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The Way of the Tackler: Difference between revisions

From EVE University Wiki
Stasis webifier: clarified second paragraph and removed some duplication
Moved tanking section closer to the top - this is important!
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==== Tanking Your Tackler ====
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.
You really should fit at least a damage control to any and all tackling frigates, no exception. A damage control is fairly easy to fit, it needs some CPU but only 1 point of PG and practically no capacitor while it increases all resistances on your ship (shield, armor and especially structure) and thus will increase your effective hitpoints rather massively. It has very little downside, other than using up a single low slot.
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.
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 buffer tank since that kind of tank usually works fairly well and doesn't require as much attention.


==== Stasis webifier ====
==== Stasis webifier ====
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'''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.
'''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.
==== 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.
You really should fit at least a damage control to any and all tackling frigates, no exception. A damage control is fairly easy to fit, it needs some CPU but only 1 point of PG and practically no capacitor while it increases all resistances on your ship (shield, armor and especially structure) and thus will increase your effective hitpoints rather massively. It has very little downside, other than using up a single low slot.
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.
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 buffer tank since that kind of tank usually works fairly well and doesn't require as much attention.


==== T1 or T2? ====
==== T1 or T2? ====