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Interdictors: Difference between revisions

From EVE University Wiki
m General Tips: Not the best choice of words
How to be the Hero: More concise. Consistent perspective.
Line 58: Line 58:
===How to be the Hero===
===How to be the Hero===


I am adding this because dictors command so much power in Fleet battles.  You are the Number One Threat to the enemy fleet, and you will be treated as such (read: primaried).  At the same time, you can be a hero and single handedly turn a blueballs fleet encounter into a full on rape.  Follow these simple guidelines:
Dictors 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 rape.  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.  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.
# Not all fleet fights happen at or beyond 150Km. When the battleships are given a warpin, warp in at 50Km or more. If you judge your warp correctly, you will exit warp beyond most enemy optimals and be more than 150Km from their fleet. (this is potentially terrible advice, you could warp in closer to the enemy fleet depending on where the warpin is setup at, please use judgment/learn from experience)
Strategy A
NOTE: Very true.  A certain amount of spatial awareness is required to pull this off.  Coming in with the fleet then burning out of range then cloaking is also a decent tactic provided you don't get popped.
# Not all fleet fights happen at or beyond 150Km. When the battleships are given a warpin, warp in at 50Km or more.   When done correctly, you will exit warp beyond most enemy optimals and be more than 150Km from their fleet. (Adjust your strategy if your waprin is on the far side of the fleet.)
NOTE: Spatial awareness is required to pull this off.   
# Align towards the enemy fleet with your MWD off and wait for something to pop.
# Align towards the enemy fleet with your MWD off and wait for something to pop.
# As soon as a wreck appears in the enemy fleet, warp to it at zero and launch your bubble. Immediately align to a warpout and hit the MWD. You will most likely die, but you will also have the satisfaction of hearing the FC talk over TS about how good that bubble was and you will know that you managed to completely destroy a 100 man BS fleet in the process.
# As soon as a wreck appears in the enemy fleet, warp to it at zero and launch your bubble. Immediately align to a warpout and hit the MWD. You will most likely die, but you will also have the satisfaction of hearing the FC talk over TS about how good that bubble was and you will know that you managed to completely destroy a 100 man BS fleet in the process.
# If you survive, you are a lucky bastard. If you die, go fit another dictor, then do it all over again. Your job is to be a goddamn kamikaze and cause the enemy to be bubbled EVERY FIGHT.
# If you die, go fit another dictor, then do it all over again. Your job is to be a kamikaze and cause the enemy to be bubbled.


Strategy B
# Coming in with the fleet then burning out of range then cloaking is also a decent tactic provided you don't get popped.


[[category:Ships]]
[[category:Ships]]