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User:Julian Celador/Tackling Guide: Difference between revisions

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'''''"The art of immobilizing the opponent in a way that said ship is unable to move"'''''


Tackling is one of the most important roles in fleet warfare. Making it impossible for an enemy ship to move allows the fleet to kill it. Once tackled, the opponent can't warp away if he takes too much damage.


'''''"The art of immobilizing the opponent in a way that said ship is unable to move"'''''
<br>
 
Tackling is one of the most important roles in fleet warfare. Making it impossible for an enemy ship to move allows the fleet to kill it. Once tackled, the opponent can't warp away if he takes too much damage.
 
<br>  


What is Tackling and Why is it Important?
What is Tackling and Why is it Important?


*Tackling first and foremost is the job of pinning down a ship so that it cannot escape.  
* Tackling first and foremost is the job of pinning down a ship so that it cannot escape.
*One of the things that makes PvP so exciting in Eve is the fact that ships are hard to catch. That both helps and hinders us depending on which end of the fight we are on.  
* One of the things that makes PvP so exciting in Eve is the fact that ships are hard to catch. That both helps and hinders us depending on which end of the fight we are on.
*The job of the tackler is to pin down a ship so that the gunslingers can kill it. It may not sound very important and exciting, but it's important to note that battleship fights without tacklers usually end when the side whose shields drop just warps out. Without one side being trapped, it's very rare that a fight is going to end in a ship kill.  
* The job of the tackler is to pin down a ship so that the gunslingers can kill it. It may not sound very important and exciting, but it's important to note that battleship fights without tacklers usually end when the side whose shields drop just warps out. Without one side being trapped, it's very rare that a fight is going to end in a ship kill.
*This means that as a tackler, it's you that allows a kill to happen and what you do also results in you being on the kill mail if you want that bit of glory.  
* This means that as a tackler, it's you that allows a kill to happen and what you do also results in you being on the kill mail if you want that bit of glory.
*One of the most important jobs of a squadron commander is getting his or her tacklers into play. That is the crucial point to battles, so knowing the role that a tackler plays in fleet operations is important to understanding why victory doesn't happen without them.
* One of the most important jobs of a squadron commander is getting his or her tacklers into play. That is the crucial point to battles, so knowing the role that a tackler plays in fleet operations is important to understanding why victory doesn't happen without them.


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== The 3 Basic Modules Used for Tackling ==
== The 3 Basic Modules Used for Tackling ==


*Warp Disruptor  
* Warp Disruptor
*Warp Scrambler  
* Warp Scrambler
*Stasis Webifier
* Stasis Webifier


=== Warp Disruptor (Point) ===
=== Warp Disruptor (Point) ===


The warp disruptor does what its name says: it makes the opponent's ship unable to warp away. Once you get a lock on the opponent you can hit the button for the warp disruptor and it will disrupt the warpcore of the opponent's ship.  
The warp disruptor does what its name says: it makes the opponent's ship unable to warp away. Once you get a lock on the opponent you can hit the button for the warp disruptor and it 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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=== Warp Scrambler (Scram) ===
=== Warp Scrambler (Scram) ===


The warp scrambler works on same basic principles as the warp disruptor. The warp scrambler will also disable the warpcore of the opponent's ship. Warp scramblers also disable microwarp drives (MWD), even when the amount of warp strength in the target ship (boosted by fitting warp core stabilizers) exceeds the strength of the scram. Having 2 or more warp core stabilizers will counter the scram, yet the MWD still won't work.  
The warp scrambler works on same basic principles as the warp disruptor. The warp scrambler will also disable the warpcore of the opponent's ship. Warp scramblers also disable microwarp drives (MWD), even when the amount of warp strength in the target ship (boosted by fitting warp core stabilizers) exceeds the strength of the scram. Having 2 or more warp core stabilizers will counter the scram, yet the MWD 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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'''Note: In Eve University fleets the frigate tacklers generally fit ''Warp Disruptors.'' This is because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''
'''Note: In Eve University fleets the frigate tacklers generally fit ''Warp Disruptors.'' This is because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''


=== Stasis Webifier (Web) ===
=== Stasis Webifier (Web) ===


The stasis webifier 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 stasis webifier 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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''Note: While tackling someone, 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.''
''Note: While tackling someone, 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.''


