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Warfare & Tactics

 
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Ares VS Malediction

Author
panca Panacan
Federal Navy Academy
Gallente Federation
#1 - 2015-09-01 19:49:34 UTC
Hello,
Im looking forward to fly interceptors for my debut in null sec pvp. i want to learn how to tackle/ scout mostly and i want to do it eitheir in a malediction or an ares.
Wich one will be better for this? and why? i looked at the stiletto, but i ll prefer to go armor on the interceptor.
May Arethusa
Junction Systems
#2 - 2015-09-01 20:30:51 UTC
Ships & Modules is two doors down.

Malediction every time though.
Samillian
Angry Mustellid
#3 - 2015-09-02 10:25:09 UTC
Malediction.

NBSI shall be the whole of the Law

Estella Osoka
Cranky Bitches Who PMS
#4 - 2015-09-02 13:46:05 UTC
Malediction, because it uses missiles. Fit right you can get high speeds and have a good shield tank using a MASB. Screw armor on an interceptor, speed is life to an inty.
panca Panacan
Federal Navy Academy
Gallente Federation
#5 - 2015-09-02 18:29:00 UTC
Estella Osoka wrote:
Malediction, because it uses missiles. Fit right you can get high speeds and have a good shield tank using a MASB. Screw armor on an interceptor, speed is life to an inty.

whats your fit for the masb malediction??
Estella Osoka
Cranky Bitches Who PMS
#6 - 2015-09-02 21:39:53 UTC
No implants. Good skills.

[Malediction, Tackle]

Power Diagnostic System II
Damage Control II
Co-Processor II
Nanofiber Internal Structure II

5MN Cold-Gas Enduring Microwarpdrive
Medium Ancillary Shield Booster
Warp Disruptor II

Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile
Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile
Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile

Small Anti-EM Screen Reinforcer II
Small Anti-Thermal Screen Reinforcer I

You can improve on it with implants.
May Arethusa
Junction Systems
#7 - 2015-09-03 03:09:29 UTC
Quote:
No implants. Good skills.


Bad fit. Sacrificing two low slots (and 900m/s) for cap stability is a terrible idea, considering you've got 45 minutes of cap life without the PDS using a Compact MWD. Not to mention you're still just an overpriced, low damage, paper thin frigate ignoring most of its hull bonuses. You're also incapable of doing your job, which is to tackle things. Congratulations, you've got your target pointed, sadly nobody else on field can catch either of you so by all means keep dancing around one another until your MASB runs out of charges and you're forced off field. If you don't have a scram and a long point, and you're doing anything other than insta-locking in a Stiletto, you're not doing it right.

[Malediction, Malediction - Speed]

Damage Control II
Nanofiber Internal Structure II
Overdrive Injector System II
Overdrive Injector System II

5MN Quad LiF Restrained Microwarpdrive
Faint Epsilon Warp Scrambler I
Warp Disruptor II

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Polycarbon Engine Housing II
Small Ionic Field Projector II

Add links and implants, troll away. I'm personally not a huge fan of the fit myself, though I've seen very similar fits used to great effect. You'll outrun missiles and drones (unless they're heavily bonused), and most turrets are going to struggle to keep up with you. Eventually though, you're going to take damage, and it won't take much before you need to disengage to recover. It's also considerably less useful without links and a snake set.

[Malediction, Malediction - Tackle]

Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Adaptive Nano Plating II
Overdrive Injector System II

5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Faint Epsilon Warp Scrambler I

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Polycarbon Engine Housing II
Small Ionic Field Projector II

A more viable option for pilots without easy access to implants and links but requires a lot of micro-management to keep it from capping out. Use your missiles to clear out light drones, stagger your rep cycles and turn off whatever point you're not using to prolong your capacitor. Cry if/when you get neuted and pray you have enough time to pull range when it happens.

If you really want to learn how to tackle, I'd recommend starting with Assault Frigs, they're a lot more forgiving.
Triakis Cadelanne
Federal Navy Academy
Gallente Federation
#8 - 2015-09-03 09:56:45 UTC
The main issue with AAR / MASB is that you aren't able to handle volley damage. Imo you need some EHP to not get killed by anti-tackle ships without having enough time to cycle your rep / booster more than once.

If you're forced to use Ares or Malediction I'd look into the hull tanked Ares. You're not as fast as AAR Ares but you can survive which is rather important, and you're still way fast enough to catch stuff.

Also, if your job is to get killmails by blobbing 15v2 keep the long point, if your job is to be efficient to your fleet in a fight vs a potent gang just fit a web and a short point, unless there's already a web bonused ship in your fleet.
Estella Osoka
Cranky Bitches Who PMS
#9 - 2015-09-03 13:38:14 UTC
May Arethusa wrote:
Quote:
No implants. Good skills.


Bad fit. Sacrificing two low slots (and 900m/s) for cap stability is a terrible idea, considering you've got 45 minutes of cap life without the PDS using a Compact MWD. Not to mention you're still just an overpriced, low damage, paper thin frigate ignoring most of its hull bonuses. You're also incapable of doing your job, which is to tackle things. Congratulations, you've got your target pointed, sadly nobody else on field can catch either of you so by all means keep dancing around one another until your MASB runs out of charges and you're forced off field. If you don't have a scram and a long point, and you're doing anything other than insta-locking in a Stiletto, you're not doing it right.

