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Dayv lidente (talk | contribs) m →Key skills: updated to reflect Thermodynamics requires Power Grid Management IV instead of Engineering V |
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===Gate Tackle=== | ===Gate Tackle=== | ||
The third tackle frig role is not "third tackle", but "gate tackle". Gate tackle is a specialised form of first tackle, where the emphasis is not on speed but on lock time. | The third tackle frig role is not "third tackle", but "gate tackle". Gate tackle is a specialised form of first tackle, where the emphasis is not on speed but on lock time. Gate tackle should fit at least one Sensor Booster, and might also receive Remote Sensor Boosting from fleet-mates. 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 you are operating with the rest of the fleet; your 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. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler. | Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler. | ||