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Xerophthalmia
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Posted - 2011.03.24 20:15:00 -
[1]
I've been playing PvE in high-sec for over a year now and finally me and my to friends took of to join a 0.0 corp. I have over 18M skill points, specialized in Amarr HACs, AFs, Interceptors and missile skills. I've been training these PvP ships for my future PvP career, but of course there's a lot more to it than having great skills and lots of isk. More than anything I need real skills.
I want to start out as a tackler, first with Rifters etc. and later I want to learn how to fly Intercepters (Malediction and maybe Crusader). I've already joined a large fleet fight and naturally I died. Since I have enough money I have no problem with losing Tech 1 frigates while practicing, even with named or some Tech 2 modules.
What I would like to know is, what things do I have to watch out for when flying as a tackler in fleet battles? I know that tackling in an afterburner Rifter is not the same as tackling in a Malediction, but do you have any tips for fleet tackling in generel? I know that you never ever approach the enemy directly.
Rifter: Which ship types do I tackle first and how should I engage?
Malediction: Should I always stay out of scrambler range of all enemy ships? That involves a lot of double-clicking in space rather than orbiting one ship and then another, I presume? What is the best tactic for engaging, orbiting etc.?
Once the battles starts it seems so much more confusing than tackling a single vessel where you "just" have to orbit and tackle. I know my questions are generalized but I can use any kind of info :-)
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ARES 003
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Posted - 2011.03.24 20:29:00 -
[2]
warp disruptor, web, fast locking rigs, microwarpdrive, rockets to kill drones, damage control and some kind of tank.
lock things and make them stay where they are and make yourself live as long as you can.
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Mara Abraham
Minmatar T.R.I.A.D
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Posted - 2011.03.24 20:32:00 -
[3]
Good day:
http://wiki.eveuniversity.org/Tackling_101_Guide is a good article.
If Minmatar is your race (i.e. your Rifter comment), then go for Claw / Stiletto.
Know your ship and its SWOT - strengths, weaknesses, areas of opportunity, and threats. Know that of your enemy. Know that of your fleet based on its composition and pilots. You'll learn soon enough how far up the chain you can tackle before your fleet arrives to help with a a second point so you can disengage (if able) to move on to another target, et al.
Thank you.
--- Mara Abraham
http://www.factionalwarfare.info |
528491
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Posted - 2011.03.24 20:40:00 -
[4]
Originally by: Mara Abraham If Minmatar is your race (i.e. your Rifter comment), then go for Claw / Stiletto.
I have better Amarr spaceship skills and I particularly want to fly the Malediction. The only reason I mentioned the Rifter was because of it's great use as a rookie ship/tackler.
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528491
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Posted - 2011.03.24 20:42:00 -
[5]
Oh, I just used my Alt to reply instead of my primary character :-S
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Xerophthalmia
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Posted - 2011.03.24 20:44:00 -
[6]
I did it again :-D
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BolsterBomb
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Posted - 2011.03.24 21:06:00 -
[7]
Learn to choose the right ship for the job. As a tackler (fleet) you will want the ship with point range. Always gets me when a "fleet" tackler doesnt use the range bonus. Also learn to hold cloak when jumping through gates and be ready to burn back after your time session is up if you must. The number one thing to learn to be an epic tackler is to tail the run away fleet and to snag ships as the warp from the gate. This takes time and you need to choose when its the right time to decloak and grab your target right at the moment the other guys are warping off.....its a pricelss moment and the tacklers glory....finally be ready to lose lots of ships, tacklers die so keep a nice stack of them fitted and ready to rock. Tacklers catch the kill while the "less skilled" players click the shoot button.
