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== Probes ==
== Probes ==
{{See also|Tackling#Tackle Modules}}


The core tactical advantage of an interdictor is the ability to launch three types of probes out of a fitted '''Interdiction Sphere Launcher''', only one of which may be fitted to a ship at a time. The use of this module is prohibited in [[System security#Empire space|Empire Space]], which limits its use to any system with a security status 0.0 or below. Due to this restriction, Interdictors have little utility within lowsec and highsec.
The core tactical advantage of an interdictor is the ability to launch three types of probes out of a fitted '''Interdiction Sphere Launcher''', only one of which may be fitted to a ship at a time. The use of this module is prohibited in [[System security#Empire space|Empire Space]], which limits its use to any system with a security status 0.0 or below. Due to this restriction, Interdictors have little utility within lowsec and highsec.


* '''Warp Disrupt Probe''' - Creates a warp disruption field in a 20 km radius from the launch point of the probe, resulting in a 40km diameter spherical field of effect. Any ship that is inside that field will not be able to warp out to another celestial or tactical similar to a warp scrambler module being active applied by an enemy ship, despite how many [[WCS|warp core stabilizers]] ships are fit with. Ships that have selected "Warp to" in their user interface, but before they have entered warp, will completely stop once affected by the warp disruption bubble. Ships with activated Interdiction Nullifiers as well as [[shuttle|shuttles]] are the only situations where a ship is immune to disruption bubbles. These warp distruption probes remain on-grid for 2 minutes before disappearing. Only 3 probes may be loaded in the launcher at a time.
* '''Warp Disrupt Probe''' - Creates a warp disruption field in a 20 km radius from the launch point of the probe, resulting in a 40km diameter spherical field of effect. Any ship that is inside that field will not be able to warp out to another celestial or tactical similar to a warp scrambler module being active applied by an enemy ship, despite how many [[WCS|warp core stabilizers]] ships are fit with. Ships that have selected "Warp to" in their user interface, but before they have entered warp, will cancel their warp and come to a complete stop once affected by the warp disruption bubble, with the exception of ships warping due to a logoff. These probes also prevent capital ships from cyno'ing and jumping out. Ships with activated Interdiction Nullifiers as well as [[shuttle|shuttles]] are the only situations where a ship is immune to disruption bubbles. These warp distruption probes remain on-grid for 2 minutes before disappearing. Only 3 probes may be loaded in the launcher at a time.
* '''Surgical Warp Disrupt Probe''' - These probes are similar to the Warp Disrupt Probes but have a smaller radius of 10km, or a 20km diameter. In return, they last an extra minute totaling 3 minutes on on-grid. Only 3 probes may be loaded in the launcher at a time.
* '''Surgical Warp Disrupt Probe''' - These probes are similar to the Warp Disrupt Probes but have a smaller radius of 10km, or a 20km diameter. In return, they last an extra minute totaling 3 minutes on on-grid. Only 3 probes may be loaded in the launcher at a time.
* '''Stasis Webification Probe''' - Nicknamed the 'Wubble', when dropped the probe will sit idle for 3 seconds, then detonate, instantly applying a 30-second duration 40% speed reduction to all ships within 10km of the point where it was deployed. Wubbles will not persist after detonating, and will not disrupt the warp drives of ships they affect, however they can be used in combination with conventional bubbles to further immobilize and hinder an enemy fleet. Only 5 probes may be loaded in the launcher at a time. Launching a subsequent probe that affects the same ship only resets the timer and does not stack the webification effect.
* '''Stasis Webification Probe''' - Nicknamed the 'Wubble', when dropped the probe will sit idle for 3 seconds, then detonate, instantly applying a 30-second duration 40% speed reduction to all ships within 10km of the point where it was deployed. Wubbles will not persist after detonating, and will not disrupt the warp drives of ships they affect, however they can be used in combination with conventional bubbles to further immobilize and hinder an enemy fleet. Only 5 probes may be loaded in the launcher at a time. Launching a subsequent probe that affects the same ship only resets the timer and does not stack the webification effect.


