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Spider tanking: Difference between revisions

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* Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair.  If they use cap boosters, you'll force them to use up their booster charges.
* Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair.  If they use cap boosters, you'll force them to use up their booster charges.


* Anti-battleship tactics -- since these groups are mostly battleships, fly small ships fast and close, make them re-lock your ship, and destroy their light drones for safety.
* Anti-battleship tactics -- since these groups are mostly battleships, make them re-lock your ship, and destroy their light drones for safety.


* Massive firepower -- If you can do enough damage to a ship before its friends can target it, you're pretty much done.
* Massive firepower -- If you can do enough damage to a ship before its friends can target it, you're pretty much done.


* Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters.  No more cap, no more remote repair.
* Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters.  No more cap, no more remote repair.
* You control the range.  If they're fit with blasters, fight 'em at 30km.  If they're fit with long-range guns, get close.  They're slower than you are, and have to coordinate their movements.