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Here's what I'm envisioning for my role in PvP;
I rush in with a frigate, close to the enemy, cloaked. I lock him, warp jam, target jam, etc. etc. electronic warfare. Then my pals come in and obliterate the enemy.
What kind of skills can I use for this type of operation? I know theres a warp jammer, but i'm pretty clueless honestly. Should I be looking a recon ship?
Comments
well, theres a couple of ways to approach this, you can try the interceptor route, the recon route or the stealthbomber route.
interceptors are fast, but dont cloak, so you rush in and get them locked down and wait for the cavalry to arrive.
recons can cloak but have a slight delay between decloaking and locking, you might find your targets are gone before you can lock them. the gallente recons get a bonus to warp disruption range and so are probably best here.
the third option is to lurk in a belt in a stealthbomber, bombers dont have a delay between decloaking and locking, but cannot warp cloaked. they are also very fragile and so might not last until the rest of the gang comes to help you out.
interceptors are a lot of fun and a good way to learn about the game and pvp with few skillpoints. every gang will want an interceptor or two so you wont be told to bring a better ship.
You wont be tackling anyone in a ship that can cloak and use EW. Any ship that fits a cloak will get a massive targeting delay which makes it worthless for a tackler. You will want a small fast ship such as a Rifter or an Interceptor which are designed for the job with their bonus to scrambling range and high scan resolution for fast locks. Also you won't be running any EW modules to jam your targets since interceptors just don't have the necessary amount of cap to run those modules.
The only skills you would really need to focus on are your navigation skills to get more speed and your warp disruption skills. As a tackler you generally don't do much dps since you tend to be going too fast for even your own guns to hit unless you fly something like a crow which uses missles but even then the dps isn't that great. Learn to tackle using cheap ships. Tacklers die often and you don't want to learn with expensive ships like recons which are less effective tacklers than interceptors anyways.
If you really want to do something with a cloaking type of ship maybe take a look at something like a covert ops frigate. Train up your scanning skills to find safespotted people, low sec mission runners or complex runners. Scan probe them out, warp in cloaked and setup a warp in point for your friends to warp in on top of the target and let someone else tackle. Covert-Ops and bombers don't make great tacklers since they don't have the same speed as an interceptor so they go pop much faster and they are more expensive to replace in terms of modules. 1 cloaking device will cost as much as an interceptor.
The new Electronic Warfare Frigates have a decent amount of midslots, making them potentially very viable as tackling units. You're going to have to be careful about cap consumption, though, and you won't be fitting any sort of tank besides speed.
I'd suggest going the cheap firgate, then interceptor route while you find out more about the game. Recons are pretty expensive losses and take a bit of experience to fly effectively.
As Lord said, 2/3 of what you want is impractical. Hostiles need some chance of getting away, afterall. It also encourages teamwork since a tackler is much safer with an EWAR ship backing them up, and much more successful with a cloaked cov ops getting them a warp in point!
For skills:
Navigation:
Afterburner IV (Necessary for MicroWarp Drives)
High Speed Maneuvering III (for T2 Micro Warp Drives)
Acceleration Control III or IV (more speed with the MWD on)
Evasive Maneuvering (V for Intys, but gives more agility for T1 frigates at lower levels)
Navigation IV (IV for Evasive Manuevering, V for 5% more speed!)
Engineering:
Energy Systems Operation IV (More cap regen)
Energy Management IV (More cap)
Electronics:
Long Range Targeting III or IV (Target further)
Signature Analysis IV (faster lock times)
Propulsion Jamming I (IV for T2 Disrupts / Webs / Less cap needed)
Those will allow you to tackle fairly well, not to mention many of them you'll need when training for Recons / Thermodynamics anyways!
I had a big write up on this but lost it due to my cat walking across my keyboard....so you get the short version and get to do some research instead =P.
EWAR frigs are very awesome...but they really only shine in small frig gangs and Gate camping, and the only time they viably have tackling mods on is when they are gatecamping. Use a Interceptor for tackling....T1 version of your ship of choice when you are learning though.
+Keep a High Transversal. Never fly right at big ships if they are at range, fly at a arc. (Learn how Transversal and Tracking work)
+Against cloaking ships when gate camping: sit still near the gate, wait for the target to uncloak, dbl click on them in the overview and your ship will start moving, (wont take long for you to align to them) after you are aligned tun on the MWD. Doing this is a great tactic for uncloaking cloak users inside the bubble. Also, have someone assign drones to you. so when you go to uncloak people you have a better chance of knocking them out.
+You can keep your weapons/modules "hot" by clicking them without anything targeted, so click them and they start blinking, then when at target is in range click on them in the overview...you will then lock the target and instantly use the weapons/mods you had blinking.
+Go fast, you want to be kicking out 8k m/s+. Navigation skills are key
+Get good capacitor skills
+Get good gunnery support skills and T2 Guns Even though you dish out little dps to larger ships you will most likly get into dogfights with other ceptors and you will want to be able to shoot back.
+Armor/Sheild Support skills...hell all support skills are key for all ships so just get them if you dont already have them, heres a short list relating to tackling:
Energy management 4 (some extra cap)
Energy System operation 4 (extra cap recharge)
Engineering 5 (able to fit more)
Electronics 5 (same as above)
Navigation 4 (SPEEEEEEED)
Fuel Conservation and high speed maneuvering 4 (so you dont drain all your cap on AB and MWD speed)
Targeting 5 (always useful)
Signature Analysis 5 (faster locking, very useful)
Long Range targeting 4 (longer targeting range)
Propulsion jamming 4
Controlled burst 4 (not drain all your cap on lguns)
Motion prediction 5 (you need tracking when you fly fast)
Rapid fireing and sharpshooter 4 (Useful, not really neccessary but i would train that)
Weapon upgrades 4 (able to fit weapon upgrades)
*Advanced weapon Upgrades (always useful)
hope that helped.
~HappyGaming
The Minmatar electronic assault ship makes a great tackler, its almost as fast a interceptor and has long range webs you can lock down pretty much anything, the target painter bonus is handy as well and really comes into its own if you have missile or arty users in your gang.
You can tackle in certain recons like the Rapier and others like the Lachesis are designed for tackling with long range warp scrambling or you can get as close as you dare cloaked and provide a warp in point for the rest of your gang but as already said you don't really get an all in one package usually you have to choose a specific ship for its role.
Currently playing:
EVE online (Ruining low sec one hotdrop at a time)
Gravity Rush,
Dishonoured: The Knife of Dunwall.
(Waiting for) Metro: Last Light,
Company of Heroes II.