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→See Also: Added links to manual & advanced piloting and to a video by chessur about light tackle. |
→Countering Interceptors: reworked this section. Was ok before but needed a bit of structure. |
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==Countering Interceptors== | ==Countering Interceptors== | ||
Various modules and tactics can be used to kill interceptors | Various modules and tactics can be used to kill interceptors, drive them away, or escape their tackle. It is good to know those as an interceptor pilot but also – of course – if you have to deal with an interceptor on the opposing side. | ||
A ship with similar speed can use a [[Slingshot Maneuver]] to break the interceptor‘s orbit to either escape tackle or to bring it into web/scram range. | |||
===Drones=== | ===Drones=== | ||
Light drones are a common defence against all small ships, interceptors included. The Minmatar Warrior II light drones are the nimblest and [[Drones#Light.2C_medium_and_heavy_drones|fastest drones]], often matching interceptor speeds, and so are the most common choice. Since the release of the Kronos patch, and the rebalance of drones, Acolytes have become a threat to tackle frigates as they are often shield fit and lacks resistance for EM. Acolytes are almost as fast as Warriors. | |||
However, interceptors go so very fast that even those drones are likely to still spend time fruitlessly chasing them around. But some ships have a bonus to drone speed through a hull bonus or a drone navigation link. The drones of such ships are an espially big thread to an interceptor. | |||
===Scrams=== | |||
Speed is very important for Interceptors. But they need a microwarpdrive to achieve high speeds which can be shut off by scrams. The range bonus on their own scrams allows the fleet interceptors usually to keep other ships out of their respective scram range. But they are not the only hulls with a bonus to scram range. The Gallente T2 EWAR ships ([[Keres]], [[Arazu]], and [[Lachesis]]) as well as the Mordu’s Legion ships ([[Garmur]], [[Orthrus]], and [[Barghest]]) have a bonus to scram (and point) range. Expect them to have faction or even [[Abyssal modules|abyssal]] scrams fitted and to use heat. Be also aware of your positioning towards different hostile ships. If you are holding tackle on one ship it can easily happen that you accidentally fly into the scram range of another hostile ship. | |||
===Long range webs=== | |||
As webs slow interceptors down they are obviously helpful against them. But usually an interceptor can comfortably stay out of web range except for ships with a bonus to web range. Those are the Minmatar T2 EWAR ships ([[Hyena]], [[Huginn]], and [[Rapier]]) as well as the Blood Raider ships ([[Cruor]], [[Ashimmu]], and [[Bhaalgorn]]). Like for scrams expect faction or [[Abyssal modules|abyssal]] webs used with heat and watch your general positioning. Besides normal webs grapplers can also pose a thread. | |||
===Damps=== | |||
In the fitting section the importance of targeting range was already discussed. [[Damp|Damps]] with a range script can hurt an interceptor a lot. He has to either drop tackle or close in which increases his risk towards the other things mentioned here. While any ship can potentially fit damps you have to expect them on bonused hulls ([[Maulus]], [[Maulus Navy Issue]], and [[Keres]]). | |||
===ECM=== | |||
[[ECM]] and especially ECM drones are helpful to escape any kind of tackle. Interceptors are no exception there. [[Crowbar|Crowbars]] are a common way to free tackled ships. | |||
===Anti-Tackle=== | |||
Sometimes fleets dedicate ships to deal with tackle. This is very common in nano gangs. Turrets usually have trouble with tracking or range against interceptors. Thus, those ships are usually fitted with (rapid) light missile launcher as they deal and apply a good amount of damage at a good range. In general you can fit any cruiser and battlecruiser sized hull with missile [[hardpoint|hardpoints]] with rapid lights. Hulls which are often used in that role are [[Orthrus]] (note the scram range bonus mentioned above), the Minmatar EWAR cruisers ([[Bellicose]], [[Rapier]], and [[Huginn]] as they can fit rapid lights and have a bonus to target painters), and the [[Osprey Navy Issue]]. | |||
===Energy Neutralizers=== | ===Energy Neutralizers=== | ||
A few cycles from a medium energy neutralizer or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water. | A few cycles from a medium [[Capacitor warfare|energy neutralizer]] or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water. | ||
Medium neuts have similar ranges to scrams and webs, and so are not dangerous to a competent inty pilot (who stays clear of scram range). But the Amarr T2 EWAR ships ([[Sentinel]], [[Pilgrim]], and [[Curse]]) have a bonus to neut range (and strength). | |||
The fitting requirements on heavy neuts mean that they are nearly exclusively fitted to battleships and capitals. The range of a T2 heavy neut is 20 km optimal plus 10 km fall off. Its neut amount is so high that it’s still very significant in fall off to an interceptor. Many battleships fit heavy neuts especially if they have a utility highslot and in a solo or small gang context. You can always expect them on a Bhaalgorn (drain amount bonus) and Armageddon (range bonus). | |||
X-Type heavy neuts are often used on capitals as their range is even bigger. The intended use is to shake off interceptors and other light tackle. | |||
==See Also== | ==See Also== | ||