For each probe type, the launcher has the ability to launch a probe every 5 seconds, and takes 60 seconds to reload. Given that warp disrupt probes last at minimum 2 minutes depending on which one you use, this allows you to maintain a persistent set of bubbles on the field until you run out of charges. Placing warp disrupt probes does not cause you to become aggressed.
All probes are immune to targeted damage, and thus they can only be damaged and destroyed by bombs and smartbombs.
 
For each probe type, the launcher has the ability to launch a probe every 5 seconds, and takes 60 seconds to reload. Given that warp disrupt probes last at minimum 2 minutes depending on which one you use, this allows you to maintain a persistent set of bubbles on the field until you run out of charges in your cargo. Placing warp disrupt probes does not cause you to become aggressed.


== Ships ==
== Ships ==
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* {{sh|Sabre}} - Generally preferred for its high speed, durable shields, and reliable ability to fit a rack of Autocannons with which to kill any ship it can catch. Each level of the '''Minmatar Destroyer''' skills provides a ''5% bonus to Small Projectile Turret damage'' and ''10% bonus to Small Projectile Turret tracking speed''. The Interdictor skill bonus provides ''10% bonus to Small Projectile Turret falloff''.
* {{sh|Sabre}} - Generally preferred for its high speed, durable shields, and reliable ability to fit a rack of Autocannons with which to kill any ship it can catch. Each level of the '''Minmatar Destroyer''' skills provides a ''5% bonus to Small Projectile Turret damage'' and ''10% bonus to Small Projectile Turret tracking speed''. The Interdictor skill bonus provides ''10% bonus to Small Projectile Turret falloff''.


For years the Sabre has been the most popular choice for an Interdictor, with the Flyercatcher a distant second, to the point where the terms "Sabre" and "Interdictor" are sometimes used synonymously, even though the most recent re-balancing has allowed all other Interdictors to be practical choices.
For years the Sabre has been the most popular choice for an Interdictor, with the Flycatcher a distant second, to the point where the terms "Sabre" and "Interdictor" are sometimes used synonymously, even though the most recent re-balancing has allowed all other Interdictors to be practical choices.


== Roles and Fits ==
== Roles and Fits ==
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==== Offensive Bubbles ====
==== Offensive Bubbles ====


When the situation warrants dropping a bubble, understand where you need to bubble, execute that maneuver, and immediately leave the field. Failure to know where your warp-out point will be ahead of time will significantly increase the risk that you will be targeted and killed. Even more-so, it prevents you from conducting follow-up runs on the field, and inhibits you from being tasked with chasing the fleet. Where you ultimately warp to onto the field may not be the point that is the most effective to drop your bubbles; Be aware of the need to maintain high transversal and speed while within range of enemy ships. Activate your hardeners, overheat your hardeners, and warp away as soon as you can.
When the situation warrants dropping a bubble, understand where you need to bubble, execute that maneuver, and immediately leave the field. Failure to know where your warp-out point will be ahead of time will significantly increase the risk that you will be targeted and killed. Even more-so, it prevents you from conducting follow-up runs on the field, and inhibits you from being tasked with chasing the fleet. Where you ultimately warp to onto the field may not be the point that is the most effective to drop your bubbles; Be aware of the need to maintain high transversal and speed while within range of enemy ships. A Microwarpdrive is a critical component for maneuverability once landing on grid, although it will increase your signature radius penalty. In any circumstance, activate your hardeners, overheat your hardeners, and warp away as soon as you can.
 
If you want to try more advanced tactics, if the enemy fleet is a kiting fleet, which is generally always aligned to another object, you can try to drop a bubble in front of the fleet's line of travel. This will prevent the fleet from warping from their aligned tactical and will need to reposition themselves. This can be done as a single launch, or can be part of when you launch your initial bubble inside the fleet (i.e., after you launch your first bubble, align in the same direction as the fleet and then drop a second bubble in front of them.)
 
Likewise, there are some fits on Interdictors, such as the Heretic, which allow you to fit an Expanded Probe Launcher in addition to your Cloaking Device, Interdiction Sphere Launcher, and MWD with a light tank. This will allow you to get successful scans on battleships within 8 seconds with only 4 probes. You're more likely to die in such a configuration, but it will give you more freedom to decide when to land within the enemy fleet, whether immediately or at a later point in the engagement.


