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Interceptors: Difference between revisions

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==Fitting==
==Fitting==
As for most support ships, the basic rule for fitting interceptors is: fit for your role, then for tank, and then use what's left for damage. For a fleet interceptor, that means that a T2 point and MWD (essential), enough targeting range to support the point, a speed tank (possibly with a DCU2 for buffer) and some short-range weapons to take care of drones. Combat inties should focus more on their weapons and tank first, maybe fitting a small repper or plate depending on the enemy, and often swap the point for a scram.
===Fitting Fleet Interceptors===
As for most support ships, the basic rule for fitting interceptors is: Fit for your role. Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used.


When deciding on midslots and rigs, thought should be given to the inty's purpose. For example, you might want to fit sensor boosters and targeting speed rigs in order to catch fast ships and pods; speed and webifier(s) to lock down fast enemy ships over a longer fight; or damage and tank in order to fight toe-to-toe with other fast frigates. Much of this decision will depend on personal preference and playstyle, so experimentation is generally encouraged: although there are plenty of fellow corpmates and alumni who have been there, tried that, and are more than willing to give an opinion on your latest idea.
While one could also use fleet inties for close range scram role, often there would be better ships for that role, and you better know what you're doing. This part of the guide focuses on long range point inties.


===High slots===
====Priority considerations====
Weapons are generally small turrets with high tracking or rocket launchers. Fleet interceptors will mainly want to be shooting drones, and possibly use defenders to mitigate incoming missile damage. Combat inties will focus more on their weapons, ideally firing Scorch/Barrage/Null etc in order to dictate range better.
* Long range point (T2)
===Mid slots===
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a  slot to spare on your Stiletto.
Almost all inties will fit an MWD first. Fleet inties will generally fit disruptors in order to get tackle earlier and make most of their bonus range, while combat inties fit scrams in order to counter other ships' MWDs better. Fleet inties should not fit scrams unless they really know what they are doing: unless the inty pilot is very good at controlling range, using a scram means getting too close to enemy scram range. If a fleet inty gets scrammed, it will most likely explode a few seconds later. When fitting a disruptor, make sure you have the targeting range to use all of your overheated point range. A signal amplifier or Small Ionic Field Projector rig will help here.
* MWD
*: For combat interceptors, the Afterburner could be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.
* Targeting range of over 36km
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.
* Tank
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your incoming damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.
* Cap stability
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.
* Speed
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.
* Defense against incoming fire
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.


After prop and point has been fitted, the rest of the midslots are generally dependent on the number of midslots available, the friendly and enemy fleet composition, and the pilot's personal preference. Common choices include stasis webifiers, sensor boosters, medium shield extenders, afterburners, or even some form of EWAR.
====Mid slots====
===Low slots===
When fitting a tackle ship, fit the midslots first, they are most important.  
Most inties will fit at least a couple of Overdrive Injector System IIs or Nanofibre Internal Structure IIs for speed. Generally, a mix of raw speed and agility is recommended since orbit velocity is more useful than total speed. Agility is useful to be able to warp faster, orbit more accurately and change direction more quickly (to minimise the time when angular velocity is low). Fleet interceptors will generally fit at least two low slots for speed, with a third used for a DCU2, but if a fourth lowslot is available then a Signal Amplifier II or a fitting module like an MAPC might be used. Even in a fleet interceptor, speed is not everything: inties generally have plenty of speed already and speed mods quickly suffer heavy stacking penalties. Fitting more than three speed mods or rigs is a waste: it will not noticeably increase speed and will reduce tank.
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".
* Medium Shield Extender
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).


Combat inties will use more of their lowslots for damage and tank. Tank can include DCU2, adaptive nano plating, an armor repper, or a small armor plate. If possible, tank should be matched to the expected enemy fleet composition, including engagement duration and estimated incoming damage. Low DPS spread over a few small encounters (say frigate fights) is ideal for a repper, but a plate is more suited to larger fleets over a longer period.
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:
** Sensor Booster
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).
** Cap booster/cap recharger
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.
** Warp Scrambler/Stasis webifier (for the brave)
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.
** Track/EWAR
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.
** Medium Ancillary Shield Booster
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!


===Rigs===
====Low slots====
Rig to taste. Rigs can be used to boost targeting, damage, speed, and tank (particularly in filling explosive holes against Warrior drones). Pilots should be careful fitting speed rigs, though, as they are roughly half as effective as lowslot modules and will be subject to hefty stacking penalties if more than one lowslot has been used for speed. See Morty's [[Module_Stacking_and_Speed_Modules|in-depth comparison]] for more details; in summary, fitting more than three speed mods or rigs is a waste.
First of all,  you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed.
* Fit a Damage Control
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.
* Fitting mod
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod.
* Cap stability
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.
* Speed/agility mods
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.
* Signal Amplifier
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.
 
====Rig slots====
* Locking range
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.
* Speed/agility
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.
* Tank
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).
 
====High slots====
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out.
 
* Armament
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).
* Nosferatu
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.
*Core Probe Launcher
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.
 
===Fitting Combat Interceptors===
Update pending


==Flying Interceptors==
==Flying Interceptors==