Interceptor Balancing in Tier 2

Nipping around behind him and opening up on him should be your go-to move, not just something you do if he has low HP. With his his debuffs on cooldown he’s very weak, and after spy droning his cloak out of commission you should have little trouble burning him down in the 15s until his inhibitor beam comes off cooldown. Given he’s the biggest threat to your survival on the field you should definitely be looking to take the opportunity to remove him while he’s at a disadvantage.

 

As I’ve said before in other threads, I actually frequently seek out tacklers in my recon because I know I can usually pull the phase remod trick and easily score a kill on them, removing the threat to me and friendly covops. Hence why I always chuckle when I read the tooltip about tacklers being “designed to hunt recons”.

 

Did the tooltip really say that? Oh dear.

 

IMO tacklers are much more suited to killing covops. Back when I was still using two speed debuffs I just went after all intys in general. I’ll activate my inhibitor and see if my target tries to break free (ECMs by using their ion beam, and recons by cloaking). If they break free, I still have my engine suppressor ready; once the ion beam or phase remod ends, I’ll slap on my available debuffs and ping the inty. 

 

In the absence of speed debuffs, positioning is key when it comes to killing intys at medium to close range. It’s nigh impossible to kill one if it’s coming straight at you; you have to be chasing it from behind so you’ll always have it in your sights. Naturally it’s a lot harder to have your shots land consistently without a speed debuff, but as long as you’re in a good position you should be able to score quite a few lucky hits (which will be painful for the inty if your target painter is active). 

been doing some inty vs tackler 1 v 1

 

interceptors still have a decisive upper-hand even if you did get the drop on him first as a tackler.

 

No matter what range, circumstance or any other factor even pilot skill difference. There had been 3 very good tackler pilots I’ve come across. 2 in T3 and another in T2. Very smart play and patient but they are very rare and the times they managed to come out on top, it could’ve easily gone the other way as they leave with a sliver of hull left.

 

Now that’s a good indicator of Interceptor > Tackler because I suffer from severe inertia-wobbling issues flying the interceptor on average skill. So I would rank my overall effective ability on inties about equal to someone who has very little experience flying them. AND we still beat Tacklers wayyyyy too often.

 

T2 covops are about fair against engineers. Low chance against a guard who knows his equipment and almost a sure thing against LRF. In-fact I saw a single recon take out 3 LRFs all on his own in T3. 50-50 against gunships and little to no chance 1 v 1 against a heal buffed command.

 

 

summary:

 

A wholesale nerf on interceptor isn’t a solution because their OP’ness stems mainly because tacklers aren’t able to easily keep them in check.

I say buff tacklers - solve the get out of jail free button - and work from there. Interceptors fare just as they should against the other ships. Except maybe too good against LRFs.

@Kine: this is exactly what i am complaining about. intis counter ships which are supposed to counter intis… someting doesn’t feel right here.

guards only work if the inti pilots are stupid enough to fly straigt into the debuff field. and guards are slow…

you are mentioning that they have problems with commands… well you can’t kill the command but the command can’t kill you either right?

ah and the para remo totally kills a command ship, very hard to handle if you diffusion shield is on cooldown.

 

so… if your objective isn’t beacon hunt (guards work well there) or you are having the last station in detonation, there is no reason for an inti pilot to get close to a guard or atack a command. the thing isn’t that there are ship an inti can’t kill, it isn’t supposed to be able to do this in the first place. the problem is: nothing besides other intis can efficently kill intis.

 

50:50 vs. gunship? in a 1vs1 an ecm has got an almost-freekill on a gunship (tested)! not sure how this looks with other classes (didn’t test) but i think cov. ops are also  superior to a gunship in a 1vs1.

I say buff tacklers - solve the get out of jail free button - and work from there.

I completely agree. The main reason inties are rampaging in T2 is because the ships that are meant to keep them in check aren’t really able to do so. Fix that and I think you’ll fix the problem without even touching the inties themselves.

50:50 vs. gunship? in a 1vs1 an ecm has got an almost-freekill on a gunship (tested)! not sure how this looks with other classes (didn’t test) but i think cov. ops are also  superior to a gunship in a 1vs1.

 

Gunship is good at T2 against any interceptor. More turrets + bigger tank that any decent pilot should be able to use against interceptor’s speed advantage. 50-50 assuming pilots of equal skill.

 

1st 1 minute you can see all it takes is 5 shots on target to pop a ceptor. That ain’t hard when sniping from range.

 

 (100MB)

 

 

 

[edit]

also worth noting that T2 engineer survivability aren’t as bad as people make it out to be - keep an eye out for my corp mate Zee in the vid who I keep bumping into several times.

