User:Rel Astra/Draft:Interdictors

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Interdictors play a unique and strategic role in wormhole space and nullsec warfare where they are the exclusive ship class that can launch warp disruption and stasis webification probes. Usually called bubbles, these probes cause an area of effect on grid that have negative navigational effects to all ships located within the bubble, friendly and enemy. Interdictors are considered Tech 2 Destroyers, but are closely related to their cousins, the super-capital tackling Heavy Interdiction Cruisers (HICs).

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 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.

  • Warp Disrupt Probe - Creates a warp disruption field in a 20 km radius from the launch point of the probe, resulting in a 40km diameter spherical field of effect. Any ship that is inside that field will not be able to warp out to another celestial or tactical similar to a warp scrambler module being active applied by an enemy ship, despite how many warp core stabilizers ships are fit with. Ships with activated Interdiction Nullifiers as well as shuttles are the only situations where a ship is immune to disruption bubbles. These warp distruption 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 the Warp Disrupt Probes but have a smaller radius of 10km, or a 20km diameter. In return, they last an extra minute totaling 3 minutes on on-grid. Only 3 probes may be loaded in the launcher at a time.
  • Stasis Webification Probe - Nicknamed the 'Wubble', when dropped the probe will sit idle for 3 seconds, then detonate, instantly applying a 30-second duration 40% speed reduction to all ships within 10km of the point where it was deployed. Wubbles will not persist after detonating, and will not disrupt the warp drives of ships they affect, however 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 probe that affects the same ship only resets the timer and does not stack the webification effect.

For each probe type, the launcher has the ability to launch a probe every 5 seconds, and takes 60 seconds to reload. Given that warp disrupt probes last at minimum 2 minutes depending on which one you use, this allows you to maintain a persistent set of bubbles on the field until you run out of charges.

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 per level of the Interdictor skill trained. Other bonuses vary per ship.

  • AmarrHeretic - Extremely thick armor for its size, but also rather slow because of the applied thickness. Each level of the Amarr Destroyer skill provides a 15% bonus armor hitpoints and 5% bonus to Light Missile launcher and Rocket rate of fire. The Interdictor skill bonus provides 4% bonus to all armor resistances for level.
  • CaldariFlycatcher - Extremely thick shields for its size, but with only 1 Low slot it must choose between speed and resilience. Each level of the Caldari Destroyer skill provides a 10% bonus to Light Missile and Rocket kinetic damage and 10% bonus to Light Missile and Rocket max velocity. The Interdictor skill bonus provides 15% bonus to shield hitpoints.
  • GallenteEris - A hybrid turret fit ship that generally has the highest DPS of the set. Each level of the Gallente Destroyer skill provides a 7.5% bonus to Small Hybrid Turret rate of fire and 10% bonus to Small Hybrid Turret tracking speed. The Interdictor skill bonus provides 20% reduction in Armor Plate mass penalty.
  • MinmatarSabre - Generally preferred for its high speed, durable shields, and reliable ability to fit a rack of Autocannons with which to kill any ship it can catch. Each level of the Minmatar Destroyer skills provides a 5% bonus to Small Projectile Turret damage and 10% bonus to Small Projectile Turret tracking speed. The Interdictor skill bonus provides 10% bonus to Small Projectile Turret falloff.

For years the Sabre has been the most popular choice for an Interdictor, with the Flyercatcher a distant second, to the point where the terms "Sabre" and "Interdictor" are sometimes used synonymously, even though the most recent re-balancing has allowed all other Interdictors to be practical choices.

Roles and Fits

Due to the limitations placed on the use of the Sphere Launcher, the Interdictor has generally fallen into two general roles, each role having a different fit given its intended action. Historically there was another configuration that involved the use of equipping the Interdictor with a Cynosural Field Generator, but this module is no longer permitted to be used on that ship class, and thus is no longer relevant.

When choosing which fit configuration to use, understand the objectives of the FC, other ships involved in the friendly fleet, as well your own judgement. Generally as the friendly fleet composition leans towards higher classes of ships, there would be more preference for a fleet interdictor configuration.

Small Gang PVP

The Interdictor is an exciting choice for nullsec small gang or solo PVP, and will be the most frequent situation most pilots in the Uni will encounter this ship type, especially those that roam or travel through nullsec or wormhole space. This role generally involves active engagement by the Interdictor in the fight. This configuration may also employ a cloak in order to lend surprise to potential victims. Small gang PVP engagements can still benefit from a fleet interdictor configuration depending on the circumstance.

Small gang and solo PVP fits are generally fit for damage, a moderate tank, and secondary tackle modules in addition to its Interdiction Sphere Launcher.

