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

The Way of the Tackler: Difference between revisions

From EVE University Wiki
No edit summary
mNo edit summary
Line 34: Line 34:
|}
|}
</tr>
</tr>
</table>
</table><br>
==== Afterburner (AB) or microwarpdrive (MWD)? ====
==== Afterburner (AB) or microwarpdrive (MWD)? ====
At first glance you might think that a tackler needs to be as fast as possible and thus should fit a MWD. While this is true for some tacklers, it's not true for all of them. A MWD is useful if you need to approach a target as fast as possible or if your target is running away from you/your fleet at high speed and you need to catch up in order to tackle it.<br>
At first glance you might think that a tackler needs to be as fast as possible and thus should fit a MWD. While this is true for some tacklers, it's not true for all of them. A MWD is useful if you need to approach a target as fast as possible or if your target is running away from you/your fleet at high speed and you need to catch up in order to tackle it.<br>
Line 64: Line 64:
|}
|}
</tr>
</tr>
</table>
</table><br>
==== stasis webifier ====
==== Stasis webifier ====
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. However they are fairly short ranged, basically they got the same range as a warp scrambler. So if you are fitting a warp scrambler you might want to consider fitting a stasis webifier too. The combination of stasis webifier and warp disruptor also makes sense though because you would slow your target down quite a lot without deactivating the MWD and thus the signature radius would still be increased by up to 500% which in combination with the reduced speed means that it is very easy to hit and will possibly take more damage from big weapons. However, remember that many MWDing ships can still go very quickly even when webbed - when engaging a very fast ship a scrambler and/or multiple stasis webifiers will be required to slow them down.<br>
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. However they are fairly short ranged, basically they got the same range as a warp scrambler. So if you are fitting a warp scrambler you might want to consider fitting a stasis webifier too. The combination of stasis webifier and warp disruptor also makes sense though because you would slow your target down quite a lot without deactivating the MWD and thus the signature radius would still be increased by up to 500% which in combination with the reduced speed means that it is very easy to hit and will possibly take more damage from big weapons. However, remember that many MWDing ships can still go very quickly even when webbed - when engaging a very fast ship a scrambler and/or multiple stasis webifiers will be required to slow them down.<br>
Obviously, fitting a stasis webifier along with a warp disruptor will require you to be within web (and potentially scrambler) range yourself. If you are planning to stay at range (maybe 15-20 km from your enemy) you wont need the webifier unless something goes wrong so that case you would be better off using that midslot for a different module.<br>
Obviously, fitting a stasis webifier along with a warp disruptor will require you to be within web (and potentially scrambler) range yourself. If you are planning to stay at range (maybe 15-20 km from your enemy) you wont need the webifier unless something goes wrong so that case you would be better off using that midslot for a different module.<br>
Line 89: Line 89:
|}
|}
</tr>
</tr>
</table>
</table><br>
==== Sensor boosters ====
==== Sensor boosters ====
Sensor boosters increase the scan resolution of your ship and thus allow you to lock a target faster and/or the increase the locking range of your ship. Increased locking range is usually not necessary, most T1 frigates can lock targets beyond 24 km which is the range of a T2 warp disruptor. Though you could possibly prevent a ship from using a cloak by locking it from a distance. However a sensor booster on a tackling frigate is usually used to increase scan resolution allowing you to lock and tackle your target faster, hopefully before it warps off. A sensor booster is a viable option if you got a spare midslot.<br>
Sensor boosters increase the scan resolution of your ship and thus allow you to lock a target faster and/or the increase the locking range of your ship. Increased locking range is usually not necessary, most T1 frigates can lock targets beyond 24 km which is the range of a T2 warp disruptor. Though you could possibly prevent a ship from using a cloak by locking it from a distance. However a sensor booster on a tackling frigate is usually used to increase scan resolution allowing you to lock and tackle your target faster, hopefully before it warps off. A sensor booster is a viable option if you got a spare midslot.<br>
Line 113: Line 113:
|}
|}
</tr>
</tr>
</table>
</table><br>
==== Long range or short range weapons? ====
==== Long range or short range weapons? ====
In most cases you should fit short range weapons to your tackler for a couple of reasons. Obviously if your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you still should consider to use short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br>
In most cases you should fit short range weapons to your tackler for a couple of reasons. Obviously if your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you still should consider to use short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br>
Line 119: Line 119:
Long range weapons really only make sense if for whatever reason you need to be able to hit your target from a distance. Maybe you're fitted for long range tackling while you're in a small gang and the fleet needs as much DPS as possible or maybe you're in a frigate only fleet. In a regular Eve University fleet the damage from a T1 tackling frigate is usually very small and should not be your priority; Your main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the highslots if you got some CPU and PG to spare.<br>
Long range weapons really only make sense if for whatever reason you need to be able to hit your target from a distance. Maybe you're fitted for long range tackling while you're in a small gang and the fleet needs as much DPS as possible or maybe you're in a frigate only fleet. In a regular Eve University fleet the damage from a T1 tackling frigate is usually very small and should not be your priority; Your main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the highslots if you got some CPU and PG to spare.<br>
'''Note:''' For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br>
'''Note:''' For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br>
==== Speed or tank? ====
==== Speed or tank? ====
Some people advocate an 'all speed' approach when it comes to T1 tackling frigates and don't fit any tank modules at all. While it is indeed great to be able to tackle a target as fast as possible you wont be useful if you're dead before the fleet has caught up/warped to you and the target got away.
