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'''Interceptors''' (also '''inties''' or '''ceptors''') are a class of Tech 2 [[frigates]]. They are some of the fastest ships, and they have attributes and bonuses which make them supremely effective for [[tackling]] and [[scouting]]. Inties are often one of the first classes of T2 ships that pilots train. Besides their core roles, they are also used for pure travel. If they are fitted for pure travel they are called [[Travel fits#Fleet Interceptors|travel ceptors]].
'''Interceptors''' (often called "inties" or "'ceptors") are a class of Tech 2 [[frigates]]. They are some of the fastest ships, and they have attributes and bonuses which make them supremely effective for [[Tackling Guide|tackling]] and [[Scouting|scouting]]. Inties are often one of the first classes of T2 ships that pilots train. Besides their core roles, they are also used for pure travel. If they are fitted for pure travel they are called [[Travel_fit#Fleet_Interceptors|travel ceptor]].
 
 
 
==Overview==
 
  
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== Overview ==
 
There are two types of interceptor: fleet interceptors and combat interceptors. Each of the four empire factions has one interceptor of each type. Besides those two special edition pirate interceptors exist, the {{sh|Imp}} and the {{sh|Whiptail}}. Technically they are fleet interceptors but they are of little interest here because they are very rare and expensive.
 
There are two types of interceptor: fleet interceptors and combat interceptors. Each of the four empire factions has one interceptor of each type. Besides those two special edition pirate interceptors exist, the {{sh|Imp}} and the {{sh|Whiptail}}. Technically they are fleet interceptors but they are of little interest here because they are very rare and expensive.
  
 
All interceptors share the following characteristics:
 
All interceptors share the following characteristics:
 
 
* They all have an ''80% reduction in Propulsion Jamming systems activation cost'' role bonus. This makes it easier to have tackle modules running.
 
* They all have an ''80% reduction in Propulsion Jamming systems activation cost'' role bonus. This makes it easier to have tackle modules running.
* They all have a ''15% reduction in Microwarpdrive [[signature|signature radius]] penalty'' for each level their pilot has in {{sk|Interceptors|icon=yes}}. This allows to reduce incoming damage by speed tanking.
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* They all have a ''15% reduction in Microwarpdrive [[signature radius]] penalty'' for each level their pilot has in {{sk|Interceptors|icon=yes}}. This allows to reduce incoming damage by speed tanking.
 
* They all have very high base velocities. This allows great on grid mobility to get tackle on targets.
 
* They all have very high base velocities. This allows great on grid mobility to get tackle on targets.
 
* They all have very high base scan resolution, letting them lock on to targets rapidly.
 
* They all have very high base scan resolution, letting them lock on to targets rapidly.
 
* Interceptors have a warp speed of 8.0 AU/s. This means they can overtake most ships in warp and also get to a target quickly to secure tackle.
 
* Interceptors have a warp speed of 8.0 AU/s. This means they can overtake most ships in warp and also get to a target quickly to secure tackle.
  
===Fleet Interceptors===
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=== Fleet Interceptors ===
The fleet interceptors have following traits in common which make them ideal fleet support as fast tackle and scouts.:
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The fleet interceptors have following traits in common which make them ideal fleet support as fast tackle and scouts:
* They have a 5% ''bonus to warp scrambler and warp disruptor range'' for each level their pilot has in {{sk|Interceptors|icon=yes}}.
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* They have a 5% ''bonus to warp scrambler and warp disruptor range'' for each level their pilot has in {{sk|Interceptors|icon=yes}}. At Interceptors V, a fleet interceptor can point a target within 30km—and that's without [[Overheating|heat]], which adds an extra 6km.
* They have immunity to non-targeted interdiction, which means they can warp while inside a warp disruption bubble.
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* They can fit ''Interdiction Nullifiers'', which allow them to temporarily ignore warp disruption bubbles either when entering a system or when moving around a battlefield. This is an active module with certain limitations, and it is typically not fitted to PvP-focused fits.
The tackle range bonus allows the fleet interceptor to hold tackle at a relatively safe distance. The interdiction nullification means that you can reach targets quickly even through bubbles. This is also important in the socut role. Further, they have bonuses tied to the skills of their respective empire faction:
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The tackle range bonus allows the fleet interceptor to hold tackle at a relatively safe distance. This is crucial to these ships' usual role.
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Further, they have bonuses tied to the skills of their respective empire faction's frigate:
 
* {{sh|Malediction}}: 5% bonuses to rocket damage and 4% bonus to all armor resistances per level
 
* {{sh|Malediction}}: 5% bonuses to rocket damage and 4% bonus to all armor resistances per level
 
* {{sh|Crow}}: 5% bonus to Light Missile and Rocket explosion radius and 10% bonus to Light Missile and Rocket max velocity per level
 
* {{sh|Crow}}: 5% bonus to Light Missile and Rocket explosion radius and 10% bonus to Light Missile and Rocket max velocity per level
* {{sh|Ares}}: 5% bonus to hybrid damage and 7.5% bonus to hybrid tracking per level
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* {{sh|Ares}}: 10% bonus to hybrid optimal range and 10% bonus to hybrid tracking per level
 
* {{sh|Stiletto}}: 5% bonus to projectile damage and 7.5% bonus to projectile tracking per level
 
* {{sh|Stiletto}}: 5% bonus to projectile damage and 7.5% bonus to projectile tracking per level
Those bonuses are only of minor importance for their usual role. (Which doesn't mean they might not matter for more unusual roles and fits.) They distinguish each other mostly through base stats like speed, slot layout, and fitting space as those define the possible fits. The Stiletto is very popular in a shield buffer fit, while the Malediction is usually flown with an ancilliary armor repairer. The Crow is lacking one lowslot in comparison to the Stiletto which means it can't fit for as much speed. The bigger shield buffer can't make up for that as speed is very important for fleet interceptors. The Ares can be fitted in a similar way as the Malediction. But its base speed is significantly lower, it has less armor buffer and is lacking the armor resist bonus. The low align time of the Ares makes it a popular travel ceptor though. As a fleet tackle this can be an advantage because a target might not consider the Ares the same thread as a Stiletto or Malediction.
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Those bonuses are only of minor importance for their usual role, tackling, but might occasionally come into play in unusual fits.
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The fleet interceptors are distinguished from each other mostly through base stats like speed, slot layout, and fitting space, as those define the possible fits. The Stiletto is very popular in a shield buffer fit, while the Malediction is usually flown with an ancillary armor repairer. The Crow is lacking one low slot in comparison to the Stiletto which means it can't fit for as much speed. The bigger potential shield buffer can't make up for that, as speed is very important for fleet interceptors. The Ares can be fitted in a similar way as the Malediction, but its base speed is significantly lower, it has less armor buffer, and it lacks the armor resist bonus that makes the Malediction particularly tough. The low align time of the Ares does make it a popular travel interceptor, though. As a fleet tackle this can be an advantage because a target might not consider the Ares the same threat as a Stiletto or Malediction.
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Besides their usual roles as scout and tackle, fleet interceptors are often used in unconventional ways. "Travel 'ceptors" are fleet interceptors which are fitted to have less than two seconds align time. This is often paired with rigs for faster warp speed. Since CCP removed innate [[Interdiction Nullifier|interdiction nullification]] from fleet interceptors, basic shuttles—which do have innate nullification—have taken over some of the nullsec travel ship role.
  
