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Tackling: Difference between revisions

From EVE University Wiki
Warp core stabilizers: Adding reference to patch notes for making Warp Core Stabilizers active modules
Tackle Modules: Moved grappler/webber graph inside the grappler description cell of the table to remove the massive vertical deadspace under the graph and let the table expand
 
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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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=== Tackle Modules ===
=== Tackle Modules ===
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.
[[File:Grappler-web.png|thumb|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]
 
{| class=wikitable style="width: 900px;"
{| class=wikitable


|-
|-
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* {{sk|Navigation|II}}
* {{sk|Navigation|II}}
* {{sk|CPU Management|III}}
* {{sk|CPU Management|III}}
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Propulsion Jamming|I}} (For the {{Co|yellow|Tech 1}} module)
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)
* {{sk|Propulsion Jamming|II}} (For the {{Co|yellow|Tech 2}} module)
<br>
<br>


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* {{sk|Navigation|II}}
* {{sk|Navigation|II}}
* {{sk|CPU Management|III}}
* {{sk|CPU Management|III}}
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Propulsion Jamming|I}} (For the {{Co|yellow|Tech 1}} module)
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)
* {{sk|Propulsion Jamming|II}} (For the {{Co|yellow|Tech 2}} module)
<br>
<br>


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* {{sk|Navigation|I}}
* {{sk|Navigation|I}}
* {{sk|CPU Management|III}}
* {{sk|CPU Management|III}}
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Propulsion Jamming|I}} (For the {{Co|yellow|Tech 1}} module)
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)
* {{sk|Propulsion Jamming|IV}} (For the {{Co|yellow|Tech 2}} module)


While tackling someone, a tackler should 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.
While tackling someone, a tackler should 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.
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|-
|-
| [[File:grappler.png|Stasis Grappler|link=]]
| [[File:grappler.png|Stasis Grappler|link=]]
| <br>The '''Stasis grappler''' is a battleship-sized variant of the stasis webifier. It can only be fitted to battleships and capital ships, however it applies a much greater speed reduction than a normal web. Only one stasis grappler can be fitted to a ship.
| [[File:Grappler-web.png|thumb|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]] <br>The '''Stasis grappler''' is a battleship-sized variant of the stasis webifier. It can only be fitted to battleships and capital ships, however it applies a much greater speed reduction than a normal web. Only one stasis grappler can be fitted to a ship.


Unlike a normal web (which has a fixed 10-15km range), stasis grapplers have only 1km optimal range, but 8-12km ''falloff'' range, meaning that the grappler's extremely powerful speed reduction is only fully effective at extremely close ranges, and beyond that its reduction becomes less and less effective. The chart at the top of this section shows the effectiveness of different grappler variants at different ranges. The result is that within normal web ranges, the grappler applies a much more powerful slow; but that beyond normal web ranges, the grappler still provides a weak slow, which makes the grappler less consistent than a normal web but also much more flexible.
Unlike a normal web (which has a fixed 10-15km range), stasis grapplers have only 1km optimal range, but 8-12km ''falloff'' range, meaning that the grappler's extremely powerful speed reduction is only fully effective at extremely close ranges, and beyond that its reduction becomes less and less effective. The chart at the top of this section shows the effectiveness of different grappler variants at different ranges. The result is that within normal web ranges, the grappler applies a much more powerful slow; but that beyond normal web ranges, the grappler still provides a weak slow, which makes the grappler less consistent than a normal web but also much more flexible.
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'''Skill Requirements:'''
'''Skill Requirements:'''
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Navigation|IV}} (For the {{Co|yellow|Tech 1}} module)
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)
* {{sk|Navigation|V}} (For the {{Co|yellow|Tech 2}} module)
* {{sk|CPU Management|III}}
* {{sk|CPU Management|III}}
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Propulsion Jamming|IV}} (For the {{Co|yellow|Tech 1}} module)
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)
* {{sk|Propulsion Jamming|V}} (For the {{Co|yellow|Tech 2}} module)
<br>
<br>


|-
|-
|
| {{Imageserver|types|40346|icon|size=64}} {{Imageserver|types|40347|icon|size=64}}
| <br>Support [[fighters]] can also provide Warp Disruption and Webification.
| <br>[[Fighters#Support_Fighters|Support fighters]] can also provide Warp Disruption and Webification.


The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive).  
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive).  


Skills Requirements:
Skills Requirements:
* {{sk|Support Fighters|I}} (For the {{Co|yellow"|Tech 1}} variants)
* {{sk|Support Fighters|I}} (For the {{Co|yellow|Tech 1}} variants)
* {{sk|Support Fighters|IV}} (For the {{Co|yellow"|Tech 2}} variants)
* {{sk|Support Fighters|IV}} (For the {{Co|yellow|Tech 2}} variants)
<br>
<br>
|}
|}
=== 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 on the victim by the tacklers. To escape tackling, 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.
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.
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.
==== Example on Warp Core Stabilizer Mechanics ====
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/II (both warp scramble strength 2) and a Warp Disruptor I/II (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.
The Occator's pilot presses the "warp" button. As (s)he is tackled with a higher strength than his/her 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.
The Occator's pilot selects a different destination (in the opposite direction) and 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. Therefore, the Occator could not escape the tackle.
Having waited for the cooldown of the Warp Core Stabilizer I, the Occator's pilot selects another destination for which alignment is necessary. She/he commands to "align to the destination", not activating the Warp Core Stabilizer yet. She/he waits for more than three seconds (e.g. 7 seconds). Only thereafter (s)he activates the Warp Core Stabilizer. The 10s activation phase begins during which the Occator will have a warp core strength of 4. Timely afterwards, (s)he 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. That is why the victim will escape the tackler.


