User:Terra infector adoudel/Tackling
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Tackling is one of the vital roles in a fleet. They are in charge of stopping the enemy escaping either by warping or simply outrunning everyone; without tackle a kill cannot happen. There are three primary offensive modules that a tackler can use to do this: warp disruptor (long point), warp scrambler (short point), and/or stasis webifier (web). Each serve a purpose and a combination of the three is useful in a fleet. In a fleet there are three different types of tackle: first tackle that establish and initial point on a ship, second tackle who allow the bulk of a fleet to catch up to a ship, and third (or heavy) tackle that stick around while the ship dies. Heavy tackle is often the damage dealers of the fleet, most of which will fit a long point; this article will not deal with heavy tackle.
Fitting
There are several modules that relate to tackle. Some of these are offensive however the majority deal with enhancing your own ship so that it can better perform. As always when fitting a ship, remember the purpose of your ship. For a tackler they are:
- Catching the enemy
- Applying tackle module(s) to them
- Surviving (or at least surviving long enough for someone else to take over)
There are 4 modules that are a bare minimum for a tackler:
- Warp disruptor (or scrambler)
- Microwarpdrive
- Medium shield extender
- Damage control
Ship Choice
Dedicated tackle is a role reserved for frigate-sized ships due to their unbeatable speed and maneuverability. It can be performed extremely well with T1 frigates. For first tackle, an Interceptor as the best choice however the attack frigates are also very good choices (Atron, Condor, Slasher, [[Executioner). These ships are fast and feature bonuses to the usage of warp disruption modules (ie warp disruptors and warp scramblers). Within their classes, the 4-mid slot tacklers are normally preferred (Slasher and Claw) due to their ability to fit a warp scrambler alongside their warp disruptor. For second tackle, the attack frigates are again common choices however the Merlin is the most popular as it both has 4 mid slots and gets a bonus to tanking. Assault Frigates are also a common sight for second tackle.
Tank
Shield tanking is preferred for tackling due to the speed penalty inherent with armor tanking. A medium shield extender (MSE) and damage control (DC or DCU) should be considered essential. If you can, fit T2 versions of these modules; otherwise fit meta meta for at least the MSE. On T1 tacklers, rig slots are often also given over to tanking; if you do this consider training Shield Rigging to minimise their drawback.
Speed
A microwarpdrive is essential due to its massive speed increase, allowing you to catch up to other ships in order to establish tackle. There are low slot modules that increase your speed and/or agility. These are:
- Overdrive injectors: increase speed at the cost of cargo space (an irrelevant consideration for tackle). One of the most popular modules for low slots on a frigate.
- Nanofiber internal structure (nano for short): increases speed and agility at the cost of hull. While popular, consider the effects they have on your tank before fitting. Many tackle ships (in particular Gallente ones) have large amounts of EHP in structure.
- Inertia stabilizers: you should not fit these to your ship as they massively (10%) increase your sig radius making you far easier to hit.
Finally, some astronautic rigs increase speed and/or agility. These have a smaller bonus than even a nanofiber and reduce your armor (although this should not be of concern in a tackle ship). They are:
- Auxiliary thrusters: increase speed
- Low friction nozzle joint: increase agility
- Polycarbon engine housing: increase to both