Jump to: navigation, search. (No skills are needed to benefit from friendly Command Bursts.). Are there any that are drastically over/underpowered (haven't flown t1 frigs in awhile). There are hundreds of ships for players to obtain in Eve Online. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The Minmatar and Gallente Recon Ships receive similar but stronger bonuses to their smaller Electronic Attack siblings. Mirrors and enables advanced search options to browse the EVE-Online forums. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. This page was last edited on 4 February 2021, at 19:24. This will massively increase the tackler's chances of dying. Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. » Click here to find additional results for this topic using Google Monitor this thread via RSS Pages: [1] :: one page: Author: Thread Statistics | … Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. Now, let's talk about the real stuff. Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. 420 MLG TWINTURBO 3000 EMPIRE ALLIANCE RELOADED, https://forums.eveonline.com/default.aspx?g=posts&t=76748&find=unread. Tristan. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. The grappler also requires hefty sum of powergrid and can only be fitted on battleships and above. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. The Atron is designed for speed, and is one of the fastest ships in the game, with a top natural velocity of 420 meters per second. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. The downside of this module is that you get a lower amount of structure hit points (HP). ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird). In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid. Johann Bererund • 7 months ago • 0 Charges Cargo Bay Export: EFT Push to EVE Useful links: View on market View on EVE Online Ships . This script greatly extends the field generator's normal range. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. The best way to learn how to tackle is to tag along with people that know what they're doing, and try to tackle for them. Confirming that for pure tackle, Ares or Stiletto is the way to go. Market. Fleet. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. So point first, then web. Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range. Like many things in EVE Online, it isn't quite that simple. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage. The direct upgrade from T2 tackle frigates are the T2 interceptors. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. Single station Station to Station Region to Region. Note, however, that they do not have to warp to the tackle frigate. Coercer also has only one mid-slot making it unable to tackle anything. The Blood Raider Covenant line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives. Bubbles will influence you only if they are online when you enter warp. From EVE University Wiki. You can't get too close or they scram you (and if you are unlucky web you too) and they can track you at the ranges you have to maintain. They are, however, very expensive and thus not worth using unless you know you won't lose them. But a good inty pilot knows how to kite, mitigate damage, and burn out and GTFO if needed. However, these rigs are not ideal on ships which rely on armor for their defense. At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. Market Fits Fleet. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. I'm not sure what the highest possible shield resistance is. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web overheat bonus per skill level in Minmatar Core Systems, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in Gallente Core Systems. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway. All regions. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version. The alternative guide to the EVE-Online forums. Ganking in EVE Online and Benefits. Further, they have bonuses tied to the skills of their respective … In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch … Best thing to do is stay at 40 and keep them pointed until a ship that can hunt them down catches up. Warp scramblers also consume significantly less capacitor than warp disruptors. The warpcore disabling strength for this module is 1 point. Because of their innate sensor dampening, Warp Core Stabilizers should never be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary. If a tackler is trying PVP for the first time, an afterburner might be an easier choice. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid. Both modules have a maximum range of 10km. Market Fits Fleet. Search. EVE Workbench Release 1.6.0. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare. New pilots begin by flying frigates, and the Tech 1 frigates only cost a few hundred thousand ISK. A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Fit requires drone skills - not essential. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Slap an afterburner on an Atron, and you can easily attain very impressive speeds of more than twelve hundred meters per second. The EVE Online trading tool that lets you discover what to trade between stations and regions. Besides the required skills you mostly need good general support … Show other Condor fits Display stats for. How to Escape Tackle by “Bouncing” Your Opponent out of Point/Lock Range. The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). The victim usually gets angry or frustrated about their loss they have to replace. battleships in low security space). One Stabilizer gives one Strength, allowing the ship to resist one point of warp disruption. This is also important in the scout role. This allows a dual point setup, which again, with bonuses gives very, very good tackle range and survivability. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled. Learn More Accept. 0. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points. A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders. Shop Game Time & Plex; Trade menu . If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. Check My IP Information All Channels Ships and Modules Best t1 caldari frigate for tackle? Slow results from EVE's Servers. If you 'show info' on these ships (or any ship) the 'traits' tab will explain thru bonuses what that ships best role is. Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. In this situation, tank can be important. As a tackler you do not use your cargohold, so you can ignore that penalty. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. 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. Restart . Help; Source; v6.5; Download; How … Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both. A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP! The second best way to engage in solo combat is at gates, but brings with it sentry gun mechanics. "The art of immobilizing the opponent in a way that said ship is unable to move". Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use. In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. The Empire Surveillance System deployables, which among their other effects will also project a 20km radius warp disruption field. 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. If you want to use a fleet interceptor in the tackle role you should train Interceptors at least to level four and level five is recommended.. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind. None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Ships warping nearby may be “dragged” out of warp. Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. Notes Abyssal Warp Scrambler should … ... View on market View on EVE Online Ships . Aries with a faction disruptor and that Low slot item that increases targeting range. In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. (Yes! Rorqual funds all the operations of the majority of the null-sec corporations. Dramiel Volume 27.289,00 m3 (Packaged … Learn More Accept. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. When the target is pointed the tackler can also activate their stasis webifier if they have one. A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs). Using a spare midslot for a random electronic warfare (EWAR) module will multiply the value of the ship for the fleet. Market Fits Fleet. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. The best possible resistance is about 99.3% EM armor resistance, which is possible on a Loki with officer modules (link in chat: - point out the use of 100% EM incoming damage) - if doomsday devices could be used on sub-capital ships, this Loki would survive three strikes. This module's range is also affected by the pilot's level in Heavy Interdiction Cruisers, and the script equipped (if any). Without one side being trapped, it's very rare that a given fight will end with a ship kill. Simply sit on a gate … A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. This script allows the module to used anywhere. Catalyst lacks in CPU and Coercer requires very high fitting skills to fit it out right. With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like ECM, DICS are great for small gang buy dont seem to scale well in medium to large fleets whereas inties are almost always useful in most situation. A dramiel with a buddy remote sensor boosting you! Sometimes, there aren't enough low power slots to go around. Light tackle frigate; Notes . Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away. Each race has a fast and agile frigate, such as the Condor for Caldari. Warp disruption fields can only be used in null security space and wormholes. These are all T2 variants of the above T1 frigates. One of my favourite ships in Eve Echoes, and probably one of the best ships in the game, is the drone frigate, Tristan. The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage. A microwarpdrive has a couple of serious drawbacks. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. After that, the tackler has two options - they can either fit a shield tank or an armour tank. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. The hardest ships to tackle are some of the AB fit AFs these days. I know sabres can also do the same thing it is just easier for inties. Why a Special Anti-gank Barge Fit? The Minmatar and Gallente Strategic Cruisers electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. Server ticks. Probably not the best choice for fleet tackle, but will do the job if needed. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch. Interdictors are mostly in the same category, but their bubble only works in nullsec. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant. Depends on what you want to tackle. This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes. Tracking disruptors are great for this though they are effective only against turret based ships. It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players. All regions. The Minmatar Hyena receives a 40% bonus to web range per skill level in Electronic Attack Ships, while the Gallente Keres receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. This tool enables making ISK through hauling or station trading. If you're flying with bonuses, there's really reason to put a 150 million isk mod on a 10 million isk ship. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle. Vigilant Volume 101.000,00 m3 (Packaged … Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). The afterburner increases your sub-warp speed by a percentage. For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. As a result, they take much less damage when running microwarpdrives during combat. The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. If you want to tackle on the cheap, I would suggest a Vigil. Go! This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. So yes Sabres are really awesome boats but only in appropriate situations unlike inties which are good in so many different ways and situations in less limiting ways than a saber. When it comes to killing a Marauder or a Tech one hauler it can be profit making. A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority. Each come with their own advantages, disadvantages, and unique playstyles. Ganking miners is a common pastime of such entities as CODE and Goonswarm. Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there. Market Fits Fleet. The Atron's speed makes it best at providing initial tackle, and so it is most often fit with a warp disruptor ("point") rather than a warp scrambler ("scram") or stasis webifier ("web"). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet.