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The Way of the Tackler: Difference between revisions

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Warp scrambler or warp disruptor?: clarified advantages and disadvantages of point/scram
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==== Warp scrambler or warp disruptor? ====
==== Warp scrambler or warp disruptor? ====


The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. The warp disruptor has more than twice the range of a warp scrambler and allows you to keep some distance to your target so you can for example stay out of range of your enemy's smartbombs and stasis webifiers as well as other modules and weapons. So the range advantage can increase your survivability against many targets. You can also tackle your target faster because you don't need to get within 9 km or even less first. However, bear in mind that warp disruptors use a lot of capacitor to run - they are excellent for getting the initial tackle, but can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, advanced tacklers will often turn off their warp disruptor once another pilot has a warp scrambler on the target.
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.


The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it does not only prevent the enemy from warping off but will also shut down the enemy's Microwarpdrive (MWD). This is essential when fighting a fast MWDing ship which will otherwise simply burn out of range from your fleet's guns. Warp scramblers also use significantly less capacitor than warp disruptors, making them well suited to longer fights. Using a warp scram will put you within range of stasis webifiers and other short ranged modules and weapons which can be a threat to your frigate, however guns will also struggle to track you at this range, which means it can actually increase your survivability in some cases. Since MWDs are very popular in PvP there should be at least some tacklers fitted with warp scramblers in every fleet.
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can increase your survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets. You can also tackle your target faster because you don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised t2 interceptors, which receive bonuses to their range and a reduction to the amount of cap they use.


'''Note''': Using a warp scrambler puts you quite close to smartbomb range. Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). Unless your target is using very expensive faction or officer smartbombs (which are rare) you can tackle your target while staying out of smartbomb range by setting your orbit distance to between 6 and 7.5km - obviously this is easier if you're using a named or T2 warp scram which has a bit more range.
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their Microwarpdrive (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down signficantly. This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and you should be able to keep them running indefinitely. Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.
 
'''Note''': Using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.


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