==== Defensive Bubbles ====
==== Defensive Bubbles ====
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Whether you are placing a catch bubble or drag bubble, the bubble must be in line with the line of travel between the origin of the ship and destination warp point, as well within 500km of the destination. As such, this makes drag bubbles a little bit more difficult to place than catch bubbles since slight misalignment can cause the ship to reach its intended destination. The choice of which type of bubble to use is dependent on personal choice, system design, and the circumstances of why you're setting up the bubbles.
Whether you are placing a catch bubble or drag bubble, the bubble must be in line with the line of travel between the origin of the ship and destination warp point, as well within 500km of the destination. As such, this makes drag bubbles a little bit more difficult to place than catch bubbles since slight misalignment can cause the ship to reach its intended destination. The choice of which type of bubble to use is dependent on personal choice, system design, and the circumstances of why you're setting up the bubbles.


For systems that you plan on dropping catch and drop bubbles frequently, it's best to add bookmarks for those specific locations where you want to deploy the probes. Keep in mind that the probes must be deployed prior to the ship entering warp to be caught in the bubble, so catch and drag bubbles should be deployed the moment the target is in system. In addition to the primary bookmarks for bubble deployment location, you should also add bookmarks for the edge of the bubble where your targets would potentially be landing. This enables you to reliably get to the location where the target will be, and you should reposition yourself the moment you deploy the probe. When you see your target appear on D-Scan, you can deploy a second probe, and since the ship is already (presumably) in warp, they will not get caught in this bubble but be at the center of it. This tactic will limit the ability for the ship to turn around and escape the bubble quickly.  
For systems that you plan on dropping catch and drop bubbles frequently, it's best to add [[bookmark]]s for those specific locations where you want to deploy the probes. Keep in mind that the probes must be deployed prior to the ship entering warp to be caught in the bubble, so catch and drag bubbles should be deployed the moment the target is in system. In addition to the primary bookmarks for bubble deployment location, you should also add bookmarks for the edge of the bubble where your targets would potentially be landing. This enables you to reliably get to the location where the target will be, and you should reposition yourself the moment you deploy the probe. When you see your target appear on D-Scan, you can deploy a second probe, and since the ship is already (presumably) in warp, they will not get caught in this bubble but be at the center of it. This tactic will limit the ability for the ship to turn around and escape the bubble quickly.  
 
=== Camping ===


=== Gate Camping ===
==== Gate Camping ====
{{See also|Gate camps}}
{{See also|Gate camps}}


The Interdictor forms an important component in non-ganking gate camps, where it can specifically inhibit ships from warping away and trapping them at the gate or between the two gates. While waiting for a target or targets to enter system on a gate, the Interdictor is best positioned to wait at zero on the gate, ideally on the top side of the gate.  
The Interdictor forms an important component in non-ganking gate camps, where it can specifically inhibit ships from warping away and trapping them at the gate or between the two gates. While waiting for a target or targets to enter system on a gate, the Interdictor is best positioned to wait at zero on the gate, ideally on the top side of the gate.  


There are a variety of gate camp fleet configuration you can employ. One involves everyone in your fleet being on-grid at the gate while you serve to purely trap incoming ships. This is the easiest to manage logistically. On the other hand, if you want employ a sense of surprise or if you know the opposing fleet is using a scout, you can stage the fleet >14 AU outside D-Scan range ready to warp while you use a cloak to remain hidden on-grid. In this circumstance you can let the scout jump in and pass freely, but when the rest of the fleet jumps in, decloak, pop a bubble and jump through the gate to the other side. Once your first bubble is up, your fleet can warp in and evaluate whether to engage, or understand if the opposing fleet is burning back to the gate. Repeat this tactic to keep them trapped and pick them off.
There are a variety of gate camp fleet configuration you can employ. One involves everyone in your fleet being on-grid at the gate while you serve to purely trap incoming ships. This is the easiest to manage logistically. On the other hand, if you want employ a sense of surprise or if you know the opposing fleet is using a scout, you can stage the fleet >14 AU outside D-Scan range ready to warp while you use a cloak to remain hidden on-grid. In this circumstance you can let the scout jump in and pass freely, but when the rest of the fleet jumps in, decloak, pop a bubble and jump through the gate to the other side. You can also wait for them to decloak to try and catch them mid-warp to another celestial. Once your first bubble is up, your fleet can warp in and evaluate whether to engage, or understand if the opposing fleet is burning back to the gate. Repeat this tactic to keep them trapped and pick them off.
 