===Combat Interceptors===
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{{expansion past|Fleet interceptors used to have innate interdiction nullification, as shuttles now do (at the time of writing, late 2021). This has been removed, and replaced by the ''ability'' to fit an "[[Interdiction Nullifier]]", which is a more limited active module with a similar effect.}}
  
{{ note box | Note: Combat interceptors used to have immunity to warp bubbles, but this was removed in [https://www.eveonline.com/article/pg4q8e/patch-notes-for-october-2018-release the October 2018 update].| italics = yes }}
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Fleet interceptors are also sometimes fitted for exploration in nullsec. The idea is that they are safer for traveling than covert ops ships which are bonused for scanning. But it's doubtful whether the ability to fit an [[Interdiction Nullifier]] is really worth losing the scanning bonus of a dedicated exploration ship.
  
Although the name implies so, combat interceptors are not that well suited to ''actual fighting'' as in being ''general damage dealers''. While they can be popular solo ships, usually going toe-to-toe with other frigates, or can actually contribute some DPS in/to ''frigate-only'' fleets, their overall damage output is not comparable to anything beyond the frigate size class, nor do they tank much better than the default T1 frigates.  
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Another use for fleet interceptors is to fit them with [[Electronic Countermeasures#Equipment|ECM burst jammers]] to disrupt enemy fleets. In this case they warp in ECM burst and warp off again. The warp-ins are usually provided by combat scanners.
In fleet environments, they are more useful to land fast scrams on target or take on single other frigates, although dedicated anti-frig cruisers can often be better suited for that role. For applying tackle via Warp Disruptors, Fleet Interceptors are usually better suited.
 
  
* Combat interceptors have '''more combat-orientated slot layouts''', usually more lowslots at the expense of midslots
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=== Combat Interceptors ===
* Combat interceptors have '''more powergrid''' than the fleet inties, making it easier to fit weapons
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Combat interceptors are more combat-oriented than their counterparts, as the name suggests. They do not have the extended tackle range bonuses of the fleet interceptors, and instead gain multiple bonuses to their chosen weapon turrets. (All combat interceptors use turrets, not missiles.) However, because their straight combat power is generally exceeded by [[assault frigate]]s, especially since AFs can fit Assault Damage Controls, they are much less commonly used.
* Combat interceptors have '''an extra combat-related bonus''' tied to {{sk|Interceptors|icon=yes}}, instead of the fleet interceptors' tackling range bonus (which combat interceptors lack)
 
  
The four combat inties, together with their racial frigate skill bonuses, are:
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The 'Howling Interdictors' update of October 2020 gave a new bonus to all combat interceptors: +100% [[Overheating|Overheat]] effects for Afterburners and Microwarpdrives. This allows combat interceptors to reach unbelievably high speeds for very short durations. Apart from this bonus, all combat interceptors have several different skill-based bonuses to weapons performance, from both their racial frigate skills and from the common Interceptors skill.
  
* {{sh|Crusader}}:  10% less laser cap use, 5% bonus to laser damage, 7.5% bonus to laser tracking per level
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* {{sh|Crusader}}:  7.5% bonus to laser tracking per level, 10% less laser cap use, 10% bonus to laser damage  
* {{sh|Raptor}}: 5% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range
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* {{sh|Raptor}}: 4% bonus to all shield resistances, 10% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range
* {{sh|Taranis}}: 10% bonus to hybrid damage, 7.5% bonus to hybrid tracking per level
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* {{sh|Taranis}}: 7.5% bonus to hybrid tracking, 15% bonus to hybrid damage per level
* {{sh|Claw}}: 10% bonus to projectile damage, 7.5% bonus to projectile tracking per level
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* {{sh|Claw}}: 10% bonus to Small Projectile Turret damage, 5% bonus to Small Projectile Turret rate of fire, 7.5% bonus to projectile tracking per level
  
The Taranis's hefty damage bonus -- applied to the already face-meltingly high DPS potential of blasters -- has made it a very popular dogfighter. The other three all have their proponents, however, and they're all deadly in the right hands. It should be noted that CCP changed the Raptor's slot configuration in the Oceanus release (September 2014) to remove a highslot and add a midslot (among other changes to the Raptor).
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{{expansion past|Combat Interceptors had innate interdiction nullification until October 2018. Before that change [[Combat Interceptors|combat interceptor fleets]] were a common concept. Especially Claws fitted for fast align and high alpha were very successful. These so called [[Combat Interceptors#Fozzie_Claws/Windrunners|Fozzie Claws]] caused CCP to remove nullification from the combat ceptors. Since then combat interceptors struggle to stand up to other ships especially assault frigates which can also warp at over 8 AU/s if they are hyperspatial rigged (status November 2019). This doesn't mean that you cannot find a niche use for them.}}
  
==Skills==
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== Skills ==
===Necessary Skills===
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To be able to sit in an interceptor, you need the relevant T1 frigate skill at level V and {{sk|Interceptors}} at I; Interceptors has {{sk|Evasive Maneuvering|V}} as a prerequisite. If you want to use a fleet interceptor in the tackle role, you should train {{sk|Interceptors}} at least to level IV, and level V is desirable.
Training to fly the Interceptor hull will probably take the most amount of time, particularly Evasive Maneuvering 5 and Racial Frigate 5.
 
*{{sk|Interceptors|I}} is required to fly interceptors, although having at least level 4 is strongly recommended for the interceptor skill bonuses.
 
Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases.
 
*{{sk|Propulsion Jamming|II}} is necessary for Tech 2 points, and level 4 allows T2 webs.
 
*{{sk|High Speed Maneuvering}} Helps your cap life tremendously. Level 4 is recommended, a T2 MWD is usually not a good idea on an interceptor.
 
*{{sk|Hull Upgrades|II}} is required for T2 Nanofibre Internal Structures and Overdrive Injectors.
 
*{{sk|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Nanite Operation}} is required for Nanite Paste, used to repair heat damage.
 
