Welcome to the newbie tackling survival guide. Here, you're going to find out how best to survive the brutal world of fast, suicidal internet spaceship combat - the first you'll face when first joining Goonswarm. Before this video, you'll want to watch paradigmblue's introduction to tackling. Tthe first issue with tackling is that your ship is fragile. Fly too slow or in the wrong way, and you'll get popped in less than a second. This video is intended to tell you all the different ways you should expect to die while tying down a ship worth five thousand times as much as your corp-issued frigate. Before that, let's go over the importance of tackling. ---- This is a Tempest. It's a huge, powerful ship which packs the power of two dozen frigates in one package. Nothing can stand in its way. Except... while it's attacking, the enemy warps away, because the Tempest is pathetically slow, turns like a pregnant yak, and is specialized for doing damage - not for tackling. - This is a rifter. It's a fast frigate, powerful for its size, which is capable of annoying the shit out of enemy battlecruisers, battleships, and capitals, by tying them down while the Tempests tear them to pieces. A fleet of Tempests, plus a fleet of Rifters, equals Happy Fun Times. ---- Now that you understand why tacklers are so important, here are the most likely ways you're going to die - or lose a tackle as a frigate pilot, and the best ways to avoid them. Problem #1: Screwing up your orbit Take your new tackling frigate - a Rifter, here - and try orbiting a cargo container or a stationary friendly ship. First, try a 10km orbit. You'll notice it stays very close to what you specified. Now, orbit at 500m and turn on your afterburner or microwarpdrive. You'll notice that not only are you orbiting far beyond 500m, but you're also going at 1/2 to 1/3 of your full speed. This is based on the agility of your ship and your skills, so test them out Finally, during your initial approach, you can overshoot and fly out of scrambling or webbing range. Reactivate your modules if you have to. Problem #2 - Getting instapopped from low transversal paradigm's video touches upon the basics of angular velocity. Here's how it works in detail. Your transversal velocity is angle you're going relative to the ship that's attacking. At 90 degrees, your transversal is 3,000m/s. A battleship's guns are powerful, but they simply can't track you when you're flying this way. Unfortunately, you're not getting any closer to the ship by doing this. At 0 degrees - flying straight toward the ship - your transversal is 0m/s. This means that the second the battleship fires... you explode into little pieces. :( At 45 degrees, your transversal is 1500m/s. Now, you're closing the distance to the ship in half the time, but are still at enough of an angle to nullify most of the damage. Once you close the distance and orbit, there's no possible way it can hurt you. Problem #3: Getting smartbombed No reason to orbit within smartbomb range except with a 7.5km scram in a lag battle Smartbombs are newbie spray. When a battleship uses smartbombs, any small ship within 5km of it is instantly vaporized. The solution is simple: if you can, stay outside of 5km! Test out your orbit ranges, honkee. You're unlikely to run into smartbombs during a fleet battle and more likely to see them used by individuals. Listen to your fleet commander; he'll tell you when the risk is highest. Problem #4: Running out of capacitor Like most aspects of Eve, the different warp scramblers are a tradeoff. You'll notice there are two types of warp scramblers. One of them works at 20km, and one works at 7.5km. Unfortunately, the 20km one sucks down a huge amount of capacitor. In fact, a 20km warp plus a microwarpdrive can kill a ship's capacitor in less than 40 seconds. To keep a tackle for the longest time possible, turn off your afterburner or microwarpdrive when you're in orbit. Remember that Skills to train Finally, just like the orbit distance - test out your capacitor on a squad mate. Don't worry! We love getting shot at, especially if it's by a friendly. Look for Part 2, where I'll talk about shit that'll kill you no matter what. YEEEE-HAWWWWW --- VIDEO 2 --- Avoidable with tradeoffs: Getting webbed (use a 20km disruptor) Unavoidable: Getting nossed Warp away, then warp back If you have 2+ nos, turn off the MWD and ride it out (I do this) Getting jammed Wait it out and re-lock Keep your speed up - you can't target but you can still move Picked off by support (eagles/muninns) Better luck next time In summary, to improve your chances of survival: