Interceptors - ridiculously OP

I doubt an inty can tank a minefield… MAYBE with an engi nearby, but otherwise not a chance I think… I lose a big part of my tank in my inty everytime I get hit by a minefield…

Minefields are limited. Plasma arcs aren’t.

 

To be fair, pulsars are’t either, but pulsars deal considerably less damage as compared to plasma arcs.

As a Gunship pilot, this works flawlessly. As anything else… No, you donut.

 

You probably mean empire pilot. Still, I’m pretty sure it’s better than trying to dogfight with a much more maneuverable foe.

 

What sharp turn? Burn past it and turn around, he’ll be having trouble redirecting.

 

I was thinking of avoiding the collision, but come to think of it it’s better to actually collide.

 

Except Ceptors are too OP in T2, they WILL, quite easily, survive 4 blasts of it.

 

Definitely not easily. I don’t remember surviving a minefield. I either get out in time or die in it.

Really? I can’t see that happening unless you stack Thermal Resistance. 

 

I will need to run some tests in T2. Anyone want to form a squad> 

My Dwarf 2 and Stiletto can easily survive them. And they have a Shield Extender mod.

I was thinking of avoiding the collision, but come to think of it it’s better to actually collide.

I was referring against plasma arc. If he doesn’t fire it, sure, collide. But if he fires the arc you are much better off simply blasting past him since the module slows down ship maneuverability while active, hitting him you might end up spinning his arc bullseye towards your ship sometimes.

 

As for minefields, 1 thermal resist will make your life easy with them. Enough time to get out and can survive at least 3 blasts (if you’re not out of the field at the 2nd blast you’re doing it wrong).

I kill them somewhat easly with my frig, it has combat dromes tho. The pnly problem that i found is that they are healed very quickly, even in t2, in fact, my inty got healed by the cpt,in less than 5seconds

Sorry for grammar, tablets keyboard is not very good!

Minefields are limited. Plasma arcs aren’t.

 

To be fair, pulsars are’t either, but pulsars deal considerably less damage as compared to plasma arcs.

But pulsar is press and kill, plasma arc is player skill

But pulsar is press and kill, plasma arc is player skill

 

Guard pilots still need a certain amount of skill to survive long enough for pulsar to deal sufficient damage.

Nad plasma arc no? The explosion damage caused by a enemy can deal significant damage in a interceptor.

Nad plasma arc no? The explosion damage caused by a enemy can deal significant damage in a interceptor.

Ship explosion radius is 150-200m on Frigates, iirc. It’ll kill you if you’re hugging it and the Pulsar hurt you bad enough, so your solution is to simply drop a Proximity Mine when he’s at 10-20% hull and finish him off from afar.

The number of Inty in T2 and T1 is too da** high,  their speed is too ideal for almost any game mode (pve doesn’t count, it sucks anyway), and they are quite excel at 1v1. They certainly need a neft at those Tiers.

The only difference in T2 is, that Ceptor damage actually hurts you, while in T3 almost every ship has enough passiva not to get hurt too much. T3 Ceptors in T2 of course are a complete different matter, since their strength is actually that of a fighter there, with uberspeed.

 

Also, the Plasma Arc is a Covert Ops weapon, and they lack anything to make you stop. So, yes, defending against Ceptors should be a team effort, and one single ceptor can keep them busy, until the fleet shoots them down, especially ECM. Also, you can escape an Arc with a fighter.

 

Fighters are not primarily Ceptor hunters. Tacklers can try it, Gunships might have the DPS to kill and Commands may have enough modules to at least escape, but if a Ceptor catches you alone, you pretty much play the Fighter wrong, or you should also fit your fighter to be able to do that.

 

Most Ceptors are flown by people who actually manage the speed and have more flight skills / played more fly-games. I can only recommend, flying the Ceptors yourself for a while, learn how they have to fly, and how you could dodge them.

 

They don’t need to be nerfed, generally. In fact, in T3, they lack the damage to break heavy frigate blobs, and have a hard time against fighter-frigate heavy teams. Also, Ceptor fights can get pretty exhausting and long already, given all the healing sources.

 

T1 Intys are heavily underpowered as they are almost all not stable, and T2 ceptors are usually barely stable, so energy war is a good solution in T2, usually the trick to get Covert Ops down with an ECM or Tackler.

Just look at actual games, dude.

 

Fact 1: the number of Inty in a T2 match is very high.

Fact 2: the number of frigate in T2 is very low.

Fact 3: T2 teamwork and strategy? Inty spam, fly to the objective first, and kill anything that tries to stop you, or fly pass it like a boss.

Fact 4: a ship with higher difficulty doesn’t mean it should out-do other ships in most aspects (game objectives and 1v1)

 

 

T3 Inty damage is not weak, it’s just that engy and guard are broken.

T3 Inty damage is not weak, it’s just that engy and guard are broken.

No, they really aren’t. In fact, they’re the two weakest ship roles in T3. The weakest ones of them all being Tacklers and LRFs.

No, they really aren’t. In fact, they’re the two weakest ship roles in T3. The weakest ones of them all being Tacklers and LRFs.

