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The Way of the Tackler: Difference between revisions

From EVE University Wiki
Moved tanking section closer to the top - this is important!
Tanking Your Tackler: developed the tanking section to stress the importance of tanking tacklers (particularly shield tanks)
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==== Tanking Your Tackler ====
==== 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.
After your tackle and propulsion module, the most important thing to fit on your tackler is tank - it's no use catching a target if they can simply kill you and escape.


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.
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, your tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a MWD) and enhancing that further is not your main priority.


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.
No matter what else you do, you should almost always fit a damage control in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.


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.
After that, you have two options - you can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing you have enough mid slots to fit one (you will need at least three - one for your MWD or AB, one for your scrambler or disruptor, and one for your tank). This is because a shield tank does not slow you down, which lets you get in range of your target more quickly. An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - you will probably also need to fit a '''Micro Auxiliary Power Core''' to provide the necessary powergrid). You may also want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship. Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.
 
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down a bit, so it's usually better to start with resistance modules (such as an '''Adaptive Nano Plating''') which will increase your effective HP without slowing you down. A smaller plate such as a '''200mm Reinforced Steel Plate''' can also be a good choice (smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much). Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice.
 
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.
 
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).


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