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'''Interceptors''' (often called "inties" or "'ceptors") are a class of Tech 2 [[frigates]]. They are some of the fastest ships, and they have attributes and bonuses which make them supremely effective for [[Tackling Guide|tackling]] and [[Scouting|scouting]]. Inties are often one of the first classes of T2 ships that pilots train. Besides their core roles, they are also used for pure travel. If they are fitted for pure travel they are called [[Travel_fit#Fleet_Interceptors|travel ceptors]]. | '''Interceptors''' (often called "inties" or "'ceptors") are a class of Tech 2 [[frigates]]. They are some of the fastest ships, and they have attributes and bonuses which make them supremely effective for [[Tackling Guide|tackling]] and [[Scouting|scouting]]. Inties are often one of the first classes of T2 ships that pilots train. Besides their core roles, they are also used for pure travel. If they are fitted for pure travel they are called [[Travel_fit#Fleet_Interceptors|travel ceptors]]. | ||
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===Fleet Interceptors=== | ===Fleet Interceptors=== | ||
The fleet interceptors have following traits in common which make them ideal fleet support as fast tackle and scouts | The fleet interceptors have following traits in common which make them ideal fleet support as fast tackle and scouts: | ||
* They have a 5% ''bonus to warp scrambler and warp disruptor range'' for each level their pilot has in {{sk|Interceptors|icon=yes}}. | |||
* They can fit ''Interdiction Nullifiers'', which allow them to temporarily ignore warp disruption bubbles either when entering a system or when moving around a battlefield. | * They have a 5% ''bonus to warp scrambler and warp disruptor range'' for each level their pilot has in {{sk|Interceptors|icon=yes}}. At Interceptors V, a fleet interceptor can point a target within 30km—and that's without [[Overheating|heat]], which adds an extra 6km. | ||
The tackle range bonus allows the fleet interceptor to hold tackle at a relatively safe distance | * They can fit ''Interdiction Nullifiers'', which allow them to temporarily ignore warp disruption bubbles either when entering a system or when moving around a battlefield. This is an active module with certain limitations, and it is typically not fitted to PvP-focused fits. | ||
The tackle range bonus allows the fleet interceptor to hold tackle at a relatively safe distance. This is crucial to these ships' usual role. | |||
Further, they have bonuses tied to the skills of their respective empire faction's frigate: | |||
* {{sh|Malediction}}: 5% bonuses to rocket damage and 4% bonus to all armor resistances per level | * {{sh|Malediction}}: 5% bonuses to rocket damage and 4% bonus to all armor resistances per level | ||
* {{sh|Crow}}: 5% bonus to Light Missile and Rocket explosion radius and 10% bonus to Light Missile and Rocket max velocity per level | * {{sh|Crow}}: 5% bonus to Light Missile and Rocket explosion radius and 10% bonus to Light Missile and Rocket max velocity per level | ||
* {{sh|Ares}}: 10% bonus to hybrid optimal range and 10% bonus to hybrid tracking per level | * {{sh|Ares}}: 10% bonus to hybrid optimal range and 10% bonus to hybrid tracking per level | ||
* {{sh|Stiletto}}: 5% bonus to projectile damage and 7.5% bonus to projectile tracking per level | * {{sh|Stiletto}}: 5% bonus to projectile damage and 7.5% bonus to projectile tracking per level | ||
Those bonuses are only of minor importance for their usual role | Those bonuses are only of minor importance for their usual role, tackling, but might occasionally come into play in unusual fits. | ||
The fleet interceptors are distinguished from each other mostly through base stats like speed, slot layout, and fitting space, as those define the possible fits. The Stiletto is very popular in a shield buffer fit, while the Malediction is usually flown with an ancillary armor repairer. The Crow is lacking one low slot in comparison to the Stiletto which means it can't fit for as much speed. The bigger potential shield buffer can't make up for that, as speed is very important for fleet interceptors. The Ares can be fitted in a similar way as the Malediction, but its base speed is significantly lower, it has less armor buffer, and it lacks the armor resist bonus that makes the Malediction particularly tough. The low align time of the Ares does make it a popular travel interceptor, though. As a fleet tackle this can be an advantage because a target might not consider the Ares the same threat as a Stiletto or Malediction. | |||
Besides their usual roles as scout and tackle, fleet interceptors are often used in unconventional ways. "Travel 'ceptors" are fleet interceptors which are fitted to have less than two seconds align time. This is often paired with rigs for faster warp speed. Since CCP removed innate interdiction nullification from fleet interceptors, basic shuttles—which do have innate nullification—have taken over some of the nullsec travel ship role. | |||
{{expansion past|Fleet interceptors used to have innate interdiction nullification, as shuttles now do (at the time of writing, late 2021). This has been removed, and replaced by the ''ability'' to fit an "Interdiction Nullifier", which is a more limited active module with a similar effect.}} | |||
Fleet interceptors are also sometimes fitted for exploration in nullsec. The idea is that they are safer for traveling than covert ops ships which are bonused for scanning. But it's doubtful whether the ability to fit an Interdiction Nullifier is really worth losing the scanning bonus of a dedicated exploration ship. | |||
But it's doubtful | |||
Another use is to fit them with [[ECM#ECM_equipment_and_ships|ECM burst jammers]] to disrupt enemy fleets. In this case they warp in ECM burst and warp off again. The | Another use for fleet interceptors is to fit them with [[ECM#ECM_equipment_and_ships|ECM burst jammers]] to disrupt enemy fleets. In this case they warp in ECM burst and warp off again. The warp-ins are usually provided by combat scanners. | ||
===Combat Interceptors=== | ===Combat Interceptors=== | ||
Combat interceptors are more combat oriented than their counterparts, as the name suggests. They do not have the extended tackle range bonuses of the | 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 instead gain multiple bonuses to their chosen weapon turrets. (All combat interceptors use turrets, not missiles.) However, because their straight combat power is generally exceeded by [[Frigates#Assault Frigates|Assault Frigates]], especially since AFs can fit Assault Damage Controls, they are much less commonly used. | ||
