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Interceptors: Difference between revisions

From EVE University Wiki
Adam Cion (talk | contribs)
Remove generic cleanup tag. Page has been cleaned up a lot in the years since it was added
Combat Interceptors: Overheat Effects bonus. Move Fozzie Claws to {{expansion past}}.
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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.
Combat interceptors are more combat oriented than their counterparts, as the name suggests. They do not have the extended tackle range bonuses of the Fleet Interceptors, and in stead gain multiple bonuses to their chosen weapons turrets. (All Combat Interceptors use Turrets and not Missiles.) However, because they do not benefit from the interdiction nullification of Fleet Interceptors, and because their straight combat power is generally exceeded by [[Assault Frigates]], especially with their Assault Damage Controls, they are much less commonly used.
 
The 'Howling Interdictors' update of October 2020 gave a new bonus to all Combat Interceptors: +100% [[Overheating|Overheat]] Effects for Afterburners and Microwarpdrives. This allows Combat Interceptors to reach unbelievably high speeds for very short durations. Apart from this bonus, all Combat Interceptors have several different skill-based bonuses to weapons performance, from both their racial Frigate skills and from the common Interceptors skill.


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:
* {{sh|Crusader}}:  7.5% bonus to laser tracking per level, 10% less laser cap use, 10% bonus to laser damage  
* {{sh|Crusader}}:  7.5% bonus to laser tracking per level, 10% less laser cap use, 10% bonus to laser damage  
* {{sh|Raptor}}: 4% bonus to all shield resistances, 10% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range
* {{sh|Raptor}}: 4% bonus to all shield resistances, 10% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range
* {{sh|Taranis}}: 7.5% bonus to hybrid tracking, 15% bonus to hybrid damage per level
* {{sh|Taranis}}: 7.5% bonus to hybrid tracking, 15% bonus to hybrid damage per level
* {{sh|Claw}}:10% bonus to Small Projectile Turret damage, 5% bonus to Small Projectile Turret rate of fire, 7.5% bonus to projectile tracking per level
* {{sh|Claw}}: 10% bonus to Small Projectile Turret damage, 5% bonus to Small Projectile Turret rate of fire, 7.5% bonus to projectile tracking per level
 
{{expansion past|Combat Interceptors shared the interdiction nullification traits with the other interceptors until October 2018. 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.}}


==Skills==
==Skills==