Difference between revisions of "Tackling"

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[[Category:Guides]]
 
[[Category:Guides]]
 
[[Category:PvP]]
 
[[Category:PvP]]
"The art of immobilizing the opponent in a way that said ship is unable to move"
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Tackling is stopping an enemy ship from escaping.
  
Tackling is one of the most important roles in fleet warfare. Making the opponent's ship unable to move allows the fleet to kill it.  Once tackled, the opponent can't warp away if he takes too much damage.
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Tackling is one of the most important roles in fleet warfare. Making it impossible for an enemy ship to move allows the fleet to kill it.  Once tackled, the opponent can't warp away if he takes too much damage.
Before the tackling explanation comes, first an explanation of the modules used with tackling.
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Before explaining how tackling works, this guide will explain the modules used in tackling.
  
 
==The 3 basic modules used for tackling==
 
==The 3 basic modules used for tackling==
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===Warp Disruptor (Point)===
 
===Warp Disruptor (Point)===
  
The warp disruptor does what its name says, it makes the opponent's ship unable to warp away. Once you get a lock on the opponent you can hit the button for the warp disruptor and it will disrupt the warpcore of the opponent's ship.
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The warp disruptor does what its name says: it makes the opponent's ship unable to warp away. Once you get a lock on the opponent you can hit the button for the warp disruptor and it will disrupt the warpcore of the opponent's ship.
  
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disable strength for this module is 1 point.
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The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point.
 
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|'''Skill Requirements: '''
 
|'''Skill Requirements: '''
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===Warp Scrambler (Scram)===
 
===Warp Scrambler (Scram)===
  
The warp scrambler has the same basic principles as the warp disruptor. The warp scrambler will also disable the warpcore of the opponent's ship. As addition to this, the warp scrambler also disables any use of a microwarp drive (MWD) even when the amount of warp core stabilizer exceed the point of a scram. Having 2 or more warp core stabs will counter the scram, yet your MWD still won't work.
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The warp scrambler works on same basic principles as the warp disruptor. The warp scrambler will also disable the warpcore of the opponent's ship. Warp scramblers also disable microwarp drives (MWD), even when the amount of warp strength in the target ship (boosted by fitting warp core stabilizers) exceeds the strength of the scram. Having 2 or more warp core stabilizers will counter the scram, yet the MWD still won't work.
  
The basic range for a warp scrambler is significantly lower then that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disable strength of this module is 2 points.
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The basic range for a warp scrambler is significantly lower then that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points.
 
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|'''Skill Requirements: '''
 
|'''Skill Requirements: '''
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'''Note: In Eve University fleets the frigate tacklers generally fit ''Warp Disruptors.'' This because if in a gate camp with a warp disruptor you can cover the entire uncloak range around the gate.'''
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'''Note: In Eve University fleets the frigate tacklers generally fit ''Warp Disruptors.'' This is because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.'''
  
 
===Stasis webifier (Web)===
 
===Stasis webifier (Web)===
  
 
The stasis webifier is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship.  
 
The stasis webifier is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship.  
The sub-warp speed is the speed that you normally fly around with.
+
The sub-warp speed is the speed that you normally fly around at.
  
 
The sub-warp speed reduction depends on the version of the module.  
 
The sub-warp speed reduction depends on the version of the module.  
The tech 1 version has a speed reduction of 50%, the tech 2 version has a speed reduction of 60%. Both modules have a maximum range of 10km.
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The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km.
  
 
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'''Note: While tackling someone always use a warp disruptor or warp scrambler '' 'before' '' a stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away due to reaching the 75% of top speed needed for initiating warp faster.''So first point then web.'' '''
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'''Note: While tackling someone, always use a warp disruptor or scrambler '' 'before' '' the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. ''So point first, then web.'' '''
  
 
==Extra modules for Tackling==
 
==Extra modules for Tackling==
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===Afterburner (AB)===
 
===Afterburner (AB)===
  
Just as on present day jet fighters, in space you can also have an afterburner.
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As on present day jet fighters, in Eve's space you can also have an afterburner.
The afterburner increases your sub-warp speed a certain amount.
+
The afterburner increases your sub-warp speed by a certain amount.
 
The afterburner is used for tackling to get to the target faster if he's not in your range yet, or to get closer to him to get into orbit range.
 
The afterburner is used for tackling to get to the target faster if he's not in your range yet, or to get closer to him to get into orbit range.
  
The tech 1 module gives a speedboost of 112.5% (so doubles your speed and adds another 12.5%) the tech 2 version gives a speedboost of 135%
+
The tech 1 module boosts your speed by 112.5% (so it makes you go slightly more than twice as fast). The tech 2 version boosts your speed by 135%.
 
