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Comparisons and subsections
 
Role Bonuses: Basic information on the differences and uses
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== Role Bonuses ==
== Role Bonuses ==
All interceptors share the following role bonuses:
* 80% reduction in Propulsion Jamming systems activation cost
* Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor
All interceptors share the following bonuses on the Interceptor skill (per skill level):
* 15% reduction in Microwarpdrive signature radius penalty
Interceptors of each faction are unofficially divided by players into two categories: combat and fleet.
=== Fleet Interceptor ===
Fleet interceptors get an interceptor skill bonus to propulsion jamming modules:
* 5% bonus to Warp Scrambler and Warp Disruptor optimal range
While any interceptor can act as a fleet interceptor the ones with bonus on Warp Scrambler and Warp Disruptor ranges tend to be preferred because of their ability to lock down targets and stay just outside of the opponent's propulsion jamming ranges. The ships with these bonuses also tend to have slightly higher base speed in comparison to the combat interceptor of the faction.
=== Combat Interceptor ===
Combat interceptors get an interceptor skill bonus to weapon damage/application (or resistances for the Raptor.)
* Crusader: 7.5% bonus to Small Energy Turret tracking speed
* Raptor: 4% bonus to all shield resistances
* Taranis: 7.5% bonus to Small Hybrid Turret tracking speed
* Claw: 5% bonus to Small Projectile Turret damage
Any interceptor can be used as a combat interceptor. The specialized interceptor bonuses above are better suited for combat interceptor fleets where there isn't a shortage of lock down but a need for higher damage throughput from a number of ships to break larger targets (See [[EVE_Lexicon#Blob|Blob]]).

Revision as of 09:28, 10 July 2017

Interceptors

Interceptor base stats at all 5 skills
Ship Race GJ GJ/s
4 2 4 60 150 519 5.56 569 1219 mm
File:Malediction.png 3 3 4 45 187.5 444 5.56 588 1125 mm
4 4 2 43.75 206.3 394 5.56 538 1075 mm
3 4 3 47.5 200 444 5.56 525 1175 mm
3 3 4 41.25 181.3 444 5.56 531 1194 mm
4 3 3 43.75 187.5 444 5.56 525 1100 mm
4 2 4 56.25 156.3 356 5.56 600 1250 mm
File:Stiletto.png 3 4 3 37.5 187.5 313 5.56 544 1213 mm

Role Bonuses

All interceptors share the following role bonuses:

  • 80% reduction in Propulsion Jamming systems activation cost
  • Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor

All interceptors share the following bonuses on the Interceptor skill (per skill level):

  • 15% reduction in Microwarpdrive signature radius penalty

Interceptors of each faction are unofficially divided by players into two categories: combat and fleet.


Fleet Interceptor

Fleet interceptors get an interceptor skill bonus to propulsion jamming modules:

  • 5% bonus to Warp Scrambler and Warp Disruptor optimal range

While any interceptor can act as a fleet interceptor the ones with bonus on Warp Scrambler and Warp Disruptor ranges tend to be preferred because of their ability to lock down targets and stay just outside of the opponent's propulsion jamming ranges. The ships with these bonuses also tend to have slightly higher base speed in comparison to the combat interceptor of the faction.


Combat Interceptor

Combat interceptors get an interceptor skill bonus to weapon damage/application (or resistances for the Raptor.)

  • Crusader: 7.5% bonus to Small Energy Turret tracking speed
  • Raptor: 4% bonus to all shield resistances
  • Taranis: 7.5% bonus to Small Hybrid Turret tracking speed
  • Claw: 5% bonus to Small Projectile Turret damage

Any interceptor can be used as a combat interceptor. The specialized interceptor bonuses above are better suited for combat interceptor fleets where there isn't a shortage of lock down but a need for higher damage throughput from a number of ships to break larger targets (See Blob).