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→Skills: Cleaned up this section. Focuses more on the needs of fleet interceptors now. Also less focus on module requirements as those are now mostly covered by the starting skills. |
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==Skills== | ==Skills== | ||
To be able to sit in an interceptor, you need the relevant T1 frigate skill at level five and {{sk|Interceptors}} at one which has {{sk|Evasive Maneuvering|5}} as a prerequisite. If you want to use a fleet interceptor in the tackle role you should train {{sk|Interceptors}} at least to level four and level five is recommended. | |||
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. The following skills are important to improve your navigation: | |||
*{{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended. | *{{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended. | ||
*{{sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended. | *{{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|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended. | ||
*{{sk|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: | |||
*{{sk|Capacitor Management}} and {{sk|Capacitor Systems Operation}} should at least be at level four. Train them to level five very early. | |||
*{{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level. Level 4 is required. Level 5 recommended. | |||
*{{sk|Propulsion Jamming}} 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. Level 4 is recommended. | |||
Other generally important skills for an interceptor: | |||
*{{sk|CPU Management}} and {{sk|Power Grid Management}}. Many fits are very tight and require those skills at level 5. | |||
*{{sk|Shield Upgrades}} reduces the fitting space for shield upgrades. Especially some Stiletto fits assume it at level 5. Fits without shield extenders don't profit from it at all. | |||
*{{sk|Hull Upgrades}} at least at level 4 for T2 damage control. Level 5 recommended for more armor buffer. | |||
*{{sk|Mechanics}}, {{sk|Shield Management}}, and {{sk|Shield Operation}} improve your general buffer tank. | |||
*{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed. | *{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed. | ||
*{{sk|Long Range Targeting | *{{sk|Long Range Targeting}} will help make sure you can actually target out to the same range that you can point. | ||
*{{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. | |||
*{{sk| | |||
*{{sk|Astronautics Rigging}} for navigation rigs. | *{{sk|Astronautics Rigging}} for navigation rigs. | ||
*{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range. | *{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range. | ||
*{{sk|Thermodynamics|IV}} to allow you to overheat your MWD and point. | *{{sk|Thermodynamics|IV}} to allow you to overheat your MWD and point. | ||
==Fitting== | ==Fitting== | ||