https://wiki.agony-unleashed.com/api.php?action=feedcontributions&user=ToranBrades&feedformat=atomAgony Unleashed - User contributions [en]2024-03-28T23:45:31ZUser contributionsMediaWiki 1.25.2https://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20748Fitting a skirmish fleet interceptor2014-06-06T21:50:03Z<p>ToranBrades: /* Fitting the mids */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that some interceptors have a native targeting range below 36km even with all skills at V. Having more locking range than your OH point range will also add some "wiggle room" for losing and re-gaining point.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed/Agility<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Crow & Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, often missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's/Crow's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Local Hull Conversion Nanofiber Structure I<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20732Fitting a skirmish fleet interceptor2014-04-10T08:25:20Z<p>ToranBrades: /* Rigging it */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that some interceptors have a native targeting range below 36km even with all skills at V. Having more locking range than your OH point range will also add some "wiggle room" for losing and re-gaining point.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed/Agility<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, often missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's/Crow's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Local Hull Conversion Nanofiber Structure I<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20731Fitting a skirmish fleet interceptor2014-04-10T08:24:49Z<p>ToranBrades: /* Priorities */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that some interceptors have a native targeting range below 36km even with all skills at V. Having more locking range than your OH point range will also add some "wiggle room" for losing and re-gaining point.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed/Agility<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's/Crow's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Local Hull Conversion Nanofiber Structure I<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=How_to_Enroll_in_and_Attend_a_PvP_University_Course&diff=20728How to Enroll in and Attend a PvP University Course2014-03-08T18:38:04Z<p>ToranBrades: removed E-UNI reference - they changed their RoE finally.</p>
<hr />
<div>[[Category:Public]]<br />
==How to Enroll in a PvP University Course==<br />
<br />
If you want to enroll in a PvP University course, this is how you do it. Please make sure that you follow the instructions to the letter, don't try to invent any unique manner of registration and so on. If you do, then you make 10 times more work for the instructors and that annoys us.<br><br><br />
<br />
'''Please read and understand this article completely before enrolling.'''<br><br />
<span style="color: red">'''Improper Enrollments will NOT be accepted.'''</span><br><br><br />
<br />
In order to sign up to and attend a class, '''you will have to register on the Agony forums'''. This is required so you can gain access to reading materials for the course, as well as the course specific forum.<br><br><br />
<br />
When a new class is announced, a new sticky thread will appear in the [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ enrollment forum] and will be titled with the course name, date and time (for example, PVP-BASIC – 14th FEB, 0200 EVE TIME). NB that the time will always be Eve server time (i.e. GMT)! The name of this thread will also indicate whether it is open for enrollment:<br />
<br />
- A thread with the prefix '''[OPEN]''' means the class is open for enrollment.<br />
<br />
- A thread with the prefix '''[PRE-ENROLLMENT]''' means that the class has been announced, but is not yet open for enrollment (usually the first post the thread will also indicate the date and time that enrollment will open).<br />
<br />
- A thread with the prexix '''[CLOSED]''' means that the full or enrollment has been otherwise closed. New enrollments in a [CLOSED] thread (with the exception of alumni) will not be accepted.<br />
<br />
<br />
To sign up to the class, simply post a reply in that thread in the following format:<br><br />
<br />
''Forum Name – Character Name (CORP TICKER)''<br />
For example:<br><br />
<br />
''Azual – Azual Skoll (AGONY)''<br />
<br />
Note that you must '''not''' use < > brackets or [ ] brackets because they mess up the display of the HTML in the enrolment thread.<br><br><br />
<br />
If the course has pre-requisite courses (for example PVP-WOLFPACKS required you to have first attended PVP-BASIC) please add a link in your post to the enrollment thread for the course you took.<br><br />
<br />
==Paying For The Course==<br />
<br />
Once you’ve signed up in the enrolment thread, the final step is to pay for the course. To do this:<br><br><br />
<br />
- Open the People & Places window in game.<br><br />
<br />
- Under ‘Corporation’, search for ‘Agony Unleashed’<br><br />
<br />
- Right click the result, and select ‘Give Money’.<br><br />
<br />
- Enter the relevant amount for the course (you can find this in your enrollment thread!)<br><br />
<br />
- In the ‘Reason’ field, enter the course code from your enrollment thread (e.g. BASIC – 1402090200); '''make sure this is the first thing entered in this field''', since this message will be truncated in the log!<br><br />
