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Aladine Druas
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Posted - 2008.01.06 02:44:00 -
[1]
Edited by: Aladine Druas on 06/01/2008 02:45:54 is there a tackling guide?
P.S. how do i delete my old post?
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Cailais
Amarr VITOC
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Posted - 2008.01.06 03:01:00 -
[2]
You cant delete an old post - you can edit it however.
Tackling is, essentially, using a ship (normally a fast interceptor) to warp disrupt and / or web a target ship to prevent its escape prior to the arrival of the main force.
Tackling typically utilises ships such as Frigates (fast, cheap, expendable), Interceptors (very fast), Interdictors (interdictor spheres) and Heavy Interdictors (warp dis spheres), Gallente recons (long scramble range). What these and similar tackling ships have in common is fast speed (to close onto the target and mitigate damage) and fast lock times (to prevent the target fleeing as you lock).
Any ship that tackles needs to survive for a reasonable period of time in order for the main fleet to engage the target. In addition the tackling ship needs sufficient cap to run its warp dis / scramble. Ideally the tackler can either reduce damage, such as the Arazu recon using damps and long range warp scramble, or maintain the option to flee the battle once the main fleet engages.
HACs and AFs can be used in a 'heavy tackler' role, with the aim of remaining in the fight and adding DPS to the main fleet. Some recons (such as the pilgrim) can tackle and fight limited targets quite well and are often suited to 'solo' pvp.
C.
Originally by: Jenny Spitfire
Dehumanisation - griefers are cool and if you are not a griefer, you do not belong here.
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Aladine Druas
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Posted - 2008.01.06 03:09:00 -
[3]
ok thnx alot so how does one go about maximizing angular velocity? ( i think thats what its called)
i know that moving in a stright path towards a target is a bad idea but i don't know how to tell at what range i am hardest to hit.
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Collypso
Gallente Shiva Morsus Mihi
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Posted - 2008.01.06 05:53:00 -
[4]
its transversal velocity
basically the closer you are and the faster you orbit the harder you are to hit
interceptors really dont want to get within web range of a ship they are tackling because they will be webbed and ripped apart if not by guns then by drones
i fly an ares instead of a taranis because i do what ceptors are supposed to do: tackle a ship so my gang could get there to catch him.
i can orbit around the guy at 4.6km/s 20km away running my mwd and disruptor forever which makes it impossible for them to kill me with any weapon and even warrior drones (which are the fastest drones in the game)
taranis is for massive damage and ares is for tackling
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Aladine Druas
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Posted - 2008.01.06 19:38:00 -
[5]
good point, i will prolly fly ares then =) i didn't think about the fact that while the taranis may cause heavy dmg my skills will prolly make that a useless quality.
but with the threat of drones and guns will the taranis always be a death trap?
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Nimani
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Posted - 2008.01.06 21:59:00 -
[6]
As with all ships it comes down to picking your fights.
The Ares is probably better suited for new pilotes since it has a bonus to warp disruptor cap usage, making it easier to keep cap stable with low skills. And it has 4 low slots which makes it easy to get it up to decents speeds with cheap stuff and low skills.
So buy an Ares and put on a 1mn MWD a T2 disruptor and load up the low slots with overdrives and possibly a inertia stab, a pair of 75mm or 125mm rails depending on what fits (for killing pods). when you feel confident in flying your ceptor, without loosing it to often, buy a Taranis and some T2 fittings and give it a go.
Best of luck /Nimani
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