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ChromeStriker
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Posted - 2011.03.25 10:23:00 -
[8]
some good tips for tackle is to learn to manually aproach a target (dont fly strait towards it), call points (in roams particually big fleets it gets tricky), if you are going to die... warp out, (you would be suprised) dont just take it (come back after). as for a rifter fit T2 where you can Meta4 where you cant, the added ability greatly out ways the cost. I personally love the small nos makes you more than just cap stable (unless you perma run a mwd (dont do that)) the rest of the fit depends on the type of fight and how you like to fly (im likeing the tracking disruptor atm). Sorry no idea about a malediction but stilettos are friggin awesome
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Mara Abraham
Minmatar T.R.I.A.D
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Posted - 2011.03.25 12:41:00 -
[9]
Good day:
When I was in Eve University (that's is also a good place to learn about various ship roles especially in large fleets), even though it was pounded into my head that Interceptor V is a must, it was not until I got Interceptor V that I learned the WOW! factor of the bonus. Overheat your point, and you are flying in a good zone against most ships except for missile ships, Cynabal, and the Vagabond. A number of good Stiletto designs use at least one tracking disruptor; some even use two. Against turret based ships, and staying at range... almost priceless.
Thank you.
--- Mara Abraham
http://www.factionalwarfare.info |
Xerophthalmia
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Posted - 2011.03.25 15:12:00 -
[10]
Thanks!
What is your opinion about Javelins for the Malediction to give the extra range for damaging your warp disrupted target? Is the speed handicap a problem i terms of maintaining the nano-tank when you're at 38-3900 m/s?
How about rocket-range rigs so your Gremlin T1 can go to 13,4 km? It's very risky to disrupt at that range. I guess the rockets are mostly for drones after all.
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SomeHardLovin
Perkone
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Posted - 2011.03.25 15:31:00 -
[11]
Don't gimp your speed for a few more DPS. Your job is not dps, its tackle.. Any dps you bring to the party is basically worthless other than to kill drones going after you.. and they will be close range. ---
Bring forth the Assault Frigate apocalypse! |
Xerophthalmia
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Posted - 2011.03.25 15:54:00 -
[12]
Originally by: SomeHardLovin Don't gimp your speed for a few more DPS. Your job is not dps, its tackle.. Any dps you bring to the party is basically worthless other than to kill drones going after you.. and they will be close range.
That makes sense in fleets but what about in small gangs? If I should catch a frigate and it's 1v1 then it's different isn't it, even though the Crusader is more suitable for that situation? 70 dps with Javelins should be enough for small ships right?
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freshspree
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Posted - 2011.03.25 17:07:00 -
[13]
Originally by: Mara Abraham Good day:
http://wiki.eveuniversity.org/Tackling_101_Guide is a good article.
If Minmatar is your race (i.e. your Rifter comment), then go for Claw / Stiletto.
Know your ship and its SWOT - strengths, weaknesses, areas of opportunity, and threats. Know that of your enemy. Know that of your fleet based on its composition and pilots. You'll learn soon enough how far up the chain you can tackle before your fleet arrives to help with a a second point so you can disengage (if able) to move on to another target, et al.
Thank you.
No offense but are you some programmed bot or something of similar nature?
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Aubrey Maturin
RennTech Fatal Ascension
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Posted - 2011.03.25 21:00:00 -
[14]
Approach, it doesnt really matter in a tackle frigate or inty on a gate or station, disrupt and then web and shoot drones. Call your point if its not on the primary or if noone else has called it. Generally speaking in roams you want to spread your points so that if your winning they cant just disengage, once you get some experience you can start grabbing secondaries or even tertiaries and make your fc really love you if you do it right...assuming your not the only tackle.
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EMO JAck
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Posted - 2011.03.25 22:36:00 -
[15]
Tackling pretty easy.
As for how to tackle you need to keep a few things in mind.
1. Survivalability mostly for gates or stations. Guns will almost insta pop a frig.
2. Tackle forms. You can tackle in a varity of roles from the super long range Arazu or scam to the dual web cane. Both have the tank to handle guns (at least forawhile).
3. Cost the tackler is one of the first to be killed both for tackling you and when the blob comes usualy you have your GCC and agro timer.
4. Lock times don't tackle in a BS thats fail. Targets tend to burn out of range if your slow.
5. Speed you will want the be able to get in range for those webs.
That said have fun.
