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==Tactics== | ==Tactics== | ||
Fleet Slasher pilots should read the UniWiki articles on [[Scouting]] and [[Tackling]]; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Slasher: | |||
* '''Choose your targets wisely.''' The Slasher is especially effective against large ships, because they have trouble tracking the Slasher with their larger weapons systems. Slasher pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours. | |||
* '''Keep an appropriate distance.''' If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds. | |||
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* | If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range. | ||
* '''Spiral in.''' Because the Slasher is poorly tanked, the Slasher pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Slasher pilots should just fly straight at these targets. | |||
* '''Anticipate your opponent.''' Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly. | |||
* '''Call your point in comms.''' Let your fleetmates know when they should warp to you! | |||
Slasher pilots can learn more about tackling by attending [[Tackling 101]]. | |||
==Notes== | ==Notes== | ||