==== Station Camping ====


Similar to gate camping, the Interdictor can be used for station camping. The key difference is that ships attempting to leave station can always dock up, unless a kick-out station is being camped, which are stations that departing ships are immediately ejected out of the docking ring when undocking. When station camping, you are largely aiming to prevent ships from using their instant undocks that would normally allow a ship to escape from the docking ring of a station due to being already aligned with the undock. In this case your bubble will prevent them from reaching that point.


== Key Highlights ==
== Fleet Operations and Key Highlights ==


* Establish clear expectations between you and your FC, and communicate your intentions.
* Establish clear expectations between you and your FC, and communicate your intentions. Some FC's will tell you to bubble anything you can, others want only sniping Battleships, others want you to bubble only on order. A bubble where your FC doesn't expect one can get your gang caught and killed.
* Always know where the Fleet Commanders safe warp to spot will be. Often this a POS or a spot near the Sun. This can be tricky, but you must ensure that your bubble would not be in line with this safe spot and prevent your fleet from warping out. They will get sucked into your bubble.
* Organize intelligence as early as possible, whether that is the background of the opposing pilots or the situations awareness of the field.
* Organize intelligence as early as possible, whether that is the background of the opposing pilots or the situations awareness of the field.
* You will be immediately primaried in most engagements.
* You will be immediately primaried in most engagements.
* Continuously anticipate where you'll need to be, your available options, and update yourself on the most effective route there.
* Continuously anticipate where you'll need to be, your available options, and update yourself on the most effective route there.
==General Tips==
##Know where the undock is for station camping
## Practice bubble dropping to get accustomed to the delay. A good dictor pilot knows the time and range to launch for his ship to ensure a perfect placement while passing at top speeds.
## A [[MWD]] is required to escape. Remember, though, that the MWD will drastically increase your sig radius, although training up the Interdictors skill will reduce this penalty by 10% per level. After leaving your bubble either warp out or transition smoothly into a high transversal orbit. You need to travel faster than 3.5kms (and preferably over 4kms) to speed tank missiles.
# Be ready, always position yourself on the center of the gate either above or below it and aligned to something so that you can drop your bubble, burn and warp out. When camping a gate do it with your ship directly under the little stargate icon in the middle of the stargate if it's Gallente or Caldari. If it's an Amarr gate, right in the middle of the ring on top of the icon instead. If it's a Smuggler Route gate, a little towards the front of the gate, just in front of the icon.
# Cloaked interdictors are great for laying traps (and general survival). If an enemy ganksquad is nearby, consider cloaking a dictor under a gate and have the rest of the fleet >15au away from that gate, outside of scanning range. When the enemy jumps in, the dictor decloaks, drops a bubble and then jumps out. The rest of our gang can then warp in to bookmarks above/below the gate and wipe them out. Even if the gang has a cov ops scout, they will think its clear and jump in.
# You might want wrecks on your overview; you're going to want to use them as warp-ins to bubble the rest of the enemy fleet. <i>see [[#How to be the Hero|How to be the Hero]]</i>
===About the "bubble" (Warp Disrupt Probe)===
{{main|Interdiction 101}}
# Anyone trying to warp to a spot within 500km of the edge of the bubble will be pulled to the edge of it,  ''if'' the bubble is in line with the two objects the ship is warping between, and on grid with the destination object.
# It cannot be targeted, thus it is vulnerable only to bombs and smartbombs.  Bubbles have 1000 hitpoints with no resists (revelations 2)
# Launching a bubble does not count as aggression '''Nor once someone tries to warp inside your bubble, will you become aggressed.'''. Therefore, you can drop a bubble on an enemy at a gate and still jump through . This is valuable for bubbling an enemy then jumping through and bubbling other side in case they try to jump through and run. You will receive a kill mail from a kill if they tried to warp in your launched bubble and were killed by someone else.
# Interdictor bubbles cannot be deployed outside of 0.0 space.
# Bubbles function with an anchored bubble nearby.
# Bubbles stop cap ships in them from cyno-ing out.
# Bubbles will cancel warps in-progress in the same way as warp scrambler modules
# Bubbles will NOT prevent emergency warps (from logging off) if they (the bubble) are deployed AFTER the ctrl-q / log off.
# Bubbles last for 2 minutes, during that time they act like Mobile Warp Disruptors, but will only catch ships that initiated warp AFTER the dictor bubble was deployed.
# A tech 3 cruiser fitted with the Interdiction Nullifier subsystem will however not be affected by any kind of bubbles.
===Fleet ops===
# Understand your Fleet Commander's bubbling strategy. Some will tell you to bubble anything you can, others want only sniping bs's, others want you to bubble only on order. A bubble where your FC doesn't expect one can get your gang caught and killed.
# Always know where the Fleet Commanders safe warp to spot will be. Often this a POS or a spot near the Sun. This can be tricky, but you must ensure that your bubble would not be in line with this safe spot and prevent your fleet from warping out. They will get sucked into your bubble.
# After-warp bubble deployment in fleet fights can be hairy, since lag and timing issues might drop your bubble too far from the enemy.
# When learning, it is expected to receive some grief from fellow gang mates when you get them killed with your bubbles. Take it in stride but learn from your mistakes.
===Advanced Techniques===
# ''Using your bubble like an anchor'd bubble.'' When a hostile enters local but not from your gate, bubble then move to the edge of your bubble that is facing the gate they came from, if possible get others to assign you drones. This will help in decloaking covops. If you are doing this solo, be aligned, at 3/4 speed, and constantly spamming scan. The worst thing you can catch will be a rapier (follow'd by other recons), but the decloak calibration should be enough for you to escape to warp. Everything else dangerous you will be able to scan before it is caught. You can do this 100-150kms infront or behind the gate or station. It is just like using a medium anchor'd bubble, except -1. the bubble only lasts 2 minutes,2. will only catch things that initiate warp AFTER bubble is deployed and 3. will give you a 30sec aggression timer whenever someone tries to warp within your bubble.
#  Bubble infront of the kiting fleet: every kiting/sniping bs fleet aligns on something and its easy to see what it is; when you land at the enemy fleet align on the same thing and drop your second bubble infront of them [you drop the first one when you land]
#  Delay bubbling - a technique pioneered by BlackOps; used when gatecamping, often useful for catching small ships. When the target jumps through the gate, the dictor waits until it decloaks before bubbling. Often, a person jumping through a gate into a gatecamp will try to warp away immediately if they see they're in a bubble, especially if they're in a small, fast ship. Then, when the dictor drops his bubble, not only will the attempt to warp be aborted, the person will also be aggressed and thus unable to burn back to the gate to jump through. Often, the person falling for the delay bubble trick will be confused for a couple of seconds when the warp fails, until he notices the bubble - which is all the time you need to tackle him. The weakness of delay bubbling is that unless the dictor pilot is paying close attention, or if the system is considerably lagged, the bubble will be dropped too late to catch the target.
# Probing Dictor. By fitting two Co-Processor II's you can squeeze a Bubble launcher and an Expended Probe Launcher on a Heretic and still have room for a Microwarpdrive. You do not get any scan bonuses but if you have four Combat Scan Probes out set up with 1 or 0,5 AU range you will get 100% hits on battleship on grid easily. Which means you'll be able to warp to that sniper fleet about 8 seconds after they appear on grid to bubble them. Since you have no tank at all you'll very likely die but you cannot be popped on the way in.
===How to be the Hero===
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 rampage.  Follow these simple guidelines:
* Accept the fact that you are already dead.  Most of the time you will die, so you must make sure you cause maximum anguish to the enemy.  This isn't so expensive for sabre pilots anymore since the alliance reimbursement program started.
Strategy A
# Not all fleet fights happen at or beyond 150Km. When the battleships are given a warp-in, 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 warp-in 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.
# As soon as a wreck appears in the enemy fleet, warp to it at zero and launch your bubble. Immediately align to a warp-out 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 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.
== Re-balancing History ==
Like many ship classes, Interdictors have been re-balanced a few times since they were first introduced. This is important knowledge, particularly when viewing or reading historical educational material on Interdictors, or when viewing older fits:
* 2016? -
* 2020 -


== See also ==
== See also ==
* [[Interdiction 101]]
* [[Interdiction 101]]


[[category:Ships]]
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