set up to harvest the gas for themselves. These areas are a combination of Combat Site and Data Site, and contain hackable structures that are guarded by NPC opponents.<br />
** Gas sites in K-Space yield gas that is used to make Boosters/Drugs.<br />
** Gas sites in WH-space yield gas that is used in the [[Tech 3 Production|manufacture of T3 components]].<br />
** See [[Gas Cloud Mining]] for more details.<br />
* '''Wormholes'''<br />
** Wormholes are temporary gates that can take your ship from your current system to almost anywhere else in space. Some wormholes go to highsec, lowsec, or nullsec space, and are sometimes valuable shortcuts around the universe. Some go to dangerous “uncharted” areas referred to as “wormhole space” or “w-space.” W-space areas contain the most lucrative exploration sites in the game, but most of them are guarded by powerful Sleeper NPCs, even the Relic and Data Sites that are so tame in high-sec. (As of the Phoebe release in late 2014, nullsec Relic and Data sites with Sansha, Blood Raider, Guristas, Angel and Serpentis in their names are unguarded sites in WH space. So after learning more about WH's, if you have enough data/relic skills, you could consider running these.) For these reasons, at the start of your career, you should leave wormholes alone... but don’t forget about them! Later articles will go into how you can begin dipping your exploration toe into the vast, untamed pond of wormhole space. See the [[Wormholes]] information page and the [[Wormholes 100]] class for more detailed information.<br />
<br />
== Probing Down an Exploration Site ==<br />
Your system has a few [[Cosmic Signatures]] listed, and you’re well versed in what could possibly be out there. Let’s probe one down.<br />
<br />
[[File:scanwin_orange.jpg|200px|thumb|right|The scanner window, with two Anomalies and a Signature]]<br />
<br />
* '''You already have the scanning panel open, but let’s hit F10 to open up the Solar System Map.''' This is a “wireframe” representation of the system you are currently in, complete with all the major celestials, like planets, moons and the sun. Since you have your scanning window open, there should be some green and/or red dots and spheres on your map. These represent the Anomalies and Signatures currently tracked by your scanner, as well as their general location. Green dots indicate areas that you can warp to, either an Anomaly or a Signature you have scanned down. Red dots or spheres represent the general area in which your ship’s scanner is detecting the signal of a Cosmic Signature. We’re going to have to narrow that down in order to warp there.<br />
* '''The middle left of your scanner window has an icon that looks a bit like an atom.''' That’s the shortcut for the “Pinpoint” probe formation. '''Press it''', and your ship will launch its payload of probes and automatically arrange them in a Pinpoint formation. Neat!<br />
* '''You should now notice that some blue spheres have appeared on your Solar System map.''' That’s the general area that your probes can currently scan. The center probe in this formation is represented by a white box with arrows sticking out of it. '''You can click and drag those arrows to move the probes around: by default, dragging that center probe will move ''all'' the probes together in formation. This is useful. Now, in order to start tracking down a Signature, you will need to drag your probes so they are centered over one of the red Signature dots or spheres and then press the Activate button on the middle left of your scanning window.''' This will scan that area more thoroughly with your probes, and will take a few seconds to complete. If the signature’s red sphere is larger than the area your probes’ blue spheres cover, click and hold the outside edge of one of the blue spheres and drag outward. This will increase the range of your probes so you can scan the whole red sphere. If all this is done correctly, the scan will complete and increase the '''Signal Strength''' of your chosen Signature. This is listed on the far right of your scanning window.<br />
* '''The goal of probing is to increase a Signature’s Signal Strength to 100%.''' As you continue to increase the Signal Strength, you will begin to learn more and more about the Signature: first, what type of Site it is, followed by the specific name of the site, and then finally, the Signature’s actual location so you can warp to it! Obviously, this is why we’ve picked a ship and equipment that raises the scan strength of our probes: it makes it much easier to get this number to 100%.<br />