<br />
- Click OK!<br><br><br />
<br />
Please note: Please transfer money from a personal account where possible. If you use a corp to corp funds transfer, you will need to advise the instructor so he knows to look for it!<br><br />
<br />
<br />
==Reading Materials==<br />
<br />
You will retain online access to the reading materials through the Agony Unleashed Website indefinitely, please note however that the materials are the intellectual property of Agony Unleashed and as such should not be copied, distributed or shared with anyone, without the express permission of the authors or Agony Unleashed. Agony prefers not to make the materials available in an offline format as this potentially can lead to copyright infringement.<br><br><br />
<br />
'''Read all the appropriate reading material.''' If possible, do it at least 24 hours before the course starts so that you can get any questions answered. The course subforums are monitored by all Agony members, not just instructors, and they are all happy to help.<br><br><br />
<br />
<br />
<br />
==Before the Class==<br />
<br />
'''Make sure you complete any extra skills you need to join the course.''' You must have all skill requirements before joining.<br><br><br />
<br />
'''Get your equipment together.''' You will need to have 2-3 ships already fitted as per the Hydra Principle and a couple each of the various EWAR mods for restructuring purposes. Small turret ammo, light missiles and rockets are cheap so bring plenty, you would hate to run out halfway through the livefire in 0.0. We will try to assist with some mods and ammo where we can, but please do not rely on us having everything that you will need available on hand. Truck on over to the course location and be there ahead of time, there is a lot to cover and latecomers always disrupt the class - it's NOT cool. Having your ships and gear there the day before is always a good idea, that way you only need to log in and you will be ready to go.<br><br><br />
<br />
'''Insure your ships.''' We advise that you insure your ships, in PvP its only a matter of time before you lose ships and if it's insured, you will at least recoup a good portion of the ship cost.<br><br><br />
<br />
'''Clones.''' We advise the use of Jumpclones where possible as risking implants can be a costly exercise should things go wrong. If you need any assistance getting a Jumpclone, don't hesitate to ask. Also, please ensure that your medical clone is upgraded before the course starts, as there is always a chance you might get podded and losing skillpoints unnecesarily is not pleasant. It is a good idea to move your medical clone to the course starting point, that way should you get podded you can merely jump into a new ship and be ready to rejoin the fleet, rather than having to travel potentially large distances to get back.<br><br><br />
<br />
'''If you get accidentally put in a class with a war target you MUST observe a cease fire.''' Students firing on each other is disruptive and the instructor will blow up the agressor, pod them and blacklist them. The only time you would ever fire on another student, is if the instructor gave specific orders to do so. This could for example be where the class was infiltrated by persons wishing to interfere with the students or fleet. If another member of the class is firing on you, do not retaliate (however much you want to), simply warp away and tell the instructor.<br><br><br />
<br />
'''Factional Warfare''' should be considered on hold during classes, and as with a normal war, a student engaging another student without instruction to do so will be kicked out of the class and forbidden from returning. Students being fired upon by other students should warp away (if possible) and tell the instructor. They should not fire back (not even electronic warfare) unless the instructor turns the entire class on the aggressing student.<br><br><br />
<br />
'''The Caldari/Gallente Hate Me! Or I'm a Criminal and can't get to High-Sec!''' <br> If you can't safely get into the Class High-Sec Start System, then there are ways around this. Training Diplomacy is highly recommended if your problem is factional police chasing you. You need to get your Faction Standing above -5 to get them to stop shooting you.<br />
<br />
Doing the theory with an alt is another common strategy. Use one of your alt character slots (or another account if you have one). Let your instructor/class admin know beforehand. The theory section in high-sec is brief, but important and practices some basic manouvring. Most of this can be done in a basic ship with minimal skills. Fitting an afterburner is probably the most vital of the skills. You can change to your main when the class enters low-sec.<br />
<br />
