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Interceptors: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Uryence (talk | contribs)
Countering Interceptors: I still don't fly them, so some of this could be inaccurate . . .
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==Countering Interceptors==
==Countering Interceptors==
* [drones]
Various modules and tactics can be used to kill interceptors or drive them away.
* [counter-tackle -- webs and scrams] [Gal and Min recons]
 
* [neuts, esp. heavy neuts] [Amarr recons)
To add:
* [other things?]
* [missiles?]
* [other things? manual piloting?]
 
===Drones===
Drones are a common defence against all small ships, inteceptors included. The Minmatar [http://wiki.eveonline.com/en/wiki/Warrior_II Warrior] light drones are the nimblest and fastest drones, and so are the commonest choice for this.
 
However, interceptors go so very fast that even Warriors are likely to still spend time fruitlessly chasing them around. Furthermore, it is sometimes possible to tank an interceptor against drones: a Stiletto with a medium shield extender and one or two explosive shield resist rigs can soak up a lot of fire from Warriors (which do explosive damage), for example.
 
Fleet inty pilots can also fit weapons specifically to shoot drones. The smallest, fastest-tracking turrets, combined with the tracking bonuses that several fleet inties get, perform quite well against drones.
 
Ships with large dronebays and bonuses to drone hitpoints and damage, like the [http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] and [http://wiki.eveonline.com/en/wiki/Vexor Vexor] have much more problematic drones (and if you do manage to kill them, they probably have more).
 
===Counter-Tackle===
Webs (especially two at once) to directly cut an inty's speed or a warp scrambler to shut down its MWD are both excellent ways to slow down an inty and make it vulnerable. The problem is of course that webs and scrams have short ranges, and good inty pilots stay beyond web/scram range at all times.
 
The Minmatar [http://wiki.eveonline.com/en/wiki/Huginn Huginn] and [http://wiki.eveonline.com/en/wiki/Rapier Rapier] recon ships both have bonuses to web range. They can push a normal T2 web out to 40km range before heat (overheating the web and/or fitting a faction web can produce considerably longer ranges). Both ships are consequently very dangerous to interceptors, and a good countermeasure.
 
A few other, rarer ships also have web bonuses but these are mostly to strength rather than range, so an inty that stays away from the range of normal webs shouldn't be troubled by them. Note, however, that the Blood Raider [http://wiki.eveonline.com/en/wiki/Bhaalgorn Bhaalgorn] battleship has a web range bonus which can push the optimal of a T2 web out to 20km before heat.
 
The Gallente recons, the [http://wiki.eveonline.com/en/wiki/Lachesis Lachesis] and [http://wiki.eveonline.com/en/wiki/Arazu Arazu] have bonuses to warp scrambler and warp disruptor range. They are most commonly fitted with disruptors, to point the enemy from a long way away, but they can be fitted with warp scramblers. This is less of a threat than the Minmatar recons' webs, but their bonuses can still put a T2 scram's range out to 18km before heat, so they should be treated with a bit of care.
 
===Energy Neutralizers===
A few cycles from a medium energy neutralizer or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water. (Or dead in the vacuum, strictly speaking.)
 
Medium neuts have similar ranges to scrams and webs, and so are not dangerous to a competent inty pilot unless they're mounted on a ship which has range bonuses for them. The Amarr combat recon, the [http://wiki.eveonline.com/en/wiki/Curse Curse], does have such a range bonus, and it can neut at nearly 40km if the pilot has good skills. (Being based on the Arbitrator hull, it also has drone bonuses, making it a nightmare target for an interceptor to tackle!)
 
T2 large neuts have 25km range. Fleet inties must therefore maintain a very careful orbit, further than 25km but near enough to be within warp disruptor range, when pointing a battleship which they know or suspect has one or more energy neutralisers fitted. Neuts are particularly common on the [http://wiki.eveonline.com/en/wiki/Dominix Dominix], the [http://wiki.eveonline.com/en/wiki/Scorpion Scorpion], in solo/small gang fits for the [http://wiki.eveonline.com/en/wiki/Typhoon Typhoon] and [http://wiki.eveonline.com/en/wiki/Tempest Tempest], and on the previously mentioned Bhaalgorn (which has bonuses to neut strength, though not to their range).


==Further Reading==
==Further Reading==