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m Removed syllabus from merge |
m →Second Tackle: typo |
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Second tackle needs to be very careful when engaging battleships. Tech 2 smartbombs have a 6km range; if you get inside 6km, expect to activate a new med clone. A tech 2 warp scrambler has a 7.5km effective range; when flying second tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better, with your MWD off. | Second tackle needs to be very careful when engaging battleships. Tech 2 smartbombs have a 6km range; if you get inside 6km, expect to activate a new med clone. A tech 2 warp scrambler has a 7.5km effective range; when flying second tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better, with your MWD off. | ||
Second tackle only needs to be cap stable with | Second tackle only needs to be cap stable with just your scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying. | ||
===Heavy Tackle=== | ===Heavy Tackle=== | ||