=== Warp disruption fields ===
=== Warp disruption fields ===
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".
A '''warp disruption field''' (bubble) is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".


There are five ways to create warp disruption fields:
There are five ways to create warp disruption fields:
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* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttles]] and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttles]] and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.
* When a bubble is placed in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:
* When a bubble is placed in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere within 500 km from your final destination, you will be either stopped or dragged to the edge of the bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is within 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere within 500 km from your final destination, you will be either stopped or dragged to the edge of the bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is within 500 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.


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The direct upgrades from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and an 80% reduction in point, scram and web capacitor usage.
The direct upgrades from T1 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and an 80% reduction in point, scram and web capacitor usage.


Fleet interceptors:
Fleet interceptors:
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=== Extra Modules for Tackle Ships ===
=== Extra Modules for Tackle Ships ===
 
{| class="wikitable"
{| class="wikitable" style="font-size: 90%;"
|- style="background-color: #222222;"
|- style="background: #222222;"
! style="width: 16em;" | Module
! Module
! Use
! style="width="70%;" | Use
! style="width: 18em;" | Skills
! Skills
|-
|-
| [[File:Module icon afterburner tech1.png|32px|link=]] Afterburner
| [[File:Module icon afterburner tech1.png|32px|link=]] Afterburner
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.
| style="background-color: #333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.


The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.
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|-
|-
| [[File:Module icon microwarpdrive tech1.png|32px|link=]] Microwarpdrive
| [[File:Module icon microwarpdrive tech1.png|32px|link=]] Microwarpdrive
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.
| style="background-color: #333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.


The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.
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| [[File:Icon sensor resolution.png|32px|link=]] Sensor Booster  
| [[File:Icon sensor resolution.png|32px|link=]] Sensor Booster  
''(with Scan Resolution Script)''
''(with Scan Resolution Script)''
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.
| style="background-color: #333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.


The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.
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| [[File:Icon sensor resolution.png|32px|link=]] Remote Sensor Booster  
| [[File:Icon sensor resolution.png|32px|link=]] Remote Sensor Booster  
''(with Scan Resolution Script)''
''(with Scan Resolution Script)''
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.
| style="background-color: #333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.


These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.
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|-
|-
| [[File:Module icon overdrive.png|32px|link=]] Overdrive Injector System
| [[File:Module icon overdrive.png|32px|link=]] Overdrive Injector System
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.
| style="background-color: #333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.


The sub-warp speed increase of 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 speed (and a 20% cargohold penalty).
The sub-warp speed increase of 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 speed (and a 20% cargohold penalty).
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|-
|-
| [[File:Module icon nanofiber.png|32px|link=]] Nanofiber Internal Structure
| [[File:Module icon nanofiber.png|32px|link=]] Nanofiber Internal Structure
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.
| style="background-color: #333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.


The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.
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|-
|-
| [[File:Module icon propulsion rig tech2.png|32px|link=]] Navigation Rigs
| [[File:Module icon propulsion rig tech2.png|32px|link=]] Navigation Rigs
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.
| style="background-color: #333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.
| ''(Rigs do not require skills to use)''
| ''(Rigs do not require skills to use)''
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| [[File:Icon module damage control.png|32px|link=]] Damage Control
| [[File:Icon module damage control.png|32px|link=]] Damage Control
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.
| style="background-color: #333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.


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.
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.
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| [[File:Icon shield extender.png|32px|link=]] Medium Shield Extender
| [[File:Icon shield extender.png|32px|link=]] Medium Shield Extender
| style="background:#333333;" | 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.
| style="background-color: #333333;" | 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.


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 Tech 1 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 Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!
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 Tech 1 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 Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!
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| [[File:Icon skirmish command burst.png|32px|link=]] Command Bursts
| [[File:Icon skirmish command burst.png|32px|link=]] Command Bursts
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.
| style="background-color: #333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.
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''(No skills are needed to benefit from friendly Command Bursts.)''
''(No skills are needed to benefit from friendly Command Bursts.)''
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== See also ==
== See also ==
* [[Warp mechanics]]
* [[Warp mechanics]]
* [https://www.youtube.com/playlist?list=PLwy3E1gixGn8498JZ09Io0Qpz7v_y_kFR Basics of Tackling Series]


[[Category:Game mechanics]][[Category:PvP]]
[[Category:Game mechanics]]
[[Category:PvP]]