* Now, it’s unlikely this first scan got the signal to 100%. '''In order to further increase its Signal Strength, we’re going to have to give our probes more power by reducing the range of their scan.''' We do this by clicking and holding the outside edge of one of the probe’s blue spheres and then dragging it inward. This will decrease the size of your scan. '''Now, re-center your probes on your signature’s dot or sphere and hit the Activate button again.''' If done correctly, your smaller scan area should still catch the Signature and will end up increasing its Signal Strength.<br />
* '''Most Signatures can be probed down by repeating this process: reduce your scan range by a step, re-center your probes on the Signature, and scan!''' It’s just that easy.<br />
* Once you’ve raised the Signal Strength to 100%, '''the Signature’s Signal Strength will turn into an arrow you can click to warp to the newly located Site.''' Congratulations! You’re exploring!<br />
<br />
=== Probing Tips and Troubleshooting ===<br />
* You may occasionally come across a Signature that refuses to hit 100%, despite the fact that you have your probes centered on it at their minimum range (0.25 AU). If this happens, there are a couple things you can try before giving up and resolving to raise your probing-related skills.<br />
** '''Holding the SHIFT key down will allow you to maneuver individual probes, rather than your entire formation.''' If you are using the Pinpoint formation as recommended, you’ll notice that five of the probes are along the same plane, with four hovering around the outside of the center probe. '''Shift these four probes around the center probe so that they form a cross, with one probe at each cardinal direction.''' Activate your scanner again: this in and of itself may be enough to make the Signature warpable. If not, move the four probes closer to the center probe. You’ll want to get them pretty close, without having them overlap. Zooming your view in using the mouse wheel will help here. Alternate shifting the cardinal point probes closer and activating your scanner to see if this raises the Signal Strength enough.<br />
** If the above isn’t ''quite'' enough to get the Signature to 100%, you can '''try shifting the entire formation of probes in a single direction a very small amount and then re-scanning'''. Since the dot that represents the Signature’s location isn’t 100% accurate until its Signal Strength is 100%, you can sometimes squeeze out an extra percentage point or two of Strength in this manner. This can be a bit tedious, however, as the margin for error is so small. It’s recommended that you only try this if you are ''painfully'' close to 100% Signal Strength!<br />
** Note that as a new explorer, '''sometimes you’ll just plain be unable to scan a Signature all the way down to 100%.''' This is very unlikely to happen in high-sec space, but if it does, don’t let it get you down. Just remember, one day your skills and equipment will be good enough that no Signature will be able escape your grasp!<br />
* After you’ve probed something down, you may notice that your scanner ''used'' to have a bunch of Signatures on it, but now does not. This is because launching probes and reducing their range has removed those Signatures from your scanning region. This is easy enough to remedy, however. You can either '''expand your probes’ range to their maximum and re-scan''', or '''temporarily switch the Spread formation and re-scan a larger area'''. In both cases, make sure your probes are covering as large a space as possible: the entire system, if you can. That should find those missing Signatures easily!<br />
* While scanning, once you have a signature down to a single dot, double-click the signature in the scanner window. This will center your star system map on the signature, and, more importantly, make the camera rotate around it (instead of around the sun), which makes moving and aligning your probes much easier.<br />
<br />
= Relic Sites and Data Sites: Hacking =<br />
You’ve managed to locate a Relic or Data Site. Half the work is done: now you just need to find the loot inside!<br />
<br />
[[File:Container_data.jpg|200px|thumb|left|A Data Site container]]<br />
<br />
With the release of Phoebe in late 2014, regular Pirate-faction Relic and Data Sites also spawn in C1 to C3 wormholes (in addition to the Sleeper-guarded Data/Relic that have always been there). The quality of these sites are comparable to null sec. Phoebe also slightly buffed the drops from Data sites, per [https://community.eveonline.com/news/dev-blogs/all-that-is-gold-does-not-glitter-data-sites-expeditions-and-more/ this dev blog].<br />
<br />
[[File:Container_relic.jpg|200px|thumb|right|A Relic Site container]]<br />
<br />