The 'Howling Interdictors' update of October 2020 gave a new bonus to all | 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. | ||
* {{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 | ||
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* {{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 | {{expansion past|Combat Interceptors had innate interdiction nullification 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== | ||
To be able to sit in an interceptor, you need the relevant T1 frigate skill at level | To be able to sit in an interceptor, you need the relevant T1 frigate skill at level V and {{sk|Interceptors}} at I; Interceptors 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 IV, and level V is desirable. | ||
Besides the required skills, you mostly need good general [[Support skills|support skills]] (compare [[Magic 14]]) to improve your speed/agility as well as your capacitor life, and to help with the tight fitting requirements found on these ships. | |||
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. | *{{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: | 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 | |||
*{{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level. Level | *{{sk|Capacitor Management}} and {{sk|Capacitor Systems Operation}} should at least be at level IV. Train them to level V very early. | ||
*{{sk|Propulsion Jamming}} 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. Level | *{{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level. Level IV is required. Level V recommended. | ||
*{{sk|Propulsion Jamming}} 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. Level IV is recommended. | |||
Other generally important skills for an interceptor: | 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 | |||
*{{sk|Shield Upgrades}} reduces the fitting space for shield upgrades. Especially some Stiletto fits assume it at level | *{{sk|CPU Management}} and {{sk|Power Grid Management}}. Many fits are very tight and require those skills at level V. | ||
*{{sk|Hull Upgrades}} at least at level | *{{sk|Shield Upgrades}} reduces the fitting space for shield upgrades. Especially some Stiletto fits assume it at level V. Fits without shield extenders don't profit from it at all. | ||
*{{sk|Hull Upgrades}} at least at level IV for T2 Damage Control. Level V recommended for more armor buffer. | |||
*{{sk|Mechanics}}, {{sk|Shield Management}}, and {{sk|Shield Operation}} improve your general buffer tank. | *{{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 | *{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level V will greatly boost your target locking speed. | ||
*{{sk|Long Range Targeting}} will help make sure you can actually target out to the same range that you can point. | *{{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|Thermodynamics}} Allows [[Overheating|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|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. | ||
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==Fitting== | ==Fitting== | ||
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 | 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 mastering them. (Most players never focus enough on this role to ever master it.) | ||
To fulfil your role as fleet tackle you always need to fit: | To fulfil your role as fleet tackle you always need to fit: | ||
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. | * 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 without overheating and 36 km hot (if you have the interceptor skill at V, a bit less otherwise). Experienced pilots sometimes choose expensive faction points as those have an even bigger range. | ||
* 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. | |||
* 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 a typical Fleet Commander will expect 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. | |||
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. | |||
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. | 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. | ||
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 | 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 the ship down. | ||
Guns or missile launchers are | Guns or missile launchers are of little or no 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. | ||
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. | 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. | ||
Experienced pilots often use | Experienced dedicated interceptor pilots often use Snake [[implants]] to improve their speed even more. Halo implants are another option: these cut your signature radius, significantly boosting your survivability, and they are cheaper. [[Skill Hardwiring]] can be used to further increase speed or improve cap. If you want to use [[medical boosters]], Overclocker and Quafe Zero are obvious candidates. | ||
The above discussion 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, although this takes a lot of fitting space. Only diverge from the approach outlined above if you know what you are doing. | |||
==Flying Interceptors== | ==Flying Interceptors== | ||
Generally, inty pilots want to keep speed and angular velocity high as these are the main form of tank. | Generally, inty pilots want to keep speed and angular velocity high, as these are the main form of tank. | ||
===Fleet Interceptors=== | ===Fleet Interceptors=== | ||
Fleet interceptors are generally flown as a special tackler, often staying a couple of jumps ahead or behind the main fleet to hold enemies in place until the fleet arrives, or providing mini-warpin* points and mobile safespots during a battle. Depending on the fleet style, they can 'scout and skirmish', roaming around to find targets, often holding them in place for up to 10 or 15 minutes while the rest of the fleet arrives; sit at gatecamps and a put a fast point on anything flashy coming through; or get initial tackle and then hold valuable non-primary targets during a longer engagement until the fleet is ready to DD them. | Fleet interceptors are generally flown as a special tackler, often staying a couple of jumps ahead or behind the main fleet to hold enemies in place until the fleet arrives, or providing mini-warpin* points and mobile safespots during a battle. Depending on the fleet style, they can 'scout and skirmish', roaming around to find targets, often holding them in place for up to 10 or 15 minutes while the rest of the fleet arrives; sit at gatecamps and a put a fast point on anything flashy coming through; or get initial tackle and then hold valuable non-primary targets during a longer engagement until the fleet is ready to DD them. | ||