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Tackling: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
Hirmuolio Pine (talk | contribs)
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|[[File:Icon warp disruptor i.png|link=|]]
|[[File:Icon warp disruptor i.png|link=|]]
|The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it makes the opponent's ship unable to warp away. This will disrupt the warpcore of the opponent's ship.
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it makes the opponent's ship unable to warp away. This will disrupt the warpcore of the opponent's ship.


The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point.
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point.
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* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)
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|[[File:Icon warp scrambler i.png|link=|]]
|[[File:Icon warp scrambler i.png|link=|]]
|The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship.  But warp scramblers also disable the opponent's microwarpdrive, even when the amount of warp strength in the target ship (which can be boosted by fitting warp core stabilizers) exceeds the strength of the scram. Having two or more warp core stabilizers will counter the scram and allow the target to warp, yet the microwarpdrive still won't work.
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship.  But warp scramblers also disable the opponent's microwarpdrive, even when the amount of warp strength in the target ship (which can be boosted by fitting warp core stabilizers) exceeds the strength of the scram. Having two or more warp core stabilizers will counter the scram and allow the target to warp, yet the microwarpdrive still won't work.


The basic range for a warp scrambler is significantly lower then that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points.
The basic range for a warp scrambler is significantly lower then that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points.
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* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)
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|[[File:Icon warp disruption field generator.png|link=|]]
|[[File:Icon warp disruption field generator.png|link=|]]
|The '''Warp disruption field generator''' is a specialized warp disruption module that can be used in three different modes: unscripted, warp disruption scripted and warp scrambler scripted. In all modes this module has infinite strength so no ammount of warp core stabilizers will help. This module can only be used by [[Heavy Interdiction Cruisers|heavy inderdiction cruisers]]. In addition to stoping warping this module with scripts stops capital ships from taking gates. When used for bublles this module allows the ship to tackle ships without targeting them.
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module that can be used in three different modes: unscripted, warp disruption scripted and warp scrambler scripted. In all modes this module has infinite strength so no ammount of warp core stabilizers will help. This module can only be used by [[Heavy Interdiction Cruisers|heavy inderdiction cruisers]]. In addition to stoping warping this module with scripts stops capital ships from taking gates. When used for bublles this module allows the ship to tackle ships without targeting them.


Different effects of the module:
Different effects of the module:
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* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This can be used everywhere.
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This can be used everywhere.
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This can be used everywhere.
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This can be used everywhere.
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|[[File:Icon inderdiction sphere launcher.png|link=|]]
|[[File:Icon inderdiction sphere launcher.png|link=|]]
|The '''Interdiction sphere launcher''' is used for launching warp disrupt probes. This probe creates a warp disruption bubble that lasts for two minutes before collapsing. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independant and will keep the bubble up even if the interdictor is destroyed.  
|<br>The '''Interdiction sphere launcher''' is used for launching warp disrupt probes. This probe creates a warp disruption bubble that lasts for two minutes before collapsing. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independant and will keep the bubble up even if the interdictor is destroyed.  


This module can only be used by [[Interdictors|inderdictors]].  
This module can only be used by [[Interdictors|inderdictors]].  


See {{section link||Warp disruption fields}} for bubble mechanics.
See {{section link||Warp disruption fields}} for bubble mechanics.
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|[[File:Icon stasis webifier i.png|link=|]]
|[[File:Icon stasis webifier i.png|link=|]]
|The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.


The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km.
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km.
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While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.
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|[[File:grappler.png|link=|]]
|[[File:grappler.png|link=|]]
|The '''Stasis grappler''' is the big brother of normal stasis webifier. It has much greater velocity modifier than the normal webifier.
|<br>The '''Stasis grappler''' is the big brother of normal stasis webifier. It has much greater velocity modifier than the normal webifier.


But unlike stasis webifier the grappler has only 1 km optimal and a 8-12 km falloff range. The strength of applied effect is reduced using same formula as [[Turret damage|turret]] hit chance. Meaning that at optimal+falloff range the applied slow down is only 50% of the maximum modifier. After optimal+falloff the effect of this module drops very rapidly. The grapplers also have hard limit of Optimal+3×Falloff beyond which the module can not be activated even though it would still have small 0-2% velocity reduction.
But unlike stasis webifier the grappler has only 1 km optimal and a 8-12 km falloff range. The strength of applied effect is reduced using same formula as [[Turret damage|turret]] hit chance. Meaning that at optimal+falloff range the applied slow down is only 50% of the maximum modifier. After optimal+falloff the effect of this module drops very rapidly. The grapplers also have hard limit of Optimal+3×Falloff beyond which the module can not be activated even though it would still have small 0-2% velocity reduction.


The grappler also requires hefty sum of powergrid and can only be fitted on battleships and above.
The grappler also requires hefty sum of powergrid and can only be fitted on battleships and above.
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