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Spider tanking: Difference between revisions

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Removed categories: PvP, Tank.
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For a discussion of fitting remote repair battleships, with some example fits, see [[Spider Tanking: Battleships]].
For a discussion of fitting remote repair battleships, with some example fits, see [[Spider Tanking: Battleships]].


==Limitations of Spider Tanking==
==Limitations==


* Buffer needed -- the method works best with battleship groups, since each ship will need sufficient buffer to stay alive while the rest of the group targets them for repairs. Battleships will typically carry at least one 1600mm plate.
* Buffer needed -- the method works best with battleship groups, since each ship will need sufficient buffer to stay alive while the rest of the group targets them for repairs. Battleships will typically carry at least one 1600mm plate.
   
   
* Sub-optimal fits -- Obviously, some high slots on the ships are occupied by repair units.  Less obviously, the capacitor requirements of the remote reppers require either a cap booster unit, with limited bulky charges, or other cap-enhancing modules.  All this takes away from the offensive capability of the ship.  Also, if cap boosters are employed, repair is only available until you run out of booster charges, which are incredibly bulky.  (A battleship might fit 15 cap 800 charges in its hold).
* Fitting trade-offs -- Obviously, some high slots on the ships are occupied by repair units.  Less obviously, the capacitor requirements of the remote reppers require either a cap booster unit, with limited bulky charges, or other cap-enhancing modules.  All this takes away from the offensive capability of the ship.  Also, if cap boosters are employed, repair is only available until you run out of booster charges, which are incredibly bulky.


* Resists are vital -- A high-resist ship will have a higher sustained defense under repair than a low-resist ship with more buffer.
* Limited mobility -- A remote repair unit on a ship without bonuses for it has a very limited range (under 10km).  All ships in the group will have to stay together for mutual support.  In practice, this means that the ships don't usually move at all. This makes remote repairing gangs briefly vulnerable when they jump through a gate, since they are unlikely to all arrive on the other side within remote repair range of each other.
 
* Mobility -- A remote repair unit has a very limited range (under 10km).  All ships in the group will have to stay together for mutual support.  In practice, this means that the ships don't usually move at all. This makes remote repairing gangs briefly vulnerable when they jump through a gate, since they are unlikely to all arrive on the other side within remote repair range of each other.


* Locking limits -- every friendly ship you've targeted is one fewer enemy ship you can target.
* Locking limits -- every friendly ship you've targeted is one fewer enemy ship you can target.
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* Coordination -- all gang members need to keep track of broadcasted requests for repairs and/or orders over TS or Vent, respond to them by targeting the right allies and activating their repairers, all the while still shooting at the enemy.
* Coordination -- all gang members need to keep track of broadcasted requests for repairs and/or orders over TS or Vent, respond to them by targeting the right allies and activating their repairers, all the while still shooting at the enemy.


* Domino Theory -- any ship you take out of the group weakens it, so once you destroy one of a group of RR ships the remaining ones are easier.  It's common for an RR group to end a battle with either no losses or almost total destruction.
* Domino weakness -- any ship you take out of the group weakens it, so once you destroy one of a group of RR ships the remaining ones are easier.  It's common for an RR group to end a battle with either no losses or almost total destruction.


==Counter-Tactics==
==Counter-Tactics==