Relic and Data Sites are set up very simply. They are pockets of space populated with a variety of cosmetic structures (i.e., wrecked stations, abandoned machines) and several containers that will always look the same, but be named differently. Data Site containers look a bit like an gyroscope, and typically have names like '''[Faction] Info Shard''' or '''[Faction] Com Tower'''. Relic Site containers look like ancient shipwrecks and have names like '''[Faction] Debris''' or '''[Faction] Rubble'''. <br />
<br />
To see these containers on your overview make sure you have selected "Scatter Container". This can be found by opening overview settings, Filter tab, Types, Entity. They will show up with a diamond symbol, solid for not hacked and empty for hacked containers.<br />
<br />
These containers hold all of the site’s valuables, but you can’t just fly up and take them: you’ll have to hack into the containers first by playing the Hacking/Archaeology minigame. In order to attempt a hack, you’ll need to lock on to the container, fly within 5000&nbsp;m of it, and then use the correct module on it (your Relic Analyzer in a Relic Site, or your Data Analyzer in a Data Site). This will pop open a new window containing the hacking minigame.<br />
<br />
== Hacking Minigame ==<br />
{{main|Hacking 101}}<br />
Mercifully, the hacking minigame is identical in both Data and Relic Sites, aside from a few cosmetic changes to the game’s playfield and sound effects.<br />
<br />
The object of the hacking minigame is to '''find and disable the container’s System Core'''. You do this by maneuvering a virus through the board of “nodes” that represent the container’s electronics.<br />
<br />
Moving around the board is easy enough. Unexplored nodes in the system are marked as green. Clicking on an unexplored node will reveal its contents: if the node is empty, it will turn orange and allow you to further explore nodes adjacent to it. Sometimes, however, a node will contain an obstacle or other item of interest.<br />
<br />
A more recent (late 2014) addition is that as you click on each node, if it is unoccupied (or after you clear the item from the node), it will briefly display a "minesweeper" number, from 1 to 5, which indicates the distance from the nearest good (or possibly good) node. (5 means "5 or more".) This shows distance from any undiscovered Utility Subsystem, System Core, or Data Cache (even though Data Caches are not always good). The numbers can be used to guide the direction that you should move around the grid. <br />
<br />
Among the various things a node may contain are...<br />
<br />
* '''Defensive Subsystems'''<br />
** These are represented by large circles with an icon inside, and they will be the bane of your hacking existence. '''Defensive Subsystems prevent you from exploring adjacent nodes until they are disabled.'''<br />
** Each Defensive Subsystem has two ratings: a '''Coherence''', which is the equivalent of its health/HP, and '''Strength''', which is equivalent to its “attack power.” '''Coherence is represented by an asterisk and is listed atop the Subsystem. Strength is represented by a “wifi/signal” icon and is listed at the bottom of the Subsystem.'''<br />
** Thankfully, '''your virus has a Coherence and Strength, too, which you can use to disable the system’s defenses!''' You can attack a Defensive Subsystem by clicking it after it has been explored.<br />
*** Attacking a Subsystem is turn-based: your virus will attack the Subsystem, and then, ''if the Subsystem is still active'', it will attack your virus back.<br />
*** Your virus’s Coherence and Strength are listed in the bottom left of the hacking window. '''When you attack a Subsystem, you will lower its Coherence by your Virus Strength.''' If you reduce its Coherence to 0, it is disabled and removed from the board.<br />
*** '''If your Virus Coherence reaches 0, you fail the hack and the window is closed.''' Failing a hack '''once''' does not matter for regular Data/Relic sites, but failing a second hack will destroy that container. (Note that for some special kinds of containers/sites, such as [[Ghost Site|Ghost Sites]], Sleeper Caches, etc., failing the first hack might cause an explosion, or have other negative effects.)<br />
*** '''Interrupting a hack counts as a failure''', and that includes moving too far away from the can (out of range of your analyzer) while the hacking window is open. This is sometimes a problem for frigates with a MicroWarpDrive active, where you can overshoot the can when Approaching it too fast - so be careful.<br />
** Defensive Subsystems come in a few different types.<br />
*** '''Firewalls''' have high coherence, but low strength. <br />
*** '''Anti-Virus''' subsystems have low coherence, but high strength.<br />
*** '''Restoration Nodes''' show up in more difficult hacks. Each turn they are active, they will give extra coherence to all other uncovered defensive subsystems. Incredibly nasty.<br />
*** '''Virus Suppressor''' subsystems lower your Virus Strength while active.<br />
<br />