Some people advocate an 'all speed' approach when it comes to T1 tackling frigates and don't fit any tank modules at all. While it is indeed great to be able to tackle a target as fast as possible you wont be useful if you're dead before the fleet has caught up/warped to you and the target got away.
Line 124: Line 125:
After that you could use the remaining slots for either more tank or speed, depending on the exact purpose of the ship. If you are setting your ship up to be a high speed chaser you will probably use overdrive injectors and/or maybe nanofiber internal structures. If you want to put some tank on your ship (because you either want to get in close range and thus need to be able to take a beating or simply because you want the best chances of staying alive) you should go for a buffer tank, so increasing your hitpoints with an armor plate or shield extender and possibly some resistance modules. Keep in mind that as a tackler you really need either an AB or MWD as well as a warp disruptor or warp scrambler which all use midslots. So you need at least 3 midslots if you want to use a shield tank.<br>
After that you could use the remaining slots for either more tank or speed, depending on the exact purpose of the ship. If you are setting your ship up to be a high speed chaser you will probably use overdrive injectors and/or maybe nanofiber internal structures. If you want to put some tank on your ship (because you either want to get in close range and thus need to be able to take a beating or simply because you want the best chances of staying alive) you should go for a buffer tank, so increasing your hitpoints with an armor plate or shield extender and possibly some resistance modules. Keep in mind that as a tackler you really need either an AB or MWD as well as a warp disruptor or warp scrambler which all use midslots. So you need at least 3 midslots if you want to use a shield tank.<br>
An active tank (shield booster or armor repairer) might be great for some situations (such as very small fights between just a few ships) and you can use them if you want, however an active tank will not be able to tank a lot of incoming damage and will use a lot of capacitor. New players should just fit a passive tank since that kind of tank usually works fairly well and doesn't require as much attention.<br>
An active tank (shield booster or armor repairer) might be great for some situations (such as very small fights between just a few ships) and you can use them if you want, however an active tank will not be able to tank a lot of incoming damage and will use a lot of capacitor. New players should just fit a passive tank since that kind of tank usually works fairly well and doesn't require as much attention.<br>
==== T1 or T2? ====
==== T1 or T2? ====
Using T2 modules will improve your performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a T1 frigate. However as an Eve University member you are allowed to fit T2 modules to your frigates as you see fit.<br>
Using T2 modules will improve your performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a T1 frigate. However as an Eve University member you are allowed to fit T2 modules to your frigates as you see fit.<br>
Keep in mind that there are so called named versions of all modules as well (meta 1 to meta 4) which offer more performance than vanilla T1 and are easier to fit as well. The higher meta versions can be very expensive (sometimes even more than the T2 versions), however meta 1 and meta 2 modules are usually very cheap.<br>
Keep in mind that there are so called named versions of all modules as well (meta 1 to meta 4) which offer more performance than vanilla T1 and are easier to fit as well. The higher meta versions can be very expensive (sometimes even more than the T2 versions), however meta 1 and meta 2 modules are usually very cheap.<br>
'''Note:''' A T2 warp disruptor offers 4 km more range than any T1 version and requires only 1 additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if you can afford it.<br>
'''Note:''' A T2 warp disruptor offers 4 km more range than any T1 version and requires only 1 additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if you can afford it.<br>
==== E-war ====
==== E-war ====
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet there are usually a lot of tacklers and one more or less doesn't make much of a difference. But if some of those tacklers got an e-war module fitted you can significantly disrupt your enemies' ability to fight back, even though the individual tacklers might not be too effective at that. Also an e-war module increases the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in. Tracking disruptors are great for this though they are effective only against turret based ships.<br>
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet there are usually a lot of tacklers and one more or less doesn't make much of a difference. But if some of those tacklers got an e-war module fitted you can significantly disrupt your enemies' ability to fight back, even though the individual tacklers might not be too effective at that. Also an e-war module increases the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in. Tracking disruptors are great for this though they are effective only against turret based ships.<br>
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war, since the dedicated e-war frigates are usually used purely as e-war platforms. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br>
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war, since the dedicated e-war frigates are usually used purely as e-war platforms. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br>
==== Drones ====
==== Drones ====
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br>
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br>