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User:Rel Astra/Draft:Interdictors: Difference between revisions

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== Probes ==
== Probes ==
{{See also|Tackling#Tackle Modules}}


The core tactical advantage of an interdictor is the ability to launch three types of probes out of a fitted '''Interdiction Sphere Launcher''', only one of which may be fitted to a ship at a time. The use of this module is prohibited in [[System security#Empire space|Empire Space]], which limits its use to any system with a security status 0.0 or below. Due to this restriction, Interdictors have little utility within lowsec and highsec.
The core tactical advantage of an interdictor is the ability to launch three types of probes out of a fitted '''Interdiction Sphere Launcher''', only one of which may be fitted to a ship at a time. The use of this module is prohibited in [[System security#Empire space|Empire Space]], which limits its use to any system with a security status 0.0 or below. Due to this restriction, Interdictors have little utility within lowsec and highsec.
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* '''Stasis Webification Probe''' - Nicknamed the 'Wubble', when dropped the probe will sit idle for 3 seconds, then detonate, instantly applying a 30-second duration 40% speed reduction to all ships within 10km of the point where it was deployed. Wubbles will not persist after detonating, and will not disrupt the warp drives of ships they affect, however they can be used in combination with conventional bubbles to further immobilize and hinder an enemy fleet. Only 5 probes may be loaded in the launcher at a time. Launching a subsequent probe that affects the same ship only resets the timer and does not stack the webification effect.
* '''Stasis Webification Probe''' - Nicknamed the 'Wubble', when dropped the probe will sit idle for 3 seconds, then detonate, instantly applying a 30-second duration 40% speed reduction to all ships within 10km of the point where it was deployed. Wubbles will not persist after detonating, and will not disrupt the warp drives of ships they affect, however they can be used in combination with conventional bubbles to further immobilize and hinder an enemy fleet. Only 5 probes may be loaded in the launcher at a time. Launching a subsequent probe that affects the same ship only resets the timer and does not stack the webification effect.


For each probe type, the launcher has the ability to launch a probe every 5 seconds, and takes 60 seconds to reload. Given that warp disrupt probes last at minimum 2 minutes depending on which one you use, this allows you to maintain a persistent set of bubbles on the field until you run out of charges. Placing warp disrupt probes does not cause you to become aggressed.
All probes are immune to targeted damage, and thus they can only be damaged and destroyed by bombs and smartbombs.
 
For each probe type, the launcher has the ability to launch a probe every 5 seconds, and takes 60 seconds to reload. Given that warp disrupt probes last at minimum 2 minutes depending on which one you use, this allows you to maintain a persistent set of bubbles on the field until you run out of charges in your cargo. Placing warp disrupt probes does not cause you to become aggressed.


== Ships ==
== Ships ==
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* {{sh|Sabre}} - Generally preferred for its high speed, durable shields, and reliable ability to fit a rack of Autocannons with which to kill any ship it can catch. Each level of the '''Minmatar Destroyer''' skills provides a ''5% bonus to Small Projectile Turret damage'' and ''10% bonus to Small Projectile Turret tracking speed''. The Interdictor skill bonus provides ''10% bonus to Small Projectile Turret falloff''.
* {{sh|Sabre}} - Generally preferred for its high speed, durable shields, and reliable ability to fit a rack of Autocannons with which to kill any ship it can catch. Each level of the '''Minmatar Destroyer''' skills provides a ''5% bonus to Small Projectile Turret damage'' and ''10% bonus to Small Projectile Turret tracking speed''. The Interdictor skill bonus provides ''10% bonus to Small Projectile Turret falloff''.


For years the Sabre has been the most popular choice for an Interdictor, with the Flyercatcher a distant second, to the point where the terms "Sabre" and "Interdictor" are sometimes used synonymously, even though the most recent re-balancing has allowed all other Interdictors to be practical choices.
For years the Sabre has been the most popular choice for an Interdictor, with the Flycatcher a distant second, to the point where the terms "Sabre" and "Interdictor" are sometimes used synonymously, even though the most recent re-balancing has allowed all other Interdictors to be practical choices.


== Roles and Fits ==
== Roles and Fits ==
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When the situation warrants dropping a bubble, understand where you need to bubble, execute that maneuver, and immediately leave the field. Failure to know where your warp-out point will be ahead of time will significantly increase the risk that you will be targeted and killed. Even more-so, it prevents you from conducting follow-up runs on the field, and inhibits you from being tasked with chasing the fleet. Where you ultimately warp to onto the field may not be the point that is the most effective to drop your bubbles; Be aware of the need to maintain high transversal and speed while within range of enemy ships. Activate your hardeners, overheat your hardeners, and warp away as soon as you can.
When the situation warrants dropping a bubble, understand where you need to bubble, execute that maneuver, and immediately leave the field. Failure to know where your warp-out point will be ahead of time will significantly increase the risk that you will be targeted and killed. Even more-so, it prevents you from conducting follow-up runs on the field, and inhibits you from being tasked with chasing the fleet. Where you ultimately warp to onto the field may not be the point that is the most effective to drop your bubbles; Be aware of the need to maintain high transversal and speed while within range of enemy ships. Activate your hardeners, overheat your hardeners, and warp away as soon as you can.
If you want to try more advanced tactics, if the enemy fleet is a kiting fleet, which is generally always aligned to another object, you can try to drop a bubble in front of the fleet's line of travel. This will prevent the fleet from warping from their aligned tactical and will need to reposition themselves. This can be done as a single launch, or can be part of when you launch your initial bubble inside the fleet (i.e., after you launch your first bubble, align in the same direction as the fleet and then drop a second bubble in front of them.)
Likewise, there are some fits on Interdictors that allow you to fit an Expanded Probe Launcher in addition to your Cloaking Device, Interdiction Sphere Launcher, and MWD with a light tank. This will allow you to get successful scans on battleships within 8 seconds with only 4 probes. You're more likely to die in such a configuration, but it will give you more freedom to decide when to land within the enemy fleet, whether immediately or at a later point in the engagement.


==== Defensive Bubbles ====
==== Defensive Bubbles ====
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##Know where the undock is for station camping
##Know where the undock is for station camping


## Practice bubble dropping to get accustomed to the delay. A good dictor pilot knows the time and range to launch for his ship to ensure a perfect placement while passing at top speeds.
## Practice bubble dropping to get accustomed to the delay. A good dictor pilot knows the time and range to launch for his ship to ensure a perfect placement while passing at top speeds.


## A [[MWD]] is required to escape. Remember, though, that the MWD will drastically increase your sig radius, although training up the Interdictors skill will reduce this penalty by 10% per level. After leaving your bubble either warp out or transition smoothly into a high transversal orbit. You need to travel faster than 3.5kms (and preferably over 4kms) to speed tank missiles.
## A [[MWD]] is required to escape. Remember, though, that the MWD will drastically increase your sig radius, although training up the Interdictors skill will reduce this penalty by 10% per level. After leaving your bubble either warp out or transition smoothly into a high transversal orbit. You need to travel faster than 3.5kms (and preferably over 4kms) to speed tank missiles.


# Be ready, always position yourself on the center of the gate either above or below it and aligned to something so that you can drop your bubble, burn and warp out. When camping a gate do it with your ship directly under the little stargate icon in the middle of the stargate if it's Gallente or Caldari. If it's an Amarr gate, right in the middle of the ring on top of the icon instead. If it's a Smuggler Route gate, a little towards the front of the gate, just in front of the icon.


# Be ready, always position yourself on the center of the gate either above or below it and aligned to something so that you can drop your bubble, burn and warp out. When camping a gate do it with your ship directly under the little stargate icon in the middle of the stargate if it's Gallente or Caldari. If it's an Amarr gate, right in the middle of the ring on top of the icon instead. If it's a Smuggler Route gate, a little towards the front of the gate, just in front of the icon.
# Cloaked interdictors are great for laying traps (and general survival). If an enemy ganksquad is nearby, consider cloaking a dictor under a gate and have the rest of the fleet >15au away from that gate, outside of scanning range. When the enemy jumps in, the dictor decloaks, drops a bubble and then jumps out. The rest of our gang can then warp in to bookmarks above/below the gate and wipe them out. Even if the gang has a cov ops scout, they will think its clear and jump in.
# You might want wrecks on your overview; you're going to want to use them as warp-ins to bubble the rest of the enemy fleet. <i>see [[#How to be the Hero|How to be the Hero]]</i>


===About the "bubble" (Warp Disrupt Probe)===
===About the "bubble" (Warp Disrupt Probe)===
{{main|Interdiction 101}}
{{main|Interdiction 101}}
# Anyone trying to warp to a spot within 500km of the edge of the bubble will be pulled to the edge of it,  ''if'' the bubble is in line with the two objects the ship is warping between, and on grid with the destination object.
 
