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Interdictors: Difference between revisions

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m Chasing: Clarifying
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Roles and Fits: Readability
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Due to the limits of the Sphere Launcher, the Interdictor generally has two roles, requiring different types of fit. When choosing which fit to use, players should understand the objectives of their fleet commander, and the characteristics of the other ships involved in the friendly fleet. Large organized groups typically have one or more pre-designed interdictor fits to help pilots fit into their [[doctrines]]; since Interdictors are often high-priority targets, good alliances and corporations typically refund the costs of losses.
Due to the limits of the Sphere Launcher, the Interdictor generally has two roles, requiring different types of fit. When choosing which fit to use, players should understand the objectives of their fleet commander, and the characteristics of the other ships involved in the friendly fleet. Large organized groups typically have one or more pre-designed interdictor fits to help pilots fit into their [[doctrines]]; since Interdictors are often high-priority targets, good alliances and corporations typically refund the costs of losses.


The Interdictor is an excellent tool in nullsec small-gang PvP. This role generally involves active engagement by the Interdictor in the fight, so DPS can be a consideration. Small gang fits are generally fit for damage, a moderate tank, and secondary tackle modules in addition to the Interdiction Sphere Launcher.
# The Interdictor is an excellent tool in nullsec small-gang PvP. This role generally involves active engagement by the Interdictor in the fight, so DPS can be a consideration. Small gang fits are generally fit for damage, a moderate tank, and secondary tackle modules in addition to the Interdiction Sphere Launcher.
# In a large fleet, Interdictors are entirely given over to the larger fleet's tactics and do not need to apply DPS. Fleet-fit interdictors rarely, if ever, directly engage enemy ships, as [[Timers#Combat_Timers|combat timers]] might prevent the dictor from jumping a gate to be able to bubble the other side. Fleet interdictors tend employ a cloak to increase the chance of remaining on the field and allowing the pilot to assess the situation as they often primary targets in a battle's opening stages. This role is generally known to have no guns nor tackle modules. In addition to the Interdiction Sphere Launcher, their choice of modules focus on a cloak, speed, and increasing the probability and ability to survive through enhancing resistances and/or increasing tank buffer.


In a large fleet, Interdictors are entirely given over to the larger fleet's tactics, and do not need to apply DPS. Fleet-fit interdictors rarely, if ever, directly engage enemy ships, as [[Timers#Combat_Timers|combat timers]] might prevent it from jumping ahead of enemy fleets to trap them.
Both fleet and small-gang Interdictors can benefit from hyperspatial rigs that let them warp faster. They might also employ a prototype [[cloak]] to conceal their presence from the directional scanner; since Interdictors do not need to target anything to launch their probes, the penalty to targeting speed from fitting a cloak and the post-cloak targeting delay can be ignored.
 
Due to its danger to enemy fleets, Interdictors are often primary targets in a battle's opening stages. Fleet interdictors therefore also sometimes employ a cloak to increase the chance of remaining on the field and allowing the pilot to assess the situation.
 
Fleet fits are generally known to have no guns nor tackle modules. In addition to the Interdiction Sphere Launcher, their choice of modules focus on a cloak, speed, and increasing the probability and ability to survive through enhancing resistances and/or increasing tank buffer.
 
Both fleet and small-gang Interdictors can benefit from hyperspatial rigs which let them warp faster. They might also employ a prototype [[cloak]] to conceal their presence from the directional scanner; since Interdictors do not need to target anything to launch their probes, the penalty to targeting speed from fitting a cloak and the post-cloak targeting delay can be ignored.


Wormhole space lacks Local chat, forcing pilots to rely on [[D-Scan]] for scouting. Moreover, wormholes can be jumped despite active combat timers. Furthermore, fleets in wormhole space must often be smaller than fleets out in nullsec, meaning each ship must bring more tools to the table. These factors tend to tilt wormhold Interdictor fits towards small-gang style arrangements. The lack of Local in wormholes places an extra value on rigging for warp speed, as an Interdictor's appearance on D-scan might often be a target's first hint that a cloaked scout is calling in threats on them.
Wormhole space lacks Local chat, forcing pilots to rely on [[D-Scan]] for scouting. Moreover, wormholes can be jumped despite active combat timers. Furthermore, fleets in wormhole space must often be smaller than fleets out in nullsec, meaning each ship must bring more tools to the table. These factors tend to tilt wormhold Interdictor fits towards small-gang style arrangements. The lack of Local in wormholes places an extra value on rigging for warp speed, as an Interdictor's appearance on D-scan might often be a target's first hint that a cloaked scout is calling in threats on them.