Keep your main in a nearby low-sec system, with all your combat ships and your medical clone. That way if you lose your ship or pod, you can easily regroup from there. There will be some differences in your alt's skills and ship handling abilities, so you may need to adjust your orbit distances a little when you change to your main.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20717Fitting a skirmish fleet interceptor2014-02-12T10:28:20Z<p>ToranBrades: /* Fitting the highs */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that some interceptors have a native targeting range below 36km even with all skills at V. Having more locking range than your OH point range will also add some "wiggle room" for losing and re-gaining point.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's/Crow's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Local Hull Conversion Nanofiber Structure I<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20716Fitting a skirmish fleet interceptor2014-02-12T10:27:17Z<p>ToranBrades: /* Crow */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that some interceptors have a native targeting range below 36km even with all skills at V. Having more locking range than your OH point range will also add some "wiggle room" for losing and re-gaining point.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Local Hull Conversion Nanofiber Structure I<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Skirmisher_Ship_Requirements&diff=20715Skirmisher Ship Requirements2014-02-10T12:26:38Z<p>ToranBrades: /* Strengths of the Fleet Interceptor: */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
[[Category:Interceptors]]<br />
==Introduction==<br />
This article is based on Toran Brades' lecture recorded as part of the PVP-SKIRMISHING class held in January, 2013. You can listen to the original lecture by [http://youtu.be/X2NRFH7egvk clicking here].<br />
<br />
It is important that the Skirmisher understands the strength of the Fleet Interceptor, and why these strengths are important to the skirmisher. <br />
<br />
===Strengths of the Fleet Interceptor:===<br />
<br />
* Agile<br />
* Fast<br />
* Bonusses to point range<br />
* Survivability<br />
* Small signature radius even with microwarpdrive on<br />
* Fast warp speed<br />
* Immunity to bubbles <br />
<br />
All of these strengths are important to a skirmisher.<br />
<br />
<br />
Bonuses of a Fleet Interceptor:<br />
<br />
* 15% reduction to microwarpdrive sig radius penalty PER LEVEL<br />
* 5% bonus to warp disruptor range PER LEVEL<br />
<br />
What is not important for a skirmisher?<br />
<br />
Damage dealing! <br />
<br />
Because damage dealing is not important at all to the role of a skirmisher. It is your job to hold the target down, not kill it.<br />
<br />
While other ships can provide all these features, no ship does it as well as a Fleet Interceptor (picking a different ship for the job should be the result of strong consideration, e.g. looking more harmless etc).<br />
<br />
===Why not use other ships?===<br />
Question asked in fleet chat: What about the Dramiel? Can't I fly that as a skirmisher? Isn't it faster than a interceptor?<br />
<br />
====Disadvantages of a Dramiel:====<br />
* No reduction to microwarpdrive signature bloom, which means it is easier to hit. A Fleet Interceptor with MWD on has the sig radius of a bit over the size of a Destroyer, while a Dramiel with active MWD has a sig radius larger than a cruiser.<br />
* No bonus to point range, making range tanking more challenging than in a Fleet Interceptor.<br />
<br />
While a Dramiel is fast, often faster than a Fleet Interceptor, and can lock targets almost as quickly as the Fleet Interceptors do, it is inherently less survivable than a Fleet Interceptor, especially when the MWD is turned on.<br />
<br />
====Disadvantages of Combat Interceptors====<br />
So why don't skirmishers use Combat Interceptors? Don't they have better tank and deal more damage?<br />
<br />
* No bonus to point range<br />
* Less useful slot layout and/or fewer slots<br />
* They are slower than Fleet Interceptors (not base speed, but after fitting them, especially with a tank)<br />
* They offer no advantages relevant to the role of the skirmisher<br />
<br />
===Which Fleet Interceptor is best?===<br />
So which of the four Fleet Interceptors is the best one for a skirmisher to fly?<br />
<br />
Ultimately, it is a matter of preference. Each has slight advantages and disadvantages in comparison to the others, which tend to come down to how you prefer to fit, fly, and your existing trained skills. Since Rubicon, the fleet interceptors have also moved much closer together.<br />
<br />
The Maledictino and Crow are most commonly flown by skirmishers, followed by the Stiletto and then the Ares.<br />
<br />
* The Crow and Stiletto have that 4th mid slot, creating a variety of flexible fitting options.<br />
* The Malediction and Ares only have three mid slots, but are usually faster than the 4 slot inties due to having more low slots. If Crow/Stiletto don't fit a tank module (often MASB) into the 4th slot, Malediction and Ares are a bit tankier. Generally, the Ares is slightly inferior to the Malediction, but not to a big extent.<br />
<br />
Unlike so many other fleet roles, the job of a skirmisher is heavily dependent upon a pilot's personal skills "behind the keyboard." Your ship is a tool, and ultimately, if you can do the job of a skirmisher, you will be able to do it in any of the Fleet Interceptors, and, like 10% difference in performance will rarely decide the outcome of an engagement. But picking the best tool available is still a valid consideration.<br />
<br />
==Recap:==<br />
If you are going to fly as a skirmisher, use a Fleet Interceptor. The bonuses it offers all provide much needed advantages to the skirmisher's role in a fleet.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Skirmisher_Ship_Requirements&diff=20714Skirmisher Ship Requirements2014-02-10T11:12:17Z<p>ToranBrades: /* Disadvantages of a Dramiel: */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
