![]() ![]() The Capacitor Booster will inject capactor directly into your ship when activated. For that reason, it is possible to briefly overheat it, to be able to tackle the opponent a tiny bit earlier. The Warp Scrambler must be activated as soon as possible to deactivate the MWD of your opponent. ![]() If you're unlucky, 2 is already the maximum safe number of overheat cycles on an MWD. Always keep in mind that overheating still has to inflict its damages for the current cycle, so be very very careful when overheating the MWD. It is possible to overheat the MWD, but this will damage your modules very quickly, especially on ships with few midslots. Don't forget to stop your ship when your speed reaches 0 though, or you will turn around. If you feel particularly daring, you can instead try to turn your camera 180° and double click in space to accelerate in the opposite direction of motion which will slow your ship down even faster. It is therefore highly recommended that you use the stop ship shortcut to slow down, CTRL + SPACE. Since the MWD (Microwarpdrive) cycle is 10 seconds, stopping the module to slow down isn't always an option, because this action may be delayed by up to 10 seconds. Otherwise, you will overshoot, that is, you will get carried away and actually end up in a position where the target can escape simply by moving away from you (= a "sligshot"). It is important to keep in mind that the ship will have a huge inertia while using this module, which requires you to anticipate the slowing down process when you reach your target. The 5MN Microwarpdrive enables you to move pretty fast, but will be forcefully deactivated if you are under the effect of a Warp Scrambler. This guide will also be constructed in a way that I will not re-explain what I already explained above. It is important that you better understand not only how your ship works, but also your opponent's. I highly recommend you to read the description of all the modules and ships presented below, in the guide's order, even if you aren't using all of them. Something that is often overlooked when training a new player, because it is less noticeable than your flying skills (or lack thereof).īesides, it is impossible to learn advanced flying techniques if you aren't already capable of properly handling your modules! Priority is given to learning to micromanage the modules. This playstyle enables you to not have to focus too much on flying the ship. ![]() The fits are all flown the same way: Rush toward the target, activate the warp scrambler, deactivate the microwarpdrive, and brawl. Compared to regular tacklers, Heavy Tacklers are slower, but more resilient. Heavy Tackler: A ship that needs to tackle the target, while being able to resist by itself to its damages for a short duration.A "Heavy Tackler" role in medium to large groups.Therefore, the following fits are recommended in: These fits aren't best suited for supporting large fleets (I will assume that if you're in large group, you don't need me to find fittings), but they do very well alone or in small groups. In order to properly start PvP, here are 4 affordable fits (between 13 and 7 million ISK) for new players. These fits require the skill Powergrid Management at level V Last revision 79 months ago 4 Starter PvP Fits
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