  
===Support Skills===
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Besides the required skills, you mostly need good general [[Support skills|support skills]] (compare [[Magic 14]]) to improve your speed/agility as well as your capacitor life, and to help with the tight fitting requirements found on these ships.
*Basic fitting skills like {{sk|Hull Upgrades}}, {{sk|Electronics Upgrades}}, {{sk|Energy Grid Upgrades}}, and {{sk|Power Grid Management}} should be at level 5.
 
  
*{{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended.
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The following skills are important to improve your navigation:
*{{sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.
 
*{{sk|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended.
 
  
*{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.
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* {{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended.
*{{sk|Long Range Targeting|V}} will help make sure you can actually target out to the same range that you can point. A signal amplifier module or ionic field projector rig is still often required to match overheated point range.
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* {{sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.
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* {{sk|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended.
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* {{sk|Evasive Maneuvering}} 5% improved ship agility for all ships per skill level. Level 5 is a prerequisite anyways.
  
*{{sk|Capacitor Management|IV}} and {{sk|Capacitor Systems Operation|IV}} in these skills will help cap stability greatly, although you can fit a capacitor power relay module or capacitor control rig to cope with low cap skills.
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Interceptors don't have a lot of capacitor but MWDs are capacitor hungry modules. Thus, skills to improve your capacitor or to reduce capacitor consumption are important:
  
*{{sk|Astronautics Rigging}} for navigation rigs.
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* {{sk|Capacitor Management}} and {{sk|Capacitor Systems Operation}} should at least be at level IV. Train them to level V very early.
*{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.
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* {{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level. Level IV is required. Level V recommended.
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* {{sk|Propulsion Jamming}} 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. Level IV is recommended.
  
*{{sk|Shield Upgrades|IV}} will allow Medium Shield Extender IIs to be fitted, a common midslot module.
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Other generally important skills for an interceptor:
  
*{{sk|Thermodynamics|IV}} to allow you to overheat your MWD and point.
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* {{sk|CPU Management}} and {{sk|Power Grid Management}}. Many fits are very tight and require those skills at level V.
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* {{sk|Shield Upgrades}} reduces the fitting space for shield upgrades. Especially some Stiletto fits assume it at level V. Fits without shield extenders don't profit from it at all.
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* {{sk|Hull Upgrades}} at least at level IV for T2 Damage Control. Level V recommended for more armor buffer.
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* {{sk|Mechanics}}, {{sk|Shield Management}}, and {{sk|Shield Operation}} improve your general buffer tank.
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* {{sk|Signature Analysis}} 5% scan resolution per level; getting this to level V will greatly boost your target locking speed.
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* {{sk|Long Range Targeting}} will help make sure you can actually target out to the same range that you can point.
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* {{sk|Thermodynamics}} Allows [[overheating]] of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Nanite Operation}} is required for Nanite Paste, used to repair heat damage.
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* {{sk|Astronautics Rigging}} for navigation rigs.
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* {{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.
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* {{sk|Thermodynamics|IV}} to allow you to overheat your MWD and point.
  
T2 small weapon skills will be useful for combat inties, as Tech 2 ammo generally allows much more range control and damage.
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== Fitting ==
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This section focuses on fitting principles for fleet interceptors in the role as tackle. Many people who specialise as an interceptor pilot also have highly specialised personal fits which suit their personal style but are not recommended for a beginner or general purpose. Experienced pilots also often choose the more expensive and better faction modules. One of those modules alone usually costs more than a T2 fitted interceptor. This is reasonable for experienced pilots as they know how to fly a fleet interceptor without ever losing it. A new pilot will surely lose several interceptors before mastering them. (Most players never focus enough on this role to ever master it.)
  
==Fitting==
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To fulfill your role as fleet tackle you always need to fit:
===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.
 
  
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.
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* a [[Warp Disruptor|warp disruptor]] (also called point or long point). This is for your main purpose: to hold tackle on another ship. You usually choose the T2 version which has a range of 30 km without overheating and 36 km hot (if you have the interceptor skill at V, a bit less otherwise). Experienced pilots sometimes choose expensive faction points as those have an even bigger range.
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* a 5MN [[microwarpdrive]]. This allows you for great speed which means mobility but also reduces the damage you take. You usually choose the restrained version as its signature bloom, capacitor reduction and fitting space is relatively good. The other meta versions might be useful for special cases. The T2 has no true advantages over the meta modules. Again, experienced pilots might invest more here. Notice that A-types are about the same price as the other versions although they have the best stats.
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* a [[Warp Scrambler|warp scrambler]] (scram). The scram is not primarily used to hold tackle but for scram passes, to go close for a scram if you see a microjump drive animation, or to prevent targets from gate crashing. In certain specialised cases the scram might be omitted but in general you need to fit a scram as a typical Fleet Commander will expect you to have a scram fitted. Omitting it without the awareness of the FC hurts the fleet's performance significantly. The scram is usually T2 for its longer range compared to the meta versions. It's less often upgraded to a better version than the point or MWD.
  
====Priority considerations====
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The targeting range of interceptors (36.9 to 40.6 km at {{sk|Long Range Targeting|V}}) is short compared with their point range, especially if heated. In the hunter role you want to be able to lock the target while you spiral in so that you can lock it as soon as it is in heated point range. For this reason, nearly all fits use a Small Ionic Field Projector II rig which increases the targeting range by 30%. The alternatives would be Signal Amplifiers or Sensor Boosters but the slots and fitting space are too valuable to use for them.
* Long range point (T2)
 
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram instead; if you have four mid slots you can add a scram as extra.
 
* 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. Typically you will find that fitting a meta MWD will be the best option, as it's fitting requirements and cap usage are lower than the T1 and T2 variants. There are three MWDs to consider:
 
*:*5MN Y-T8 Compact Microwarpdrive - Has the lowest powergrid and CPU requirements. Great for tight fits.
 
*:*5MN Cold-Gas Enduring Microwarpdrive - Has the lowest cap usage, which is useful for running modules longer. Great for cap-heavy or active-tanked fits.
 
*:*5MN Quad LiF Restrained Microwarpdrive - Has the lowest penalty on signature radius and capacitor amount penalty. Best option for speed tanked fits. Its reduced capacitor amount penalty means it can also improve cap stability, although not as much as Cold-Gas.
 
* 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.  One option for a fourth midslot is a Sensor Booster, which without a script adds both targeting range and targeting speed (scan resolution). See below.
 