# It cannot be targeted, thus it is vulnerable only to bombs and smartbombs.  Bubbles have 1000 hitpoints with no resists (revelations 2)
# It cannot be targeted, thus it is vulnerable only to bombs and smartbombs.  Bubbles have 1000 hitpoints with no resists (revelations 2)
# Launching a bubble does not count as aggression '''Nor once someone tries to warp inside your bubble, will you become aggressed.'''. Therefore, you can drop a bubble on an enemy at a gate and still jump through . This is valuable for bubbling an enemy then jumping through and bubbling other side in case they try to jump through and run. You will receive a kill mail from a kill if they tried to warp in your launched bubble and were killed by someone else.
# Launching a bubble does not count as aggression '''Nor once someone tries to warp inside your bubble, will you become aggressed.'''. Therefore, you can drop a bubble on an enemy at a gate and still jump through . This is valuable for bubbling an enemy then jumping through and bubbling other side in case they try to jump through and run. You will receive a kill mail from a kill if they tried to warp in your launched bubble and were killed by someone else.
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# ''Using your bubble like an anchor'd bubble.'' When a hostile enters local but not from your gate, bubble then move to the edge of your bubble that is facing the gate they came from, if possible get others to assign you drones. This will help in decloaking covops. If you are doing this solo, be aligned, at 3/4 speed, and constantly spamming scan. The worst thing you can catch will be a rapier (follow'd by other recons), but the decloak calibration should be enough for you to escape to warp. Everything else dangerous you will be able to scan before it is caught. You can do this 100-150kms infront or behind the gate or station. It is just like using a medium anchor'd bubble, except -1. the bubble only lasts 2 minutes,2. will only catch things that initiate warp AFTER bubble is deployed and 3. will give you a 30sec aggression timer whenever someone tries to warp within your bubble.
# ''Using your bubble like an anchor'd bubble.'' When a hostile enters local but not from your gate, bubble then move to the edge of your bubble that is facing the gate they came from, if possible get others to assign you drones. This will help in decloaking covops. If you are doing this solo, be aligned, at 3/4 speed, and constantly spamming scan. The worst thing you can catch will be a rapier (follow'd by other recons), but the decloak calibration should be enough for you to escape to warp. Everything else dangerous you will be able to scan before it is caught. You can do this 100-150kms infront or behind the gate or station. It is just like using a medium anchor'd bubble, except -1. the bubble only lasts 2 minutes,2. will only catch things that initiate warp AFTER bubble is deployed and 3. will give you a 30sec aggression timer whenever someone tries to warp within your bubble.
#  Bubble infront of the kiting fleet: every kiting/sniping bs fleet aligns on something and its easy to see what it is; when you land at the enemy fleet align on the same thing and drop your second bubble infront of them [you drop the first one when you land]
#  Delay bubbling - a technique pioneered by BlackOps; used when gatecamping, often useful for catching small ships. When the target jumps through the gate, the dictor waits until it decloaks before bubbling. Often, a person jumping through a gate into a gatecamp will try to warp away immediately if they see they're in a bubble, especially if they're in a small, fast ship. Then, when the dictor drops his bubble, not only will the attempt to warp be aborted, the person will also be aggressed and thus unable to burn back to the gate to jump through. Often, the person falling for the delay bubble trick will be confused for a couple of seconds when the warp fails, until he notices the bubble - which is all the time you need to tackle him. The weakness of delay bubbling is that unless the dictor pilot is paying close attention, or if the system is considerably lagged, the bubble will be dropped too late to catch the target.
#  Delay bubbling - a technique pioneered by BlackOps; used when gatecamping, often useful for catching small ships. When the target jumps through the gate, the dictor waits until it decloaks before bubbling. Often, a person jumping through a gate into a gatecamp will try to warp away immediately if they see they're in a bubble, especially if they're in a small, fast ship. Then, when the dictor drops his bubble, not only will the attempt to warp be aborted, the person will also be aggressed and thus unable to burn back to the gate to jump through. Often, the person falling for the delay bubble trick will be confused for a couple of seconds when the warp fails, until he notices the bubble - which is all the time you need to tackle him. The weakness of delay bubbling is that unless the dictor pilot is paying close attention, or if the system is considerably lagged, the bubble will be dropped too late to catch the target.
# Probing Dictor. By fitting two Co-Processor II's you can squeeze a Bubble launcher and an Expended Probe Launcher on a Heretic and still have room for a Microwarpdrive. You do not get any scan bonuses but if you have four Combat Scan Probes out set up with 1 or 0,5 AU range you will get 100% hits on battleship on grid easily. Which means you'll be able to warp to that sniper fleet about 8 seconds after they appear on grid to bubble them. Since you have no tank at all you'll very likely die but you cannot be popped on the way in.
 


===How to be the Hero===
===How to be the Hero===