[[Category:Interceptors]]<br />
==Introduction==<br />
This article is based on Toran Brades' lecture recorded as part of the PVP-SKIRMISHING class held in January, 2013. You can listen to the original lecture by [http://youtu.be/X2NRFH7egvk clicking here].<br />
<br />
It is important that the Skirmisher understands the strength of the Fleet Interceptor, and why these strengths are important to the skirmisher. <br />
<br />
===Strengths of the Fleet Interceptor:===<br />
<br />
* Agile<br />
* Fast<br />
* Bonuses to point range<br />
* Survivability<br />
* Small signature radius even with microwarpdrive on<br />
* Fast warp speed<br />
<br />
All of these strengths are important to a skirmisher.<br />
<br />
<br />
Bonuses of a Fleet Interceptor:<br />
<br />
* 15% reduction to microwarpdrive sig radius penalty PER LEVEL<br />
* 5% bonus to warp disruptor range PER LEVEL<br />
<br />
What is not important to a skirmisher?<br />
<br />
Damage dealing! <br />
<br />
Because damage dealing is not important at all to the role of a skirmisher. It is your job to hold the target down, not kill it.<br />
<br />
While other ships can provide all these features, no ship does it as well as a Fleet Interceptor (picking a different ship for the job should be the result of strong consideration, e.g. looking more harmless etc).<br />
<br />
===Why not use other ships?===<br />
Question asked in fleet chat: What about the Dramiel? Can't I fly that as a skirmisher? Isn't it faster than a interceptor?<br />
<br />
====Disadvantages of a Dramiel:====<br />
* No reduction to microwarpdrive signature bloom, which means it is easier to hit. A Fleet Interceptor with MWD on has the sig radius of a bit over the size of a Destroyer, while a Dramiel with active MWD has a sig radius larger than a cruiser.<br />
* No bonus to point range, making range tanking more challenging than in a Fleet Interceptor.<br />
<br />
While a Dramiel is fast, often faster than a Fleet Interceptor, and can lock targets almost as quickly as the Fleet Interceptors do, it is inherently less survivable than a Fleet Interceptor, especially when the MWD is turned on.<br />
<br />
====Disadvantages of Combat Interceptors====<br />
So why don't skirmishers use Combat Interceptors? Don't they have better tank and deal more damage?<br />
<br />
* No bonus to point range<br />
* Less useful slot layout and/or fewer slots<br />
* They are slower than Fleet Interceptors (not base speed, but after fitting them, especially with a tank)<br />
* They offer no advantages relevant to the role of the skirmisher<br />
<br />
===Which Fleet Interceptor is best?===<br />
So which of the four Fleet Interceptors is the best one for a skirmisher to fly?<br />
<br />
Ultimately, it is a matter of preference. Each has slight advantages and disadvantages in comparison to the others, which tend to come down to how you prefer to fit, fly, and your existing trained skills. Since Rubicon, the fleet interceptors have also moved much closer together.<br />
<br />
The Maledictino and Crow are most commonly flown by skirmishers, followed by the Stiletto and then the Ares.<br />
<br />
* The Crow and Stiletto have that 4th mid slot, creating a variety of flexible fitting options.<br />
* The Malediction and Ares only have three mid slots, but are usually faster than the 4 slot inties due to having more low slots. If Crow/Stiletto don't fit a tank module (often MASB) into the 4th slot, Malediction and Ares are a bit tankier. Generally, the Ares is slightly inferior to the Malediction, but not to a big extent.<br />
<br />
Unlike so many other fleet roles, the job of a skirmisher is heavily dependent upon a pilot's personal skills "behind the keyboard." Your ship is a tool, and ultimately, if you can do the job of a skirmisher, you will be able to do it in any of the Fleet Interceptors, and, like 10% difference in performance will rarely decide the outcome of an engagement. But picking the best tool available is still a valid consideration.<br />
<br />
==Recap:==<br />
If you are going to fly as a skirmisher, use a Fleet Interceptor. The bonuses it offers all provide much needed advantages to the skirmisher's role in a fleet.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Skirmisher_Ship_Requirements&diff=20713Skirmisher Ship Requirements2014-02-10T11:10:44Z<p>ToranBrades: /* Which Fleet Interceptor is best? */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
[[Category:Interceptors]]<br />
==Introduction==<br />
This article is based on Toran Brades' lecture recorded as part of the PVP-SKIRMISHING class held in January, 2013. You can listen to the original lecture by [http://youtu.be/X2NRFH7egvk clicking here].<br />
<br />
It is important that the Skirmisher understands the strength of the Fleet Interceptor, and why these strengths are important to the skirmisher. <br />
<br />
===Strengths of the Fleet Interceptor:===<br />
<br />
* Agile<br />
* Fast<br />
* Bonuses to point range<br />
* Survivability<br />
* Small signature radius even with microwarpdrive on<br />
* Fast warp speed<br />
<br />
All of these strengths are important to a skirmisher.<br />
<br />
<br />
Bonuses of a Fleet Interceptor:<br />
<br />
* 15% reduction to microwarpdrive sig radius penalty PER LEVEL<br />
* 5% bonus to warp disruptor range PER LEVEL<br />
<br />
What is not important to a skirmisher?<br />
<br />
Damage dealing! <br />
<br />
Because damage dealing is not important at all to the role of a skirmisher. It is your job to hold the target down, not kill it.<br />