* 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 (impossible on some fits) or at least have several minutes of cap running your MWD and point. 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 can hurt. Often your worst enemy will be drones -- cruisers and larger ships often stock light drones for the sole purpose of killing or driving off interceptors.  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 damage you can mitigate with offense is drones. If you are a fleet inty and taking damage from a larger ship, check your overview to ensure that you can see drones, and if they are redboxing you, target and kill them.  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.
 
  
====Mid slots====
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The next important consideration is speed. Interceptors are already fast, but the higher the speed the quicker you get on a target to tackle and the less damage you take through speed tanking. Typically, you fit a T2 Nanofiber Internal Structure which increases speed and agility combined with a T2 Overdrive Injector System which simply increases speed. On top of that you fit one of the following navigation rigs: Small Auxiliary Thrusters increase your speed, Small Low Friction Nozzle Joints improves your agility, and Small Polycarbon Engine Housing for both. Overall, be aware that you don’t want to only fit modules which increase speed but also modules which increase agility.
When fitting a tackle ship, fit the midslots first, they are most important.
 
* 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 for guidance.
 
* 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).  T2 MSEs are materially better than meta MSEs, but they require considerably more power grid.  If you are having fitting problems, consider training additional ranks of Shield Upgrades, which will reduce the power grid fitting requirements of MSEs.
 
  
* For the fourth midslot on the Stiletto and Crow, there's a few options, let's go over them here:
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The remaining slots are usually used for tank. A T2 damage control is usually fit to any interceptor. The shield interceptors, Stilettos and Crows, are usually shield buffer tanked, which means they fit a Medium Shield Extenders. The armor interceptors, Maledictions and Ares, are usually fit with a Small Ancillary Armor Repairer. Buffer armor fits are unusual because a plate slows the ship down.
** 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. Especially against staggered neuts, you will often get only limited value from a cap booster.
 
** 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!
 
  
====Low slots====
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Guns or missile launchers are of little or no concern. If the fitting space is there, you fit some and use them to get rid of light drones. If you don’t have the fitting space, don’t compromise the rest of the fit to squeeze some guns or missiles in.
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 (or close), 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====
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Energy Nosferatus are an option for the highslots. The idea is to steal a bit of cap, but realistically you are rarely close enough to anything to improve your cap significantly.
* 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, especially to mitigate the resist hole that each racial interceptor has. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).
 
  
====High slots====
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Experienced dedicated interceptor pilots often use Snake [[implants]] to improve their speed even more. Halo implants are another option: these cut your signature radius, significantly boosting your survivability, and they are cheaper. [[Skill Hardwiring]] can be used to further increase speed or improve cap. If you want to use [[medical boosters]], Overclocker and Quafe Zero are obvious candidates.
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
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The above discussion covers the base fitting considerations. Experienced pilots might break the above rules with a special case in mind. For example, some might even fit an expanded probe launcher for combat probes, although this takes a lot of fitting space. Only diverge from the approach outlined above if you know what you are doing.
*:''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===
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== Flying Interceptors ==
Update pending
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Generally, inty pilots want to keep speed and angular velocity high, as these are the main form of tank.
  
==Flying Interceptors==
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=== Fleet Interceptors ===
Generally, inty pilots want to keep speed and angular velocity high as these are the main form of tank.
 
===Fleet Interceptors===
 
 
Fleet interceptors are generally flown as a special tackler, often staying a couple of jumps ahead or behind the main fleet to hold enemies in place until the fleet arrives, or providing mini-warpin* points and mobile safespots during a battle. Depending on the fleet style, they can 'scout and skirmish', roaming around to find targets, often holding them in place for up to 10 or 15 minutes while the rest of the fleet arrives; sit at gatecamps and a put a fast point on anything flashy coming through; or get initial tackle and then hold valuable non-primary targets during a longer engagement until the fleet is ready to DD them.
 
Fleet interceptors are generally flown as a special tackler, often staying a couple of jumps ahead or behind the main fleet to hold enemies in place until the fleet arrives, or providing mini-warpin* points and mobile safespots during a battle. Depending on the fleet style, they can 'scout and skirmish', roaming around to find targets, often holding them in place for up to 10 or 15 minutes while the rest of the fleet arrives; sit at gatecamps and a put a fast point on anything flashy coming through; or get initial tackle and then hold valuable non-primary targets during a longer engagement until the fleet is ready to DD them.
  
Line 168: Line 114:
  
 
<nowiki>*</nowiki> Providing mini-warp points ("tactical miniwarps"): An inty may be sent 150km+ from the rest of the fleet so that other ships can warp out to it if necessary -- to reduce incoming damage or break target locks without having to bounce all the way to a planet or station.
 
<nowiki>*</nowiki> Providing mini-warp points ("tactical miniwarps"): An inty may be sent 150km+ from the rest of the fleet so that other ships can warp out to it if necessary -- to reduce incoming damage or break target locks without having to bounce all the way to a planet or station.
===Combat Interceptors===
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 +
=== Combat Interceptors ===
 
A combat interceptor's job is to establish dominance of the frigates on the battlefield, including the enemy's tackle/interceptors, by counter-tackling and killing them. Combat interceptors fly like assault frigates in many ways. They will often have their own important targets independent of the fleet's primary.
 
A combat interceptor's job is to establish dominance of the frigates on the battlefield, including the enemy's tackle/interceptors, by counter-tackling and killing them. Combat interceptors fly like assault frigates in many ways. They will often have their own important targets independent of the fleet's primary.
  
==Countering Interceptors==
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== Countering Interceptors ==
Various modules and tactics can be used to kill interceptors or drive them away. When in a ship with speeds similar to the inty then some [[Advanced Piloting Techniques|piloting techniques]] or [http://www.eve-tribune.com/index.php?no=2_40&page=6 maneuvers] can be used to break the inty's orbit and bring them into web or scram range. Cruisers and destroyers fit for tracking and killing frigates can also be effective. While most guns will have tracking problems against inties, missile systems can still be effective even though the inty's speed and small sig radius will mitigate much of the damage. Missiles can slowly eat through an inty's buffer if they don't have any repair or recharge ability on their armor or shields. Drones are commonly used to counter interceptors and can be particularly dangerous.
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Various modules and tactics can be used to kill interceptors, drive them away, or escape their tackle. It is good to know those as an interceptor pilot but also – of course – if you have to deal with an interceptor on the opposing side.
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A ship with similar speed can use a [[Slingshot Maneuver]] to break the interceptor‘s orbit to either escape tackle or to bring it into web/scram range.
 +
 
 +
=== Drones ===
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Light drones are a common defence against all small ships, interceptors included. The Minmatar Warrior II light drones are the nimblest and [[Drones#Light.2C_medium_and_heavy_drones|fastest drones]], often matching interceptor speeds, and so are the most common choice. Since the release of the Kronos patch, and the rebalance of drones, Acolytes have become a threat to tackle frigates as they are often shield fit and lacks resistance for EM. Acolytes are almost as fast as Warriors.
  
