These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
12Next page
 

Interceptors: What do I need to know?

Author
Remissus Rinah
Viziam
Amarr Empire
#1 - 2012-04-23 20:03:17 UTC  |  Edited by: Remissus Rinah
Hello there!

I'm a very, very new player to EVE. After some research and consideration, I've settled on Interceptors as my main goal for the time being. Being slightly impatient with slow vessels, I think that the fast-paced dogfight PVP action I hear these sort of ships can get into is very appealing.

So I've looked at fits, read a few other forum posts, asked people from my corp, but I'm still wondering: As experienced players, what do you think that anyone new to 'ceptors needs to be especially mindful of? Are there any specific mistakes you see made regularly by new players that I should avoid? In addition, is there a good guide somewhere out there I should read on how to learn to handle manual maneuvering better?

Thanks in advance for any and all replies!

~ Remissus

Culmen
Deep Core Mining Inc.
Caldari State
#2 - 2012-04-23 20:08:34 UTC  |  Edited by: Culmen
If you see the following ships RUN! (unless you got backup)
Curse
Rapier
Huggin

This is not an exhaustive list.

Otherwis, never use the approach button EVER.
Especially when dealing with HACs.

There is a fine line between a post and a signature.

Kahega Amielden
Rifterlings
#3 - 2012-04-23 20:13:19 UTC  |  Edited by: Kahega Amielden
Remissus Rinah wrote:
Hello there!

I'm a very, very new player to EVE. After some research and consideration, I've settled on Interceptors as my main goal for the time being. Being slightly impatient with slow vessels, I think that the fast-paced dogfight PVP action I hear these sort of ships can get into is very appealing.

So I've looked at fits, read a few other forum posts, asked people from my corp, but I'm still wondering: As experienced players, what do you think that anyone new to 'ceptors needs to be especially mindful of? Are there any specific mistakes you see made regularly by new players that I should avoid? In addition, is there a good guide somewhere out there I should read on how to learn to handle manual maneuvering better?

Thanks in advance for any and all replies!


firstly, do you plan on flying tackle ceptors or combat ceptors? Tackle ceptors tackle for gangs, and don't really use their weapons for anything other than shooting off drones. Combat ceptors generally mix facemelting and tackle in varying degrees

The biggest dumb thing that inty pilots do is assume that because they're fast, they don't need a tank. That's wrong. Warrior IIs will have no problem catching you, and even long-range small guns (e.g. dessies) or other weapons that you happen to be at a not-perfect angle to will hit you. Speed augments your existing tank, it does not replace it.

Most tackle ceptors are shield tanked to avoid the loss of speed that comes with armor tanking. A decent Ares or Stiletto fit can reach 6-7k EHP easily.
Remissus Rinah
Viziam
Amarr Empire
#4 - 2012-04-23 20:18:21 UTC
Thanks for the replies, fellas! Very helpful.

I was planning to run a combat 'ceptor for now, but'll probably be switching to tackler once I get higher in skillpoints and start participating in PVP with my corp. Does going with shield tank over armor apply to all Interceptors, or just the Ares and Stiletto?

~ Remissus

ShahFluffers
Ice Fire Warriors
#5 - 2012-04-23 21:31:57 UTC  |  Edited by: ShahFluffers
Here are 4 big things that have helped me survive in small ships:

- Range: For combat interceptors, check the optimal and falloff range of your guns. Remember that optimal is where you'll be able to do the most damage while falloff is how far out you can be while still applying SOME damage.
For fleet interceptors, know the range of the warp disruptor you are packing so you know what distance you can operate in.
For both types of interceptors; the larger your orbit, the faster you can go.

- Weapon Tracking: Generally speaking, the closer you are and faster you are going the harder it is for your target's weapons to track you.
Autocannons and blasters have the best tracking while lasers have the worst.
Missiles always hit, but the damage they deal is dependent on your sig radius (your "signature footprint") and speed. Turning on your MicroWarpdrive will greatly increase your speed (mitigating some damage), but it will also increase your signature footprint (which increases damage taken).

- Transversal speed: What this is/means is "the speed that you are moving relative to your target" (and vice versa). Generally speaking, if you are moving parallel to your target and/or you and your target are stationary, the lower your transversal is and the easier it is for your target to hit you.

