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''Good introductory reading: The UniWiki [[Tackling 101 Guide]].'' | ''Good introductory reading: The UniWiki [[Tackling 101 Guide]].'' | ||
Many Unistas start their training as tackle pilots by flying small, fast frigates ("fast tackle") that can catch unwilling opponents. Our opponents, by contrast, will be entirely willing; if they are already aggressing a miner, we don't really need to catch them. As a result, in most encounters, we will need "heavy tackle", ships that are intended to tank a lot of damage while they keep an opponent from escaping. Four Tech-1, racial cruisers are built for heavy tackle duty: the [[Maller]], [[Vexor]], [[Moa]], and [[Rupture]]. Miners should try to bring one of these to the low-sec mining system (and not just to the staging system). How you fit your heavy tackle cruiser, and what weapons you use, depends entirely on your character skills; there is no doctrine fit that you need to follow. Nevertheless, there are a | Many Unistas start their training as tackle pilots by flying small, fast frigates ("fast tackle") that can catch unwilling opponents. Our opponents, by contrast, will be entirely willing; if they are already aggressing a miner, we don't really need to catch them. As a result, in most encounters, we will need "heavy tackle", ships that are intended to tank a lot of damage while they keep an opponent from escaping. Four Tech-1, racial cruisers are built for heavy tackle duty: the [[Maller]], [[Vexor]], [[Moa]], and [[Rupture]]. Miners should try to bring one of these to the low-sec mining system (and not just to the staging system). How you fit your heavy tackle cruiser, and what weapons you use, depends entirely on your character skills; there is no doctrine fit that you need to follow. Nevertheless, there are a few modules that are fairly essential for a low-sec heavy tackler: | ||
''' | *A '''Warp Scrambler''' (and not a Warp Disruptor). You will want to hold our opponents in place, and shutting off their MicroWarpDrive will be important to that goal. Fast tacklers will sometimes use Warp Disruptors because they are quick enough to keep up with an MWD-fitted opponent. You are not. | ||
*A '''Stasis Webifier'''. Similar idea. Our opponents will likely be faster than we are, but if two heavy tacklers can land two webs (one each) on the opposing ship, we will likely have them tackled for good. | |||
*A '''Capacitor Booster''', with both small and large charges available in the cargo hold. This is an unusual inclusion in tackle fits, but capacitor warfare is very common in low sec, and our opponents will try to break your tackle and tank by applying neuts. A Cap Booster counters this strategy. Use small charges to give your ship continuous capacitor support (which eliminates the need for Cap Recharger modules), but switch to large charges if you are being neuted. | |||
Because the goal of heavy tackle is not to lose your ship, you should feel free to use Meta 3/4 or Tech 2 modules wherever you can. | |||
===In high-sec ops, out-of-corp miners should have a logistics cruiser in system.=== | ===In high-sec ops, out-of-corp miners should have a logistics cruiser in system.=== | ||
===Unista combat vessels (preferably tackle) should be loaded in the Orca's Ship Maintenance Bay.=== | ===Unista combat vessels (preferably tackle) should be loaded in the Orca's Ship Maintenance Bay.=== | ||