Some ships, like combat interceptors and Dramiels have the speed and tracking to keep up with an interceptor, and should be avoided. Other frigate hulls and destroyers should be avoided by fleet interceptors as they are generally cheap, so not worthwhile to tackle, and have a decent chance of killing the interceptor. Afterburner-fit assault frigates may be worth chasing. Vagabonds and Cynabals are very dangerous to interceptors since they have heavy weaponry with good tracking but can move at around 4km/s, which severly cuts down on the amount of transversal that an interceptor can create.
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However, interceptors go so very fast that even those drones are likely to still spend time fruitlessly chasing them around. But some ships have a bonus to drone speed through a hull bonus or a drone navigation link. The drones of such ships are an especially big threat to an interceptor.
  
===Drones===
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=== Scrams ===
Drones are a common defence against all small ships, interceptors included. The Minmatar Warrior II light drones are the nimblest and fastest drones, often matching interceptor speeds, and so are the most common choice. Since the release of the Kronos patch, and the rebalance of drones, Acolytes have become a threat to tackle frigates as they are often shield fit and lacks resistance for EM. Acolytes are almost as fast as Warriors.
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Speed is very important for Interceptors. But they need a microwarpdrive to achieve high speeds which can be shut off by scrams. The range bonus on their own scrams allows the fleet interceptors usually to keep other ships out of their respective scram range. But they are not the only hulls with a bonus to scram range. The Gallente T2 EWAR ships ([[Keres]], [[Arazu]], and [[Lachesis]]) as well as the Mordu’s Legion ships ([[Garmur]], [[Orthrus]], and [[Barghest]]) have a bonus to scram (and point) range. Expect them to have faction or even [[Abyssal modules|abyssal]] scrams fitted and to use heat. Be also aware of your positioning towards different hostile ships. If you are holding tackle on one ship it can easily happen that you accidentally fly into the scram range of another hostile ship.
  
However, interceptors go so very fast that even those drones are likely to still spend time fruitlessly chasing them around. Furthermore, it is possible to tank an interceptor against drones so that it can soak up a lot of fire from Warriors and/or Acolytes.
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=== Long range webs ===
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As webs slow interceptors down they are obviously helpful against them. But usually an interceptor can comfortably stay out of web range except for ships with a bonus to web range. Those are the Minmatar T2 EWAR ships ([[Hyena]], [[Huginn]], and [[Rapier]]) as well as the Blood Raider ships ([[Cruor]], [[Ashimmu]], and [[Bhaalgorn]]). Like for scrams expect faction or [[Abyssal modules|abyssal]] webs used with heat and watch your general positioning. Besides normal webs grapplers can also pose a thread.
  
Ships with large dronebays and bonuses to drone hitpoints and damage, like the [[Arbitrator]] and [[Vexor]] have much more problematic drones (and if you do manage to kill them, they probably have more).
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=== Damps ===
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In the fitting section the importance of targeting range was already discussed. [[Damp]]s with a range script can hurt an interceptor a lot. He has to either drop tackle or close in which increases his risk towards the other things mentioned here. While any ship can potentially fit damps you have to expect them on bonused hulls ([[Maulus]], [[Maulus Navy Issue]], and [[Keres]]).
  
===Counter-Tackle===
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=== ECM ===
Webs (especially two at once) to directly cut an inty's speed or a warp scrambler to shut down its MWD are both excellent ways to slow down an inty and make it vulnerable. The problem is of course that webs and scrams have short ranges, and good inty pilots stay beyond web/scram range at all times. The single most important defensive maneuver a newly trained fleet interceptor pilot can make is to manage distance from target and avoid scram range, which ranges from 10 km to significantly more for bonused ships.
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[[ECM]] and especially ECM drones are helpful to escape any kind of tackle. Interceptors are no exception there. [[Crowbar]]s are a common way to free tackled ships.
  
Apart from other inties, there are a few ships that are particularly effective at webbing. The Minmatar [[Huginn]] and [[Rapier]] recon ships both have bonuses to web range. They can push a normal T2 web out to 40km range before heat (overheating the web and/or fitting a faction web can produce considerably longer ranges). Both ships are consequently very dangerous to interceptors, and a good countermeasure.
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=== Anti-Tackle ===
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Sometimes fleets dedicate ships to deal with tackle. This is very common in nano gangs. Turrets usually have trouble with tracking or range against interceptors. Thus, those ships are usually fitted with (rapid) light missile launcher as they deal and apply a good amount of damage at a good range. In general  you can fit any cruiser and battlecruiser sized hull with missile [[hardpoint]]s with rapid lights. Hulls which are often used in that role are [[Orthrus]] (note the scram range bonus mentioned above), the Minmatar EWAR cruisers ([[Bellicose]], [[Rapier]], and [[Huginn]] as they can fit rapid lights and have a bonus to target painters), and the [[Osprey Navy Issue]].
  
A few other, rarer ships also have web bonuses but these are mostly to strength rather than range, so an inty that stays away from the range of normal webs shouldn't be troubled by them. Note, however, that the Blood Raider's ships, [[Cruor]], [[Ashimmu]] and [[Bhaalgorn]], has a web range bonus which can push the optimal of a T2 web out to 20km before heat.
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=== Energy Neutralizers ===
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A few cycles from a medium [[Capacitor warfare|energy neutralizer]] or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water.
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Medium neuts have similar ranges to scrams and webs, and so are not dangerous to a competent inty pilot (who stays clear of scram range). But the Amarr T2  EWAR ships ([[Sentinel]], [[Pilgrim]], and [[Curse]]) have a bonus to neut range (and strength).  
  
The Gallente recons, the [[Lachesis]] and [[Arazu]] have bonuses to warp scrambler and warp disruptor range. They are most commonly fitted with disruptors, to point the enemy from a long way away, but they can be fitted with warp scramblers. This is less of a threat than the Minmatar recons' webs, but their bonuses can still put a T2 scram's range out to 18km before heat, so they should be treated with a bit of care.
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The fitting requirements on heavy neuts mean that they are nearly exclusively fitted to battleships and capitals. The range of a T2 heavy neut is 20 km optimal plus 10 km fall off. Its neut amount is so high that it’s still very significant in fall off to an interceptor. Many battleships fit heavy neuts especially if they have a utility highslot and in a solo or small gang context. You can always expect them on a [[Bhaalgorn]] (drain amount bonus) and [[Armageddon]] (range bonus).
  