- Knowing aggro mechanics helps immensely as it can help you get out of bad situations (ex. you find yourself on a gate fighting someone, you realize that your target's friends are coming, you stop fighting and try to hold out for a minute or so to jump through the gate ans escape).
Lyron-Baktos
The Scope
Gallente Federation
#6 - 2012-04-23 21:49:10 UTC
for scouting purposes in fleets, any will do. For more solo type work, the Tarannis (sp) seems to be the popular choice
AstarothPrime
Pecunia Infinita
#7 - 2012-04-23 21:56:37 UTC  |  Edited by: AstarothPrime
They insta pop on approach and drones chew them up if orbiting

I.

Edit:

Dont fly those except u know what ure doing. Buy a rifter with T1 MWD fit and find a BS to harrass -> ceptor aint that much better.
Remissus Rinah
Viziam
Amarr Empire
#8 - 2012-04-23 22:37:27 UTC
ShahFluffers wrote:
Here are 4 big things that have helped me survive in small ships:

- Range: For combat interceptors, check the optimal and falloff range of your guns. Remember that optimal is where you'll be able to do the most damage while falloff is how far out you can be while still applying SOME damage.
For fleet interceptors, know the range of the warp disruptor you are packing so you know what distance you can operate in.
For both types of interceptors; the larger your orbit, the faster you can go.

- Weapon Tracking: Generally speaking, the closer you are and faster you are going the harder it is for your target's weapons to track you.
Autocannons and blasters have the best tracking while lasers have the worst.
Missiles always hit, but the damage they deal is dependent on your sig radius (your "signature footprint") and speed. Turning on your MicroWarpdrive will greatly increase your speed (mitigating some damage), but it will also increase your signature footprint (which increases damage taken).

- Transversal speed: What this is/means is "the speed that you are moving relative to your target" (and vice versa). Generally speaking, if you are moving parallel to your target and/or you and your target are stationary, the lower your transversal is and the easier it is for your target to hit you.

- Knowing aggro mechanics helps immensely as it can help you get out of bad situations (ex. you find yourself on a gate fighting someone, you realize that your target's friends are coming, you stop fighting and try to hold out for a minute or so to jump through the gate ans escape).


I'd like to especially thank this poster; This is -exactly- the sort of helpful information I was looking for!


AstarothPrime wrote:
They insta pop on approach and drones chew them up if orbiting

I.

Edit:

Dont fly those except u know what ure doing. Buy a rifter with T1 MWD fit and find a BS to harrass -> ceptor aint that much better.


I understand that Interceptors are squishy but I like them for the speed and style of play, and think I could have a fun time running them. This thread was meant to help me find some good tips from experienced 'ceptor pilots on how to be just a little less likely to pop from easy mistakes. I appreciate the post, though!

~ Remissus

Lost Greybeard
Drunken Yordles
#9 - 2012-04-23 22:50:36 UTC
Remissus Rinah wrote:
Thanks for the replies, fellas! Very helpful.

I was planning to run a combat 'ceptor for now, but'll probably be switching to tackler once I get higher in skillpoints and start participating in PVP with my corp. Does going with shield tank over armor apply to all Interceptors, or just the Ares and Stiletto?


Ares is not a combat interceptor, it is a fast tackle pretty exclusively.

Since you're talking about dogfighting specifically, Taranis is what you want. Here's the short version of why:

1- Why Gallente? Interceptors are ******* fast. You think you have an idea of how fast from looking at numbers, but you do not. This means you need more tracking than your body has room for, wrapped in some tracking and sprinkled with some fresh diced tracking, in order to reliably hit another small ship that's also orbiting* you.

2- Why Taranis (and not Ares)? More guns, bonuses focused on damage, better base defensive stats. Simple as that.

That said, no race's interceptor is _bad_ (though I'd be careful with shield-tanking one because signature radius is more important than you may think) and it's not a huge deal to get a few more x2 skills to 5. So even if you take my advice and then second-think it later it's a matter of a couple weeks to just train into another race and weapon type. There's a level of "pick what seems cool and go with that". Minmatar ACs have tracking that's probably plenty sufficient fully trained, for instance.

