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'''Interdictors''' (sometimes called "'''dictors'''") are advanced [[destroyer]] hulls which can launch warp disruption and stasis webification probes. Their probes are one of the few ways to create [[Tackling#Warp disruption fields|bubbles]], which prevent anyone trapped in them from warping away, and which can suck victims away from their intended warp destination. This ability makes them a valued class of ship in [[ | '''Interdictors''' (sometimes called "'''dictors'''") are advanced [[destroyer]] hulls which can launch warp disruption and stasis webification probes. Their probes are one of the few ways to create [[Tackling#Warp disruption fields|bubbles]], which prevent anyone trapped in them from warping away, and which can suck victims away from their intended warp destination. This ability makes them a valued class of ship in [[wormhole]] space and [[nullsec]] warfare. | ||
Interdictors are the smaller siblings of [[Heavy Interdiction Cruisers]] ("HICs"), which have a different bubbling capability. | Interdictors are the smaller siblings of [[Heavy Interdiction Cruisers]] ("HICs"), which have a different bubbling capability. | ||
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{{See also|Tackling#Tackle Modules}} | {{See also|Tackling#Tackle Modules}} | ||
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 launcher may be fitted to a ship at a time, and its use is prohibited in [[ | 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 launcher may be fitted to a ship at a time, and its use is prohibited in [[Empire Space]], limiting its use to any system with a security status 0.0 or below. Due to this restriction, Interdictors have little utility within low- and high-security space. | ||
The three types of launchable probe are: | The three types of launchable probe are: | ||
# '''Warp Disrupt Probe''' - Creates a warp disruption field with a 20 km radius from the launch point of the probe, resulting in a 40 km diameter spherical field of effect. Any ship that is inside the field cannot warp out. Ships that have selected "Warp to" in their user interface but are bubbled before they have entered warp will cancel their warp and come to a complete stop once affected by the bubble, with the exception of ships warping due to a logoff. These probes also prevent capital ships from [[Jump drives|cynoing and jumping out]]. Ships with activated Interdiction Nullifiers and all [[ | # '''Warp Disrupt Probe''' - Creates a warp disruption field with a 20 km radius from the launch point of the probe, resulting in a 40 km diameter spherical field of effect. Any ship that is inside the field cannot warp out. Ships that have selected "Warp to" in their user interface but are bubbled before they have entered warp will cancel their warp and come to a complete stop once affected by the bubble, with the exception of ships warping due to a logoff. These probes also prevent capital ships from [[Jump drives|cynoing and jumping out]]. Ships with activated Interdiction Nullifiers and all [[shuttles]] are the only hulls immune to disruption bubbles. These warp disruption probes remain on-grid for 2 minutes before disappearing. Only 3 probes may be loaded in the launcher at a time. | ||
# '''Surgical Warp Disrupt Probe''' - These probes are similar to Warp Disrupt Probes, but have a smaller radius of 10 km, and so a 20 km diameter. In return, they last an extra minute for 3 minutes on on-grid. Only 3 probes may be loaded in the launcher at a time. | # '''Surgical Warp Disrupt Probe''' - These probes are similar to Warp Disrupt Probes, but have a smaller radius of 10 km, and so a 20 km diameter. In return, they last an extra minute for 3 minutes on on-grid. Only 3 probes may be loaded in the launcher at a time. | ||
# '''Stasis Webification Probe''' - Nicknamed the "Wubble", this probe detonates 3 seconds after launching and instantly applies a 40% speed reduction to all ships within 10 km for 30 seconds. Wubbles don't persist after detonating, and don't disrupt the warp drives of ships they affect, but they can be used in combination with conventional bubbles to further immobilize and hinder an enemy fleet. Only 5 probes may be loaded in the launcher at a time. Launching a subsequent wubble that affects the same ship only resets the timer and does not stack with the pre-existing webification effect. | # '''Stasis Webification Probe''' - Nicknamed the "Wubble", this probe detonates 3 seconds after launching and instantly applies a 40% speed reduction to all ships within 10 km for 30 seconds. Wubbles don't persist after detonating, and don't disrupt the warp drives of ships they affect, but they can be used in combination with conventional bubbles to further immobilize and hinder an enemy fleet. Only 5 probes may be loaded in the launcher at a time. Launching a subsequent wubble that affects the same ship only resets the timer and does not stack with the pre-existing webification effect. | ||
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== Ships == | == Ships == | ||
