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Fitting a Tackle Frig: Difference between revisions

From EVE University Wiki
Created page with "== Fitting a Tackle Frig (for Noobs on Patrol) == In a fleet situation, there are three key tackle frigate roles: ===First Tackle=== First tackle needs Microwarpdrive, long..."
 
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The following skills can make or break a tackle frigate pilot:
The following skills can make or break a tackle frigate pilot:
* Propulsion Jamming II: this is required for tech 2 warp scrammers and warp disruptors - the extra range makes a huge difference. Level IV is required for tech 2 webs.
* '''Propulsion Jamming II''': this is required for tech 2 warp scrammers and warp disruptors - the extra range makes a huge difference. Level IV is required for tech 2 webs.
* High Speed Maneuvering I: required for a meta microwarpdrive (or a T1 variant, but the meta2 variant is much better and very cheap)
* '''High Speed Maneuvering I''': required for a meta microwarpdrive (or a T1 variant, but the meta2 variant is much better and very cheap)
* Thermodynamics (requires Engineering V, Energy Management III, Science IV): overheat your points for extra range, and MWD for extra speed. If you're a first line tackle and your long point is not overheated (at least until you have snared the bad guys), you're doing it wrong.
* '''Thermodynamics''' (requires '''Engineering V''', '''Energy Management III''', '''Science IV'''): overheat your points for extra range, and MWD for extra speed. If you're a first line tackle and your long point is not overheated (at least until you have snared the bad guys), you're doing it wrong.


For gate tackle, add:
For gate tackle, add:
* Long Range Targeting I, IV: required for tech 1 / tech 2 sensor boosters
* '''Long Range Targeting I, IV''': required for tech 1 / tech 2 sensor boosters
* Signal Analysis: improves lock times
* '''Signal Analysis''': improves lock times


===Afterburners?===
===Afterburners?===