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Interceptors: Difference between revisions

From EVE University Wiki
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.


{{ 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 }}
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:
 
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.
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
* Combat interceptors have '''more powergrid''' than the fleet inties, making it easier to fit weapons
* 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:
 
* {{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}}: 10% bonus to projectile damage, 7.5% bonus to projectile tracking per level
* {{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
 
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).


==Skills==
==Skills==