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Mara Abraham
Minmatar T.R.I.A.D
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Posted - 2011.03.25 23:08:00 -
[16]
Good day:
Originally by: freshspree No offense but are you some programmed bot or something of similar nature?
I think, therefore I am; but am I?
Thank you.
--- Mara Abraham
http://www.factionalwarfare.info |
SomeHardLovin
Perkone
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Posted - 2011.03.26 00:10:00 -
[17]
Quote:
That makes sense in fleets but what about in small gangs? If I should catch a frigate and it's 1v1 then it's different isn't it, even though the Crusader is more suitable for that situation? 70 dps with Javelins should be enough for small ships right?
After resistances that will be 14dps. Don't worry about dos.. You goal is tackle and live. If you lose the target your gang will be mad.. If you apply weak dps they won't care. ---
Bring forth the Assault Frigate apocalypse! |
Stalking Mantis
Caldari Wolfsbrigade
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Posted - 2011.03.26 01:10:00 -
[18]
I cannot stress the importance of the Interceptor V skill enough. Your best friend in an interceptor is a low signature radius. Senior tacklers will point out that you have multiple types of tackle as well as tackling ships:
1-Fleet Tackle, This is an interceptor that is mostly used in gatecamps and the key word to this type f tackle is Scan Resolution, Your primary job is to get initial point and allow the slower locking ships in your fleet to establish their own point. This is why you will find most low and sometimes med slots are for sensor boosters or signal amplifiers.
2-Skirmish Tackle, This type of tackle is more advanced as your job here is to get points and hold your points / survive long enough for the rest of your fleet or help to arrive keeping in mind that sometimes you might be one or even two jumps out from the main body of your fleet. This can be done by the finer aspects manual piloting and keeping high transversal to avoid the tracking of the guns on your target. In this field you will notice the application of multiple e-war mods such as tracking disruptors and sensor damps and pulsing drones. The key to keep in mind here is survival and keeping point for as long as possible and the real pilots in this category are very used to seeing their ships on fire. Your job usually ends when secondary tackle lands as by that time you fleet is well on its way into the skirmish.
3-Secondary tackle, This type of tackle is needed to relieve an already stressed skirmish tackle and to apply webs/scrams if needed. In my mind this is a job best suited for assault frigates as they can survive longer than an interceptor and are still small enough to take advantage of a low signature radius (bearing mind they use afterburners.
Each race has two types of interceptors and the two types of interceptors lend themselves to 1 and 2 above. One combat interceptor for skirmish and one with a bonus to point range for fleet tackle.
Nothing you read though will get you up to speed like actually getting out and getting blown up. PvP is like martial arts, the better pilots do not think they just react to situations and your goal is think less in battle and become well honed in reacting the right way as and when needed. This shows in tackling as well as you will notice the good tacklers stay alive a lot more than the casual ones.
Nothing in my humble experience matches the satisfaction of getting a hero tackles for your gang, watching your gang take down its targets according to your points and dancing through your enemy fleet in a small ship with nothing but speed and the hand of god protecting you.
And one last thing......REAL Tacklers are the ones with their ass on fire after an engagement.
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Drykor
Minmatar Aperture Harmonics K162
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Posted - 2011.03.26 10:29:00 -
[19]
Edited by: Drykor on 26/03/2011 10:30:28
Originally by: Stalking Mantis
1-Fleet Tackle, This is an interceptor that is mostly used in gatecamps and the key word to this type f tackle is Scan Resolution, Your primary job is to get initial point and allow the slower locking ships in your fleet to establish their own point. This is why you will find most low and sometimes med slots are for sensor boosters or signal amplifiers.
2-Skirmish Tackle, This type of tackle is more advanced as your job here is to get points and hold your points / survive long enough for the rest of your fleet or help to arrive keeping in mind that sometimes you might be one or even two jumps out from the main body of your fleet. This can be done by the finer aspects manual piloting and keeping high transversal to avoid the tracking of the guns on your target. In this field you will notice the application of multiple e-war mods such as tracking disruptors and sensor damps and pulsing drones. The key to keep in mind here is survival and keeping point for as long as possible and the real pilots in this category are very used to seeing their ships on fire. Your job usually ends when secondary tackle lands as by that time you fleet is well on its way into the skirmish.