== Extra Modules for Tackling ==
== Extra Modules for Tackling ==


*Afterburner  
* Afterburner
*Microwarpdrive  
* Microwarpdrive
*Sensor Booster  
* Sensor Booster
*Overdrive Injector System  
* Overdrive Injector System
*Nanofiber Internal Structure  
* Nanofiber Internal Structure
*Damage Control
* Damage Control
*Medium Shield Extender
* Medium Shield Extender


=== Afterburner (AB) ===
=== Afterburner (AB) ===


As fitted to military jet fighters, afterburners can be fitted to ships in Eve. The afterburner increases your sub-warp speed by a percentage. The afterburner is used by tacklers to close the range to the target faster, to achieve a lock or to get into orbit range quickly.  
As fitted to military jet fighters, afterburners can be fitted to ships in Eve. The afterburner increases your sub-warp speed by a percentage. The afterburner is used by tacklers to close the range to the target faster, to achieve a lock or to get into orbit range quickly.


The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.  
The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.


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=== Microwarpdrive (MWD) ===
=== Microwarpdrive (MWD) ===


The microwarpdrive is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner. Just like the AB, the MWD is used to close the range to the target quicker. A downside of the MWD is that your signature radius increases significantly, by 500%. Therefore, ''you will be much easier to hit while running the MWD.'' While in a tech 1 frigate, only use the MWD for getting closer to the target. Once you've reached orbit distance, turn it off. MWDs use more capacitor to run than afterburners and fitting a MWD, whether it's active or not, reduces the total capacity of your capacitor.  
The microwarpdrive is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner. Just like the AB, the MWD is used to close the range to the target quicker. A downside of the MWD is that your signature radius increases significantly, by 500%. Therefore, ''you will be much easier to hit while running the MWD.'' While in a tech 1 frigate, only use the MWD for getting closer to the target. Once you've reached orbit distance, turn it off. MWDs use more capacitor to run than afterburners and fitting a MWD, whether it's active or not, reduces the total capacity of your capacitor.


Both tech 1 and tech 2 modules give a 500% speedboost to the sub-warp speed of your ship. The advantage of the tech 2 module is a smaller reduction in the capacitor penalty: the tech 1 module reduces your capacitor capacity by 25%, the tech 2 module decreases it by 17%.  
Both tech 1 and tech 2 modules give a 500% speedboost to the sub-warp speed of your ship. The advantage of the tech 2 module is a smaller reduction in the capacitor penalty: the tech 1 module reduces your capacitor capacity by 25%, the tech 2 module decreases it by 17%.


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=== Sensor Booster + Scan Resolution Script ===
=== Sensor Booster + Scan Resolution Script ===


To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.  
To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.


The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster, the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.  
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster, the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.


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=== Overdrive Injector System ===
=== Overdrive Injector System ===


As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.  
As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.


The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).  
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).


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=== Nanofiber Internal Structure (Nano) ===
=== Nanofiber Internal Structure (Nano) ===


This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The inertia decrease will help you with the closer orbit. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.  
This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The inertia decrease will help you with the closer orbit. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.


This module works well fitted together with one or more overdrive injector systems. This makes you faster and still allows you to keep that speed in a tight orbit.  
This module works well fitted together with one or more overdrive injector systems. This makes you faster and still allows you to keep that speed in a tight orbit.


The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.  
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.


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=== Damage Control ===
=== Damage Control ===


The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.  
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.&nbsp; A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.&nbsp; It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.


The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.  
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.


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<br>


== Extra skills for tackling ==
== Extra skills for tackling ==


None of these skills are actually ''essential'' - you can still be a great tackler without them - but they will make your life easier and mean a better tackler.&nbsp; Train them to IV when you can, if you intend on tackling a lot.&nbsp; They all affect any ship you fly, so have benefits even if you fly other things.  
None of these skills are actually ''essential'' - you can still be a great tackler without them - but they will make your life easier and mean a better tackler.&nbsp; Train them to IV when you can, if you intend on tackling a lot.&nbsp; They all affect any ship you fly, so have benefits even if you fly other things.


*'''Spaceship Command''' - increases your agility by 2% per level  
* '''Spaceship Command''' - increases your agility by 2% per level
*'''Evasive Maneuvering''' - increases your agility by 5% per level  
* '''Evasive Maneuvering''' - increases your agility by 5% per level
*'''Navigation''' - increases your speed by 5% per level  
* '''Navigation''' - increases your speed by 5% per level
*'''Acceleration Control''' - increases the speed boost from a MWD or AB by 5% per level  
* '''Acceleration Control''' - increases the speed boost from a MWD or AB by 5% per level
*'''High Speed Maneuvering''' - 5% reduction in capacitor required by MWD per level
* '''High Speed Maneuvering''' - 5% reduction in capacitor required by MWD per level
*'''Warp Drive Operation''' - reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go
* '''Warp Drive Operation''' - reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go
*'''Signature Analysis''' - improves targeting speed by 5% per level.
* '''Signature Analysis''' - improves targeting speed by 5% per level.


