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Best tackler?

Author
Question Time
University of Caille
Gallente Federation
#1 - 2012-03-04 04:20:02 UTC
I'm looking for the best tackling ship right now and as I know that's the broadest way I could've put it, I don't have any other way to say it.

Some people say Ares others say a Taranis...

Either / or - what would be the best fit? Obviously if it's for a fleet or gang engagement it should be MWD fit... is this correct?
Barrak
The Painted Ones
#2 - 2012-03-04 08:47:17 UTC
I posted a massive reply on ships, fittings and required skills.......... and teh EvEO forums ate it.

Short version:

I use the Ares with this fitting:

[Ares, Tanky Fleet Tackle (fast)]
Micro Auxiliary Power Core I
Damage Control II
Overdrive Injector System II
Capacitor Flux Coil II

Medium Shield Extender II
Catalyzed Cold-Gas I Arcjet Thrusters
Republic Fleet Warp Disruptor

75mm Gatling Rail II, Antimatter Charge S
75mm Gatling Rail II, Antimatter Charge S
Rocket Launcher II, Gremlin Rocket

Small Core Defence Field Extender I
Small Auxiliary Thrusters I


The remainder of my post was about skills.

To be the most effective you can be you need speed, so work on your nav skills. You need cap, so work on your nav cap reductions skills and prop jamming, you also need shields and Inty 5 (to get that all important range boost to your point.

One thing you really need to decide upon is if you want to bea combat tackler (AF/Taranis) or a fleet tackler (range).

Sorry I couldnt post the whole thing again.

Barrak
Annie Anomie
Federal Navy Academy
Gallente Federation
#3 - 2012-03-04 10:13:52 UTC
Instalocking T3.
Ryuce
#4 - 2012-03-04 13:04:39 UTC
Ireland VonVicious
Vicious Trading Company
#5 - 2012-03-04 17:54:41 UTC
Ares is good for scram/web kiter too if you spend some isk on faction items.

Overheating a scram on Ares is nice for 15-16k orbit with full tackle running.

The extra speed / scan res and use of defender missles is nice too.



The Taranis has more health/dps and can use ecm drone so it can last the fight a bit better.

Choose accoring to your needs.



As far a pure tackle I'd go with Ares. Cool
Skelee VI
Swamp Panthers
Bog Brotherhood
#6 - 2012-03-05 13:45:50 UTC
A dramiel with a buddy remote sensor boosting you! Insta lock!
Izlare
State War Academy
Caldari State
#7 - 2012-03-05 19:32:07 UTC
For fleet inty, my vote for best goes to the letto.

Most of the fleet inties have close starting stats and are very similar, however, the letto is the only one with 4 mid slots. That is huge considering most intys are shield tanked and intys needs mid slots for than they need low slots.

The slot layout on the letto also allows the ship to be very versatile. After using a prop mod and medium shield extender you could still, dual point it, web/scram, dual scram, point/sebo, point, invul, even dual prop it, or anything else you wanted to do.

For me the better slot layout, and ability to fit the letto exactly how I want or need for the situation makes it the best fleet tackle choice in my book.
Alua Oresson
Aegis Ascending
Solyaris Chtonium
#8 - 2012-03-05 20:16:48 UTC
I find that a Sabre is an excellent ship for tackling. That is assuming you are working in Null sec space.

http://pvpwannabe.blogspot.com/

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#9 - 2012-03-06 10:31:46 UTC
Alua Oresson wrote:
I find that a Sabre is an excellent ship for tackling. That is assuming you are working in Null sec space.