Quoting for emphasis. Also keep in mind that in actual FLEET battles (so not your gang camping on some gate or roaming to kill single or a minor amount of targets), actual tackling isn't all that important as people a) won't leave the fight anyway unless they're obviously losing and b) these things take long enough so all kinds of ships can tackle and there will be bubbles anyway. In those fleets if you want a support role, you're better off in something anti-support, that can for example chase down and kill falcons. Or become an interdictor pilot.
--- Drykor - AHARM |
Xerophthalmia
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Posted - 2011.04.04 12:04:00 -
[20]
Thanks for all the replies.
Originally by: Drykor Edited by: Drykor on 26/03/2011 10:30:28
Originally by: Stalking Mantis
1-Fleet Tackle, This is an interceptor that is mostly used in gatecamps and the key word to this type f tackle is Scan Resolution, Your primary job is to get initial point and allow the slower locking ships in your fleet to establish their own point. This is why you will find most low and sometimes med slots are for sensor boosters or signal amplifiers.
2-Skirmish Tackle, This type of tackle is more advanced as your job here is to get points and hold your points / survive long enough for the rest of your fleet or help to arrive keeping in mind that sometimes you might be one or even two jumps out from the main body of your fleet. This can be done by the finer aspects manual piloting and keeping high transversal to avoid the tracking of the guns on your target. In this field you will notice the application of multiple e-war mods such as tracking disruptors and sensor damps and pulsing drones. The key to keep in mind here is survival and keeping point for as long as possible and the real pilots in this category are very used to seeing their ships on fire. Your job usually ends when secondary tackle lands as by that time you fleet is well on its way into the skirmish.
Quoting for emphasis. Also keep in mind that in actual FLEET battles (so not your gang camping on some gate or roaming to kill single or a minor amount of targets), actual tackling isn't all that important as people a) won't leave the fight anyway unless they're obviously losing and b) these things take long enough so all kinds of ships can tackle and there will be bubbles anyway. In those fleets if you want a support role, you're better off in something anti-support, that can for example chase down and kill falcons. Or become an interdictor pilot.
What do you mean by anti-support? Which kind of ships are you refering to? You're mentioning interdictors? Are they used as much as HICs in fleet battles?
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Belemrys
Damage Unlimited Inc AN EYE F0R AN EYE
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Posted - 2011.04.04 15:47:00 -
[21]
Tackle can be easy or difficult...depends on how good your opponent is...
If they are within 10k you can just: 1. Spam ctrl-leftclick to lock and approach 2. Pulse MWD 3. Hit Long Point (disruptor) 4. Hit Two Point (scram shuts down MWD and thus slows them down) 5. Hit Web 6. Orbit @ 500m (make sure they don't have the tracking to keep up with you)
If they are 10k+ you need to NOT approach but rather zig zag (manual flying) at them....preferably without MWD if possible and keep your transversal as high as possible to avoid being insta-popped. If it is something with high tracking (like a vagabond) you will have to overheat your long point and orbit outside of range.
As a basic rule: Minmitar - Good Tracking Amaar - Bad Tracking Gallente - Drones are the problem lol Caldari - You can't speed tank missles...usually you tackle until he switches on you with his drake and then you bug out and hope a hurricane or something got a disruptor on him :)
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San Severina
Minmatar
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Posted - 2011.04.04 22:25:00 -
[22]
3 things that will keep you alive longer.
1) Stay out of web range (all ships)
2) stay out of web range - keep trans up & speed up.
3) stay out of web range whatever you do! __________________________________________________
No sympathy for the Devil! Always remember that....
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Jaxley
The Tuskers
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Posted - 2011.04.05 11:09:00 -
[23]
Edited by: Jaxley on 05/04/2011 11:09:10
This is how the pr0s do it.
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