{|
 
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|'''Skill Requirements:'''
 
|'''Skill Requirements:'''
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The microwarpdrive is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner.
 
The microwarpdrive is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner.
 
Just like the AB, the MWD is used to get closer to the target in a smaller amount of time.
 
Just like the AB, the MWD is used to get closer to the target in a smaller amount of time.
A downside of the MWD is that your signature radius increases significantly. It increases with 500%. Therefore, you ''will be much easier to hit while running the MWD.''
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A downside of the MWD is that your signature radius increases significantly, by 500%. Therefore, ''you will be much easier to hit while running the MWD.''
While in a tech 1 frigate, Only use the MWD for getting closer to the target. Once you've reached orbit distance, turn it off.
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While in a tech 1 frigate, only use the MWD for getting closer to the target. Once you've reached orbit distance, turn it off. MWDs use more capacitor to run than afterburners and fitting a MWD, whether it's active or not, reduces the total capacity of your capacitor.
  
Both tech 1 and tech 2 modules give a 500% speedboost to the sub-warp speed of your ship. The advantage of the tech 2 module over the tech 1 module is less reduction in the capacitor penalty.
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Both tech 1 and tech 2 modules give a 500% speedboost to the sub-warp speed of your ship. The advantage of the tech 2 module is a smaller reduction in the capacitor penalty: he tech 1 module reduces your capacitor capacity by 25%, the tech 2 module decreases it by 17%.
The tech 1 module give a decrease of 25% to your maximum capacitor, The tech 2 module decreases the capacitor by 17%
 
  
 
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===Sensor Booster + Scan Resolution Script===
 
===Sensor Booster + Scan Resolution Script===
  
To be effective as a tackler you first need to get a lock on the target you want to tackle. Basically you have a certain scan resolution which determins your lock time.
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To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determins the time it takes to lock a target.
With a sensor booster you can increase that scan resolution which enables you to decrease the locktime and so point or scram the target faster.
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With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.
  
The tech 1 version of the sensor booster gives an increase of 25%, the tech 2 version gives a basic increase of 30% to scan resolution.
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The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.
If you put a scan resolution script in the sensor booster the scan resolution bonus doubles. So 50% for the tech 1 version and 60% for the tech 2 version.
 
 
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|'''Skill Requirements:'''
 
|'''Skill Requirements:'''
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===Overdrive Injector System===
 
===Overdrive Injector System===
  
As a tackler, speed is the most important thing. The faster you can get within targeting and warp disruption range, the faster you can tackle the target.
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As a tackler, speed is the most important thing. The faster you can get into targeting and warp disruption range, the faster you can tackle the target.
The nice point of the overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so the penalty does not matter.
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The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.
  
The sub-warp speed increase of a tech 1 module is: 10.4% and cargo decrease of 15%, the tech 2 module gives 12.5% increase to sub-warp speed and cargo decrease of 20%.
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The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).
 
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|'''Skill Requirements:'''
 
|'''Skill Requirements:'''
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===Nanofiber Internal Structure (Nano)===
 
===Nanofiber Internal Structure (Nano)===
  
This is also a module that is used to increase your speed. In addition, it makes your ship more agile.
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This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The inertia decrease will help you with the closer orbit. The downside of this module is that you get a lower amount of structure hit points (HP).
Using this module will help you keep a closer orbit at a higher speed making you harder to track, and thus, harder to kill. The same as Overdrives, nanos don't require any powergrid or CPU.
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In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.
The inertia decrease will help you with the closer orbit. The downside of this module is that you get a lower amount of structure hit points (HP).
 
In a way this doesn't matter, because in general. if you get hit, you die anyway.
 
  
This module can be nicely used in combination with one or more overdrive injector systems. This makes you faster and still allows you to keep that speed in a tight orbit.
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This module works well fitted together with one or more overdrive injector systems. This makes you faster and still allows you to keep that speed in a tight orbit.
  
The sub-warp speed increase of the tech 1 module is 7.84% and the inertia is decreased by 13.1%. Next to that your structure HP will be decreased with 15%.
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The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%.
The tech 2 module gives a sub-warp speed increase of 9.4% a inertia decrease of 15.8 and a structure HP decrease of 20%.
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The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.
  
 
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==Tackling Practical==
 
==Tackling Practical==
  
Now for the tackling bit...
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Now for the tackling bit.
This in fact is fairly easy.
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This is in fact fairly easy.
  
