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== Probes == | == Probes == | ||
{{See also|Warp Disruption Fields}} | |||
The core tactical advantage of an interdictor is the ability to launch three types of probes out of a fitted '''Interdiction Sphere Launcher''', only one of which may be fitted to a ship at a time. The use of this module is prohibited in [[System security#Empire space|Empire Space]], which limits its use to any system with a security status 0.0 or below. Due to this restriction, Interdictors have little utility within lowsec and highsec. | The core tactical advantage of an interdictor is the ability to launch three types of probes out of a fitted '''Interdiction Sphere Launcher''', only one of which may be fitted to a ship at a time. The use of this module is prohibited in [[System security#Empire space|Empire Space]], which limits its use to any system with a security status 0.0 or below. Due to this restriction, Interdictors have little utility within lowsec and highsec. | ||
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Ships that have selected "Warp to" in their user interface, but before they have entered warp, will completely stop once affected by the warp disruption bubble. | Ships that have selected "Warp to" in their user interface, but before they have entered warp, will completely stop once affected by the warp disruption bubble. | ||
Universally, it's important to remember that if a fleet is clearly willing to engage your fleet, then there is nothing you need to do; They are not fleeing so there is no need to risk your ship under this circumstance. The most optimal time to drop a bubble is the point when you or the FC believes the ship(s) are intending to flee, whether that is at the beginning of the engagement or mid-engagement. | |||
=== Fleet Engagements === | |||
As mentioned earlier, Interdictors are usually the first ship class to be primaried by opposing fleet commanders. This means that without proper situational awareness, your ship may meet an immediate untimely death. Speed and awareness of other ships and their range are going to be the way you stay alive in the short term. However, in order to place bubbles, you have to eventually get up close and personal to the fleet during an engagement. Given this, Interdictors who are in the middle of fleet engagements often have short shelf lives if the opposing FC is aware of your presence and actions. | |||
One way to remain on the battlefield, and to help introduce or maintain an element of surprise is to cloak up as early as possible. It also has the unintended side effect that the opposing FC might not see you when they are evaluating the field composition, or eventually forget about your presence. If you have warped in with the rest of the fleet, burn in a direction away from the fleet and activate your cloak. If you warped in later or at range, cloak up once you hit grid and begin moving. You ideally want to be positioned >150 km from all possible objects of interest in the enemy fleet. You want to be able to warp to a friendly ship that is engaged within the enemy fleet, or a wreck, can or other debris when the time is right. As such, make sure your overview has all warpable objects visible and available. As the fleet engagement develops, keep an active observation of the different ways you can approach the field, which could involve uncloaking and warping to a nearby friendly and re-cloaking. If you're not undertaking a specific action, being further away is better than being close. | |||
=== | ==== Offensive Bubbles ==== | ||
When the situation warrants dropping a bubble, understand where you need to bubble, execute that maneuver, and immediately leave the field. Failure to know where your warp-out point will be ahead of time will significantly increase the risk that you will be targeted and killed. Even more-so, it prevents you from conducting follow-up runs on the field, and inhibits you from being tasked with chasing the fleet. Where you ultimately warp to onto the field may not be the point that is the most effective to drop your bubbles; Be aware of the need to maintain high transversal and speed while within range of enemy ships. | |||
==== Defensive Bubbles ==== | |||
=== Chasing === | |||
Other than being on field during fleet engagement, another important fleet-based role is to slow down and catch opposing fleets that are either in flight, or those that have been identified by a scout. This process involves needing to understand: | |||
# Where the fleet is intending to go, and | |||
# Where your position is to the rest of the fleet | |||
A common mistake that is made by Interdictor pilots is to drop a bubble on an out-gate with the intention of slowing down the enemy fleet, but instead significantly slows down the friendly fleet. This is often caused by pilots who drop bubbles on out-gates while the target ships are already in warp as bubbles are ineffective against ships already in warp. A way to ensure this mistake is not made is to drop the bubble on the in-gate in the next system, and proceeding onto the next out-gate. This tactic of chasing ''ahead'' of the enemy fleet and slow them down such that your fleet can catch up is also known as '''waterboarding'''. | |||
=== Drag and Catch Bubbles === | |||
Whether you're chasing ahead of a fleet, or awaiting the arrival of any individual, there are specific places of probes that have special names depending on their placement relative to an object of interest, like a station or a gate. | Whether you're chasing ahead of a fleet, or awaiting the arrival of any individual, there are specific places of probes that have special names depending on their placement relative to an object of interest, like a station or a gate. | ||