 

I’m talking about damage, not role. What you stated were not wrong either.

I’m talking about damage, not role. What you stated were not wrong either.

Oh. Well, still not that broken. Hail Plasma & Stabilized Railguns are fairly balanced for Frigates. They’re exceptionally op’d on Fighters.

You must be kidding, if you really think, that Guardian and Engy are the “weakest” ship roles, or did I get that wrong. In T2 frigs are a bit vulnerable, which is true, and T2 frigs could be faster than their T3 counterparts in my opinion, since they are also built lighter.

 

In T2, Ceptors are at a speed, where you can actually manouver and shoot pretty well, without losing control, while in T3 the max speed is in fact pretty high, especially with fed, and you gotta deal with that (while having a <500 speed ceptor in t3 leaves you at a disadvantage). Their Resistances in T2 however are utterly crap. You die pretty fast in those things, and some stuff you can pull with T3 Ceptors, you will never do with T2. Plasma Arc is also quite more risky in a T2 Ceptor, and speaking of Covert Ops, with Arc, Orion and Camo or Target Disruptor installed, there is also no space for any healing module on the maxed ships.

 

I don’t know about what teamplay means to you, but I never fly alone, and do coordinate with my squad. Because usually, the moment I transform into a brainless inty and chase one single ship too long, I get useless. Of course, Ceptors fly around like crazy. It’s their job.

 

Now I am used in being on top of score in T2, and usually play a defensive Interceptor, or the lonewolf. So for somebody, who actually likes to kill Ceptors with Ceptors, T2 is ideal, and yes, you can have very many kills, but usually by “killing ceptors with ceptors”. Also, Fighters are never top on my list. Ceptors and Frigates are. Fighters take too long to take down, while Frigs “have to die”. 

 

Lastly, dont forget, that Ceptors usually also Killsteal and prey on the weak. 

 

The biggest difference to play a Ceptor in a T2, is that your damage is higher, as I have said. Of course, T3 make more damage, but the enemies have better resistances, more buffer, more speed. But that is basicly true for every role and class.

 

So, no, T2 Ceptors are not “OP” at all, they just are most fun to play in T2, because its easier to handle them. Also, Jericho LRF are pretty useful in T2 matches and do often strike 2-3 kills at once bombing Ceptor heavy areas.

 

Of course since most matches include capturing beacons, Ceptors have usually more points. However you can make that pretty even if you use your passiva for Assists on the right ship.

 

 

 

Fact 4: a ship with higher difficulty doesn’t mean it should out-do other ships in most aspects (game objectives and 1v1)

 

Wrong. Ceptors (esp. Cov Ops) are the 1 on 1 experts. If you want to have a 1 on 1 killer machine, you dont take a fighter. Fighters are group based ships, and have to be flown alongside a team. They are neither tanky, nor speedy, so they have no place in a “1v1”. Their damage output is higher, and they can equip more ranged weapons, but in a 1v1 they are simply not the ship to go, except some models, however not in T2.

So they have two main directives: capturing beacons. killing other ships in close quarter fights. and they are good at exactly these two things.

 

The game isnt “balanced” if all ships can kill all ships in a “1v1”. 

Fly a Ceptor. Try all three Ceptor classes. Enjoy T2.

 

Only to see what is “in” at different levels isnt enough. Usually, T2 is full of ceptors, because T1 ceptors suck, and T2 is the place where everybody wants finally a rapid fire weapon on a speedy ship. That changes of course once you enter T3, and realize, that their speed is even higher there, and aiming gets harder, while the hulls and shields of the bigger classes go up way more, so it leaves only those behind who actually feel “experienced” with a Ceptor.

 

The Ceptor phenomenon was always there in T2, it’s not an indicator of it’s strength. Once you encounter a game with better players, which happens in T2, too, because many people like to roll T2s even if they own T4s, things change. Also, I count WAY more Fighters in every single T2 game.

 

The absence of Frigs in T2 is also a myth, LRF are way more played in T2, one or two engineers are key, even if you spam interceptors, to hold any objective, and once you encounter heavy bombing by Jericho ships, you will need your guard.

You must be kidding, if you really think, that Guardian and Engy are the “weakest” ship roles, or did I get that wrong. In T2 frigs are a bit vulnerable, which is true, and T2 frigs could be faster than their T3 counterparts in my opinion, since they are also built lighter.

 

In T2, Ceptors are at a speed, where you can actually manouver and shoot pretty well, without losing control, while in T3 the max speed is in fact pretty high, especially with fed, and you gotta deal with that (while having a <500 speed ceptor in t3 leaves you at a disadvantage). Their Resistances in T2 however are utterly crap. You die pretty fast in those things, and some stuff you can pull with T3 Ceptors, you will never do with T2. Plasma Arc is also quite more risky in a T2 Ceptor, and speaking of Covert Ops, with Arc, Orion and Camo or Target Disruptor installed, there is also no space for any healing module on the maxed ships.

 

I don’t know about what teamplay means to you, but I never fly alone, and do coordinate with my squad. Because usually, the moment I transform into a brainless inty and chase one single ship too long, I get useless. Of course, Ceptors fly around like crazy. It’s their job.

