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. All regions . Probably not the best choice for fleet tackle, but will do the job if needed. Bubbles situated in this way are commonly referred to as drag bubbles.) Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). Shield buffer is also the best tank type for inties, again IMO, because armor buffer slows you down and active armor (i.e. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. The alternative guide to 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. You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. Warp scramblers also consume significantly less capacitor than warp disruptors. The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. The grapplers also have hard limit of Optimal+3×Falloff beyond which the module can not be activated even though it would still have small 0-2% velocity reduction. Amarr and Caldari are closest to the trade hubs, that is if you're too lazy to travel for several minutes to them. Check My IP Information All Channels Ships and Modules Best t1 caldari frigate for tackle? Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. Mirrors and enables advanced search options to browse the EVE-Online forums. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field. In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. The new forums are live and can be found at https://forums.eveonline.com/. Market. i've seen many come and go, and it seems like most t1 frigates are reasonably well balanced for their role now. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. 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. With an afterburner the tackler will take longer to get into range, but will take less damage once they do. 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). These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. 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. This module can only be used by Interdictors. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range. Now, let's talk about the real stuff. 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. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. The afterburner increases your sub-warp speed by a percentage. Check My IP Information All Channels Ships and Modules Ares Tackle Fit » Click here to find additional results for this topic using Google Monitor this thread via RSS Pages: [1] :: one page: Author: Thread Statistics | Show CCP posts - 0 … 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. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m. This website uses cookies to ensure you get the best experience on our website. The next step up changes the style of tackling completely. Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there). The ceptor just grabs tackle and survives long enough for your fleetmates to apply a secondary point or get the kill. Dramiel Volume 27.289,00 m3 (Packaged … CCP hf. Algos 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. Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Further, they have bonuses tied to the skills of their respective … What you are looking for here commonly is either pilots flagged as “suspect” or “criminal”, alternatively (and this is rather common in lowsec) outlaws with a security status of -5 or below. 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 faster you can get into targeting and warp disruption range, the faster you can tackle the target. 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. To be able to sit in an interceptor, you need the relevant T1 frigate skill at level five and Interceptors at one which has Evasive Maneuvering 5 as a prerequisite. Search. Both rigs come at the cost of 10% Armor HP. If you're flying with bonuses, there's really reason to put a 150 million isk mod on a 10 million isk ship. If they do, fitting a stasis web makes a lot of sense. The Serpentis line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier effectiveness. These modules have a warp core disabling strength of 3 points. 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). If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. 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. Help; Source; v6.5; Download; How … I like mid-slot layout, but lows don't seem to allow sufficient tank to be fitted. There exist a wide variety of modules designed for stopping your target from escaping. During the fight, a tackler should locate their target and approach them, with their propulsion module running. Supercarriers, Titans, Deep Space Transports, and Ventures have innate or skill-based warp core strength, and thus are resistant to warp disruption even without stabilizers fitted. A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP! Depends on what you want to tackle. This ensures you do not trigger aggression from the sentry guns. Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command. July 29, 2013 - EVE Online Guide, Featured, Free Stuff, Mechanics, PVP Guides, Survival Skills, Tactics, Tips & Tricks, Video Guides - 1 comment. The tackle range bonus allows the fleet interceptor to hold tackle at a relatively safe distance. Aiden Killiany • 10 months ago • 0 Cargo Bay Export: EFT Push to EVE Useful links: View on market View on EVE Online Ships . On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. All regions. Learn More Accept. 0. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. Sometimes the fleet commander will call specific targets for tacklers. micro jump drives, micro jump field generators, and microwarpdrives, https://wiki.eveuniversity.org/index.php?title=Tackling&oldid=167542. 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 most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. I find that a Sabre is an excellent ship for tackling. Don't take it … This tool enables making ISK through hauling or station trading. Fits. The basic range for a warp scrambler is significantly lower than that of a warp disruptor. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. This is your standard nano gang inital tackle. EVE ECHOES ship: BEST PVe ship Caracal. To best understand the insta-lock mechanics, we first need to talk about the server ticks. Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. The Forge Domain Sinq Laison Metropolis Heimatar Lonetrek The Citadel Essence Tash-Murkon Placid . Oct 23, 2019 @ 7:09am The only difference is a starting system. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. 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"). While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. 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. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most). Now, let's talk about the real stuff. Players should train them to IV, if they intend on tackling a lot. Johann Bererund • 7 months ago • 0 Charges Cargo Bay Export: EFT Push to EVE Useful links: View on market View on EVE Online Ships . These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives. 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. The alternative guide to the EVE-Online forums. A tackler, then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. The alternative guide to the EVE-Online forums. Market Fits Fleet. I know different scenarios are always possible in game but I have witnessed and personally flown inties in dozens and dozens of medium to large gang fights and survived, while most DICs pilots are back at home station becaus they were insta primed and caught in their own bubble and popped. < > Showing 1-12 of 12 comments . Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. Market Fits Fleet. 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. 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. 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. These forums have been archived and are now read-only. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge. 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). Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Apart from Bubblers, I would say the Stilleto, with all those mids you just cant beat it in a tackling role. Are there any that are drastically over/underpowered (haven't flown t1 frigs in awhile). To fit electronic warfare modules or not? Each race has a fast and agile frigate, such as the Condor for Caldari. 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. They bring the DPS to get the kill. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. 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. The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively. I posted a massive reply on ships, fittings and required skills.......... and teh EvEO forums ate it. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. As a tackler, speed is important in order to reach your target quickly. Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by 90% with a single web. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD. Coercer has the advantage of doing good dps at mid-range because amarr weaponry has the best optimal. This module's range is also affected by the pilot's level in Heavy Interdiction Cruisers, and the script equipped (if any). Fleet. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. Frigates are the smallest and fastest ships in Eve. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet. This module cannot be activated in High or Low security space. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers. Market. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. Continue this thread View Entire Discussion (30 Comments) More posts from the Eve community. 2 years ago. The Atron is, in fact, the base design for Gallente advanced … If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close. 83% Upvoted. All regions. EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer. The primary role of any tackler is to make sure a target ship doesn't run away. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. Unlike the overdrive injector, however, it also makes your ship more agile. Server ticks. Single station Station to Station Region to Region. Ganking in EVE Online actually does make sense in many ways. Server ticks. With warp disruption script it works as a warp disruptor module with increased range and infinite strength. If you 'show info' on these ships (or any ship) the 'traits' tab will explain thru bonuses what that ships best role is. » Click here to find additional results for this topic using Google Monitor this thread via RSS Pages: [1] :: one page: Author: Thread Statistics | … The Tech 2 version boosts your speed by 135%. 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. Once the tackler is in locking range, they should lock the target. This is the fit i use in solo pvp and also us this in GE Defense fleets. It's an upgraded version of the afterburner, however it comes with several drawbacks. It's an essential role, and gives you a good basis for understanding how PvP works in EVE Online. A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Your Role as a Fleet Tackler is to Tackle ships, not to do damage, EWAR, or anything else. This allows a dual point setup, which again, with bonuses gives very, very good tackle range and survivability. Meaning that at optimal+falloff range the applied slow down is only 50% of the maximum modifier. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Warp Core Stabilizers (or "stabs") are low-slot modules which greatly weaken a ship's targeting range and scan resolution, but increase the ship's Warp Core Strength, allowing it to resist incoming Warp Disruptors. The downside of this module is that you get a lower amount of structure hit points (HP). If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Condor, Tackle Alpha suitable. Shop Game Time & Plex; Trade menu . Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them.