== Tackling Practical ==
== Tackling Practical ==


Now for the tackling bit. This is in fact fairly easy.  
Now for the tackling bit. This is in fact fairly easy.


=== Preparation ===
=== Preparation ===


*Turn Sensor Booster on (if you are in a gatecamp, this should be on already).
* Turn Sensor Booster on (if you are in a gatecamp, this should be on already).


=== The Fight ===
=== The Fight ===


*Move towards the target while turning AB/MWD on.  
* Move towards the target while turning AB/MWD on.
*Once in locking range, lock the target.  
* Once in locking range, lock the target.
*Once in Warp Disruptor range (less than 20/24km), turn the Warp Disruptor on.  
* Once in Warp Disruptor range (less than 20/24km), turn the Warp Disruptor on.
*Call out on Mumble that you have point on the target, e.g. 'Kelduum Revaan has point on primary', or 'SilentBrick has point on the Drake'.  
* Call out on Mumble that you have point on the target, e.g. 'Kelduum Revaan has point on primary', or 'SilentBrick has point on the Drake'.
*Continue using AB/MWD to approach the target.  
* Continue using AB/MWD to approach the target.
*Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).  
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).
*If your MWD is running, turn it off. Afterburners can keep running. (As explained above.)  
* If your MWD is running, turn it off. Afterburners can keep running. (As explained above.)
*Turn on your Stasis Webifier (you should be within 10km by now).  
* Turn on your Stasis Webifier (you should be within 10km by now).
*Now keep orbiting the target. If you get targeted, either bounce (warp to a nearby celestial then return), or keep orbiting if you want to die a 'Hero's death'.
* Now keep orbiting the target. If you get targeted, either bounce (warp to a nearby celestial then return), or keep orbiting if you want to die a 'Hero's death'.


=== Hot Modules ===
=== Hot Modules ===


If your overview is setup [[Overview Guide|properly]], then keeping your Sensor Booster and Warp Disruptor hot is a good option for getting point on the target that much faster. Having your overview setup right significantly reduces the chances of you accidentally targeting a friendly or worse, neutral target, which would then result in Concord retaliation. If you choose to do this make sure your auto targeting is off, as the hot modules will immediately activate on the next targeted entity.  
If your overview is setup [[Overview Guide|properly]], then keeping your Sensor Booster and Warp Disruptor hot is a good option for getting point on the target that much faster. Having your overview setup right significantly reduces the chances of you accidentally targeting a friendly or worse, neutral target, which would then result in Concord retaliation. If you choose to do this make sure your auto targeting is off, as the hot modules will immediately activate on the next targeted entity.


=== Weapons on a Tackler ===
=== Weapons on a Tackler ===


As you can see, we haven't put any weapons in this guide. The reason is simple: as a tackler in a Uni fleet, '''tackling''' is your priority. The amount of damage that you might add is tiny compared to specialised damage-dealing ships, and while every little bit helps, it should be very low on your list of concerns. Fit all the other modules that you need first, and if you have some powergrid and CPU left fit whatever weapons you have room for. If you're fitting a MWD or a warp disruptor (both of which use a lot of capacitor to run), it's a good idea to fit projectile and missile weapons since these do not require capacitor to fire. Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.
As you can see, we haven't put any weapons in this guide. The reason is simple: as a tackler in a Uni fleet, '''tackling''' is your priority. The amount of damage that you might add is tiny compared to specialised damage-dealing ships, and while every little bit helps, it should be very low on your list of concerns. Fit all the other modules that you need first, and if you have some powergrid and CPU left fit whatever weapons you have room for. If you're fitting a MWD or a warp disruptor (both of which use a lot of capacitor to run), it's a good idea to fit projectile and missile weapons since these do not require capacitor to fire. Do not compromise your mid or low slot modules just to give you the CPU or powergrid to fit better weapons.
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An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on capacitor warfare [[Capacitor Warfare Guide|here]].
An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire) - this module will drain capacitor from your target and give it to you, which will help keep your modules running. Most small nosferatus require you to be at quite close range (5500m to 6000m), so they may not be practical if you don't want to fight within stasis webifier range of your target. Despite this, a small nosferatu can prove worthwhile since it reduces the chance of you running out of capacitor and your target escaping. As with other high slot modules, you should avoid compromising your mid and low slot modules just to get one to fit. You can read more on capacitor warfare [[Capacitor Warfare Guide|here]].


=== A Note On Picking Your Target ===
=== A Note On Picking Your Target ===


When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet. Naturally if your fleet/wing/squad commander has given you other orders follow those. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.  
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie Tackler Tips|Rookie's Guide To Fleet Ops]] you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet. Naturally if your fleet/wing/squad commander has given you other orders follow those. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch.




In a fleet situation, there are three key tackle frigate roles:
In a fleet situation, there are three key tackle frigate roles:


===First Tackle===
=== First Tackle ===


First tackle needs Microwarpdrive, long point (warp disruptor, preferably tech 2), and speed. Squeeze in some tank if you have slots free. Your job is to be first on the scene with tackle and point the bad guys so that they can't warp away. This will also make you their primary target, and your MWD sig bloom will make sig / speed tanking harder. Any guns or rockets you can squeeze on are for anti-drone work; damage dealing is not your job.
First tackle needs Microwarpdrive, long point (warp disruptor, preferably tech 2), and speed. Squeeze in some tank if you have slots free. Your job is to be first on the scene with tackle and point the bad guys so that they can't warp away. This will also make you their primary target, and your MWD sig bloom will make sig / speed tanking harder. Any guns or rockets you can squeeze on are for anti-drone work; damage dealing is not your job.
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This role is often filled by an interceptor, but a skilled pilot can do it in a T1 frig or assault frigate. Of the T1 frigs, the attack frigates ([[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.
This role is often filled by an interceptor, but a skilled pilot can do it in a T1 frig or assault frigate. Of the T1 frigs, the attack frigates ([[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.


===Second Tackle===
=== Second Tackle ===


In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the heavier ships can join the fun.
In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the heavier ships can join the fun.
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Second tackle only needs to be cap stable with your just your scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.
Second tackle only needs to be cap stable with your just your scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.


===Heavy Tackle===
=== Heavy Tackle ===


In a UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.
In a UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.


===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. 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.
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.
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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.


===Key skills===
=== Key skills ===


The following skills can make or break a tackle frigate pilot:
The following skills can make or break a tackle frigate pilot:
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* '''Signature Analysis''': improves lock times
* '''Signature Analysis''': improves lock times


===Afterburners?===
=== Afterburners? ===


You might notice that none of these fits feature afterburners. Afterburners are great for duelling, where the extra speed in close can be the difference between life and death. In a fleet situation, the tackle frigate's job is not to get in close and deal damage, it is to catch and stop bad guys so the heavier ships can deal damage. For the "catch" bit, MWD is much better. Leave the afterburners for the destroyer pilots or solo engagements.
You might notice that none of these fits feature afterburners. Afterburners are great for duelling, where the extra speed in close can be the difference between life and death. In a fleet situation, the tackle frigate's job is not to get in close and deal damage, it is to catch and stop bad guys so the heavier ships can deal damage. For the "catch" bit, MWD is much better. Leave the afterburners for the destroyer pilots or solo engagements.


==Tackle Frig Tactics==
== Tackle Frig Tactics ==


===Tac Warps===
=== Tac Warps ===


A ships can initiate warp to any friendly ship that is at least 150km away. Once you are 150km away from the main fleet, they can initiate warp using you as a reference point. Note, however, that they do not have to warp to you. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away.
A ships can initiate warp to any friendly ship that is at least 150km away. Once you are 150km away from the main fleet, they can initiate warp using you as a reference point. Note, however, that they do not have to warp to you. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away.
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This leads to another trick for tackle frigates. If you are not actively engaging a pointed target, consider burning directly away from it - in a direction opposite your heavier ships - until you are at least 150km from the main fleet. This allows those ships to "warp at range" to you, and hopefully land directly on top of the tackled target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.
This leads to another trick for tackle frigates. If you are not actively engaging a pointed target, consider burning directly away from it - in a direction opposite your heavier ships - until you are at least 150km from the main fleet. This allows those ships to "warp at range" to you, and hopefully land directly on top of the tackled target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.