[[File:Hacking_Indications.png|400px|thumb|right|The hacking minigame with systems indications.]]<br />
<br />
* '''System Core'''<br />
** The System Core operates a lot like a Defensive Subsystem, with the major difference that '''disabling it will successfully complete the hack'''.<br />
** The System Core typically has a lot of Coherence.<br />
** Its icon looks like a “X” inside a Subsystem circle.<br />
** The color of the System Core reflects the difficulty of the container: Green for easy; Orange for medium; Red for hard. <br />
* '''Utility Subsystem'''<br />
** Utility Subsystems are helpful, consumable “files” that have been left inside the system. '''You can click one once it has been exposed to add it to a utility slot at the bottom middle of your hacking window.''' They can then be used by clicking the appropriate utility slot. You can only store three Utility Subsystems at a time, so plan ahead!<br />
** Utility Subsystems are extremely useful and come in a few different types.<br />
*** '''Self Repair''' utilities increase your Virus Coherence by a variable amount. A single Self Repair has three “charges”: the first is consumed immediately after use, and the next two are automatically used after your next two actions in the system (i.e., exploring a node, attacking a subsystem). Always use a Self Repair as soon as you find it - there is no gain in waiting.<br />
*** '''Kernel Rot''' utilities reduces a target subsystem’s Coherence by 50%. Great for use on the System Core. Useful too on defensive subsystems with high Coherence.<br />
*** '''Secondary Vector''' utilities reduces a target’s Coherence by a variable amount. Much like the Self Repair utility, the Secondary Vector has three charges: one used immediately, and two more that fire off after taking actions.<br />
*** '''Polymorphic Shield''' utilities prevent the next two instances of damage done to your virus. Good for taking down subsystems with high Strength.<br />
* '''Data Caches'''<br />
** Data Caches act a bit like a “treasure chest.” They can contain either a “treasure” (a useful Utility Subsystem), or a “trap” (a particularly nasty Defensive Subsystem). Data Caches have to be manually opened after being exposed (single-click them), so you can safely leave the decision as to whether or not to chance their activation until later on in your hacking attempt.<br />
<br />
Thankfully, exploring until you find the System Core and then annihilating it isn’t too difficult in the vast majority of sites you will find in high-sec. With a little practice, you’ll be hacking with the best of them!<br />
<br />
=== Hacking Tips and Tricks ===<br />
* As a general rule, '''you’ll want to explore as many nodes as you can before attacking any static Defensive Subsystems.''' In general, it’s better to explore the entire board before engaging with any subsystems: you may just stumble onto the System Core early! Restoration Nodes and Virus Suppressors are the exception to this though, as they should be removed from the board as soon as possible.<br />
* '''Always pick up Utility Subsystems as soon as they are exposed.''' If you keep exploring without snagging these, a Defensive Subsystem might pop up and cut off your access to them!<br />
* '''Always use a Self Repair as soon as you find it.''' It simply increases your Coherence, so there is no gain in waiting. <br />
* '''Don’t open Data Caches until you’ve fully explored all their adjacent nodes.''' You don’t want your exploration to be cut off by an unexpected Defensive Subsystem!<br />
** Additionally, more difficult hacks contain Data Caches that might expose particularly nasty Defensive Subsystems (Restoration Nodes), so sometimes, '''you may just want to leave opening Data Caches as a last resort.'''<br />
* Because exposed Defensive Subsystems cut off access to adjacent nodes, '''you may want to explore nodes along the edges first before exploring inward'''. This is because if you happen to expose a Firewall or Anti-Virus along a “wall,” you will be a bit less likely to cut off all of your movement options in that direction.<br />
* '''Use the 1-5 "minesweeper" numbers to guide your movement''' around the grid. For example, if you're approaching an edge or corner of the grid, and the number is a 5, then trying to explore anything towards that corner/edge is not useful, because you know that there cannot be anything good within 5 nodes. In general, you want to click in directions that make the numbers smaller. Because the numbers disappear as you move along, you need to remember where there were 5's, so you know which areas not to bother going back to later.<br />
<br />
<br />
<br />
'''Check out Daegarn's excellent and up to date video on [https://www.youtube.com/watch?v=w_oBxU7qW48 Hacking].'''<br />