Sabre: Standard Small Gang PVP Dual-prop Fit
EFT
[Sabre, Standard Small Gang PVP Dual-prop Fit]
Interdiction Sphere Launcher I
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II

Medium Shield Extender II
5MN Quad LIF Restrained Microwarpdrive
1MN Afterburner II
Warp Scrambler II

Damage Control II
Nanofiber Internal Structure II

Small Polycarbon Engine Housing I
Small Projectile Burst Aerator I



Barrage S
Hail S
Warp Disrupt Probe
Surgical Warp Disrupt Probe
Stasis Webification Probe

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FITTING DIFFICULTY
EVE VERSION
Invasion
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Fleet Interdictor

When serving as a fleet Interdictor, it is completely subservient to improving the success of the fleet's strategy in its engagements. It rarely, if ever, directly engages enemy ships, as the aggression timer will inhibit its ability to put itself ahead of enemy fleets to trap them since it will not have the aility to jump through star gates during this time. Due to its danger to enemy fleets, Interdictors often rank number one in the list of targets that a fleet commander will attempt to destroy ("primaried") in the very early phases of battle. Given the focus to destroy the ship early, and that the Interdictor is most powerful in fleet battles mid-engagements, pilots will often employ a cloak to increase the chance of remaining on the field and allowing the pilot to assess the situation.

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.

Sabre: Standard Fleet Fit
EFT
[Sabre, Standard Fleet Fit]
Interdiction Sphere Launcher I
Prototype Cloaking Device I

Medium Shield Extender II
5MN Y-T8 Compact Microwarpdrive
Medium F-S9 Regolith Compact Shield Extender
Multispectrum Shield Hardener II

Damage Control II
Nanofiber Internal Structure II

Small Auxiliary Thrusters I
Small Core Defense Field Extender I



Warp Disrupt Probe
Surgical Warp Disrupt Probe
Stasis Webification Probe

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FITTING DIFFICULTY
EVE VERSION
Invasion
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Tactics

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:

  1. Where the fleet is intending to go, and
  2. 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 are placing a catch bubble or drag bubble, the bubble must be in line with the line of travel between the origin of the ship and destination warp point, as well a within 500km of the destination. As such, this makes drag bubbles a little bit more difficult to place than catch bubbles since slight misalignment can cause the ship to reach its intended destination.

Gate Camping

While waiting for a target to enter system on a gate, wait at zero on the gate, ideally on the top side of the gate.


General Tips

    1. Know where the undock is for station camping


    1. Practice bubble dropping to get accustomed to the delay. A good dictor pilot knows the time and range to launch for his ship to ensure a perfect placement while passing at top speeds.


    1. A MWD is required to escape. Remember, though, that the MWD will drastically increase your sig radius, although training up the Interdictors skill will reduce this penalty by 10% per level. After leaving your bubble either warp out or transition smoothly into a high transversal orbit. You need to travel faster than 3.5kms (and preferably over 4kms) to speed tank missiles.


  1. Be ready, always position yourself on the center of the gate either above or below it and aligned to something so that you can drop your bubble, burn and warp out. When camping a gate do it with your ship directly under the little stargate icon in the middle of the stargate if it's Gallente or Caldari. If it's an Amarr gate, right in the middle of the ring on top of the icon instead. If it's a Smuggler Route gate, a little towards the front of the gate, just in front of the icon.
  2. Cloaked interdictors are great for laying traps (and general survival). If an enemy ganksquad is nearby, consider cloaking a dictor under a gate and have the rest of the fleet >15au away from that gate, outside of scanning range. When the enemy jumps in, the dictor decloaks, drops a bubble and then jumps out. The rest of our gang can then warp in to bookmarks above/below the gate and wipe them out. Even if the gang has a cov ops scout, they will think its clear and jump in.
  3. You might want wrecks on your overview; you're going to want to use them as warp-ins to bubble the rest of the enemy fleet. see How to be the Hero

About the "bubble" (Warp Disrupt Probe)

Main article: Interdiction 101
  1. Anyone trying to warp to a spot within 500km of the edge of the bubble will be pulled to the edge of it, if the bubble is in line with the two objects the ship is warping between, and on grid with the destination object.
  2. It cannot be targeted, thus it is vulnerable only to bombs and smartbombs. Bubbles have 1000 hitpoints with no resists (revelations 2)
  3. Launching a bubble does not count as aggression Nor once someone tries to warp inside your bubble, will you become aggressed.. Therefore, you can drop a bubble on an enemy at a gate and still jump through . This is valuable for bubbling an enemy then jumping through and bubbling other side in case they try to jump through and run. You will receive a kill mail from a kill if they tried to warp in your launched bubble and were killed by someone else.
  4. Interdictor bubbles cannot be deployed outside of 0.0 space.
  5. Bubbles function with an anchored bubble nearby.
  6. Bubbles stop cap ships in them from cyno-ing out.
  7. Bubbles will cancel warps in-progress in the same way as warp scrambler modules
  8. Bubbles will NOT prevent emergency warps (from logging off) if they (the bubble) are deployed AFTER the ctrl-q / log off.
  9. Bubbles last for 2 minutes, during that time they act like Mobile Warp Disruptors, but will only catch ships that initiated warp AFTER the dictor bubble was deployed.
  10. A tech 3 cruiser fitted with the Interdiction Nullifier subsystem will however not be affected by any kind of bubbles.

