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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. | ||
* '''Warp Disrupt Probe''' - Creates a warp disruption field in a 20 km radius from the launch point of the probe, resulting in a 40km diameter spherical field of effect. Any ship that is inside that field will not be able to warp out to another celestial or tactical similar to a warp scrambler module being active applied by an enemy ship, despite how many [[WCS|warp core stabilizers]] ships are fit with. Ships that have selected "Warp to" in their user interface, but before they have entered warp, will | * '''Warp Disrupt Probe''' - Creates a warp disruption field in a 20 km radius from the launch point of the probe, resulting in a 40km diameter spherical field of effect. Any ship that is inside that field will not be able to warp out to another celestial or tactical similar to a warp scrambler module being active applied by an enemy ship, despite how many [[WCS|warp core stabilizers]] ships are fit with. Ships that have selected "Warp to" in their user interface, but before they have entered warp, will cancel their warp and come to a complete stop once affected by the warp disruption bubble, with the exception of ships warping due to a logoff. These probes also prevent capital ships from cyno'ing and jumping out. Ships with activated Interdiction Nullifiers as well as [[shuttle|shuttles]] are the only situations where a ship is immune to disruption bubbles. These warp distruption probes remain on-grid for 2 minutes before disappearing. Only 3 probes may be loaded in the launcher at a time. | ||
* '''Surgical Warp Disrupt Probe''' - These probes are similar to the Warp Disrupt Probes but have a smaller radius of 10km, or a 20km diameter. In return, they last an extra minute totaling 3 minutes on on-grid. Only 3 probes may be loaded in the launcher at a time. | * '''Surgical Warp Disrupt Probe''' - These probes are similar to the Warp Disrupt Probes but have a smaller radius of 10km, or a 20km diameter. In return, they last an extra minute totaling 3 minutes on on-grid. Only 3 probes may be loaded in the launcher at a time. | ||
* '''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. | ||
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== Key Highlights == | == Fleet Operations and Key Highlights == | ||
* Establish clear expectations between you and your FC, and communicate your intentions. | * Establish clear expectations between you and your FC, and communicate your intentions. Some FC's will tell you to bubble anything you can, others want only sniping Battleships, others want you to bubble only on order. A bubble where your FC doesn't expect one can get your gang caught and killed. | ||
* Always know where the Fleet Commanders safe warp to spot will be. Often this a POS or a spot near the Sun. This can be tricky, but you must ensure that your bubble would not be in line with this safe spot and prevent your fleet from warping out. They will get sucked into your bubble. | |||
* Organize intelligence as early as possible, whether that is the background of the opposing pilots or the situations awareness of the field. | * Organize intelligence as early as possible, whether that is the background of the opposing pilots or the situations awareness of the field. | ||
* You will be immediately primaried in most engagements. | * You will be immediately primaried in most engagements. | ||
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## 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. | ||
=== How to be the Hero === | |||
Interdictors command a lot of power in Fleet battles. They are the Number One Threat to the enemy fleet, and will be treated as such (i.e. primaried). You can be a hero and single handedly turn a blueballs fleet encounter into a full on rampage. Follow these simple guidelines: | |||
* Accept the fact that you are already dead. Most of the time you will die, so you must make sure you cause maximum anguish to the enemy. This isn't so expensive for sabre pilots anymore since the alliance reimbursement program started. | |||
* Accept the fact that you are already dead. | |||
Strategy A | Strategy A | ||