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Interceptors: Difference between revisions

From EVE University Wiki
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.
Line 100: Line 100:


==Countering Interceptors==
==Countering Interceptors==
Various modules and tactics can be used to kill interceptors or drive them away. When in a ship with speeds similar to the inty then some [[Advanced Piloting Techniques|piloting techniques]] or [http://www.eve-tribune.com/index.php?no=2_40&page=6 maneuvers] can be used to break the inty's orbit and bring them into web or scram range. Cruisers and destroyers fit for tracking and killing frigates can also be effective. While most guns will have tracking problems against inties, missile systems can still be effective even though the inty's speed and small sig radius will mitigate much of the damage. Missiles can slowly eat through an inty's buffer if they don't have any repair or recharge ability on their armor or shields.  Drones are commonly used to counter interceptors and can be particularly dangerous.
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.  
Some ships, like combat interceptors and Dramiels have the speed and tracking to keep up with an interceptor, and should be avoided. Other frigate hulls and destroyers should be avoided by fleet interceptors as they are generally cheap, so not worthwhile to tackle, and have a decent chance of killing the interceptor. Afterburner-fit assault frigates may be worth chasing. Vagabonds and Cynabals are very dangerous to interceptors since they have heavy weaponry with good tracking but can move at around 4km/s, which severly cuts down on the amount of transversal that an interceptor can create.
 
===Drones===
===Drones===
Drones are a common defence against all small ships, interceptors included. The Minmatar Warrior II light drones are the nimblest and 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.
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. Furthermore, it is possible to tank an interceptor against drones so that it can soak up a lot of fire from Warriors and/or Acolytes.
 
Ships with large dronebays and bonuses to drone hitpoints and damage, like the [[Arbitrator]] and [[Vexor]] have much more problematic drones (and if you do manage to kill them, they probably have more).
 
===Counter-Tackle===
Webs (especially two at once) to directly cut an inty's speed or a warp scrambler to shut down its MWD are both excellent ways to slow down an inty and make it vulnerable. The problem is of course that webs and scrams have short ranges, and good inty pilots stay beyond web/scram range at all times.  The single most important defensive maneuver a newly trained fleet interceptor pilot can make is to manage distance from target and avoid scram range, which ranges from 10 km to significantly more for bonused ships.
 
Apart from other inties, there are a few ships that are particularly effective at webbing. The Minmatar [[Huginn]] and [[Rapier]] recon ships both have bonuses to web range. They can push a normal T2 web out to 40km range before heat (overheating the web and/or fitting a faction web can produce considerably longer ranges). Both ships are consequently very dangerous to interceptors, and a good countermeasure.
 
A few other, rarer ships also have web bonuses but these are mostly to strength rather than range, so an inty that stays away from the range of normal webs shouldn't be troubled by them. Note, however, that the Blood Raider's ships, [[Cruor]], [[Ashimmu]] and [[Bhaalgorn]], has a web range bonus which can push the optimal of a T2 web out to 20km before heat.
 
The Gallente recons, the [[Lachesis]] and [[Arazu]] have bonuses to warp scrambler and warp disruptor range. They are most commonly fitted with disruptors, to point the enemy from a long way away, but they can be fitted with warp scramblers. This is less of a threat than the Minmatar recons' webs, but their bonuses can still put a T2 scram's range out to 18km before heat, so they should be treated with a bit of care.
 
The Caldari and Amarr recon also have range bonuses to ECM and neuts respectively, both of which can also heavily counter an interceptor, and should be avoided. Range damping a fleet inty can be an efficient use of a sensor damp; it will essentially nullify the fleet inty's bonus point range, forcing it to orbit much closer to hold tackle, making its job considerably more difficult and dangerous.


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).  


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) unless they're mounted on a ship which has range bonuses for them. The Amarr combat recon, the [[Curse]], does have such a range bonus, and it can neut at nearly 40km if the pilot has good skills. (Being based on the Arbitrator hull, it also has drone bonuses, making it a nightmare target for an interceptor to tackle!)
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).


T2 large neuts have 25km range. Fleet inties must therefore maintain a very careful orbit, further than 25km but near enough to be within warp disruptor range, when pointing a battleship which they know or suspect has one or more energy neutralisers fitted. Neuts are particularly common on the [[Dominix]], the [[Scorpion]], in solo/small gang fits for the [[Typhoon]] and [[Tempest]], and on the previously mentioned Bhaalgorn (which has bonuses to neut strength, though not to their range). The [[Armageddon]] was changed to a drone/neut boat as well and now can reach out to >37km when mounting heavy neuts.
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==