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Hyperflarex (talk | contribs) →Types of tackle: That's not what heavy tackle is! |
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* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used. | * {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used. | ||
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. | * {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. | ||
* {{co|wheat|Heavy Tackle}}: [[Heavy Interdiction Cruisers]] | * {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption. | ||
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints"). | |||
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their 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. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some 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 they are operating with the rest of the fleet. | * {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their 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. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some 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 they are operating with the rest of the fleet. | ||