This message, brought to you by someone oblivious to the thread.

 

Well done, you managed to make a fool of yourself with this post. Plus being “one of those guys” who flies around suiciding himself doesn’t help to get your point across, either. Everyone knows how to counter Ceptors, sabre’s team was just unlucky or ill-experienced in how to press the self-destruct button to fetch a pair of Guards. Or fetching them when they died. This is exactly why my active hangar always has a Guard in it.

 

I can vouch for this. A well played Tackler wreaks havoc on enemy Ceptor lines. I say this both as a Ceptor pilot dumb enough to get caught by them and a Tackler pilot who’s managed to get a few good kill streak going with them.

 

well, i do not think so, i may not be the best pilot, i may not know all the strategies that are against cepts, but i killed them several times, not only with the SD module (i use it when “I’m done” cpt. Obvious). btw, i make our game to continue with the SD module, especially on the detonation or CR mode.

 

my point was that there is so many strategies to fight cepts, if you cannot read it from my post, apologizes for my bad english. 

well, i do not think so, i may not be the best pilot, i may not know all the strategies that are against cepts, but i killed them several times, not only with the SD module (i use it when “I’m done” cpt. Obvious). btw, i make our game to continue with the SD module, especially on the detonation or CR mode.

 

my point was that there is so many strategies to fight cepts, if you cannot read it from my post, apologizes for my bad english. 

It’s a suicide module that’s not even needed in the game, seeing as every pilot can do it on every ship of their own accord. Besides, if you get killed on a CovOps against anything but a Guard or Tackler, you’re definitely not doing it right and suiciding is just a way of saying “nope, you’re not taking me alive”. An arrogant, albeit useless, way to die.

I mamaged to get a 9 killstreak with a Tackler once. Mostly because interceptors kept trying to zoom in and kill the cap.

However, it came close when a Recon Camo’d out of my debuffs and swung around to attack me. My cloak was still on recharge. If a Cov Ops hadn’t flew in and saved my @$$ it would have been a very short fight. I couldn’t swing round fast enough to bring my guns to bear.

It’s a suicide module that’s not even needed in the game, seeing as every pilot can do it on every ship of their own accord. Besides, if you get killed on a CovOps against anything but a Guard or Tackler, you’re definitely not doing it right and suiciding is just a way of saying “nope, you’re not taking me alive”. An arrogant, albeit useless, way to die.

you have complex about this module, right? someone using it all the times against you sending you back to ress zone? otherwise i see no point of your reaction… its a damage module, for me it gives 8k damage in 500m radius in one quick moment. i see not much weapons that is more powerfull… an arrogant? albeit useless? i really do not understand you man, its really effective - and who is not arrogant, cannot win…

 

and sure, you cannot get killed by another CO or ECM cept, nor even frig. that is kinda impossible. 

 

back to the topic, i suppose… 

you have complex about this module, right? someone using it all the times against you sending you back to ress zone? otherwise i see no point of your reaction… its a damage module, for me it gives 8k damage in 500m radius in one quick moment. i see not much weapons that is more powerfull… an arrogant? albeit useless? i really do not understand you man, its really effective - and who is not arrogant, cannot win…

 

and sure, you cannot get killed by another CO or ECM cept, nor even frig. that is kinda impossible. 

 

back to the topic, i suppose… 

I’ve been killed by it about 4 times, got hit by it 14 times, seen it in use about 50 times. It’s mostly worthless because all ships have an SD built in. I just feel that it’s a module that’s not doing much and can be replaced for something more useful.

 

And you couldn’t be more mistaken. The arrogant people are always the first to die, I’ve seen it way too many times.

I’ve been killed by it about 4 times, got hit by it 14 times, seen it in use about 50 times. It’s mostly worthless because all ships have an SD built in. I just feel that it’s a module that’s not doing much and can be replaced for something more useful.

 

And you couldn’t be more mistaken. The arrogant people are always the first to die, I’ve seen it way too many times.

does the built-in SD do same damage? i’ve never used it, so i dont know, but i dont think it has any damage at all :slight_smile: i do not claim that the SD is the best module, but it has its place in SC. if you like to survive, place as many protective modules to your ships as you wish. i like to deal as much DPS as i can, and if im going to die, i would like to take as many opponents as i can with me to hell…

 

well, its a POV, i will not excuse yours.

Built-in does normal ship explosion damage, just like when you kill someone and get hit by the after-shock. The module is made to dish out way higher extra damage at the expense of your ship and an active slot.