Fleet ops

  1. Understand your Fleet Commander's bubbling strategy. Some will tell you to bubble anything you can, others want only sniping bs's, others want you to bubble only on order. A bubble where your FC doesn't expect one can get your gang caught and killed.
  2. Always know where the Fleet Commanders 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.
  3. After-warp bubble deployment in fleet fights can be hairy, since lag and timing issues might drop your bubble too far from the enemy.
  4. When learning, it is expected to receive some grief from fellow gang mates when you get them killed with your bubbles. Take it in stride but learn from your mistakes.

Advanced Techniques

  1. Using your bubble like an anchor'd bubble. When a hostile enters local but not from your gate, bubble then move to the edge of your bubble that is facing the gate they came from, if possible get others to assign you drones. This will help in decloaking covops. If you are doing this solo, be aligned, at 3/4 speed, and constantly spamming scan. The worst thing you can catch will be a rapier (follow'd by other recons), but the decloak calibration should be enough for you to escape to warp. Everything else dangerous you will be able to scan before it is caught. You can do this 100-150kms infront or behind the gate or station. It is just like using a medium anchor'd bubble, except -1. the bubble only lasts 2 minutes,2. will only catch things that initiate warp AFTER bubble is deployed and 3. will give you a 30sec aggression timer whenever someone tries to warp within your bubble.
  2. Bubble infront of the kiting fleet: every kiting/sniping bs fleet aligns on something and its easy to see what it is; when you land at the enemy fleet align on the same thing and drop your second bubble infront of them [you drop the first one when you land]
  3. Delay bubbling - a technique pioneered by BlackOps; used when gatecamping, often useful for catching small ships. When the target jumps through the gate, the dictor waits until it decloaks before bubbling. Often, a person jumping through a gate into a gatecamp will try to warp away immediately if they see they're in a bubble, especially if they're in a small, fast ship. Then, when the dictor drops his bubble, not only will the attempt to warp be aborted, the person will also be aggressed and thus unable to burn back to the gate to jump through. Often, the person falling for the delay bubble trick will be confused for a couple of seconds when the warp fails, until he notices the bubble - which is all the time you need to tackle him. The weakness of delay bubbling is that unless the dictor pilot is paying close attention, or if the system is considerably lagged, the bubble will be dropped too late to catch the target.
  4. Probing Dictor. By fitting two Co-Processor II's you can squeeze a Bubble launcher and an Expended Probe Launcher on a Heretic and still have room for a Microwarpdrive. You do not get any scan bonuses but if you have four Combat Scan Probes out set up with 1 or 0,5 AU range you will get 100% hits on battleship on grid easily. Which means you'll be able to warp to that sniper fleet about 8 seconds after they appear on grid to bubble them. Since you have no tank at all you'll very likely die but you cannot be popped on the way in.

How to be the Hero

Dictors command a lot of power in Fleet battles. They are the Number One Threat to the enemy fleet, and will be treated as such (i.e. primaried). You can be a hero and single handedly turn a blueballs fleet encounter into a full on rampage. Follow these simple guidelines:

  • Accept the fact that you are already dead. Most of the time you will die, so you must make sure you cause maximum anguish to the enemy. This isn't so expensive for sabre pilots anymore since the alliance reimbursement program started.

Strategy A

  1. Not all fleet fights happen at or beyond 150Km. When the battleships are given a warp-in, warp in at 50Km or more. When done correctly, you will exit warp beyond most enemy optimals and be more than 150Km from their fleet. Adjust your strategy if your warp-in is on the far side of the fleet. NOTE: Spatial awareness is required to pull this off.
  2. Align towards the enemy fleet with your MWD off and wait for something to pop.
  3. As soon as a wreck appears in the enemy fleet, warp to it at zero and launch your bubble. Immediately align to a warp-out and hit the MWD. You will most likely die, but you will also have the satisfaction of hearing the FC talk over TS about how good that bubble was and you will know that you managed to completely destroy a 100 man BS fleet in the process.
  4. If you die, go fit another dictor, then do it all over again. Your job is to be a kamikaze and cause the enemy to be bubbled.

Strategy B

  1. Coming in with the fleet then burning out of range then cloaking is also a decent tactic provided you don't get popped.


Re-balancing History

Like many ship classes, Interdictors have been re-balanced a few times since they were first introduced. This is important knowledge, particularly when viewing or reading historical educational material on Interdictors, or when viewing older fits:

  • 2016? -
  • 2020 -

See also