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Tackling: Difference between revisions

From EVE University Wiki
moved information on warp core stabs to dedicated page
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'''''"The art of immobilizing the opponent in a way that said ship is unable to move" - [[User:Aquadictus|Aquadictus]]'''''
'''''"The art of immobilizing the opponent in a way that said ship is unable to move" - [[User:Aquadictus|Aquadictus]]'''''
''For counterplay, see [[Warp core strength]]''


'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.
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=== Warp core stabilizers ===
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are active, low-slot modules which, when fitted, greatly reduce a ship's targeting range, scan resolution, and drone control abilities (always-on drawback), but when activated, provide +2 Warp Core Strength, allowing the ship to temporarily ignore the warp-disabling effects of two Warp Disruptors or one Warp Scrambler. Warp Core Stabilizers have a period of 10-18 seconds during which they are active, and 150s cool-down between uses. Only one Warp Core Stabilizer can be fitted to a ship.
{{Expansion past|
'''Great Escape Update 19.04 - 2021-05-18'''
Before, Warp Core Stabilizers were passive modules. That is why the stabilizing effect was permanent and hence there was no activation duration necessary. Starting with "[https://www.eveonline.com/news/view/nullification-and-warp-module-update-live-now Nullification and Warp Module Update]" ([https://www.eveonline.com/news/view/patch-notes-version-19-04#2021-05-18.1 Patch Notes]) they became active modules.
}}
To allow a ship to escape tackling, the warp core strength of the victim must be '''equal or higher''' than the total value of warp scramble strength imposed by the tackler. This condition must hold true both when the "warp" button is pressed and when the ship effectively goes into warp. That is why, for the victim alignment to the destination prior to activating the Warp Core Stabilizer is important, if the align time of the ship is longer than the activation duration of Warp Core Stabilizer.
{{Dothis|'''Fitting Tip:''' To avoid the complexity of this time-dependency during times of stress (i. e. when you are tackled), when fitting your ship make sure that the Warp Core Stabilizer's activation time is higher than the align time of your ship.}}
In addition to the Warp Core Stabilizer module, certain ships have innate warp stability: [[Supercarriers]], [[Titans]], [[Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are somewhat resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.
Here is an example:
{{example|1=An [[Occator]] (Deep Space Transport, having an innate warp core strength of 2) has a "Warp Core Stabilizer I" (warp core strength 2 with an activation duration of 10s) fitted. The Warp Core Stabilizer is not active (yet). The align time of the ship is more than 13s (significantly above the 10 seconds' activation duration of the Warp Core Stabilizer). The ship (victim) is being tackled by a [[Loki]] (no special traits/bonuses on tackling).
The Loki is "web-scramming", i.e. has tackled the Occator with both a Warp Scrambler I (both warp scramble strength 2) and a Warp Disruptor I (both warp scramble strength 1). Therefore, the Loki is tackling with a warp scramble strength of 3. The Occator currently has a warp core strength of 2.
==== Warp attempt without activation of Warp Core Stabilizer ====
The Occator's pilot presses the "warp" button. As they are tackled with a higher strength than their warp core strength, the command is prohibited by game mechanics: The ship will start to align towards the selected destination, but no warp command will be executed.
==== Warp attempt with activation of Warp Core Stabilizer on clicking "warp" ====
The Occator's pilot activates the Warp Core Stabilizer I. During the activation period of 10s, this increases the warp core strength to 2 + 2 = 4. Right after activation of the Warp Core Stabilizer, the pilot clicks on "warp" to the new destination. The command is executed, as the warp core strength is (equal or) higher than the warp scramble strength. The Occator will start to align and accelerate towards the new destination. After 10s of activation, the Warp Core Stabilizer I deactivates automatically and the warp core strength drops to 2. As alignment takes more than 13s, the Occator has not jumped into warp so far. Three seconds later, the Occator wants to jump into warp but fails, because the warp scramble strength is greater than the warp core strength:  Hence no warp command will be executed.
==== Warp attempt with activation of Warp Core Stabilizer after pre-alignment ====
The Occator's pilot commands to "align to (another) destination", not activating the Warp Core Stabilizer yet. They wait for more than three seconds (e.g. 7 seconds). Only thereafter they activates the Warp Core Stabilizer. The 10s activation phase begins during which the Occator will have a warp core strength of 4. Timely afterwards, the pilot commands to warp to the selected destination. As the ship has higher warp core strength than the tackler's warp scramble strength, the warp command is accepted. Alignment to the destination will be completed successfully (after another approx. 6s). When jumping into warp, also the warp core strength is high enough. Hence the warp command will be executed successfully.}}
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.


=== Warp disruption fields ===
=== Warp disruption fields ===