<br />
While other ships can provide all these features, no ship does it as well as a Fleet Interceptor (picking a different ship for the job should be the result of strong consideration, e.g. looking more harmless etc).<br />
<br />
===Why not use other ships?===<br />
Question asked in fleet chat: What about the Dramiel? Can't I fly that as a skirmisher? Isn't it faster than a interceptor?<br />
<br />
====Disadvantages of a Dramiel:====<br />
* No reduction to microwarpdrive signature bloom, which means it is easier to hit. A Fleet Interceptor with MWDon has the sig radius of a bit over the size of a Destroyer, while a Dramiel with microwarp drive has a sig radius larger than a cruiser.<br />
* No bonus to point range, making range tanking more challenging than in a Fleet Interceptor.<br />
<br />
While a Dramiel is fast, often faster than a Fleet Interceptor, and can lock targets almost as quickly as the Fleet Interceptors do, it is inherently less survivable than a Fleet Interceptor, especially when the MWD is on.<br />
<br />
====Disadvantages of Combat Interceptors====<br />
So why don't skirmishers use Combat Interceptors? Don't they have better tank and deal more damage?<br />
<br />
* No bonus to point range<br />
* Less useful slot layout and/or fewer slots<br />
* They are slower than Fleet Interceptors (not base speed, but after fitting them, especially with a tank)<br />
* They offer no advantages relevant to the role of the skirmisher<br />
<br />
===Which Fleet Interceptor is best?===<br />
So which of the four Fleet Interceptors is the best one for a skirmisher to fly?<br />
<br />
Ultimately, it is a matter of preference. Each has slight advantages and disadvantages in comparison to the others, which tend to come down to how you prefer to fit, fly, and your existing trained skills. Since Rubicon, the fleet interceptors have also moved much closer together.<br />
<br />
The Maledictino and Crow are most commonly flown by skirmishers, followed by the Stiletto and then the Ares.<br />
<br />
* The Crow and Stiletto have that 4th mid slot, creating a variety of flexible fitting options.<br />
* The Malediction and Ares only have three mid slots, but are usually faster than the 4 slot inties due to having more low slots. If Crow/Stiletto don't fit a tank module (often MASB) into the 4th slot, Malediction and Ares are a bit tankier. Generally, the Ares is slightly inferior to the Malediction, but not to a big extent.<br />
<br />
Unlike so many other fleet roles, the job of a skirmisher is heavily dependent upon a pilot's personal skills "behind the keyboard." Your ship is a tool, and ultimately, if you can do the job of a skirmisher, you will be able to do it in any of the Fleet Interceptors, and, like 10% difference in performance will rarely decide the outcome of an engagement. But picking the best tool available is still a valid consideration.<br />
<br />
==Recap:==<br />
If you are going to fly as a skirmisher, use a Fleet Interceptor. The bonuses it offers all provide much needed advantages to the skirmisher's role in a fleet.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20712Fitting a skirmish fleet interceptor2014-02-10T06:43:40Z<p>ToranBrades: /* Malediction */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that some interceptors have a native targeting range below 36km even with all skills at V. Having more locking range than your OH point range will also add some "wiggle room" for losing and re-gaining point.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Local Hull Conversion Nanofiber Structure I<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot 2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20711Fitting a skirmish fleet interceptor2014-01-29T18:59:50Z<p>ToranBrades: /* Priorities */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that some interceptors have a native targeting range below 36km even with all skills at V. Having more locking range than your OH point range will also add some "wiggle room" for losing and re-gaining point.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot 2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20625Fitting a skirmish fleet interceptor2013-11-29T23:36:09Z<p>ToranBrades: /* Ares */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot 2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20624Fitting a skirmish fleet interceptor2013-11-29T11:28:28Z<p>ToranBrades: </p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot 2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 11 November 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20623Fitting a skirmish fleet interceptor2013-11-29T11:28:03Z<p>ToranBrades: /* Ares */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
'''Will be outdated after Rubicon hits, that is by 13/11/19!'''<br />
<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot 2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 8 October 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20622Fitting a skirmish fleet interceptor2013-11-29T11:27:37Z<p>ToranBrades: /* Crow */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
'''Will be outdated after Rubicon hits, that is by 13/11/19!'''<br />
<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot 2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 8 October 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20621Fitting a skirmish fleet interceptor2013-11-29T11:27:18Z<p>ToranBrades: /* Crow */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