* "orbit" in the general sense of going around you, literally setting a mechanical orbit with the drop-menu or fast orbit button is something you won't want to do a lot.
Petrus Blackshell
Rifterlings
#10 - 2012-04-23 22:52:34 UTC
Tackle 'Ceptor Primer.

Combat 'ceptors are a bit simpler, though you have to worry about your tracking and speed, and they can be quite fragile when used in the wrong situations. Still, as an interceptor pilot myself, I can wholeheartedly say all interceptors are super fun to fly. Have fun!

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Remissus Rinah
Viziam
Amarr Empire
#11 - 2012-04-23 23:25:29 UTC
Lost Greybeard wrote:
Remissus Rinah wrote:
Thanks for the replies, fellas! Very helpful.

I was planning to run a combat 'ceptor for now, but'll probably be switching to tackler once I get higher in skillpoints and start participating in PVP with my corp. Does going with shield tank over armor apply to all Interceptors, or just the Ares and Stiletto?


Ares is not a combat interceptor, it is a fast tackle pretty exclusively.

Since you're talking about dogfighting specifically, Taranis is what you want. Here's the short version of why:

1- Why Gallente? Interceptors are ******* fast. You think you have an idea of how fast from looking at numbers, but you do not. This means you need more tracking than your body has room for, wrapped in some tracking and sprinkled with some fresh diced tracking, in order to reliably hit another small ship that's also orbiting* you.

2- Why Taranis (and not Ares)? More guns, bonuses focused on damage, better base defensive stats. Simple as that.

That said, no race's interceptor is _bad_ (though I'd be careful with shield-tanking one because signature radius is more important than you may think) and it's not a huge deal to get a few more x2 skills to 5. So even if you take my advice and then second-think it later it's a matter of a couple weeks to just train into another race and weapon type. There's a level of "pick what seems cool and go with that". Minmatar ACs have tracking that's probably plenty sufficient fully trained, for instance.

* "orbit" in the general sense of going around you, literally setting a mechanical orbit with the drop-menu or fast orbit button is something you won't want to do a lot.


Thanks for the tip! Honestly, I hadn't even considered Gallente 'ceptors before this. Had been mostly thinking Crusader or Malediction, since I play Amarr, and had mentioned the Ares and Stiletto mostly because a previous response had mentioned them!

I'm likely going to go ahead and shoot for the Taranis- Like you said, it's only a week or two's time lost even if I decide it isn't for me. I am curious, though; Are the Crusader and Malediction still valid options? Or do other ships simply outclass them for the job too badly?

Petrus Blackshell wrote:

Tackle 'Ceptor Primer.

Combat 'ceptors are a bit simpler, though you have to worry about your tracking and speed, and they can be quite fragile when used in the wrong situations. Still, as an interceptor pilot myself, I can wholeheartedly say all interceptors are super fun to fly. Have fun!


Thanks for the link, and the encouragement! Big smile I really do think I'll enjoy flying Interceptors, even with the previously mentioned downsides they have.

~ Remissus

Petrus Blackshell
Rifterlings
#12 - 2012-04-23 23:30:04 UTC
Remissus Rinah wrote:
I am curious, though; Are the Crusader and Malediction still valid options? Or do other ships simply outclass them for the job too badly?

They are certainly still valid. The Malediction is a bit slower than the Ares or Stiletto, but tankier than either. The Crusader does great damage and can be a good fast combat interceptor, like the Claw. The Taranis is slower / more vulnerable, but does more damage. It's up to what you like to fly.

The Malediction happens to be my favorite, but I don't use it like it's intended to be used. I use a gimmicky fit with a tracking disruptor and an afterburner instead.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Remissus Rinah
Viziam
Amarr Empire
#13 - 2012-04-24 01:01:32 UTC
Very slightly off-topic:

I know it isn't an Interceptor, per se, but what about the Imperial Navy Slicer? It seems to be geared towards a similiar role, and gets a nice damage bonus, but does it really hold up against true blue 'ceptors?

~ Remissus

Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#14 - 2012-04-24 02:26:07 UTC
dont engage ships on gates or stations in lowsec or you will be killed by gate guns

or did this change?
Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#15 - 2012-04-24 14:15:10 UTC
Oh no in low sec the gate guns will kill you. That hasnt changed.

Big thing to remember two kinds of interceptors.

Those with tackling range bonus: fleet ceptors meant to work with a group usually no tank.

