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Spider tanking: Difference between revisions

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==Counter-tactics==
==Counter-tactics==
There are a number of tactics you can try against a spider-tanked battleship gang.


* [[ECM Guide|ECM]], plus lock-time-increasing [[EWar 101 Guide#Remote Sensor Dampening .28damps.2C RSD.29|sensor dampening]]. Widely spread ECM is the best way to mess up a remote repair operation -- but you need to spread the ECM out over the whole RR fleet for best effect. A barrel of Griffins is perfect for this kind of thing.  Increasing lock time with sensor dampeners obviously increases the effect.  In a perfect world, every ECM ship would be paired with a dampener buddy to damp ships that had just been jammed -- but that kind of coordination is tough. Note that RR gangs often fit ECCM to try to counter this counter -- though this further gimps their fit, using up a valuable midslot.
* [[ECM Guide|ECM]], plus lock-time-increasing [[EWar 101 Guide#Remote Sensor Dampening .28damps.2C RSD.29|sensor dampening]].
** Widely spread ECM is the best way to mess up a remote repair operation -- you want to spread the ECM out over the whole RR fleet for best effect.
** Increasing lock time with sensor dampeners obviously increases the effect.  In a perfect world, every ECM ship would be paired with a dampener buddy to damp ships that had just been jammed -- but that kind of coordination is tough.
** Note that RR gangs often fit ECCM to try to counter this counter -- though this further gimps their fit, using up a valuable midslot.
** RR gangs often also carry flights of ECM drones themselves, to try to jam enemy RR gangs.


* 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, make them re-lock your ship, and destroy their light drones for safety.
* Massive firepower -- If your fleet can switch targets and do enough damage to a ship to destroy it before its friends can target it (probably with high [[Alpha|alpha]]), you can pick them off one by one.
 
* 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.
* Movement: try to control the range of the battle.  If they're fit with blasters, fight 'em at 30km.  If they're fit with long-range guns, get close.  They have to coordinate their movements, and if you're lucky, you might pull one BS out of RR range of the rest of its gang. You can also try to take advantage of of the RR gang's need to stick together by attacking them just after they've jumped through a gate.


[[Category:Guides]]
[[Category:Guides]]
[[Category:PvP]]
[[Category:PvP]]
[[Category:Fleets]]
[[Category:Fleets]]