The Caldari and Amarr recon also have range bonuses to ECM and neuts respectively, both of which can also heavily counter an interceptor, and should be avoided. Range damping a fleet inty can be an efficient use of a sensor damp; it will essentially nullify the fleet inty's bonus point range, forcing it to orbit much closer to hold tackle, making its job considerably more difficult and dangerous.
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X-Type heavy neuts are often used on capitals as their range is even bigger. The intended use is to shake off interceptors and other light tackle.
  
===Energy Neutralizers===
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== History ==
A few cycles from a medium energy neutralizer or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water.  
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Interceptors lost their innate interdiction nullification when the interdiction nullifier modules were introduced on 2021-05-18. In turn they gained the ability to fit those.<ref>[https://www.eveonline.com/news/view/patch-notes-version-19-04#2021-05-18.1 Patch notes] and [https://www.eveonline.com/news/view/nullification-and-warp-module-update-live-now news post] for the changes to nullification.</ref>
  
Medium neuts have similar ranges to scrams and webs, and so are not dangerous to a competent inty pilot (who stays clear of scram range) unless they're mounted on a ship which has range bonuses for them. The Amarr combat recon, the [[Curse]], does have such a range bonus, and it can neut at nearly 40km if the pilot has good skills. (Being based on the Arbitrator hull, it also has drone bonuses, making it a nightmare target for an interceptor to tackle!)
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== See Also ==
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* [[Tackling]]
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* [[Scouting]]
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* [[Manual piloting]]
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* [[Advanced piloting techniques]]
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* [https://youtu.be/4yBTaqiMrX4 Small Gang Archetype: Light-Tackle] A video guide made by Chessur in 2015. Be aware that some modules in his fits have been reworked and some UI changes happened. Otherwise the video still applies.
  
T2 large neuts have 25km range. Fleet inties must therefore maintain a very careful orbit, further than 25km but near enough to be within warp disruptor range, when pointing a battleship which they know or suspect has one or more energy neutralisers fitted. Neuts are particularly common on the [[Dominix]], the [[Scorpion]], in solo/small gang fits for the [[Typhoon]] and [[Tempest]], and on the previously mentioned Bhaalgorn (which has bonuses to neut strength, though not to their range). The [[Armageddon]] was changed to a drone/neut boat as well and now can reach out to >37km when mounting heavy neuts.
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== References ==
 +
<references />
  
 
[[Category:Ships]]
 
[[Category:Ships]]

Latest revision as of 17:46, 7 March 2023

Interceptors (also inties or ceptors) are a class of Tech 2 frigates. They are some of the fastest ships, and they have attributes and bonuses which make them supremely effective for tackling and scouting. Inties are often one of the first classes of T2 ships that pilots train. Besides their core roles, they are also used for pure travel. If they are fitted for pure travel they are called travel ceptors.

Overview

There are two types of interceptor: fleet interceptors and combat interceptors. Each of the four empire factions has one interceptor of each type. Besides those two special edition pirate interceptors exist, the Sansha's NationImp and the GuristasWhiptail. Technically they are fleet interceptors but they are of little interest here because they are very rare and expensive.

All interceptors share the following characteristics:

  • They all have an 80% reduction in Propulsion Jamming systems activation cost role bonus. This makes it easier to have tackle modules running.
  • They all have a 15% reduction in Microwarpdrive signature radius penalty for each level their pilot has in Icon skillbook2.png Interceptors. This allows to reduce incoming damage by speed tanking.
  • They all have very high base velocities. This allows great on grid mobility to get tackle on targets.
  • They all have very high base scan resolution, letting them lock on to targets rapidly.
  • Interceptors have a warp speed of 8.0 AU/s. This means they can overtake most ships in warp and also get to a target quickly to secure tackle.

Fleet Interceptors

The fleet interceptors have following traits in common which make them ideal fleet support as fast tackle and scouts:

  • They have a 5% bonus to warp scrambler and warp disruptor range for each level their pilot has in Icon skillbook2.png Interceptors. At Interceptors V, a fleet interceptor can point a target within 30km—and that's without heat, which adds an extra 6km.
  • They can fit Interdiction Nullifiers, which allow them to temporarily ignore warp disruption bubbles either when entering a system or when moving around a battlefield. This is an active module with certain limitations, and it is typically not fitted to PvP-focused fits.

The tackle range bonus allows the fleet interceptor to hold tackle at a relatively safe distance. This is crucial to these ships' usual role.

Further, they have bonuses tied to the skills of their respective empire faction's frigate:

  • AmarrMalediction: 5% bonuses to rocket damage and 4% bonus to all armor resistances per level
  • CaldariCrow: 5% bonus to Light Missile and Rocket explosion radius and 10% bonus to Light Missile and Rocket max velocity per level
  • GallenteAres: 10% bonus to hybrid optimal range and 10% bonus to hybrid tracking per level
  • MinmatarStiletto: 5% bonus to projectile damage and 7.5% bonus to projectile tracking per level

Those bonuses are only of minor importance for their usual role, tackling, but might occasionally come into play in unusual fits.

The fleet interceptors are distinguished from each other mostly through base stats like speed, slot layout, and fitting space, as those define the possible fits. The Stiletto is very popular in a shield buffer fit, while the Malediction is usually flown with an ancillary armor repairer. The Crow is lacking one low slot in comparison to the Stiletto which means it can't fit for as much speed. The bigger potential shield buffer can't make up for that, as speed is very important for fleet interceptors. The Ares can be fitted in a similar way as the Malediction, but its base speed is significantly lower, it has less armor buffer, and it lacks the armor resist bonus that makes the Malediction particularly tough. The low align time of the Ares does make it a popular travel interceptor, though. As a fleet tackle this can be an advantage because a target might not consider the Ares the same threat as a Stiletto or Malediction.

Besides their usual roles as scout and tackle, fleet interceptors are often used in unconventional ways. "Travel 'ceptors" are fleet interceptors which are fitted to have less than two seconds align time. This is often paired with rigs for faster warp speed. Since CCP removed innate interdiction nullification from fleet interceptors, basic shuttles—which do have innate nullification—have taken over some of the nullsec travel ship role.

Fleet interceptors are also sometimes fitted for exploration in nullsec. The idea is that they are safer for traveling than covert ops ships which are bonused for scanning. But it's doubtful whether the ability to fit an Interdiction Nullifier is really worth losing the scanning bonus of a dedicated exploration ship.

Another use for fleet interceptors is to fit them with ECM burst jammers to disrupt enemy fleets. In this case they warp in ECM burst and warp off again. The warp-ins are usually provided by combat scanners.

