Interceptor Guide

For the previous scenario mentioned, I also agree with Kostyan. I may have misread the situation; I thought we were discussing how to best eliminate a frig/Tackler comp with an interceptor squad. My apologies.

 

Mobility is the interceptor squad’s greatest strength and the frigate ball’s critical weakness. Splitting their attention forces them to either commit in one direction and likely lose an objective, or split up as well in which case they lose their combined sphere of influence.

Good News! 

I just found out that Eagle-M is energy stable (without any extra energy modifiers) at syn. lvl. 9 (with rank 7 fed implant ofc.)

This fact makes the ship the most desireable CovOps in T4, imo.  

Good News! 

Since when did you get last name of  Farnsworth??

Really, this thread has become a completly derailed thread, where in very few places there are valiable info, the rest being a bunch of corp chat, also this is no longer usefull because you cant fly intys anymore, too mich lag…

Can we make this a great thread full of valuable info for newbies like me? .

Every thread with more than two pages has been derailed.  It’s normal.  Look at every patch discussion thread for the past few months, and jump to page ten.  It’s probably not about the patch.

 

As for interceptor flying, my best advice is learn your keyboard.  You can’t tank, you can maneuver.  When you get good at that, every other ship becomes maneuverable.  It’s harder to hit moving targets.  That is an interceptor’s survivability.

/cleaned at request

 

Please stay on topic.

If you could, what would you rather, a ship with 5k shield and  157 regeneration per second, or would you want a ship with allot of shield and some defense to certain damages (shield) let’s use the stiletto as the ship. shoot. (if you have other builds, explain)

If you could, what would you rather, a ship with 5k shield and  157 regeneration per second, or would you want a ship with allot of shield and some defense to certain damages (shield) let’s use the stiletto as the ship. shoot. (if you have other builds, explain)

a) Do you even fly anything besides stiletto?

b) Could you please rephrase your question, i am not sure what you are asking here

c) As i recall correctly Stiletto is a T2 ship, and to be honest there is hardly any variations in T2 equipment to have any complications in building any ship

True, however since it’s T2 it’s the most straight forward. think basics.

I also fly the Dwarf 2 and the Superkite.

Which build is the better one? which one will keep you alive the longest. etc.

 

To rephrase

This

post-240942-0-40882200-1380664903.jpg

 

post-240942-0-03872800-1380664916.jpg

 

Or this

 

post-240942-0-78877000-1380664930.jpg

 

post-240942-0-52914400-1380664940.jpg

 

Mind, in the first one, I’m using the Empire MK.3 implant, (+25% shield regen)

and in the second, I’m using the MK.3 Jericho. (+20 shield def)

There is no wrong answer, as both builds are viable. Which one will live the longest, and which one has the most use, etc.

This is my Dwarf 2

 

post-240942-0-09871200-1380665799.jpg

 

post-240942-0-12653300-1380665804.jpg

 

 

 

 

And this is my Superkite

 

post-240942-0-71424500-1380665806.jpg

 

post-240942-0-78111800-1380665809.jpg

 

In both, I’m currently using the Empire  MK.3 Implant.

While i have not looked into your screenshots yet, just want to point out that you can have your modules AND stat window UP in the same time with no interference to each other, eliminating the need to post 2 screenshots.

About Stiletto, if there’s a reliable engi on your team, the second setup massively shadows the first one. Also, if the enemy team is comprised of heavy nuking ships with a rather pin-point accuracy, the second setup wins again. The first setup is the typical dogfight setup for 1v1 or at worst 2v1 (even more actually, depending on skills). So all in all, if you play objectives, the second is the way to go. If you play for yourself and don’t give a damn, go for the first.

 

The logic behind is that the supported buffer tank makes out the best choice because of the increased numbers received in the un-shown stats (strength + resists together give a better tank than only strength or resists alone). However that in its self has limitations, the worst being the fixed cap of tank. Not in a million years a buffer will tank for longer than a well played active one which infinitely regenerates if you can avoid damage for a while or out-rep the incoming dps, at which point when the buffer runs out, you’re dead.

 

I left T2 a while ago, didn’t play inties in a long while either, so i won’t comment on the other 2. The Stiletto screens made it easier to make my points by comparison, so there you have it.

If you were to use the first setup as a captain, and you had a healer with experimental mass regeneration module. wouldn’t it be easier to live than the second, due to the high heal rate?

I did once have around 3 recons on me, (give or take) and they also kept coming, as I was captain. (first build)

They used their spydrones, but it only took me down to around a normal regeneration rate.

plus the healing from the frigates. along with the shield booster module.

We won that game. of course, they could have killed me if they used their mines right, but normally, I’d have been dead if I didn’t have the high regeneration rate.

of course, the recons shield drain takes down all types of shield.

Shield regen: NO. No. Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo. No.

Shouldnt everyones implants suggest speed over everything when flying an interceptor. This build will help your other ships but you will lose about 10K HP on all your ships, but gain near insane amount of speed. 

If you were to use the first setup as a captain, and you had a healer with experimental mass regeneration module. wouldn’t it be easier to live than the second, due to the high heal rate?

Depends on 2 factors:

  • amount of enemies - the more there are the more viable the buffer option becomes, allowing you to take multiple hits in a short amount of time

  • alpha capabilities of the enemy - if a gauss gunship aproaches you with clear LOS and unnoticed, well, you’re screwed in 2-3 shots no matter the regen rate since it will not out-rep the overdrive + crit chance active DPS capabilities, combined with insane alpha

 

The better you dodge and the more obstacles lay around your ship, the better the regen option becomes once again. If you happen to have 2 ships of the same kind, one fitted for regen and the other for buffer, you can figure out which will perform better in any situation by looking at the enemy starting composition when the most insta-rushing happens. After that is just the occasionals where regen will do generally better unless the enemy has a suicide attempting squad, which is a complete pain - personal experience with this and the only option you have is to dodge and rely on your team.

If you get 2 engis, one with double hull regen (station + mass hull regen) and the other with double shield regen, the buffer is undoubtedly the choice.

 

There would be a lot of more commenting to be done on this matter, so i’ll reduce it to this: in a fleet (with support, i just have to mention it) the buffer is usually the better choice; as a loner the regen is the better one. The fleet focuses on delivering a punch and holding the ground, the loner focuses on hit and run.

 

Endless possibilites, endless factors. So the only true advice i can give is to know if you’re gonna play for yourself, your team or your squad, and choose based on that and / or on enemy starting ship lineup.

Shouldnt everyones implants suggest speed over everything when flying an interceptor. This build will help your other ships but you will lose about 10K HP on all your ships, but gain near insane amount of speed. 

Not everyone is a speed-demon really. I hate the braking mechanics for one, otherwise i’d fly inties more maybe xd

Not everyone is a speed-demon really. I hate the braking mechanics for one, otherwise i’d fly inties more maybe xd

 

I have learned the almighty and powerful, “upward space bar turning helix maneuver™”. Lets me stop from 650 M/s to 0 in less then 3 seconds. Its basically a combo of strafing, having an upward motion and pointing in a opposite direction. 

I have learned the almighty and powerful, “upward space bar turning helix maneuver™”. Lets me stop from 650 M/s to 0 in less then 3 seconds. Its basically a combo of strafing, having an upward motion and pointing in a opposite direction. 

I know, it’s legit. I pull that off on my fighters, but for some awful game mechanic reason i cannot control interceptor wobble in T3+ (no, not lag).

I know, it’s legit. I pull that off on my fighters, but for some awful game mechanic reason i cannot control interceptor wobble in T3+ (no, not lag).

 

Interceptor wobble? What the heck is that?