Difference between revisions of "Spider tanking"
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* ECM, plus lock-time-increasing sensor dampening. Widely spread ECM is the best way to mess up a remote repair operation -- but you need to spread the ECM out over the whole RR fleet for best effect. A barrel of Griffins is perfect for this kind of thing. | * ECM, plus lock-time-increasing sensor dampening. Widely spread ECM is the best way to mess up a remote repair operation -- but you need to spread the ECM out over the whole RR fleet for best effect. A barrel of Griffins is perfect for this kind of thing. | ||
− | * Anti-battleship tactics -- since these groups are mostly battleships, fly small ships fast and close, make them re-lock your ship, and destroy their light drones. | + | * Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair. If they use cap boosters, you'll force them to use up their booster charges. |
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+ | * Anti-battleship tactics -- since these groups are mostly battleships, fly small ships fast and close, make them re-lock your ship, and destroy their light drones for safety. | ||
* Massive firepower -- If you can do enough damage to a ship before its friends can target it, you're pretty much done. | * Massive firepower -- If you can do enough damage to a ship before its friends can target it, you're pretty much done. | ||
+ | |||
+ | * Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters. |
Revision as of 23:21, 10 January 2010
Spider tanking is a fleet tactic in which ships mount remote repair modules so they can repair each other. Properly managed, this can be extremely powerful. However, there are counter-tactics that can be used by a prepared and thoughtful opponent.
Spider Tanking explained
A group of ships, equipped with remote repair units, attacks another fleet in the usual manner. When one of their own ships is attacked, some or most of the group targets that ship with the remote repair units. In this way, the repair power of the whole group can be focused on one vulnerable ship. When the opposing force switches targets, the repair target also switches.
Limitations of Spider Tanking
- 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.
- Gimped 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).
- Resists are vital -- A high-resist ship will have a higher sustained defense under repair than a low-resist ship with more buffer.
- 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.
- Locking limits -- every friendly ship you've targeted is one fewer enemy ship you can target.
- 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 that an RR group will end a battle either with no losses, or with almost total destruction.
Counter-tactics
- ECM, plus lock-time-increasing sensor dampening. Widely spread ECM is the best way to mess up a remote repair operation -- but you need to spread the ECM out over the whole RR fleet for best effect. A barrel of Griffins is perfect for this kind of thing.
- Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair. If they use cap boosters, you'll force them to use up their booster charges.
- Anti-battleship tactics -- since these groups are mostly battleships, fly small ships fast and close, make them re-lock your ship, and destroy their light drones for safety.
- Massive firepower -- If you can do enough damage to a ship before its friends can target it, you're pretty much done.
- Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters.