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→Fleet Interceptors: reworked this section. corrected error on the malediction traits and removed wrong statement regarding role in different kinds of space |
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===Combat Interceptors=== | ===Combat Interceptors=== | ||
Combat interceptors are more combat oriented than their counterpats, as the name suggests. They shared the interdiction nullification traits with the other interceptors until October 2018 when it was removed. 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.2FWindrunners|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. | |||
The combat interceptors don't have one common skill bonus. The first bonus mentioned is tied to the {{sk|Interceptors|icon=yes}} skill, while the others are tied to the skill of their respective empire faction's frigate: | |||
* {{sh|Crusader}}: 10% less laser cap use, 5% bonus to laser damage, 7.5% bonus to laser tracking per level | * {{sh|Crusader}}: 10% less laser cap use, 5% bonus to laser damage, 7.5% bonus to laser tracking per level | ||
* {{sh|Raptor}}: 5% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range | * {{sh|Raptor}}: 5% 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 | * {{sh|Taranis}}: 10% bonus to hybrid damage, 7.5% bonus to hybrid tracking per level | ||
* {{sh|Claw}}: | * {{sh|Claw}}: 5% bonus to Small Projectile Turret damage, 5% bonus to Small Projectile Turret rate of fire, 7.5% bonus to projectile tracking per level | ||
==Skills== | ==Skills== | ||