There are currently four different Interdictors, one for each of the main [[races]]. Each Interdictor has a ''10% reduction in Microwarpdrive signature radius bonus'' bonus per level of the {{Sk|Interdictors}} skill trained. Other bonuses vary per ship. | |||
* {{sh|Heretic}} - Extremely thick armor for its size, but also rather slow. Each level of the {{Sk|Amarr Destroyer}} skill provides a ''15% bonus armor hitpoints'' and ''5% bonus to Light Missile launcher and Rocket rate of fire''. The Interdictors skill bonus provides ''4% bonus to all armor resistances'' for level. | |||
* {{sh|Flycatcher}} - Extremely thick shields for its size, but with only 1 low slot it must choose between speed and resilience. Each level of the {{Sk|Caldari Destroyer}} skill provides ''10% bonus to Light Missile and Rocket kinetic damage'' and ''10% bonus to Light Missile and Rocket max velocity'' bonuses. The Interdictors skill bonus provides ''15% bonus to shield hitpoints''. | |||
* {{sh|Heretic}} - Extremely thick armor for its size, but also rather slow. Each level of the | * {{sh|Eris}} - A hybrid turret ship that has the highest potential DPS of the set. Each level of the {{Sk|Gallente Destroyer}} skill provides ''7.5% bonus to Small Hybrid Turret rate of fire'' and ''10% bonus to Small Hybrid Turret tracking speed'' bonuses. The Interdictor skill bonus provides ''20% reduction in Armor Plate mass penalty''; this makes the Eris more agile when fitted with a buffer armor tank. | ||
* {{sh|Flycatcher}} - Extremely thick shields for its size, but with only 1 low slot it must choose between speed and resilience. Each level of the | * {{sh|Sabre}} - Often preferred for its mixture of high speed, durable shields, and reliable ability to fit a rack of autocannons. Each level of the {{Sk|Minmatar Destroyer}} skills provides ''5% bonus to Small Projectile Turret damage'' and ''10% bonus to Small Projectile Turret tracking speed'' bonuses. The Interdictor skill bonus provides ''10% bonus to Small Projectile Turret falloff'' per level. | ||
* {{sh|Eris}} - A hybrid turret ship that has the highest potential DPS of the set. Each level of the | |||
* {{sh|Sabre}} - Often preferred for its mixture of high speed, durable shields, and reliable ability to fit a rack of autocannons. Each level of the | |||
For years, the Sabre has been the most popular choice for an Interdictor because of its specific combination of useful traits. The Eris is useful when the 'dictor needs to supply DPS too, and the Heretic and Flycatcher come in handy when high survivability is needed. | For years, the Sabre has been the most popular choice for an Interdictor because of its specific combination of useful traits. The Eris is useful when the 'dictor needs to supply DPS too, and the Heretic and Flycatcher come in handy when high survivability is needed. | ||
== Roles and Fits == | == Roles and Fits == | ||
Due to the limits of the Sphere Launcher, the Interdictor generally has two roles, requiring different types of fit. When choosing which fit to use, players should understand the objectives of their fleet commander, and the characteristics of the other ships involved in the friendly fleet. Large organized groups typically have one or more pre-designed interdictor fits to help pilots fit into their [[doctrines]]; since Interdictors are often high-priority targets, good alliances and corporations typically refund the costs of losses. | |||
Due to the limits of the Sphere Launcher, the Interdictor generally has two roles, requiring different types of fit. When choosing which fit to use, players should understand the objectives of their fleet commander, and the characteristics of the other ships involved in the friendly fleet. Large | |||
The Interdictor is an excellent tool in nullsec small-gang PvP. This role generally involves active engagement by the Interdictor in the fight, so DPS can be a consideration. Small gang fits are generally fit for damage, a moderate tank, and secondary tackle modules in addition to the Interdiction Sphere Launcher. | The Interdictor is an excellent tool in nullsec small-gang PvP. This role generally involves active engagement by the Interdictor in the fight, so DPS can be a consideration. Small gang fits are generally fit for damage, a moderate tank, and secondary tackle modules in addition to the Interdiction Sphere Launcher. | ||