Those with dps bonus and no tackling range bonus: Combat interceptors, or the anti interceptor/anti frigate.

Ares: Runs around like mad trying not to get killed, while maintaining point.

Taranis: GET OVER HERE! PEW PEW!

If you plan on rolling solo the Combat interceptor is what you want. If your with peeps they want you flying the fleet kind.

As a ceptor Manual pilot always. overview commands are a swift recipe for dieing in a fire.

Oh yeah Thermodynamics 5 is helpful, know when to over heat always have nanite paste on hand.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

Kahega Amielden
Rifterlings
#16 - 2012-04-24 14:30:22 UTC
Quote:
Those with tackling range bonus: fleet ceptors meant to work with a group usually no tank.


Yes, this is a great idea. You tackle a ship, you explode to the Warrior IIs that invariably get sent after you, and then they warp off before your fleet can arrive.
Blackhuey
Deep Core Mining Inc.
Caldari State
#17 - 2012-04-26 05:51:38 UTC
Kahega Amielden wrote:
Yes, this is a great idea. You tackle a ship, you explode to the Warrior IIs that invariably get sent after you, and then they warp off before your fleet can arrive.


By "no tank" methinks he means "resist/sig tank only".

With T2 resists and shooting the drones, if you don't live long enough for your fleet to take over, you have a fail fleet or you have much to learn about flying inties.

@blackhuey | soundcloud.com/blackhuey

J'Poll
School of Applied Knowledge
Caldari State
#18 - 2012-04-26 10:12:43 UTC
Blackhuey wrote:
Kahega Amielden wrote:
Yes, this is a great idea. You tackle a ship, you explode to the Warrior IIs that invariably get sent after you, and then they warp off before your fleet can arrive.


By "no tank" methinks he means "resist/sig tank only".

With T2 resists and shooting the drones, if you don't live long enough for your fleet to take over, you have a fail fleet or you have much to learn about flying inties.


This. You only tackle anything if you know your fleet will land before anything melts the ceptor. No need to sacrifice the ceptor on a tackle when your fleet is couple of systems out.

If you die well before the fleet enters the fight, your fleet isn't doing it's job. If your ceptor dies while the fleet has landed and is fighting, then you did your job and so does the fleet and being killed is just courtesy of the role you choose to be.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

ShahFluffers
Ice Fire Warriors
#19 - 2012-04-26 21:40:12 UTC
Remissus Rinah wrote:
Very slightly off-topic:

I know it isn't an Interceptor, per se, but what about the Imperial Navy Slicer? It seems to be geared towards a similiar role, and gets a nice damage bonus, but does it really hold up against true blue 'ceptors?

Think of the Slicer (or any other navy faction frigate) as a cross between Assault Frigates and Interceptors. They are faster than the former, but lack their high resistance profile... they are beefier than the latter, but are not quite as fast.

In the case of the Slicer, it can perform the interceptor role fairly well... however it doesn't have that nice MWD sig-bloom reduction bonus that Interceptors have making it MUCH easier to hit.
One role I've found the Slicer to excel in is anti-frigate support. It is faster than any T1 frigate and most Assault Frigs... which means that it can stay out of web-scram range quite well... and it has a range bonus for its weapons... which gives it the ability to deal a respectable amount of damage at range.
L'ouris
Have Naught Subsidiaries
#20 - 2012-04-26 23:49:35 UTC
I would recommend spending some time working on 1v1 T1 frigate PvP.
To hone skills such as:
- D-Scan usage
- Target capabilitiy awareness
- fighting off drones
- manual flying
- approach methods
- weaknesses of interceptors from the other side
- build up your confidence a bit

In addition, if you fly with gangs alot:
- after a certain point, being fast and moving around the grid to allow for fleet warps is more helpful to the gang than tackle or dps. especially in NULL when most fleet tackle involve HICs/DICs and bubbles.
- get used to running gate camps
- learn how to de-cloak others at gates
- scouting is important, and so is making safe spots
- learn where the other fleet tends to run away too. most folk do the same sort of stuff. learn how to take advantage of frigate/intie speed and anticipate opponents. You'd be surprised how often ships in the fleet fights warp out and forget drones.

Hope that gives you a bit more to think about beyond just fleet/combat inty choices.
12Next page