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=== Small Gang PVP === | === Small Gang PVP === | ||
The Interdictor is an exciting choice for nullsec small gang or solo PVP, and will be the most frequent situation most pilots in the Uni will encounter this ship type, especially those that roam or travel through nullsec or wormhole space. This role generally involves active engagement by the Interdictor in the fight. This configuration may also employ a cloak in order to lend surprise to potential victims. Small gang PVP engagements can still benefit from a fleet interdictor configuration depending on the circumstance. | The Interdictor is an exciting choice for nullsec small gang or solo PVP, and will be the most frequent situation most pilots in the Uni will encounter this ship type, especially those that roam or travel through nullsec or wormhole space. This role generally involves active engagement by the Interdictor in the fight. This configuration may also employ a cloak in order to lend surprise to potential victims jumping through the gate. Small gang PVP engagements can still benefit from a fleet interdictor configuration depending on the circumstance. | ||
Small gang and solo PVP fits are generally fit for damage, a moderate tank, and secondary tackle modules in addition to its Interdiction Sphere Launcher. | Small gang and solo PVP fits are generally fit for damage, a moderate tank, and secondary tackle modules in addition to its Interdiction Sphere Launcher. | ||
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== Tactics == | == Tactics == | ||
The Interdicator may find themselves with a number of different and unique responsibilities depending on the current circumstances of a brawl or the FC's objectives. This can span from attempting to catch hostile ships, | The Interdicator may find themselves with a number of different and unique responsibilities depending on the current circumstances of a brawl or the FC's objectives. This can span from attempting to catch hostile ships, trapping an enemy fleet, or pursuing an opposing fleet throughout the region. It's always important to remember that under all these circumstances the Interdictor's most powerful weapon equally affects all ships, friend or foe. This simultaneously means that not only have you trapped the opposing fleets ships and pods, but you have also trapped your own, assuming they are within the field of the bubble. The presence of your bubbles should not be a surprise to your fleet, in particular your FC. Ensure you have established clear operating instructions, including if and when you have discretion to place bubbles at will. Operating an Interdictor will often either make you the fleet's favorite member, or their most hated. You don't want to be bubbling your DPS fleet without clear instructions from your FC. | ||
The presence of your bubbles should not be a surprise to your fleet, in particular your FC. Ensure you have established clear operating instructions, including if and when you have discretion to place bubbles at will. Operating an Interdictor will often either make you the fleet's favorite member, or their most hated. You don't want to be bubbling your DPS fleet without clear instructions from your FC. | |||
Another common mistake pilots make is that if a fleet is clearly willing to engage your fleet, then there is nothing you need to do; They are not fleeing so there is no need to risk your ship under this circumstance. The most optimal time to drop a bubble is the point when you or the FC believe the opposing ship(s) are intending to flee, whether that is at the beginning of the engagement or mid-engagement. | Another common mistake pilots make is that if a fleet is clearly willing to engage your fleet, then there is nothing you need to do; They are not fleeing so there is no need to risk your ship under this circumstance. The most optimal time to drop a bubble is the point when you or the FC believe the opposing ship(s) are intending to flee, whether that is at the beginning of the engagement or mid-engagement. | ||
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A common mistake that is made by Interdictor pilots is to drop a bubble on an out-gate with the intention of slowing down the enemy fleet, but instead significantly slows down the friendly fleet. This is often caused by pilots who drop bubbles on out-gates while the target ships are already in warp as bubbles are ineffective against ships already in warp. A way to ensure this mistake is not made is to drop the bubble on the in-gate in the next system, and proceeding onto the next out-gate at 100km to drop a bubble and burning to the out-gate. This tactic of chasing ''ahead'' of the enemy fleet and slow them down such that your fleet can catch up is also known as '''waterboarding'''. | A common mistake that is made by Interdictor pilots is to drop a bubble on an out-gate with the intention of slowing down the enemy fleet, but instead significantly slows down the friendly fleet. This is often caused by pilots who drop bubbles on out-gates while the target ships are already in warp as bubbles are ineffective against ships already in warp. A way to ensure this mistake is not made is to drop the bubble on the in-gate in the next system, and proceeding onto the next out-gate at 100km to drop a bubble and burning to the out-gate. This tactic of chasing ''ahead'' of the enemy fleet and slow them down such that your fleet can catch up is also known as '''waterboarding'''. | ||
If you're in a circumstance where you the opposing fleet is attempting to trap you and are aggressing you, wait until you have ~75% shield before jumping through the gate as your shield will be able to recharge by the time your gate cloak. This allow for the most amount of time for the rest of your fleet to appear. | |||
=== Drag and Catch Bubbles === | === Drag and Catch Bubbles === | ||
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=== Gate Camping === | === Gate Camping === | ||
{{See also|Gate camps}} | |||
The Interdictor forms an important component in non-ganking gate camps, where it can specifically inhibit ships from warping away and trapping them at the gate or between the two gates. While waiting for a target or targets to enter system on a gate, the Interdictor is best positioned to wait at zero on the gate, ideally on the top side of the gate. | |||
There are a variety of gate camp fleet configuration you can employ. One involves everyone in your fleet being on-grid at the gate while you serve to purely trap incoming ships. This is the easiest to manage logistically. On the other hand, if you want employ a sense of surprise or if you know the opposing fleet is using a scout, you can stage the fleet >14 AU outside D-Scan range ready to warp while you use a cloak to remain hidden on-grid. In this circumstance you can let the scout jump in and pass freely, but when the rest of the fleet jumps in, decloak, pop a bubble and jump through the gate to the other side. Once your first bubble is up, your fleet can warp in and evaluate whether to engage, or understand if the opposing fleet is burning back to the gate. Repeat this tactic to keep them trapped and pick them off. | |||