Double bubble cloaky sabre Big smile

No Worries

Danny John-Peter
Blue Canary
Watch This
#10 - 2012-03-06 12:04:47 UTC
Apart from Bubblers, I would say the Stilleto, with all those mids you just cant beat it in a tackling role.
Izlare
State War Academy
Caldari State
#11 - 2012-03-06 15:56:23 UTC  |  Edited by: Izlare
While I do agree the saber is an awesome boat, especially in small gang roles (and is an epic solo boat in skilled hands) it's ability to survive in medium gang situations is very low and almost none in large gangs. It takes so little to kill them good FCs will prime them and either kill them or force them of the field. But a good inty pilot knows how to kite, mitigate damage, and burn out and GTFO if needed. I know sabres can also do the same thing it is just easier for inties. 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. 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. 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. That is why I still believe the Letto is the best tackler.
Sir Lomax
Semper Ubi Sub Ubi
#12 - 2012-03-06 16:28:53 UTC
Aries with a faction disruptor and that Low slot item that increases targeting range.

What people forget about the intercepter class alot is they can't target much past 25k. Yes your fast... but you want a tackler that can target quick, stay alive... and can target at a good range so a microwarp won't save them.
Fleet Warpsujarento
Doomheim
#13 - 2012-03-06 17:44:08 UTC
Insufficient detail on the scenario to make a recommendation. More details on scenario plx OP kthnx.
Packe
Interstellar eXodus
#14 - 2012-03-06 18:40:28 UTC


Ares or Stiletto, they can be fit almost identically, and have very similiar stats. They really only have to fear long webbing ships. They can tackle outside of neut and scram range of all ships unless it is a curse heavy fit, which is pretty rare. The raptor and malediction are okay, but are hampered by having 4 highs. You can't fit them to be fast and have the required lock range. The higher dps 'ceptors are good as support, but cannot match the scram range from the bonused ships.


They pretty much have always been the best, but the Dramiel was better to fly for a while because of its all around ability. It can't really be used as a tackler anymore as it's speed and agility are now too low to compensate for its crappy signature.

The daredevil is awesome in the right situations, but shouldn't be the first choice for a tackler if you only have one. It really should be flown as tackle support, in a high dps fit with dual webs.
Ahrieman
Codex Praedonum
Divine Damnation
#15 - 2012-03-06 19:20:46 UTC
Confirming that for pure tackle, Ares or Stiletto is the way to go. If you want to tackle on the cheap, I would suggest a Vigil.

Solo Rifter since 2009

JoeTwo PointOh
Did he say Jump
Deepwater Hooligans
#16 - 2012-03-06 19:33:31 UTC
I personally think the Ares is amazing, although I'm probably biased due to gallente being my main race. I'll say this though... If you're flying with bonuses, there's really reason to put a 150 million isk mod on a 10 million isk ship. Proper bonuses will let you point out to almost 50km with just a T2 disrupter. The issue of bonuses brings me to another topic, shield tank mods. Half you're strength is your speed and sig radius, anything you can do to keep the first up, and the second down is extremely beneficial, and as such I generally prefer hull tanking. This allows a dual point setup, which again, with bonuses gives very, very good tackle range and survivability.

also, I don't personally use it, and feel it wouldn't scale up as well in larger engagements, but I've seen the Keres used with a good bit of success. Being sensor damped in a BC down to less than 20km is usually an awful thing when solo or in very small gangs. It's speed is good, lock range is superior to an Ares, as is point range, but probably expect to die very quickly if you're not carefully managing your transversal.
Packe
Interstellar eXodus
#17 - 2012-03-06 20:03:46 UTC


If you are not flying with a scram and a disruptor on both ships you arnt using them to their best. You should always fly to the ship bonuses, so I agree totally with dispensing with the shield extender. Fully faction fit in fleet you should be getting:

68km disruptor, (Ovreloaded)
25km scram (Overloaded)
40 sig (mwd on)
7000 ms not overloaded
70km lock

Kinda screws with some of the shorter range cruisers when you have them pointed outside of their lock range. You can actually run down into a orbit on most BC/Cruiser size ships and have them scrammed before they even lock you . You get a long way with a 300 scan res ship trying to lock you at 40 sig with 7kms. The hardest ships to tackle are some of the AB fit AFs these days. 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. Best thing to do is stay at 40 and keep them pointed until a ship that can hunt them down catches up.