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Created page with "{{WIP}} Tackling is one of the vital roles in a fleet. They are in charge of stopping the enemy escaping either by warping or simply outrunning everyone; without tackle a kill..." |
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[[Shield Tank|Shield tanking]] is preferred for tackling due to the speed penalty inherent with armor tanking. A medium shield extender (MSE) and damage control (DC or DCU) should be considered essential. If you can, fit T2 versions of these modules; otherwise fit meta meta for at least the MSE. On T1 tacklers, rig slots are often also given over to tanking; if you do this consider training {{sk|Shield Rigging}} to minimise their drawback. | [[Shield Tank|Shield tanking]] is preferred for tackling due to the speed penalty inherent with armor tanking. A medium shield extender (MSE) and damage control (DC or DCU) should be considered essential. If you can, fit T2 versions of these modules; otherwise fit meta meta for at least the MSE. On T1 tacklers, rig slots are often also given over to tanking; if you do this consider training {{sk|Shield Rigging}} to minimise their drawback. | ||
== Speed == | === Speed === | ||
A microwarpdrive is essential due to its massive speed increase, allowing you to catch up to other ships in order to establish tackle. There are low slot modules that increase your speed and/or agility. These are: | A microwarpdrive is essential due to its massive speed increase, allowing you to catch up to other ships in order to establish tackle. There are low slot modules that increase your speed and/or agility. These are: | ||
*Overdrive injectors: increase speed at the cost of cargo space (an irrelevant consideration for tackle). One of the most popular modules for low slots on a frigate. | *Overdrive injectors: increase speed at the cost of cargo space (an irrelevant consideration for tackle). One of the most popular modules for low slots on a frigate. | ||