'''Will be outdated after Rubicon hits, that is by 13/11/19!'''<br />
<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot 2nd fit). One can also drop the single Rocket Launcher completely and fit a T2 MSE instead in both fits.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
<pre>[Crow, Skirmish, utility mid]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Signal Amplifier II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I<pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 8 October 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20620Fitting a skirmish fleet interceptor2013-11-29T11:23:38Z<p>ToranBrades: /* Crow */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
'''Will be outdated after Rubicon hits, that is by 13/11/19!'''<br />
<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot. One can also drop the single Rocket Launcher completely and fit a T2 MSE instead.<br />
<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 8 October 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20619Fitting a skirmish fleet interceptor2013-11-29T11:22:45Z<p>ToranBrades: /* Raptor */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
'''Will be outdated after Rubicon hits, that is by 13/11/19!'''<br />
<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Crow===<br />
<pre>[Crow, MASB+Rocket Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
Rocket Launcher II, Caldari Navy Inferno Rocket<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 8 October 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20618Fitting a skirmish fleet interceptor2013-11-29T11:20:31Z<p>ToranBrades: /* Malediction */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
'''Will be outdated after Rubicon hits, that is by 13/11/19!'''<br />
<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre>[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 8 October 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20616Fitting a skirmish fleet interceptor2013-11-18T08:19:44Z<p>ToranBrades: </p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
'''Will be outdated after Rubicon hits, that is by 13/11/19!'''<br />
<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 8 October 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20497Fitting a skirmish fleet interceptor2013-10-08T08:34:10Z<p>ToranBrades: /* Stiletto */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 8 October 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20496Fitting a skirmish fleet interceptor2013-10-08T08:33:45Z<p>ToranBrades: /* Stiletto */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this first (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 9 September 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20495Fitting a skirmish fleet interceptor2013-10-08T08:24:15Z<p>ToranBrades: /* Priorities */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 9 September 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20494Fitting a skirmish fleet interceptor2013-10-08T08:22:11Z<p>ToranBrades: /* Fitting the mids */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 9 September 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20478Fitting a skirmish fleet interceptor2013-09-09T14:51:57Z<p>ToranBrades: /* Fitting the highs */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 9 September 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20477Fitting a skirmish fleet interceptor2013-09-09T14:48:31Z<p>ToranBrades: /* Stiletto */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you see all anomalies within 32AU in only a couple seconds, giving them much less time to dock after you enter local. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Navy Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<pre>[Stiletto, Skirmish utility mid]<br />
<br />
Damage Control II<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
xx utility xx<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
<br />
Page last updated: ToranBrades 9 September 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20473Fitting a skirmish fleet interceptor2013-08-20T05:18:36Z<p>ToranBrades: </p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you see all anomalies within 32AU in only a couple seconds, giving them much less time to dock after you enter local. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
Page last updated: ToranBrades 19 August 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20472Fitting a skirmish fleet interceptor2013-08-19T19:07:38Z<p>ToranBrades: /* Stiletto */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you see all anomalies within 32AU in only a couple seconds, giving them much less time to dock after you enter local. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
Pseudoelectron Containment Field I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
Page last updated: ToranBrades 04 February 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20471Fitting a skirmish fleet interceptor2013-08-06T17:02:31Z<p>ToranBrades: /* Ares */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you see all anomalies within 32AU in only a couple seconds, giving them much less time to dock after you enter local. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
Rocket Launcher II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
F85 Peripheral Damage System I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
