Interceptors - ridiculously OP

This

 

It’s a team game.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.

 

This

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

and this

 

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.

 

no further argument required.  :fed014:

I mean disadvantages as in T3, I hope you got that? Because of the scale of improvements? All other classes don’t have those disadvantages yet either. In T2 the Ceptor is perfectly playable, and thats why people enjoy it. But that’s not why you win or lose!

 

And this is no answer, this is quoting around. What exactly is OP? Which kind of Interceptors? How or where do they need a nerf?

 

And is there any other indication, than “all are taking it”.

 

Also, the mixing tiers is about mixing T3 into T2 battles, which does not make Ceptors OP, any T3 ship in a T2 match is OP.

 

Double Facepalm, sir!

Dude, the Developer designed a game with 3 main kind of ship with different roles. If many people just take one kind of role in a tier, that’s the problem. If a game is balance, you can pick any ship you like, and enjoy it with the given role; if the game is unbalance, everyone will use the OP one because it’s much easier to get a win, and you won’t be able to play other roles without getting crushed by an OP one. Balance in games is always the biggest problem that keeps a game alive, or kill it.

 

What you said all supported the point that everyone is taking Inty, you even explain why everyone takes Inty but not other ships. Certainly that’s what I’m trying to  do here, so all I need to do is quoting your argument. 

Inty plus engineer, those things are boosted!

@g4borg

 

Wrong. Ceptors (esp. Cov Ops) are the 1 on 1 experts. If you want to have a 1 on 1 killer machine, you don’t 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”. 

 

I am going to disagree on this point, if you build your GunShip to fight 1v1 it is a best ship across T2 tier (Kalah / Deimos 2), no interceptor can win against it, recon/covop can run away but not win

 

Kalah and Deimos 2 are 2 ships with most damage in T2 delivered in short time, in safer manner than plasma arc(even though plasma arc does more total dmg +kamikaze, but we ignore kamikaze and plasma arc is relatively halved/dodged by more aware pilotes)

The advantages of Kalah and Deimos are that they have 2x speed buffs and 1x maneuverability buff, huge damage with crits(with crit dmg implant) with right weapon (yes RFR), and they have combat reboot that will clear debuffs/absorb mine/mine field hit (except ECM but you can easily “tank” ecms dmg in t2 for duration of all his disables)

All of that makes them exceptional 1v1ers against any ship in T2

 

 

@Zynryk

On topic:

1st  [must] replace Kinetic resist mod and use EM

 

2nd [optional] replace your shield buffer module with thermal or another EM module (works very good in conjunction with step 4)

 

3rd  [must] replace flares with 8 seconds shield resist buff, remember that activating this module will NOT make your Fusion shield tankier, try to use in succession unless you are going down in a matter of seconds and if you are, probably won’t help anyways

 

4th [Optional] replace Valkery module with self shield regen module, if you combine Shield regen+Self resist buff one you are going to tank enormous amount of dmg

 

5th [optional but helps ALOT to fight interceptors] Rank 5 Empire implant - 30% Turn speed(rotation speed?) <-that thing will give way more clear hits on rotating intys around you.

 Machete S with Military stabilized railguns , piercing missiles and mines layers : it is pretty much the only ship I use even if sometime I switch on my Templar.

 

About videos : I don’t have any sadly.

 

I can just explain that : fro two times I tried to get a ceptor alone , and for two times , whatever I did , for how much I dodged and hit it I failed. I could not deal enough damage to it.

 

Your problem is the type of weapon you are using. Stabilized Railguns ar not a weapon for close range, much less for close range defense (inty on your 6). Now in 0.9 Inty’s seem a bit buffed compared to previous patch… mostly against frigates, now they loose the ability to carry bombs and plasma arc cut them like butter… try a faster ROF weapon because DPS is not all in a dogfight if you have 1000 dps but can’¡t hit you are doomed. It is better to have a faster ROF yet powerful weapon like Assault Railguns to stand a chance vs Intys. Just my 2c

 

Mesh.

try a faster ROF weapon because DPS is not all in a dogfight if you have 1000 dps but can’¡t hit you are doomed. It is better to have a faster ROF yet powerful weapon like Assault Railguns to stand a chance vs Intys. 

 

Two simple ways to kill intys: sustained damage (fighter assault rails), or burst damage (charged positrons/gauss, missiles). Charged shots work better from far away (duh), but if you’re caught in a bad situation with an inty at close range, keep calm and line up your shots well, because charged shots are brutal if they connect.

 

Alternatively, take the bubble gun. It kills everything.

It is better to have a faster ROF yet powerful weapon like Assault Railguns to stand a chance vs Intys. Just my 2c

I disagree. As a figher or even frigate you will not be able to keep your guns pointed at the inty for extended periods of time because the inty is that much faster. Thus you should always go with burst damage (disclaimer: at least if you have a decent aim, shooting a burst into empty space won’t help).

I disagree. As a figher or even frigate you will not be able to keep your guns pointed at the inty for extended periods of time because the inty is that much faster. Thus you should always go with burst damage (disclaimer: at least if you have a decent aim, shooting a burst into empty space won’t help).

 

Assault rails are still kinda decent… you need good positioning if you don’t have tackler debuffs. And good positioning usually only comes when you are shooting a distracted inty (i.e. the enemy inty is doing something else and not paying attention to you). 

 

But yes, burst damage makes things a lot simpler, provided you have decent aim.