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Fleet fits are generally known to have no guns nor tackle modules. In addition to the Interdiction Sphere Launcher, their choice of modules focus on a cloak, speed, and increasing the probability and ability to survive through enhancing resistances and/or increasing tank buffer. | Fleet fits are generally known to have no guns nor tackle modules. In addition to the Interdiction Sphere Launcher, their choice of modules focus on a cloak, speed, and increasing the probability and ability to survive through enhancing resistances and/or increasing tank buffer. | ||
Both fleet and small-gang Interdictors can benefit from hyperspatial rigs which let them warp faster. They might also employ a prototype [[ | Both fleet and small-gang Interdictors can benefit from hyperspatial rigs which let them warp faster. They might also employ a prototype [[cloak]] to conceal their presence from the directional scanner; since Interdictors do not need to target anything to launch their probes, the penalty to targeting speed from fitting a cloak and the post-cloak targeting delay can be ignored. | ||
Wormhole space lacks Local chat, forcing pilots to rely on [[D-Scan]] for scouting. Moreover, wormholes can be jumped despite active combat timers. Furthermore, fleets in wormhole space must often be smaller than fleets out in nullsec, meaning each ship must bring more tools to the table. These factors tend to tilt wormhold Interdictor fits towards small-gang style arrangements. The lack of Local in wormholes places an extra value on rigging for warp speed, as an Interdictor's appearance on | Wormhole space lacks Local chat, forcing pilots to rely on [[D-Scan]] for scouting. Moreover, wormholes can be jumped despite active combat timers. Furthermore, fleets in wormhole space must often be smaller than fleets out in nullsec, meaning each ship must bring more tools to the table. These factors tend to tilt wormhold Interdictor fits towards small-gang style arrangements. The lack of Local in wormholes places an extra value on rigging for warp speed, as an Interdictor's appearance on D-scan might often be a target's first hint that a cloaked scout is calling in threats on them. | ||
== Tactics == | == Tactics == | ||
The single most important fact to remember when at the controls of a 'dictor is that the Interdictor's most powerful ability equally affects all ships, friend or foe. If you trap enemy ships and pods, any friendlies in the same space will be trapped too. | The single most important fact to remember when at the controls of a 'dictor is that the Interdictor's most powerful ability equally affects all ships, friend or foe. If you trap enemy ships and pods, any friendlies in the same space will be trapped too. | ||
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=== Fleet Engagements === | === 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. | 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. | ||
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==== Defensive Bubbles ==== | ==== Defensive Bubbles ==== | ||
While uncommon, bubbles can also be used for defensive purposes during engagements. The purpose of defensive bubbles is to eliminate the ability for the opposing fleet to warp to tacticals or other points that are within brawling range of your fleet. This is most practical when your fleet is fit for kiting while the opposition may be fit for brawling. This requires coordination with your FC and clear communication on when and where you will be dropping the bubble, which may intersect with a segment of the friendly fleet. This tactic most typically involves following the friendly in their alignment and dropping bubbles multiple times to build a wall. | While uncommon, bubbles can also be used for defensive purposes during engagements. The purpose of defensive bubbles is to eliminate the ability for the opposing fleet to warp to tacticals or other points that are within brawling range of your fleet. This is most practical when your fleet is fit for kiting while the opposition may be fit for brawling. This requires coordination with your FC and clear communication on when and where you will be dropping the bubble, which may intersect with a segment of the friendly fleet. This tactic most typically involves following the friendly in their alignment and dropping bubbles multiple times to build a wall. | ||
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=== Chasing === | === 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: | 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: | ||
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# Where your position is to the rest of the opposing fleet | # Where your position is to the rest of the opposing fleet | ||