Underlined, the differences are:

  1. built-in takes a while to charge, you have to hold down backspace until destruction, while module is instant (activation time)

  2. built-in deals normal ship destruction damage, while the module deal massive amounts (damage difference)

 

My CO has no SD mod fitted, i simply don’t need it to kill someone, other mods just seem better for me. People who die a lot tend to fit these as a ‘backlash’ - ‘if i’m gonna die i might just deal damage or kill them back’. People who don’t die a lot tend to avoid it and use their flying skills to survive and counterattack (if you want to kill one of these you either have to be on their level, take them by surprise or bring at least half of your team on them) or fit it on the sole purpose of combat recon missions to hopefully kill enemy capt. Other than that, some may just have fun with it - camo + plasma arc + SD + proxi mines / mine field + plasma web + a bit of pewpew for example where they go ‘Special delivery!’ and pour an massive burst damage on you.

 

 

EDIT: 28.06.2013

Specifically payed attention to one thing: stab rails obliterate intys, just so you know, tested and aproving of it. Have fun! (there’s a trick i didn’t explain here, figure it :stuck_out_tongue: )

Also, i summed up T2 damages for the upper chain reaction for the Cov Ops: it’s about 26-27k damage in 3 seconds… with minefields it goes to 30-32k. That’s roughly a 10k dps burst at least every 1 min per CO in a team.

Okay, interceptors definitely need nerfing.

 

So…

8 seconds against 3 interceptors and I’m dead. Recon flies over me, lays spy drones. Covert Ops. Plasma Arc. ECM. Ion Emitter. Tachyon Cocoon. Missiles. Dead.

 

I had Phase Shield set to Thermal to counter plasma arc and it still knocked my shields out as soon as it hit me.

 

This.

 

Shouldn’t.

 

Happen.

 

Pulsar did f*** all to save me.

So…

how long SHOULD you be able to tank 3 players using every module they have to take you down (including the one specifically designed to be most helpful against frigates)?

 

Can my interceptor then tank 3 minefields in exchange?

So…

how long SHOULD you be able to tank 3 players using every module they have to take you down (including the one specifically designed to be most helpful against frigates)?

 

Can my interceptor then tank 3 minefields in exchange?

I’d show you the video if I had one… Why can’t SCon have that neat feature in Halo where it records your last battle?

 

When I’m in the range of both a mass shield and mass hull, with about 4 team members firing at those inties for everything they’re worth and getting quite a few solid hits, I shouldn’t have had to tank that damage. That’s my point.

I’d show you the video if I had one… Why can’t SCon have that neat feature in Halo where it records your last battle?

 

When I’m in the range of both a mass shield and mass hull, with about 4 team members firing at those inties for everything they’re worth and getting quite a few solid hits, I shouldn’t have had to tank that damage. That’s my point.

it is piss easy to kill interceptor in T2 when they tunnel vision a frigate in certain ships, it is not the problem of cover op from your example that your team sucked big time and couldn’t kill any of these intys, especially a covop that doesn’t move for 3 seconds, it desn’t get easier than that

So…

how long SHOULD you be able to tank 3 players using every module they have to take you down (including the one specifically designed to be most helpful against frigates)?

 

Can my interceptor then tank 3 minefields in exchange?

I do it almost on a daily basis on my Guard. To a rather successful degree, tbh… Mostly because I manage to get the Pulsar going before the ECM knocks me down.

I’d show you the video if I had one… Why can’t SCon have that neat feature in Halo where it records your last battle?

 

When I’m in the range of both a mass shield and mass hull, with about 4 team members firing at those inties for everything they’re worth and getting quite a few solid hits, I shouldn’t have had to tank that damage. That’s my point.

 

You were focused fired by 3 players in what, from your description, sounds like a well coordinated attack. If your team was spreading the damage on all the interceptors it’s their fault. Did you have the afterburner suppression module on? Intys won’t last long in it.

 

If there was a Tackler painting you, a Gunship with overdrive and crit boost up and a Command activating the damage buff, all of them shooting and firing missiles at you, would you have fared any better? They can do this from 3k away, too.

 

I do it almost on a daily basis on my Guard. To a rather successful degree, tbh… Mostly because I manage to get the Pulsar going before the ECM knocks me down.

 

Nerf guard frigates :taunt:

Nerf guard frigates :taunt:

Can’t argue there, the Pulsar just eats Ceptors for breakfast.

Can’t argue there, the Pulsar just eats Ceptors for breakfast.

 

Covops still have a good chance of killing guards with their plasma arc. And ECMs can always use their ion beam. Recons can steal some shields, I guess, or they could warp away.