[Malediction, Malediction - Speed]

Damage Control II
Nanofiber Internal Structure II
Overdrive Injector System II
Overdrive Injector System II

5MN Quad LiF Restrained Microwarpdrive
Faint Epsilon Warp Scrambler I
Warp Disruptor II

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Polycarbon Engine Housing II
Small Ionic Field Projector II

Add links and implants, troll away. I'm personally not a huge fan of the fit myself, though I've seen very similar fits used to great effect. You'll outrun missiles and drones (unless they're heavily bonused), and most turrets are going to struggle to keep up with you. Eventually though, you're going to take damage, and it won't take much before you need to disengage to recover. It's also considerably less useful without links and a snake set.

[Malediction, Malediction - Tackle]

Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Adaptive Nano Plating II
Overdrive Injector System II

5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Faint Epsilon Warp Scrambler I

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Polycarbon Engine Housing II
Small Ionic Field Projector II

A more viable option for pilots without easy access to implants and links but requires a lot of micro-management to keep it from capping out. Use your missiles to clear out light drones, stagger your rep cycles and turn off whatever point you're not using to prolong your capacitor. Cry if/when you get neuted and pray you have enough time to pull range when it happens.

If you really want to learn how to tackle, I'd recommend starting with Assault Frigs, they're a lot more forgiving.


Have you ever heard of interceptor gangs? He asked for a fit. The one I posted is for kiting fleets, not one of those nullsec fleets where the tackle always dies.
Syrias Bizniz
some random local shitlords
#10 - 2015-09-03 14:10:25 UTC  |  Edited by: Syrias Bizniz
May Arethusa's second fit is solid. Forget the rest.
Key to success as a ceptor pilot is not to go in and tackle whatever is demanded. That's what interdictors are for. Ceptors are meant to provide perches and pings and to run down hostiles that try to get away and tackle (scram) them until a more sturdy, secondary tackle can apply his scram, or to screen your vital ships (logi, recon) from hostile tackle.

You will have to pull range, keep transversal and warp off to lick your wounds a lot.
You will need an mwd, a long point and a scram, accompanied by local rep.
Shield Male or Shield Ares are just... no. Don't.
Also, guns are unimportant. They are the things you add to your fit after everything else is in already.
Don't fit plates, don't fit resistance or buffer rigs for armor, and never fit shield rigs or shield extenders. The armor stuff i listed makes you slow, the shield stuff makes you big.

And try getting that Quad LiF MWD going.


Last tip: If you're in a hot brawl, never EVER broadcast for reps as a ceptor, this will get other fleetmembers killed that REALLY need that logi attention.


Edit: Check for ChessurSB's Video “Archetype: Light Tackle“ on YouTube.
Serendipity Lost
Repo Industries
#11 - 2015-09-04 20:00:45 UTC
Betty. She just looks more active than Wilma. No fun if they don't know how to move.
Burtakus
Lone W0lf Society
#12 - 2015-09-06 19:50:57 UTC
Syrias Bizniz wrote:
May Arethusa's second fit is solid. Forget the rest.
Key to success as a ceptor pilot is not to go in and tackle whatever is demanded. That's what interdictors are for. Ceptors are meant to provide perches and pings and to run down hostiles that try to get away and tackle (scram) them until a more sturdy, secondary tackle can apply his scram, or to screen your vital ships (logi, recon) from hostile tackle.

You will have to pull range, keep transversal and warp off to lick your wounds a lot.
You will need an mwd, a long point and a scram, accompanied by local rep.
Shield Male or Shield Ares are just... no. Don't.
Also, guns are unimportant. They are the things you add to your fit after everything else is in already.
Don't fit plates, don't fit resistance or buffer rigs for armor, and never fit shield rigs or shield extenders. The armor stuff i listed makes you slow, the shield stuff makes you big.

And try getting that Quad LiF MWD going.


Last tip: If you're in a hot brawl, never EVER broadcast for reps as a ceptor, this will get other fleetmembers killed that REALLY need that logi attention.


Edit: Check for ChessurSB's Video “Archetype: Light Tackle“ on YouTube.


Well said. I would add 2 things

1) As a inty pilot you should be the best scout in the fleet.....you are the eyes of the fleet
2) You need to be capable of operating without the FC telling you what to do. You should be feeding intel , moving around to get warp ins, get points until someone else can take point, harassing the enemy fleet so they focus on you and not your fleet, and knowing where to be before/without being told.
Mizhir
Devara Biotech
#13 - 2015-09-07 10:03:54 UTC
Estella Osoka wrote:


Have you ever heard of interceptor gangs? He asked for a fit. The one I posted is for kiting fleets, not one of those nullsec fleets where the tackle always dies.


Did you even read OP?

Quote:
i want to learn how to tackle/ scout mostly


Anyways. @OP

This video should cover most information about flying light tackle: https://www.youtube.com/watch?v=4yBTaqiMrX4

You write that you prefer armour interceptors but unless you need to spend extra time training I would recommend starting out with the Stilletto. It is easier to manage since it is buffer fit where the malediction or ares need an AAR.

I would also recommend you to learn about keeping transversal up and manual orbiting as they are your key tools for survival. A great way to learn manual orbiting is dropping a can and then just dance around it so you can get a feel how your ship handles. Interceptors are surprisingly fast for many people. Once you got that sorted you can practice on a friend in a moving ship.

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