Page last updated: ToranBrades 04 February 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Overview_Tab_switching_via_keyboard_shortcut&diff=20468Overview Tab switching via keyboard shortcut2013-07-25T14:33:47Z<p>ToranBrades: </p>
<hr />
<div>So you were always swearing because you had to move your mouse across half of the screen to change an overview tab, e.g. when DSCANing? Annoyed by CCP not offering a key combination there? I was, too. And it can be solved easily. It's valid to use by the dreaded CCP EULA, don't worry. What it basically does is assigning keyboard shortcuts to mouse macros that will activate the five different tabs.<br />
<br />
E.g. for me it's set up in the way that ALT-1 to ALT-5 will switch through them.<br />
<br />
HowTo:<br />
<br />
*Install AutoHotKey (http://www.autohotkey.com/download/AutoHotkeyInstall.exe)<br />
*Add the lines from the code part at the end of this article to the default scipt (right click AHK icon, "Edit This Script") and save the script again<br />
*Reload the script, so your new entries are activated (right click the AHK icon, "Reload This Script")<br />
*Determine the xy coordinates of the center (roughly) of each of your overview tabs by pressing Shift+NumDiv (the divider key on the NumPad)<br />
*''Replace the coordinates in the script'' (I would think it's self-explaining) and save the file again, followed by reloading the script.<br />
*Voila, hitting Alt+1 to 5 will change your overview tabs. Shortcut for that ofc can be changed – either check out the help file or ask me (''ToranBrades'' that is).<br />
<br />
SetKeyDelay,25,25<br />
+NumpadDiv::<br />
MouseGetPos, xpos, ypos<br />
Msgbox, The cursor is at X%xpos% Y%ypos%.<br />
;Send %xpos% Y%ypos% {space}{space}{space}<br />
return<br />
; EVE overview tabs - 1<br />
!1::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1470, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 2<br />
!2::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1524, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 3<br />
!3::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1564, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 4<br />
!4::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1605, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 5<br />
!5::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1655, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Overview_Tab_switching_via_keyboard_shortcut&diff=20467Overview Tab switching via keyboard shortcut2013-07-25T14:21:36Z<p>ToranBrades: moved Overview Tab change via keyboard shortcut to Overview Tab switching via keyboard shortcut: Better name IMO</p>
<hr />
<div>So you were always swearing because you had to move your mouse across half of the screen to change an overview tab, e.g. when DSCANing? Annoyed by CCP not offering a key combination there? I was, too. And it can be solved easily. It's valid to use by the dreaded CCP EULA, don't worry. What it basically does is assigning keyboard shortcuts to mouse macros that will activate the five different tabs.<br />
<br />
E.g. for me it's set up in the way that ALT-1 to ALT-5 will switch through them.<br />
<br />
HowTo:<br />
<br />
*Install AutoHotKey (http://www.autohotkey.com/download/AutoHotkeyInstall.exe)<br />
*Add the lines from the code part at the end of this article to the default scipt (right click AHK icon, "Edit This Script") and save the script again<br />
*Reload the script, so your new entries are activated (right click the AHK icon, "Reload This Script")<br />
*Determine the xy coordinates of the center (roughly) of each of your overview tabs by pressing Shift+NumDiv (the divider key on the NumPad)<br />
*Replace the coordinates in the script (I would think it's self-explaining) and save the file again, followed by reloading the script.<br />
*Voila, hitting Alt+1 to 5 will change your overview tabs. Shortcut for that ofc can be changed – either check out the help file or ask me (''ToranBrades'' that is).<br />
<br />
SetKeyDelay,25,25<br />
+NumpadDiv::<br />
MouseGetPos, xpos, ypos<br />
Msgbox, The cursor is at X%xpos% Y%ypos%.<br />
;Send %xpos% Y%ypos% {space}{space}{space}<br />
return<br />
; EVE overview tabs - 1<br />
!1::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1470, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 2<br />
!2::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1524, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 3<br />
!3::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1564, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 4<br />
!4::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1605, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 5<br />
!5::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1655, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Overview_Tab_switching_via_keyboard_shortcut&diff=20466Overview Tab switching via keyboard shortcut2013-07-25T14:19:32Z<p>ToranBrades: </p>
<hr />
<div>So you were always swearing because you had to move your mouse across half of the screen to change an overview tab, e.g. when DSCANing? Annoyed by CCP not offering a key combination there? I was, too. And it can be solved easily. It's valid to use by the dreaded CCP EULA, don't worry. What it basically does is assigning keyboard shortcuts to mouse macros that will activate the five different tabs.<br />
<br />
E.g. for me it's set up in the way that ALT-1 to ALT-5 will switch through them.<br />