===Gate Timers===
=== Gate Timers ===


Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.
Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.
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In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full sixty seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full sixty seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.


==More On Tackling==
== More On Tackling ==


* [[The_way_of_the_tackler|Way of the Tackler]] by Azual Skoll
* [[The way of the tackler|Way of the Tackler]] by Azual Skoll
* [[Tackling 101]]
* [[Tackling 101]]
[[Category:PvP]]


== The modules ==
== The modules ==
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== The Setups ==
== The Setups ==


Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.  
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2.


All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.
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All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!


{{Fittings
|name=
Slasher, Fast Tackle
|high=
125mm Gatling AutoCannon I<br>
125mm Gatling AutoCannon I<br>
125mm Gatling AutoCannon I<br>
[empty high slot]
|mid=
5MN MicroWarpdrive I<br>
Warp Disruptor I<br>
Sensor Booster I<br>
Medium Shield Extender I
|low=
Damage Control I<br>
Micro Auxiliary Power Core I
|charges=
EMP S<br>
Targeting Range Script<br>
Scan Resolution Script
|drones=
 
|rigs=
Small Anti-EM Screen Reinforcer I<br>
Small Anti-Thermal Screen Reinforcer I<br>
Small Anti-Kinetic Screen Reinforcer I
|notes=
* The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.
}} {{Fittings
|name=
Condor, Fast Tackle
|high=
Rocket Launcher I<br>
Rocket Launcher I<br>
Rocket Launcher I<br>
[empty high slot]
|mid=
5MN MicroWarpdrive I<br>
Initiated Warp Disruptor I<br>
Sensor Booster I<br>
Medium Shield Extender I
|low=
Damage Control I<br>
Micro Auxiliary Power Core I
|charges=
Scourge Rocket<br>
Targeting Range Script<br>
Scan Resolution Script
|drones=
 
|rigs=
Small Anti-EM Screen Reinforcer I<br>
Small Anti-Thermal Screen Reinforcer I<br>
Small Anti-Kinetic Screen Reinforcer I
|notes=
* Like the slasher, the condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.
}}
{{Fittings
|name=
Atron, Fast Tackle
|high=
75mm Gatling Rail I<br>
75mm Gatling Rail I<br>
75mm Gatling Rail I<br>
[empty high slot]
|mid=
5MN MicroWarpdrive I<br>
Warp Disruptor I<br>
Medium Shield Extender I
|low=
Damage Control I<br>
Micro Auxiliary Power Core I<br>
Overdrive Injector System I
|charges=
Antimatter Charge S
|drones=
 
|rigs=
Small Anti-EM Screen Reinforcer I<br>
Small Anti-Thermal Screen Reinforcer I<br>
Small Anti-Kinetic Screen Reinforcer I
|notes=
* The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.
}} {{Fittings
|name=
Executioner, Fast Tackle
|high=
125mm Gatling AutoCannon I<br>
125mm Gatling AutoCannon I<br>
125mm Gatling AutoCannon I<br>
[empty high slot]
|mid=
5MN MicroWarpdrive I<br>
Warp Disruptor I<br>
Medium Shield Extender I
|low=
Damage Control I<br>
Overdrive Injector System I<br>
Overdrive Injector System I
|charges=
EMP S
|drones=
 
|rigs=
Small Anti-EM Screen Reinforcer I<br>
Small Anti-Thermal Screen Reinforcer I<br>
Small Anti-Kinetic Screen Reinforcer I
|notes=
* Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a MAPC to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like above). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.
}}


==== Close Ranged 'Scram' Tacklers ====
==== Close Ranged 'Scram' Tacklers ====
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The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.


{{Fittings
|name=
Tormentor, Scram Tackler
|high=
Gatling Pulse Laser I<br>
Gatling Pulse Laser I<br>
Gatling Pulse Laser I
|mid=
5MN MicroWarpdrive I<br>
Warp Scrambler I<br>
Medium Shield Extender I
|low=
Damage Control I<br>
Overdrive Injector System I<br>
Overdrive Injector System I<br>
Nanofiber Internal Structure I
|charges=
Multifrequency S
|drones=
Warrior I x2
|rigs=
Small Anti-EM Screen Reinforcer I<br>
Small Anti-Thermal Screen Reinforcer I<br>
Small Anti-Kinetic Screen Reinforcer I
|notes=
* The tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.
}} {{Fittings
|name=
Punisher, Scram Tackle
|high=
Dual Light Pulse Laser I<br>
Dual Light Pulse Laser I<br>
Dual Light Pulse Laser I<br>
Small Nosferatu I
|mid=
5MN MicroWarpdrive I<br>
Warp Scrambler I
|low=
Damage Control I<br>
200mm Reinforced Steel Plates I<br>
Adaptive Nano Plating I<br>
Overdrive Injector System I
|charges=
Multifrequency S
|drones=
 
