Tackling

From EVE University Wiki
Revision as of 14:15, 4 April 2010 by Catthal (talk | contribs) (fixed spelling error)
Jump to: navigation, search

"The art of immobilizing the opponent in a way that said ship is unable to move"

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 fitted to military jet fighters, afterburners can be fitted to ships in Eve. The afterburner increases your sub-warp speed by a percentage. The afterburner is used by tacklers to close the range to the target faster, to achieve a lock or to get into orbit range quickly.

The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). 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 close the range to the target quicker. 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: the 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 use 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.