<br />
== Item recovery ==<br />
{{update|The items which can be looted from data and relic sites were changed in the December 2015 patch.}}<br />
Once you’ve successfully hacked the system, the loot is yours! Prior to the Kronos update in June 2014, explorers had to quickly collect the loot components from cans that spewed from the exploration structure into space, before they disappeared.<br />
<br />
Thankfully, Kronos changed this so that hacked structures turn into simple, stationary containers that you can loot ("Open Container") at will. Data and Relic structures contain different types of loot (plus sometimes junk like Carbon):<br />
<br />
{| class="wikitable" align="center"<br />
! width="400px" | Items found in '''Data''' sites:<br />
! width="300px" | Items found in '''Relic''' sites:<br />
|-<br />
|<br />
Decryptors<br /><br />
Datacores<br /><br />
Blueprint Copies<br /><br />
Materials (Second-hand Parts, Heat Depressor, etc.)<br /><br />
Spatial Attunement Units<br /><br />
Skill Books<br /><br />
Industrial Goods (High-Tech <something>) (Mostly useless)<br /><br />
Faction Materials (some Angel, Blood Raider, Guristas, or Serpentis stuff, if in correct part of space)<br /><br />
|<br />
T1 Salvage<br /><br />
T2 Salvage (usually where a lot of the value is)<br /><br />
Blueprint Copies<br /><br />
Spatial Attunement Units<br /><br />
Skill Books<br />
|}<br />
<br />
The most commonly dropped Skill Books are usually not that valuable, are typically one of the [[Skills:Rigging|Rigging]] or <Race> Encryption Methods [[Skills:Science|Science]] books. <br /><br />
Some of the rarer and more valuable Skill Books that can be dropped from Data sites are the <Type> Physics [[Skills:Science|Science]] books.<br />
<br />
The most commonly dropped BPCs are not worth very much, and include things like ancillary armor/shield reppers, micro jump drives, target spectrum breakers, etc.<br /><br />
The rarer and valuable BPCs are for items such as [[Faction_Modules_and_You|Faction]] [[POS_Structures|POS]] guns, and even Faction POS tower BPCs.<br />
<br />
As always, the more difficult the site, and the more dangerous the location (high<low<null<WH), the better the loot you are likely to receive.<br />
<br />
== Survival ==<br />
As with most things in Eve, the more dangerous the environment the higher the rewards. Exploration in HighSec tends to have low return on time, but the minigames are far easier and the risk of attack is far lower. As you start moving into more and more negative space the rewards begin to go up significantly. However, by the time you start running sites in null sec you will most likely want to have T2 modules and appropriate rigs for your exploration vessel. This will typically mean that you will be running sites in a ship that has little to no defensive or offensive capability beyond being fast and hopefully cloaky. You may also not have an opportunity to sell your loot frequently, this can lead to a cargo hold full of 100's of million of ISK in a hull that is paper thin. <br />
<br />
Outside of high-sec, it is common for other players to scan you down, not just with the traditional combat probes, but with core scanner probes as well - since you will be in a scannable location. While running the site, and particularly while in the minigame, keep your overview and Local visible, and keep running D-Scan. If you see any probes zero in on you, move quickly away from the structure you are looting and cloak up or warp out. A well used Stealth Bomber, Recon ship, or T3 Cruiser, can make extremely quick work of you, and turn a nice profit in the process. Also keep in mind that somebody else may be there already and cloaked. Especially as you start interacting with the first structure - watch your Local and be ready to run fast. A cloaked stealth bomber could just be chilling waiting for you to start the minigame and lose situational awareness. <br />
<br />
When on approach to a site you can make a nearby escape bookmark on your way in. This acts as a quick bugout location that lets you still keep a D-Scan eye on the site you are running to see who comes in. <br />
<br />
Remember, even though you have invested in scanning down the site, and may be close to finding the system core, it probably isn't worth risking your ship and your cargo to finish a particular structure or site.<br />
<br />
Also note - when running some sites in wormholes there will be Sleepers, and all of the above still holds except local won't help and the locals may have already scanned the site so may not need to drop probes on you (of course this can also hold true anywhere - but what's life without a little risk!)<br />
<br />
[[Category:Exploration| ]]<br />
[[Category:Guides]]</div>Geranai yoda