===The target is ''in range'' of the Warp Disruptor (less than 20/24km)===
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===When the target is ''in range'' of the Warp Disruptor (less than 20/24km)===
 
* Turn Sensor Booster on (if you are in a gatecamp, this should be on already).
 
* Turn Sensor Booster on (if you are in a gatecamp, this should be on already).
 
* Lock target.
 
* Lock target.
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* Move towards the target while turning AB/MWD on.
 
* Move towards the target while turning AB/MWD on.
 
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).
 
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).
* If your MWD is running, turn it off. Afterburner can keep running. (reason is explained in the above section)
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* If your MWD is running, turn it off. Afterburners can keep running. (As explained above.)
 
* Turn on your Stasis Webifier (you should be within 10km by now).
 
* Turn on your Stasis Webifier (you should be within 10km by now).
* Now keep orbiting the target and if you get targeted... either warp out or keep orbiting if you want to die a "Hero's" death.[b]
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* Now keep orbiting the target. If you get targeted, either warp out, or keep orbiting if you want to die a 'Hero's death'.
  
===The target is ''out of range'' of the Warp Disruptor (greater than 20/24km)===
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===When the target is ''out of range'' of the Warp Disruptor (greater than 20/24km)===
 
* Turn Sensor Booster on (if you are in a gatecamp, this should be on already).
 
* Turn Sensor Booster on (if you are in a gatecamp, this should be on already).
 
* Move towards the target while turning AB/MWD on.
 
* Move towards the target while turning AB/MWD on.
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* Once locked and in warp disruptor range, turn the warp disruptor on.
 
* Once locked and in warp disruptor range, turn the warp disruptor on.
 
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).
 
* Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).
* If your MWD is running, turn it off. Afterburner can keep running. (reason is explained in the above section)
+
* If your MWD is running, turn it off. Afterburners can keep running. (As explained above.)
 
* Turn on your Stasis Webifier (you should be within 10km by now).
 
* Turn on your Stasis Webifier (you should be within 10km by now).
* Now keep orbiting the target and if you get targeted... either warp out or keep orbiting if you want to die a "Hero's" death.
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* Now keep orbiting the target. If you get targeted, either warp out, or keep orbiting if you want to die a 'Hero's death'.
  
 
===Weapons on a Tackler===
 
===Weapons on a Tackler===
As you can see we haven't put any weapons in this list.
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As you can see, we haven't put any weapons in this guide.
The reason being is that a tackler in a Uni fleet, as it's name suggests, '''exists''' for tackling.
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The reason is simple: a tackler in a Uni fleet, as it's name suggests, '''exists''' purely for tackling. You can safely leave the damage-dealing to other ships.
If you have some Powergrid / CPU left, you can put in either Missile Launchers or Projectile weapons in the highslots. This due to those weapon systems not using any capacitor.
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If you have some powergrid and CPU left, you can fit missile launchers or projectile weapons in the highslots. These weapon systems don't using any capacitor, and a tackler's capacitor is needed to keep the warp disruptor and the stasis webifier running. Don't waste it on anything else.
Capacitor on a tackler is needed to keep the warp disruptor and the stasis webifier running. Don't waste cap on anything else.
 

Revision as of 12:57, 23 February 2010

Tackling is stopping an enemy ship from escaping.

Tackling is one of the most important roles in fleet warfare. Making it impossible for an enemy ship to move allows the fleet to kill it. Once tackled, the opponent can't warp away if he takes too much damage. Before explaining how tackling works, this guide will explain the modules used in tackling.

The 3 basic modules used for tackling

  • Warp Disruptor
  • Warp Scrambler
  • Stasis Webifier

Warp Disruptor (Point)

The warp disruptor does what its name says: it makes the opponent's ship unable to warp away. Once you get a lock on the opponent you can hit the button for the warp disruptor and it will disrupt the warpcore of the opponent's ship.

The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point.

Skill Requirements:
Navigation II
Electronics III
Tech1 module: Propulsion Jamming I
Tech2 module: Propulsion Jamming II

Warp Scrambler (Scram)

The warp scrambler works on same basic principles as the warp disruptor. The warp scrambler will also disable the warpcore of the opponent's ship. Warp scramblers also disable microwarp drives (MWD), even when the amount of warp strength in the target ship (boosted by fitting warp core stabilizers) exceeds the strength of the scram. Having 2 or more warp core stabilizers will counter the scram, yet the MWD still won't work.

The basic range for a warp scrambler is significantly lower then that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points.