Combat Interceptors

Combat interceptors are more combat-oriented than their counterparts, as the name suggests. They do not have the extended tackle range bonuses of the fleet interceptors, and instead gain multiple bonuses to their chosen weapon turrets. (All combat interceptors use turrets, not missiles.) However, because their straight combat power is generally exceeded by assault frigates, especially since AFs can fit Assault Damage Controls, they are much less commonly used.

The 'Howling Interdictors' update of October 2020 gave a new bonus to all combat interceptors: +100% Overheat effects for Afterburners and Microwarpdrives. This allows combat interceptors to reach unbelievably high speeds for very short durations. Apart from this bonus, all combat interceptors have several different skill-based bonuses to weapons performance, from both their racial frigate skills and from the common Interceptors skill.

  • AmarrCrusader: 7.5% bonus to laser tracking per level, 10% less laser cap use, 10% bonus to laser damage
  • CaldariRaptor: 4% bonus to all shield resistances, 10% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range
  • GallenteTaranis: 7.5% bonus to hybrid tracking, 15% bonus to hybrid damage per level
  • MinmatarClaw: 10% bonus to Small Projectile Turret damage, 5% bonus to Small Projectile Turret rate of fire, 7.5% bonus to projectile tracking per level

Skills

To be able to sit in an interceptor, you need the relevant T1 frigate skill at level V and Interceptors at I; Interceptors has Evasive Maneuvering V as a prerequisite. If you want to use a fleet interceptor in the tackle role, you should train Interceptors at least to level IV, and level V is desirable.

Besides the required skills, you mostly need good general support skills (compare Magic 14) to improve your speed/agility as well as your capacitor life, and to help with the tight fitting requirements found on these ships.

The following skills are important to improve your navigation:

  • Navigation 5% bonus to sub-warp speed per level. Level 5 is recommended.
  • Acceleration Control 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.
  • Spaceship Command 2% to ship agility per level. Level 5 is recommended.
  • Evasive Maneuvering 5% improved ship agility for all ships per skill level. Level 5 is a prerequisite anyways.

Interceptors don't have a lot of capacitor but MWDs are capacitor hungry modules. Thus, skills to improve your capacitor or to reduce capacitor consumption are important:

Other generally important skills for an interceptor:

Fitting

This section focuses on fitting principles for fleet interceptors in the role as tackle. Many people who specialise as an interceptor pilot also have highly specialised personal fits which suit their personal style but are not recommended for a beginner or general purpose. Experienced pilots also often choose the more expensive and better faction modules. One of those modules alone usually costs more than a T2 fitted interceptor. This is reasonable for experienced pilots as they know how to fly a fleet interceptor without ever losing it. A new pilot will surely lose several interceptors before mastering them. (Most players never focus enough on this role to ever master it.)

To fulfill your role as fleet tackle you always need to fit:

  • a warp disruptor (also called point or long point). This is for your main purpose: to hold tackle on another ship. You usually choose the T2 version which has a range of 30 km without overheating and 36 km hot (if you have the interceptor skill at V, a bit less otherwise). Experienced pilots sometimes choose expensive faction points as those have an even bigger range.
  • a 5MN microwarpdrive. This allows you for great speed which means mobility but also reduces the damage you take. You usually choose the restrained version as its signature bloom, capacitor reduction and fitting space is relatively good. The other meta versions might be useful for special cases. The T2 has no true advantages over the meta modules. Again, experienced pilots might invest more here. Notice that A-types are about the same price as the other versions although they have the best stats.
  • a warp scrambler (scram). The scram is not primarily used to hold tackle but for scram passes, to go close for a scram if you see a microjump drive animation, or to prevent targets from gate crashing. In certain specialised cases the scram might be omitted but in general you need to fit a scram as a typical Fleet Commander will expect you to have a scram fitted. Omitting it without the awareness of the FC hurts the fleet's performance significantly. The scram is usually T2 for its longer range compared to the meta versions. It's less often upgraded to a better version than the point or MWD.

The targeting range of interceptors (36.9 to 40.6 km at Long Range Targeting V) is short compared with their point range, especially if heated. In the hunter role you want to be able to lock the target while you spiral in so that you can lock it as soon as it is in heated point range. For this reason, nearly all fits use a Small Ionic Field Projector II rig which increases the targeting range by 30%. The alternatives would be Signal Amplifiers or Sensor Boosters but the slots and fitting space are too valuable to use for them.

The next important consideration is speed. Interceptors are already fast, but the higher the speed the quicker you get on a target to tackle and the less damage you take through speed tanking. Typically, you fit a T2 Nanofiber Internal Structure which increases speed and agility combined with a T2 Overdrive Injector System which simply increases speed. On top of that you fit one of the following navigation rigs: Small Auxiliary Thrusters increase your speed, Small Low Friction Nozzle Joints improves your agility, and Small Polycarbon Engine Housing for both. Overall, be aware that you don’t want to only fit modules which increase speed but also modules which increase agility.

The remaining slots are usually used for tank. A T2 damage control is usually fit to any interceptor. The shield interceptors, Stilettos and Crows, are usually shield buffer tanked, which means they fit a Medium Shield Extenders. The armor interceptors, Maledictions and Ares, are usually fit with a Small Ancillary Armor Repairer. Buffer armor fits are unusual because a plate slows the ship down.

Guns or missile launchers are of little or no concern. If the fitting space is there, you fit some and use them to get rid of light drones. If you don’t have the fitting space, don’t compromise the rest of the fit to squeeze some guns or missiles in.

Energy Nosferatus are an option for the highslots. The idea is to steal a bit of cap, but realistically you are rarely close enough to anything to improve your cap significantly.

Experienced dedicated interceptor pilots often use Snake implants to improve their speed even more. Halo implants are another option: these cut your signature radius, significantly boosting your survivability, and they are cheaper. Skill Hardwiring can be used to further increase speed or improve cap. If you want to use medical boosters, Overclocker and Quafe Zero are obvious candidates.

The above discussion covers the base fitting considerations. Experienced pilots might break the above rules with a special case in mind. For example, some might even fit an expanded probe launcher for combat probes, although this takes a lot of fitting space. Only diverge from the approach outlined above if you know what you are doing.

Flying Interceptors

Generally, inty pilots want to keep speed and angular velocity high, as these are the main form of tank.

Fleet Interceptors

Fleet interceptors are generally flown as a special tackler, often staying a couple of jumps ahead or behind the main fleet to hold enemies in place until the fleet arrives, or providing mini-warpin* points and mobile safespots during a battle. Depending on the fleet style, they can 'scout and skirmish', roaming around to find targets, often holding them in place for up to 10 or 15 minutes while the rest of the fleet arrives; sit at gatecamps and a put a fast point on anything flashy coming through; or get initial tackle and then hold valuable non-primary targets during a longer engagement until the fleet is ready to DD them.

