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Interceptors: Difference between revisions

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* They all have an "''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 an "''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 {{sk|Spaceship Command|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 {{sk|Interceptors}} skill, dramatically reducing the signature bloom effect caused by having a MWD on.
** Most ships have to use MWDs in short bursts only, because the 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 MWDs in short bursts only, because the 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.  
* They all have very high base velocities.
* They all have very high base velocities.
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===Necessary Skills===
===Necessary Skills===
Training to fly the Interceptor hull will probably take the most amount of time, particularly Evasive Maneuvering 5 and Racial Frigate 5.
Training to fly the Interceptor hull will probably take the most amount of time, particularly Evasive Maneuvering 5 and Racial Frigate 5.
*{{sk|Spaceship Command|Interceptors}} Level 1 is required to fly interceptors, although having at least level 4 is strongly recommended for the interceptor skill bonuses.
*{{sk|Interceptors|I}} is required to fly interceptors, although having at least level 4 is strongly recommended for the interceptor skill bonuses.
Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases.
Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases.
*{{sk|Electronics|Propulsion Jamming}} Level 2 is necessary for Tech 2 points, and level 4 allows T2 webs.
*{{sk|Propulsion Jamming|II}} is necessary for Tech 2 points, and level 4 allows T2 webs.
*{{sk|Navigation|High Speed Maneuvering}} Helps your cap life tremendously. Level 4 is recommended, a T2 MWD is usually not a good idea on an interceptor.
*{{sk|High Speed Maneuvering}} Helps your cap life tremendously. Level 4 is recommended, a T2 MWD is usually not a good idea on an interceptor.
*{{sk|Armor|Hull Upgrades}} Level 2 is required for T2 Nanofibre Internal Structures and Overdrive Injectors.
*{{sk|Hull Upgrades|II}} is required for T2 Nanofibre Internal Structures and Overdrive Injectors.
*{{sk|Science|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Engineering|Nanite Operation}} is required for Nanite Paste, used to repair heat damage.
*{{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.


===Support Skills===
===Support Skills===
*Basic fitting skills like {{sk|Armor|Hull Upgrades}}, {{sk|Electronics|Electronics Upgrades}}, {{sk|Engineering|Energy Grid Upgrades}}, and {{sk|Engineering|Power Grid Management}} should be at level 5.
*Basic fitting skills like {{sk|Hull Upgrades}}, {{sk|Electronics Upgrades}}, {{sk|Energy Grid Upgrades}}, and {{sk|Power Grid Management}} should be at level 5.


*{{sk|Navigation|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|Navigation|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|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|Electronics|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.
*{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.
*{{sk|Electronics|Long Range Targeting}} Level 5 will help make sure you can actually target out to the same range that you can point. A signal amplifier module or ionic field projector rig is still often required to match overheated point range.
*{{sk|Long Range Targeting|V}} will help make sure you can actually target out to the same range that you can point. A signal amplifier module or ionic field projector rig is still often required to match overheated point range.


*{{sk|Engineering|Capacitor Management}} and {{sk|Engineering|Capacitor Systems Operation}} Level 4/5 in these skills will help cap stability greatly, although you can fit a capacitor power relay module or capacitor control rig to cope with low cap skills.
*{{sk|Capacitor Management|IV}} and {{sk|Capacitor Systems Operation|IV}} in these skills will help cap stability greatly, although you can fit a capacitor power relay module or capacitor control rig to cope with low cap skills.


*{{sk|Rigging|Astronautics Rigging}} for navigation rigs.
*{{sk|Astronautics Rigging}} for navigation rigs.
*{{sk|Rigging|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.
*{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.


*{{sk|Engineering|Shield Upgrades}} Level 4+ - will allow Medium Shield Extender IIs to be fitted, a common midslot module.
*{{sk|Shield Upgrades|IV}} will allow Medium Shield Extender IIs to be fitted, a common midslot module.


T2 small weapon skills will be useful for combat inties, as Tech 2 ammo generally allows much more range control and damage.
T2 small weapon skills will be useful for combat inties, as Tech 2 ammo generally allows much more range control and damage.