 

Now I am used in being on top of score in T2, and usually play a defensive Interceptor, or the lonewolf. So for somebody, who actually likes to kill Ceptors with Ceptors, T2 is ideal, and yes, you can have very many kills, but usually by “killing ceptors with ceptors”. Also, Fighters are never top on my list. Ceptors and Frigates are. Fighters take too long to take down, while Frigs “have to die”. 

 

Lastly, dont forget, that Ceptors usually also Killsteal and prey on the weak. 

 

The biggest difference to play a Ceptor in a T2, is that your damage is higher, as I have said. Of course, T3 make more damage, but the enemies have better resistances, more buffer, more speed. But that is basicly true for every role and class.

 

So, no, T2 Ceptors are not “OP” at all, they just are most fun to play in T2, because its easier to handle them. Also, Jericho LRF are pretty useful in T2 matches and do often strike 2-3 kills at once bombing Ceptor heavy areas.

 

Of course since most matches include capturing beacons, Ceptors have usually more points. However you can make that pretty even if you use your passiva for Assists on the right ship.

 

 

 

 

Wrong. Ceptors (esp. Cov Ops) are the 1 on 1 experts. If you want to have a 1 on 1 killer machine, you dont take a fighter. Fighters are group based ships, and have to be flown alongside a team. They are neither tanky, nor speedy, so they have no place in a “1v1”. Their damage output is higher, and they can equip more ranged weapons, but in a 1v1 they are simply not the ship to go, except some models, however not in T2.

So they have two main directives: capturing beacons. killing other ships in close quarter fights. and they are good at exactly these two things.

 

The game isnt “balanced” if all ships can kill all ships in a “1v1”. 

Fly a Ceptor. Try all three Ceptor classes. Enjoy T2.

 

Only to see what is “in” at different levels isnt enough. Usually, T2 is full of ceptors, because T1 ceptors suck, and T2 is the place where everybody wants finally a rapid fire weapon on a speedy ship. That changes of course once you enter T3, and realize, that their speed is even higher there, and aiming gets harder, while the hulls and shields of the bigger classes go up way more, so it leaves only those behind who actually feel “experienced” with a Ceptor.

 

The Ceptor phenomenon was always there in T2, it’s not an indicator of it’s strength. Once you encounter a game with better players, which happens in T2, too, because many people like to roll T2s even if they own T4s, things change. Also, I count WAY more Fighters in every single T2 game.

 

The absence of Frigs in T2 is also a myth, LRF are way more played in T2, one or two engineers are key, even if you spam interceptors, to hold any objective, and once you encounter heavy bombing by Jericho ships, you will need your guard.

 

There are so many ships, yet most people choose Inty, that’s the problem. What you said all supported my apoints, dude. 

Now I am used in being on top of score in T2, and usually play a defensive Interceptor, or the lonewolf. So for somebody, who actually likes to kill Ceptors with Ceptors, T2 is ideal, and yes, you can have very many kills, but usually by “killing ceptors with ceptors”. Also, Fighters are never top on my list. Ceptors and Frigates are. Fighters take too long to take down, while Frigs “have to die”.

Same. Have you tried RFRs? They’re exquisite are nuking Fighters into the ground. I can usually kill Gunships (decently fitted ones, at that) in 3-4 shots.

Yes, I have tried every ship and every weapon, especially in T2, and yes, I equip my Stiletto in T2 with RFR and enjoy every time a hit really hits.

 

Of course, on a CovOps Orion + RFR can make an imba one shot kill, but you need a target not moving. They are also pretty nice on Gunships, but of course, only for the lol.

 

RFR is horrible for a close quarter fight, and I will smile if you try to counter rapid plasma ceptors with it, which is why I only equip it on ECMs, since their primary role is disturbing, not killing, and you need more tank and mines and a bit of evil thinking to make them work best.

 

There is simply nothing wrong if a fleet is composed of 60% interceptors, and reacting on the ship choices of your enemies is the team play part. Honestly, I feel many people still need to squad up more.

It’s a team game.

 

And to be honest, the mixing tiers part in T2 makes things way more out of balance.

 

Most of my squads pick Intys in T2 too. Because simply said, in T2, the interceptor does not have too big *disadvantages* yet, while in T3 you pretty much fly the glass cannon with occasional DPS, and its only enjoyable, if you dont die every 2 seconds. Those who dont like Ceptors at all, which is like 50% of my little group, however, never pick Ceptors, and especially LRF have big fun in T2.

 

I don’t really see any reasons “to nerf” the T2 ceptor, nor do I see “how exactly” the nerf should be, and what exactly is wrong, except the argument “everybody picks it”, which is circumstantial, because, I don’t see it that way, in the eyes of an interceptor, nor do I really count “only ceptors” in T2 games, however I do not play T2 since couple of days because I dislike being killed by Kites or Desert Eagles in a T2 fight.

 

Also, before you criticize the Ceptor, I suggest spending at least 10 hours of flying in it. This whole thread very much sounds like “I like to play me fighters, but I want them Ceptors to be easier to kill *for me*”