Inties should approach targets at an angle to maximize traversal while spiraling in. If you are flying an inty and charging straight at a target from a distance rather than spiraling in, you are ignoring one of the ship's principle defensive abilities -- agility -- and are needlessly risking a potentially crippling amount of damage or even a fatal alpha strike. Once in place, the inty should orbit at around 15-25km in order to stay out of web/scram/neut range while keeping angular velocity up. **REPEAT: wandering into scram range = very, very bad for fleet interceptors.** Scrams nearly always portend the destruction of your fleet interceptor. BEWARE! Battleships can fit large neuts that can reach out to 25.2km, so these should be kept at a distance, while faster cruisers should be orbited at a smaller range so they don't escape. Orbit speed should be around 4-5km/s, so if the target launches drones, they will generally end up getting kited by the inty and be fairly easy to track and pick off. Note that, depending on skills and ships, the range at which the inty orbits will not necessarily be what the pilot has set in the UI. Pilots should check their actual orbit distances so they know what to choose in order to orbit at the correct range. When orbiting a target, avoid being "slingshotted" out of point range. Savvy targets delight in slingshotting.

Fleet interceptors should generally avoid faster targets like frigates and speedfit cruisers: these have a good chance of breaking the inty's orbit and applying a scram or web. Some enemies, like the Privateers, specialize in kiting and picking off smaller tacklers and running before the fleet arrives: these should just be avoided unless a warpin for the whole fleet can be generated.

In some circumstances, such as a planned long gatecamp, ships will be asked to fit remote sensor boosters to assist inties in grabbing targets quickly. This will generally be up to the fleet commander to organize, although you should know how many boosters can be assigned to you and still be useful (ie, before lag and reaction time become the dominant factor in how fast you can lock a target). An interceptor should also be the first to de-agress and jump back through a gate if the targets seem to be trying to jump back, chase after targets that break through the camp, or picket the other side of a gate during a fight- giving intel on what is coming through.

* Providing mini-warp points ("tactical miniwarps"): An inty may be sent 150km+ from the rest of the fleet so that other ships can warp out to it if necessary -- to reduce incoming damage or break target locks without having to bounce all the way to a planet or station.

Combat Interceptors

A combat interceptor's job is to establish dominance of the frigates on the battlefield, including the enemy's tackle/interceptors, by counter-tackling and killing them. Combat interceptors fly like assault frigates in many ways. They will often have their own important targets independent of the fleet's primary.

Countering Interceptors

Various modules and tactics can be used to kill interceptors, drive them away, or escape their tackle. It is good to know those as an interceptor pilot but also – of course – if you have to deal with an interceptor on the opposing side. A ship with similar speed can use a Slingshot Maneuver to break the interceptor‘s orbit to either escape tackle or to bring it into web/scram range.

Drones

Light drones are a common defence against all small ships, interceptors included. The Minmatar Warrior II light drones are the nimblest and fastest drones, often matching interceptor speeds, and so are the most common choice. Since the release of the Kronos patch, and the rebalance of drones, Acolytes have become a threat to tackle frigates as they are often shield fit and lacks resistance for EM. Acolytes are almost as fast as Warriors.

However, interceptors go so very fast that even those drones are likely to still spend time fruitlessly chasing them around. But some ships have a bonus to drone speed through a hull bonus or a drone navigation link. The drones of such ships are an especially big threat to an interceptor.

Scrams

Speed is very important for Interceptors. But they need a microwarpdrive to achieve high speeds which can be shut off by scrams. The range bonus on their own scrams allows the fleet interceptors usually to keep other ships out of their respective scram range. But they are not the only hulls with a bonus to scram range. The Gallente T2 EWAR ships (Keres, Arazu, and Lachesis) as well as the Mordu’s Legion ships (Garmur, Orthrus, and Barghest) have a bonus to scram (and point) range. Expect them to have faction or even abyssal scrams fitted and to use heat. Be also aware of your positioning towards different hostile ships. If you are holding tackle on one ship it can easily happen that you accidentally fly into the scram range of another hostile ship.

Long range webs

As webs slow interceptors down they are obviously helpful against them. But usually an interceptor can comfortably stay out of web range except for ships with a bonus to web range. Those are the Minmatar T2 EWAR ships (Hyena, Huginn, and Rapier) as well as the Blood Raider ships (Cruor, Ashimmu, and Bhaalgorn). Like for scrams expect faction or abyssal webs used with heat and watch your general positioning. Besides normal webs grapplers can also pose a thread.

Damps

In the fitting section the importance of targeting range was already discussed. Damps with a range script can hurt an interceptor a lot. He has to either drop tackle or close in which increases his risk towards the other things mentioned here. While any ship can potentially fit damps you have to expect them on bonused hulls (Maulus, Maulus Navy Issue, and Keres).

ECM

ECM and especially ECM drones are helpful to escape any kind of tackle. Interceptors are no exception there. Crowbars are a common way to free tackled ships.

Anti-Tackle

Sometimes fleets dedicate ships to deal with tackle. This is very common in nano gangs. Turrets usually have trouble with tracking or range against interceptors. Thus, those ships are usually fitted with (rapid) light missile launcher as they deal and apply a good amount of damage at a good range. In general you can fit any cruiser and battlecruiser sized hull with missile hardpoints with rapid lights. Hulls which are often used in that role are Orthrus (note the scram range bonus mentioned above), the Minmatar EWAR cruisers (Bellicose, Rapier, and Huginn as they can fit rapid lights and have a bonus to target painters), and the Osprey Navy Issue.

Energy Neutralizers

A few cycles from a medium energy neutralizer or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water. Medium neuts have similar ranges to scrams and webs, and so are not dangerous to a competent inty pilot (who stays clear of scram range). But the Amarr T2 EWAR ships (Sentinel, Pilgrim, and Curse) have a bonus to neut range (and strength).

The fitting requirements on heavy neuts mean that they are nearly exclusively fitted to battleships and capitals. The range of a T2 heavy neut is 20 km optimal plus 10 km fall off. Its neut amount is so high that it’s still very significant in fall off to an interceptor. Many battleships fit heavy neuts especially if they have a utility highslot and in a solo or small gang context. You can always expect them on a Bhaalgorn (drain amount bonus) and Armageddon (range bonus).

X-Type heavy neuts are often used on capitals as their range is even bigger. The intended use is to shake off interceptors and other light tackle.

History

Interceptors lost their innate interdiction nullification when the interdiction nullifier modules were introduced on 2021-05-18. In turn they gained the ability to fit those.[1]

See Also

References

  1. ^ Patch notes and news post for the changes to nullification.