Skill Requirements:
Navigation II
Electronics III
Tech1 module: Propulsion Jamming I
Tech2 module: Propulsion Jamming II

Note: In Eve University fleets the frigate tacklers generally fit Warp Disruptors. This is because, when you are camping a gate, the warp disruptor's range can cover the entire uncloak area around the gate. The longer range of disruptors also helps frigate tacklers to stay out of smartbomb range.

Stasis webifier (Web)

The stasis webifier is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.

The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km.

Skill Requirements:
Navigation II
Electronics III
Tech1 module: Propulsion Jamming I
Tech2 module: Propulsion Jamming IV

Note: While tackling someone, always use a warp disruptor or scrambler 'before' the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.

Extra modules for Tackling

  • Afterburner
  • Microwarpdrive
  • Sensor Booster
  • Overdrive Injector System
  • Nanofiber Internal Structure

Afterburner (AB)

As on present day jet fighters, in Eve's space you can also have an afterburner. The afterburner increases your sub-warp speed by a certain amount. The afterburner is used for tackling to get to the target faster if he's not in your range yet, or to get closer to him to get into orbit range.

The tech 1 module boosts your speed by 112.5% (so it makes you go slightly more than twice as fast). The tech 2 version boosts your speed by 135%.

Skill Requirements:
Navigation I
Tech 1: Afterburner I
Tech 2: Afterburner IV

Microwarpdrive (MWD)

The microwarpdrive is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner. Just like the AB, the MWD is used to get closer to the target in a smaller amount of time. A downside of the MWD is that your signature radius increases significantly, by 500%. Therefore, you will be much easier to hit while running the MWD. While in a tech 1 frigate, only use the MWD for getting closer to the target. Once you've reached orbit distance, turn it off. MWDs use more capacitor to run than afterburners and fitting a MWD, whether it's active or not, reduces the total capacity of your capacitor.

Both tech 1 and tech 2 modules give a 500% speedboost to the sub-warp speed of your ship. The advantage of the tech 2 module is a smaller reduction in the capacitor penalty: he tech 1 module reduces your capacitor capacity by 25%, the tech 2 module decreases it by 17%.

Skill Requirements:
Navigation III
Afterburner III
Tech 1: High Speed Maneuvering I
Tech 2: High Speed Maneuvering IV

Sensor Booster + Scan Resolution Script

To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determins the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.

The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.

Skill Requirements:
Electronics II
Tech 1: Long Range Targeting I
Tech 2: Long Range Targeting IV

Overdrive Injector System

As a tackler, speed is the most important thing. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.

The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).

Skill Requirements:
Mechanic I
Tech 1: Hull Upgrades I
Tech 2: Hull Upgrades II

Nanofiber Internal Structure (Nano)

This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The inertia decrease will help you with the closer orbit. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.

This module works well fitted together with one or more overdrive injector systems. This makes you faster and still allows you to keep that speed in a tight orbit.

The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.

Skill Requirements:
Mechanic I
Tech 1: Hull Upgrades I
Tech 2: Hull Upgrades II

Tackling Practical

Now for the tackling bit. This is in fact fairly easy.

When the target is in range of the Warp Disruptor (less than 20/24km)

  • Turn Sensor Booster on (if you are in a gatecamp, this should be on already).
  • Lock target.
  • Turn the warp disruptor on.
  • Move towards the target while turning AB/MWD on.
  • Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).
  • If your MWD is running, turn it off. Afterburners can keep running. (As explained above.)
  • Turn on your Stasis Webifier (you should be within 10km by now).
  • Now keep orbiting the target. If you get targeted, either warp out, or keep orbiting if you want to die a 'Hero's death'.

When the target is out of range of the Warp Disruptor (greater than 20/24km)

  • Turn Sensor Booster on (if you are in a gatecamp, this should be on already).
  • Move towards the target while turning AB/MWD on.
  • Once in locking range, lock the target.
  • Once locked and in warp disruptor range, turn the warp disruptor on.
  • Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).
  • If your MWD is running, turn it off. Afterburners can keep running. (As explained above.)
  • Turn on your Stasis Webifier (you should be within 10km by now).
  • Now keep orbiting the target. If you get targeted, either warp out, or keep orbiting if you want to die a 'Hero's death'.

Weapons on a Tackler

As you can see, we haven't put any weapons in this guide. The reason is simple: a tackler in a Uni fleet, as it's name suggests, exists purely for tackling. You can safely leave the damage-dealing to other ships. If you have some powergrid and CPU left, you can fit missile launchers or projectile weapons in the highslots. These weapon systems don't using any capacitor, and a tackler's capacitor is needed to keep the warp disruptor and the stasis webifier running. Don't waste it on anything else.