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Interceptors: Difference between revisions

From EVE University Wiki
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.
Fitting: reworked this section. I considered to delete it as there are fittings on the ship pages but decided against it to keep the information level the same.
Line 59: Line 59:


==Fitting==
==Fitting==
===Fitting Fleet Interceptors===
This section focuses on fitting principles for fleet interceptors in the role as tackle. You can find solid fits for each fleet interceptor on their respective articles. Here we only want to talk about the general considerations. Many people who specialise as an interceptor pilot also have highly specialised personal fits which suit their personal style but are not recommended for a beginner or general purpose. Experienced pilots also often choose the more expensive and better faction modules. One of those modules alone usually costs more than a T2 fitted interceptor. This is reasonable for experienced pilots as they know how to fly a fleet interceptor without ever losing it. A new pilot will surely lose several interceptors before he masters piloting them. (Most players never focus enough on this special role to ever master it.)
As for most support ships, the basic rule for fitting interceptors is: Fit for your role. Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used.


While one could also use fleet inties for close range scram role, often there would be better ships for that role, and you better know what you're doing. This part of the guide focuses on long range point inties.
As for most support ships, the basic rule for fitting interceptors is: Fit for your role. Basically you want to have a fast (MWD+speed/agility) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used.


====Priority considerations====
To fulfil your role as fleet tackle you always need to fit:
* Long range point (T2)
* a [[Warp Disruptor|warp disruptor]] (also called point or long point). This is for your main purpose: to hold tackle on another ship. You usually choose the T2 version which has a range of 30 km cold (means without heat) and 36 km hot (if you have the interceptor skill at five, a bit less otherwise). Experienced pilots sometimes choose faction points as those have an even bigger range.
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram instead; if you have four mid slots you can add a scram as extra.
* a 5mn [[microwarpdrive]]. This allows you for great speed which means mobility but also reduces the damage you take. You usually choose the restrained version as its signature bloom, capacitor reduction and fitting space is relatively good. The other meta versions might be useful for special cases. The T2 has no true advantages over the meta modules. Again, experienced pilots might invest more here. Notice that A-types are about the same price as the other versions although they have the best stats.
* MWD
* a [[Warp Scrambler|warp scrambler]] (scram). The scram is not primarily used to hold tackle but for scram passes, to go close for a scram if you see a microjump drive animation, or to prevent targets from gate crashing. In certain specialised cases the scram might be omitted but in general you need to fit a scram as your FC expects you to have a scram fitted. Omitting it without the awareness of the FC hurts the fleet's performance significantly. The scram is usually T2 for its longer range compared to the meta versions. It's less often upgraded to a better version than the point or MWD.
*: For combat interceptors, the Afterburner could be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Typically you will find that fitting a meta MWD will be the best option, as it's fitting requirements and cap usage are lower than the T1 and T2 variants. There are three MWDs to consider:
*:*5MN Y-T8 Compact Microwarpdrive - Has the lowest powergrid and CPU requirements. Great for tight fits.
*:*5MN Cold-Gas Enduring Microwarpdrive - Has the lowest cap usage, which is useful for running modules longer. Great for cap-heavy or active-tanked fits.
*:*5MN Quad LiF Restrained Microwarpdrive - Has the lowest penalty on signature radius and capacitor amount penalty. Best option for speed tanked fits. Its reduced capacitor amount penalty means it can also improve cap stability, although not as much as Cold-Gas.
* Targeting range of over 36km
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.  One option for a fourth midslot is a Sensor Booster, which without a script adds both targeting range and targeting speed (scan resolution). See below.
* Tank
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your incoming damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.
* Cap stability
*: You want to be cap stable (impossible on some fits) or at least have several minutes of cap running your MWD and point. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.
* Speed
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.
* Defense against incoming fire
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles can hurt. Often your worst enemy will be drones -- cruisers and larger ships often stock light drones for the sole purpose of killing or driving off interceptors.  With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming damage you can mitigate with offense is drones. If you are a fleet inty and taking damage from a larger ship, check your overview to ensure that you can see drones, and if they are redboxing you, target and kill them.  Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.


====Mid slots====
The targeting range of interceptors (36.9 to 40.6 km at {{sk|Long Range Targeting|5}}) is short compared with their point range especially if heated. In the hunter role you want to be able to lock the target while you spiral in so that you can lock it as soon as it is in heated point range. For this reason, nearly all fits use a Small Ionic Field Projector II rig which increases the targeting range by 30%. The alternatives would be Signal Amplifiers or Sensor Boosters but the slots and fitting space are too valuable to use for them.
When fitting a tackle ship, fit the midslots first, they are most important.
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.
* Secondly, you chuck in an MWD. See above again for guidance.
* Medium Shield Extender
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).  T2 MSEs are materially better than meta MSEs, but they require considerably more power grid.  If you are having fitting problems, consider training additional ranks of Shield Upgrades, which will reduce the power grid fitting requirements of MSEs.


* For the fourth midslot on the Stiletto and Crow, there's a few options, let's go over them here:
The next important consideration is speed. Interceptors are already fast but the higher the speed the quicker you get on a target to tackle and the less damage you take through speed tanking. Typically, you fit a T2 Nanofiber Internal Structure which increases speed and agility combined with a T2 Overdrive Injector System which simply increases speed. On top of that you fit one of the following navigation rigs: Small Auxiliary Thrusters increase your speed, Small Low Friction Nozzle Joints improves your agility, and Small Polycarbon Engine Housing for both. Overall be aware that you don’t want to only fit modules which increase speed but also modules which increase agility.
** Sensor Booster
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).
** Cap booster/cap recharger
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all. Especially against staggered neuts, you will often get only limited value from a cap booster.
** Warp Scrambler/Stasis webifier (for the brave)
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.
** Track/EWAR
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.
** Medium Ancillary Shield Booster
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!


====Low slots====
The remaining slots are usually used for tank. A T2 damage control is usually fit to any interceptor. The shield interceptors, Stilettos and Crows, are usually shield buffer tanked. Which means they fit a Medium Shield Extenders. The armor interceptors, Maledictions and Ares, are usually fit with a Small Ancillary Armor Repairer. Buffer armor fits are unusual because a plate slows you down.
First of all,  you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed.  
* Fit a Damage Control
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.
* Fitting mod
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod.  
* Cap stability
*:If your skills don't make you cap stable (or close), fit a cap power relay, but that really should be something you need to work on skills wise.
* Speed/agility mods
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.
* Signal Amplifier
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.


====Rig slots====
Guns or missile launchers are only of little concern. If the fitting space is there, you fit some and use them to get rid of light drones. If you don’t have the fitting space don’t compromise the rest of the fit to squeeze some guns or missiles in.
* Locking range
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.
* Speed/agility
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.
* Tank
*: Some people use shield resist rigs to enhance their tank, especially to mitigate the resist hole that each racial interceptor has. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).


====High slots====
Energy Nosferatus are an option for the highslots. The idea is to steal a bit of cap, but realistically you are rarely close enough to anything to improve your cap significantly.
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out.  


* Armament
Above covers the base fitting considerations. Experienced pilots might break the above rules with a special case in mind. For example, some might even fit an expanded probe launcher for combat probes but this takes a lot of fitting space. This said only break those rules if you know what you are doing.
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).
* Nosferatu
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.
*Core Probe Launcher
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.
 
===Fitting Combat Interceptors===
Update pending


==Flying Interceptors==
==Flying Interceptors==