Speed Cap

They are so aids when they go that fast.

Why limit the only source of defence a interceptor has?

 

 

Apart from the multiple hard-CC modules they seem to be constantly carrying. Can I get an implant that lets me keep my modules and weapons working when fighting an interceptor same way they get to keep their thrusters?

Apart from the multiple hard-CC modules they seem to be constantly carrying. Can I get an implant that lets me keep my modules and weapons working when fighting an interceptor same way they get to keep their thrusters?

You can only carry one hard CC, as there is only one such module in the entire game - stasis generator.

 

Hard CC was also nerfed a couple of patches ago with diminished returns.

 

 

And of course your can use modules and implants that reduce effect of CC if you care about it so much.

Hard CC was also nerfed a couple of patches ago with diminished returns.

It’s duration was nerfed by 10% (a joke), they have no diminishing returns whatsoever.

He is talking about a hard counter, as in IR Flares<->Proplulsion Inhibitor.

 

However this thread is about speed and 600 m/s is fast enough.

An interceptor has way more sources of defense, since i often can plant the bomb between 3 defending frigates, because i can disable all 3 of them quite easily.

no way 600 is much to a fed  interceptor, a empire interceptor can reach easily 540 speed and i already see a fed figther fligh in 504m/s. remove the speed cap now or increasy the cap (700)

It’s duration was nerfed by 10% (a joke), they have no diminishing returns whatsoever.

He is talking about a hard counter, as in IR Flares<->Proplulsion Inhibitor.

 

However this thread is about speed and 600 m/s is fast enough.

An interceptor has way more sources of defense, since i often can plant the bomb between 3 defending frigates, because i can disable all 3 of them quite easily.

If you ever plant a bomb solo between TWO frigates, you know they were both terrible. Three is just hilarious (and I’ve done that myself many times) but it doesn’t mean that you’re an awesome pilot or something is broken in game balance. It just means you met some terrible players on frigates.

 

If you ever meet me on frigate next to base on detonation, you’d better bring help. In most cases, I can force interceptor to either disengage or drop the bomb/die alone, just with minefield, pulsar and weapon fire coupled with my experimental movement inhibitor and experimental assault lasers. A very skilled imperial interceptor may be able to slot himself behind the fat part of the station long enough to manage to get the bomb planted with critical health if he starts with all cooldowns and brings fast hull regen active module.

If you meet me in with a squad defending the base and come solo, you’re just stupid and darwin will cure it. Eventually.

 

And I don’t even play a fed frigate any more for this. Imperial is good enough.

 

 

Admittedly I only play T3 and T4. This could be different at lower tiers for all I know. Of course, lower tiers are considered “tutorial” by devs so I don’t think they’re going to fine tune balance there any time soon.

You can only carry one hard CC, as there is only one such module in the entire game - stasis generator.

 

I’ll have to concede the point about the 6.whatever no-module-no-weapons seconds from ion-whatever-emitter not being hard CC.

 

I’m just saying there’s an argument here that Interceptors only have speed as their tool. That argument is incorrect because interceptors have access to more and more powerful CC modules than the other classes (although prop inhib is pretty sweet), and in addition to this they also have access to “escape” modules like the invis thing. 

 

And we’re not even talking about cocoon and microwarp. 

It’s actually quite simple:

 

Frigates: AoE fleet support.

Interceptors: single target suppression.

Fighters: Lighter AoE fleet support and lighter single target suppression.

 

Cocoon is a short range long charge up stun that is a suicide against a decent team. There are two extremely hard counters for it:

  1. Mine field on top of cocoon just before it pops.

  2. Timed slow travelling projectiles. This is one of the main reasons I carry supernova in one of the weapon slots when using plasma on interceptor. When I see cocoon used, I immediately run away to about 2.5km, stop, turn 180deg, activate supernova and start firing. With assault plasma this will mean the interceptor will melt when cocoon drops and it gets hit by multiple supernova’d assault plasma shots before it can accelerate enough to get away from hit zone. Same thing works at least as well with both guided and unguided missiles, and is absolutely hilarious with both nukes and death rays as he will be one shotted if he hasn’t popped his EB already.

 

Not entirely sure what’s wrong with microwarp. It’s arguably the weakest special for interceptor, and its weakness compensates for 10% damage buff that all imperials get as well as toughest hull. If you didn’t know, hull has smaller hitbox then shields, making it significantly harder to score killing blows on imperial interceptors as they have more effective health with small hitbox then with large one.

 

Personally I’m still more of a fan of federation armada interceptors, simply because they’re the only ones good enough to hit anything covered by frigates solo due to half healing effect on their web. In most CR missions ability to overload enemy healing is of paramount importance to killing the enemy captain.

 

 

Interceptor’s main tool isn’t speed. It’s a combination of speed, single target suppression and unguided missiles/tactical warheads. That is why interceptors carry only two main guns. Their job is to provide single target suppression so their fighter squadmates can mop the enemy with their superior firepower.