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m moved Interceptors 101 to Interceptors Guide: To avoid confusion with any class outlines/class notes. |
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There are two types of interceptor: interceptors designed purely for tackling ("tackle" or "fleet" inties), and interceptors designed for combat ("gank", "damage", "damage-dealing" or "combat" inties). Each of the four races has one interceptor of each type. For simplicity's sake this guide will refer to the two types as '''fleet''' and '''combat''' interceptors, but different players will use different terminology. | There are two types of interceptor: interceptors designed purely for tackling ("tackle" or "fleet" inties), and interceptors designed for combat ("gank", "damage", "damage-dealing" or "combat" inties). Each of the four races has one interceptor of each type. For simplicity's sake this guide will refer to the two types as '''fleet''' and '''combat''' interceptors, but different players will use different terminology. | ||
All interceptors, of both kinds, share | All interceptors, of both kinds, share certain characteristics: | ||
* They all have a '80% reduction in Propulsion Jamming systems activation cost' role bonus, letting inty pilots permanently run warp disruptors/scramblers and webifires much more easily. | * They all have a '80% reduction in Propulsion Jamming systems activation cost' role bonus, letting inty pilots permanently run warp disruptors/scramblers and webifires much more easily. | ||
* They all have a '15% reduction in MicroWarpdrive [[signature|signature radius]] penalty' for each level their pilot has in the [http://wiki.eveonline.com/en/wiki/Interceptors Interceptors] skill, dramatically reducing the signature bloom effect caused by having a MWD on. | * They all have a '15% reduction in MicroWarpdrive [[signature|signature radius]] penalty' for each level their pilot has in the [http://wiki.eveonline.com/en/wiki/Interceptors Interceptors] skill, dramatically reducing the signature bloom effect caused by having a MWD on. | ||
* They all have very high base velocities. | |||
* They all have very high base scan resolution. | |||
Most ships have to use the MWD in short bursts only, because the signature bloom makes them much more vulnerable to large guns and missiles. This crucial bonus lets interceptors run their MWDs permanently but still keep relatively small sig radii. | Most ships have to use the MWD in short bursts only, because the signature bloom makes them much more vulnerable to large guns and missiles. This crucial bonus lets interceptors run their MWDs permanently but still keep relatively small sig radii. | ||
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Fleet inties are so called because they are a great help to a fleet (especially in high- and lowsec where bubbles can't be used to pin the enemy down) but, being more or less pure tacklers, they aren't so good solo. | Fleet inties are so called because they are a great help to a fleet (especially in high- and lowsec where bubbles can't be used to pin the enemy down) but, being more or less pure tacklers, they aren't so good solo. | ||
* Fleet inties | * Fleet inties are tied with the [[Frigate#Covert_Ops_Frigate|covops frigates]] for Eve's '''fastest base warp speed''' in Eve, 13.5 AU/s | ||
* Their defining feature is a 5% '''bonus to warp scrambler and warp disruptor range''' per level in the Interceptor skill | * Their defining feature is a 5% '''bonus to warp scrambler and warp disruptor range''' per level in the Interceptor skill | ||
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===Combat Inties=== | ===Combat Inties=== | ||
The combat interceptors are better suited to actual fighting. They are popular solo ships, can be useful in a fleet as a fast-moving anti-frigate defense and are occasionally used in all-interceptor gangs. | The combat interceptors are better suited to actual fighting. They are popular solo ships, can be useful in a fleet as a fast-moving anti-frigate defense and are occasionally used in all-interceptor gangs. | ||
* Combat inties have '''more combat-orientated slot layouts''', usually more lowslots at the expense of midslots | * Combat inties have '''more combat-orientated slot layouts''', usually more lowslots at the expense of midslots | ||
* Combat inties have '''more powergrid''' than the fleet inties, making it easier to fit weapons | * Combat inties have '''more powergrid''' than the fleet inties, making it easier to fit weapons | ||
* Combat inties have '''an extra combat-related bonus''' tied to the Interceptors skill | * Combat inties have '''an extra combat-related bonus''' tied to the Interceptors skill, instead of the fleet inties' tackling range bonus | ||
The four combat inties, together with their bonuses, are: | The four combat inties, together with their bonuses, are: | ||