Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Tackling: Difference between revisions

From EVE University Wiki
Enitin (talk | contribs)
spelling, grammar
Line 40: Line 40:
|<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.
|<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 than 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.


In addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators and micro warp drives]]. This makes scramblers vital in catching certain fits.
In addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators and micro warp drives]]. This makes scramblers vital in catching certain fits.
Line 54: Line 54:
|-
|-
|[[File:Icon warp disruption field generator.png|link=|]]
|[[File:Icon warp disruption field generator.png|link=|]]
|<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.
|<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 amount of warp core stabilizers will help. This module can only be used by [[Heavy Interdiction Cruisers|heavy inderdiction cruisers]]. In addition to stopping warping this module with scripts stops capital ships from taking gates. When used for bubbles this module allows the ship to tackle ships without targeting them.


Different effects of the module:
Different effects of the module:
Line 119: Line 119:
Inderdiction sphere launcher on a [[interdictor]] destroyer. is used for launching an warp disrupt probe that instantly creates a warp disruption field near the launching point. The destroyer that launched the bubble is free to move but the bubble lasts for two minutes.
Inderdiction sphere launcher on a [[interdictor]] destroyer. is used for launching an warp disrupt probe that instantly creates a warp disruption field near the launching point. The destroyer that launched the bubble is free to move but the bubble lasts for two minutes.


Mobile warp diruptor structures come in varying sizes from small (5 km radius) to large (40 m radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days.
Mobile warp disruptor structures come in varying sizes from small (5 km radius) to large (40 m radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days.


All kinds of “bubbles” share common characteristic features:
All kinds of “bubbles” share common characteristic features:
Line 158: Line 158:




[[Heavy Interdictors]] are the big brothers of inderdictors. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy inderdictors are able to put up a warp disruption bubble at will but while the bubble is up the ships propulsion modules become almost useless with 81% reduction in propulsion module effectiveness (though there are ways to take advantage of this). The warp disruption field generator can also be used with eithre disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.
[[Heavy Interdictors]] are the big brothers of inderdictors. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy inderdictors are able to put up a warp disruption bubble at will but while the bubble is up the ships propulsion modules become almost useless with 81% reduction in propulsion module effectiveness (though there are ways to take advantage of this). The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.
* {{sh|Broadsword}}
* {{sh|Broadsword}}
* {{sh|Onyx}}
* {{sh|Onyx}}
Line 357: Line 357:
==Using drones==
==Using drones==


Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.


=Skills for tackling=
=Skills for tackling=
Line 375: Line 375:


* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off int he Options menu, to avoid tackling friendly or neutral targets.
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.