Difference between revisions of "The Way of the Tackler"

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==== Tanking Your Tackler ====
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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.
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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.
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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.
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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? ====

Revision as of 15:39, 13 June 2012

This article is intended to give an overview about ship setups for T1 tackling frigates. There are many ways to fit a tackler and ideally there should be a good mix of various setups within a fleet.
The first section will explain certain modules and how they are useful for tacklers.

In the second section you'll find some examples for specific setups and informations about how to use them.

The modules

Warp scrambler or warp disruptor?

The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.

The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can increase your survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets. You can also tackle your target faster because you don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised t2 interceptors, which receive bonuses to their range and a reduction to the amount of cap they use.

The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their Microwarpdrive (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down signficantly. This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and you should be able to keep them running indefinitely. Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.

Note: Using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.

Afterburner (AB) or microwarpdrive (MWD)?

At first glance you might think that both of these modules perform the same function - both ABs and MWDs increase your speed, and since the MWD increases your speed more it must be the better choice. Like many things in Eve, it isn't quite that simple.

A MWD has a couple of serious drawbacks. The most important one is that while the MWD is activated it will increase your signature radius by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying. Also, the MWD uses a lot of capacitor and you will most likely not be able to run it for an extended period of time. For these reasons, an MWD is used only to get into range of your target and should be turned off once you are in range to tackle your target. Once that has happened you will only be able to orbit your target at the regular speed of your ship. Also keep in mind that you will not be able to use the MWD at all when someone is using a warp scrambler (not a warp disruptor) against you, since these disable MWDs.

An AB on the other hand does not increase your signature radius at all and it needs far less capacitor, meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.

To summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.

In most cases, it is recommended that tackler frigates fit an MWD in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice.

It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.

Note: T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.

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 webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier is a natural decision if you're already fitting a warp scrambler, since you will be operating well inside webifier range anyway.

If you're fitting a warp disruptor, the decision is slightly less clear cut. You first need to decide whether you plan to fly inside stasis webifier range; despite the fact that you have a long ranged warp disruptor, you will generally be harder to hit if you orbit as close as possible, and you may want to fly inside web range anyway. If you do, fitting a stasis web makes a lot of sense. On the other hand you may want to stay outside of stasis webifier range, either because you're flying a t2 interceptor which will be running its MWD all the time, or because you want to avoid your target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier yourself since you're unlikely to be in range to use it and you're better off using that mid slot for a different module (for example a sensor booster to help you lock faster, or a tracking disruptor to protect your fleetmates from your opponent's turrets).

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.

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.

The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on your primary target so you can apply some damage to it. Quite often you might get away with this, but eventually you'll end up getting yourself killed for doing that because you got within range of smartbombs, stasis webifieres and other modules that ruin your day. So make sure to use the modules and weapons as they are intended to be used.

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.

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.

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.

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), but meta 1 and meta 2 modules are usually very cheap.

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.

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.

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 exception and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).

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.


The setups

Below you will find several different tackler setups for all races. All these setups can be flown with nothing but the skills required to use all the individual modules and ships. By training up your skills you will not only improve the performance of your ship but also free up CPU and PG which might allow you to fit bigger and/or additional weapons (some fits have empty highslots to meet the minimum fitting requirements) or upgrade 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. Especially meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.

You should copy any fit you want to use to EFT (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.


Amarr frigates

Due to the lack of midslots all amarr frigates are armor tankers. Only the crucifier has 3 midslots and you could use it to set up a tackler fit with additional e-war, however that ship is supposed to be a dedicated e-war ship, so you might want to use it as a pure e-war ship without any tackling modules.

Below are two different examples of viable amarr tackler setups.


Caldari frigates

Caldari ships are usually shield tankers due to the lack of lowslots while having plenty of midslots which also allows the use of webifiers and/or e-war modules in addition to the warp disruptor/scrambler.
The fits posted below are both based on the Merlin hull. It's a very good all-rounder, but of course you can use some of the other frigates to set up a tackler if you want.


Gallente frigates

Gallente frigates got a balanced slot layout, so you have enough midslots for various module combinations while you use the lowslots for tank and maybe speed.
Also don't forget to make use of the drone bay each gallente frigate has.


Minmatar frigates

Minmatar frigates tend to be pretty fast and they have a balanced slot layout allowing you to combine several midslot modules like AB/MWD, warp disruptor/scrambler, sensor boosters and e-war modules while the lowslots can be used to fit a tank or increase speed. Also most minmatar ships get a bonus for projectile weapons, which tend to be the favorite weapon even on some ships without any bonus for them.


Final words

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 somehing 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.

Additional Information

See also Tackling 101 and Tackling 101 Guide