Use tools like [https://evemaps.dotlan.net/ DOTLAN] to understand the topography of the region, as well as the [https://zkillboard.com/ Killboard] of the corporate or specific members of the fleet to chart their most plausible path of escape. Ideally you should begin to collect and | Use tools like [https://evemaps.dotlan.net/ DOTLAN] to understand the topography of the region, as well as the [https://zkillboard.com/ Killboard] of the corporate or specific members of the fleet to chart their most plausible path of escape. Ideally you should begin to collect and organize this information as soon as potential targets are identified, not at the end of an engagement as the ships are fleeing. | ||
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 slowing down the friendly fleet. This is often caused by pilots who drop bubbles on out-gates while the target ships are already in warp; 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 at 100km to drop a bubble and burning to the 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". | 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 slowing down the friendly fleet. This is often caused by pilots who drop bubbles on out-gates while the target ships are already in warp; 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 at 100km to drop a bubble and burning to the 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". | ||
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[[File:warpdisruption.jpg]] | [[File:warpdisruption.jpg]] | ||
For systems that you plan on dropping catch and drop bubbles frequently, it's best to add [[ | For systems that you plan on dropping catch and drop bubbles frequently, it's best to add [[bookmarks]] for those specific locations where you want to deploy the probes. Keep in mind that the probes must be deployed prior to the ship entering warp to be caught in the bubble, so catch and drag bubbles should be deployed the moment the target is in system. In addition to the primary bookmarks for bubble deployment location, you should also add bookmarks for the edge of the bubble where your targets would potentially be landing. This enables you to reliably get to the location where the target will be, and you should reposition yourself the moment you deploy the probe. When you see your target appear on D-Scan, you can deploy a second probe, and since the ship is already (presumably) in warp, they will not get caught in this bubble but be at the center of it. This tactic will limit the ability for the ship to turn around and escape the bubble quickly. | ||
=== Camping === | === Camping === | ||
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==== Station Camping ==== | ==== Station Camping ==== | ||
Similar to gate camping, the Interdictor can be used for station camping. The key difference is that ships attempting to leave station can always dock up, unless a kick-out station is being camped, which are stations that departing ships are immediately ejected out of the docking ring when undocking. When station camping, you are largely aiming to prevent ships from using their instant undocks that would normally allow a ship to escape from the docking ring of a station due to being already aligned with the undock. In this case your bubble will prevent them from reaching that point. | Similar to gate camping, the Interdictor can be used for station camping. The key difference is that ships attempting to leave station can always dock up, unless a kick-out station is being camped, which are stations that departing ships are immediately ejected out of the docking ring when undocking. When station camping, you are largely aiming to prevent ships from using their instant undocks that would normally allow a ship to escape from the docking ring of a station due to being already aligned with the undock. In this case your bubble will prevent them from reaching that point. | ||
== Fleet Operations and Key Highlights == | == Fleet Operations and Key Highlights == | ||
* Establish clear expectations between you and your FC, and communicate your intentions. Some FCs will tell you to bubble anything you can, others want only sniping battleships, or logistics &c, others want you to bubble only on order. A bubble where your FC doesn't expect one can get your allies caught and killed. | * Establish clear expectations between you and your FC, and communicate your intentions. Some FCs will tell you to bubble anything you can, others want only sniping battleships, or logistics &c, others want you to bubble only on order. A bubble where your FC doesn't expect one can get your allies caught and killed. | ||
* Always know where the Fleet Commander's safe warp to spot will be. Often this a POS or a spot near the Sun. This can be tricky, but you must ensure that your bubble would not be in line with this safe spot and prevent your fleet from warping out. They will get sucked into your bubble. | * Always know where the Fleet Commander's safe warp to spot will be. Often this a POS or a spot near the Sun. This can be tricky, but you must ensure that your bubble would not be in line with this safe spot and prevent your fleet from warping out. They will get sucked into your bubble. | ||