|rigs=
[empty rig slot]<br>
[empty rig slot]<br>
[empty rig slot]
|notes=
* With two mid slots the Punisher is generally less effective as a tackler than the tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.
* Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the tormentor the Punisher does not get a bonus to cap use for its turrets.
}}
{{Fittings
|name=
Merlin, Scram Tackler
|high=
75mm Gatling Rail I<br>
75mm Gatling Rail I<br>
75mm Gatling Rail I
|mid=
5MN MicroWarpdrive I<br>
Warp Scrambler I<br>
Stasis Webifier I<br>
Medium Shield Extender I
|low=
Damage Control I<br>
Micro Auxiliary Power Core I<br>
Overdrive Injector System I
|charges=
Antimatter Charge S
|drones=
 
|rigs=
Small Anti-EM Screen Reinforcer I<br>
Small Anti-Thermal Screen Reinforcer I<br>
Small Anti-Kinetic Screen Reinforcer I
|notes=
* Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.
* This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.
* If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.
}} {{Fittings
|name=
Incursus, Scram Tackler
|high=
75mm Gatling Rail I<br>
75mm Gatling Rail I<br>
75mm Gatling Rail I
|mid=
5MN MicroWarpdrive I<br>
Warp Scrambler I<br>
Medium Shield Extender I
|low=
Damage Control I<br>
Overdrive Injector System I<br>
Overdrive Injector System I<br>
Nanofiber Internal Structure I
|charges=
Antimatter Charge S
|drones=
Warrior I x1
|rigs=
Small Anti-EM Screen Reinforcer I<br>
Small Anti-Thermal Screen Reinforcer I<br>
Small Anti-Kinetic Screen Reinforcer I
|notes=
* The incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler incursus works very well with a shield tank. Like the tormentor, it has plenty of powergrid allowing you to fit a medium shield without needing a micro auxiliary power core to do so. With its four mid slots giving it excellent speed, this is arguably one of the best tackler fits around.
* This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.
}}
{{Fittings
|name=
Incursus, Scram Tackle Armour
|high=
Light Ion Blaster I<br>
Light Ion Blaster I<br>
Light Ion Blaster I
|mid=
5MN MicroWarpdrive I<br>
Warp Scrambler I<br>
Stasis Webifier I
|low=
Damage Control I<br>
200mm Reinforced Steel Plates I<br>
Adaptive Nano Plating I<br>
Overdrive Injector System I
|charges=
Antimatter Charge S
|drones=
Warrior I x1
|rigs=
[empty rig slot]<br>
[empty rig slot]<br>
[empty rig slot]
|notes=
* Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod.
* The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is probably a better setup for tackling.
}} {{Fittings
|name=
Rifter, Scram Tackler
|high=
150mm Light AutoCannon I<br>
150mm Light AutoCannon I<br>
150mm Light AutoCannon I<br>
[empty high slot]
|mid=
5MN MicroWarpdrive I<br>
Warp Scrambler I<br>
Medium Shield Extender I
|low=
Damage Control I<br>
Micro Auxiliary Power Core I<br>
Overdrive Injector System I
|charges=
Phased Plasma S
|drones=
 
|rigs=
Small Anti-EM Screen Reinforcer I<br>
Small Anti-Thermal Screen Reinforcer I<br>
Small Anti-Kinetic Screen Reinforcer I
|notes=
* With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.
* If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.
}}




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The setups posted above should be considered suggestions. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?
The setups posted above should be considered suggestions. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?


You can use any combination of tackling modules, speed modules, tank modules, and e-war modules you want, 3 things should be fitted to any tackler though: A speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you.
You can use any combination of tackling modules, speed modules, tank modules, and e-war modules you want, 3 things should be fitted to any tackler though: A speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you.


== Additional Information ==
== Additional Information ==


See also external link: http://www.evealtruist.com/2012/08/newbie-tackling-guide.html
See also external link: http://www.evealtruist.com/2012/08/newbie-tackling-guide.html


[[Category:PvP]]
[[Category:PvP]]
[[Category:PvP]]