<br />
HowTo:<br />
<br />
*Install AutoHotKey (http://www.autohotkey.com/download/AutoHotkeyInstall.exe)<br />
*Add the lines from the code part at the end of this article to the default scipt (right click AHK icon, "Edit This Script") and save the script again<br />
*Reload the script, so your new entries are activated (right click the AHK icon, "Reload This Script")<br />
*Determine the xy coordinates of the center (roughly) of each of your overview tabs by pressing Shift+NumDiv (the divider key on the NumPad)<br />
*Replace the coordinates in the script (I would think it's self-explaining) and save the file again, followed by reloading the script.<br />
*Voila, hitting Alt+1 to 5 will change your overview tabs. Shortcut for that ofc can be changed – either check out the help file or ask me (''ToranBrades'' that is).<br />
<br />
SetKeyDelay,25,25<br />
+NumpadDiv::<br />
MouseGetPos, xpos, ypos<br />
Msgbox, The cursor is at X%xpos% Y%ypos%.<br />
;Send %xpos% Y%ypos% {space}{space}{space}<br />
return<br />
; EVE overview tabs - 1<br />
!1::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1470, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 2<br />
!2::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1524, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 3<br />
!3::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1564, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 4<br />
!4::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1605, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 5<br />
!5::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1655, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Overview_Tab_switching_via_keyboard_shortcut&diff=20465Overview Tab switching via keyboard shortcut2013-07-25T14:18:47Z<p>ToranBrades: </p>
<hr />
<div>So you were always swearing because you had to move your mouse across half of the screen to change an overview tab, e.g. when DSCANing? Annoyed by CCP not offering a key combination there? I was, too. And it can be solved easily. It's valid to use by the dreaded CCP EULA, don't worry. What it basically does is assigning keyboard shortcuts to mouse macros that will activate the five different tabs.<br />
<br />
E.g. for me it's set up in the way that ALT-1 to ALT-5 will switch through them.<br />
<br />
HowTo:<br />
<br />
*Install AutoHotKey (http://www.autohotkey.com/download/AutoHotkeyInstall.exe)<br />
*Add the lines from the code part at the end of this article to the default scipt (right click AHK icon, "Edit This Script") and save the script again<br />
*Reload the script, so your new entries are activated (right click the AHK icon, "Reload This Script")<br />
*Determine the xy coordinates of the center (roughly) of each of your overview tabs by pressing Shift+NumDiv (the divider key on the NumPad)<br />
*Replace the coordinates in the script (I would think it's self-explaining) and save the file again, followed by reloading the script.<br />
*Voila, hitting Alt+1 to 5 will change your overview tabs. Shortcut for that ofc can be changed – either check out the help file or ask me.<br />
<br />
SetKeyDelay,25,25<br />
+NumpadDiv::<br />
MouseGetPos, xpos, ypos<br />
Msgbox, The cursor is at X%xpos% Y%ypos%.<br />
;Send %xpos% Y%ypos% {space}{space}{space}<br />
return<br />
; EVE overview tabs - 1<br />
!1::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1470, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 2<br />
!2::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1524, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 3<br />
!3::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1564, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 4<br />
!4::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1605, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 5<br />
!5::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1655, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Overview_Tab_switching_via_keyboard_shortcut&diff=20464Overview Tab switching via keyboard shortcut2013-07-25T14:18:21Z<p>ToranBrades: Just added this to the wiki for public access</p>
<hr />
<div>So you were always swearing because you had to move your mouse across half of the screen to change an overview tab, e.g. when DSCANing? Annoyed by CCP not offering a key combination there? I was, too. And it can be solved easily. It's valid to use by the dreaded CCP EULA, don't worry. What it basically does is assigning keyboard shortcuts to mouse macros that will activate the five different tabs.<br />
<br />
E.g. for me it's set up in the way that ALT-1 to ALT-5 will switch through them.<br />
<br />
HowTo:<br />
<br />
*Install AutoHotKey (http://www.autohotke...tkeyInstall.exe)<br />
*Add the lines from the code part at the end of this article to the default scipt (right click AHK icon, "Edit This Script") and save the script again<br />
*Reload the script, so your new entries are activated (right click the AHK icon, "Reload This Script")<br />
*Determine the xy coordinates of the center (roughly) of each of your overview tabs by pressing Shift+NumDiv (the divider key on the NumPad)<br />
*Replace the coordinates in the script (I would think it's self-explaining) and save the file again, followed by reloading the script.<br />
*Voila, hitting Alt+1 to 5 will change your overview tabs. Shortcut for that ofc can be changed – either check out the help file or ask me.<br />
<br />
SetKeyDelay,25,25<br />
+NumpadDiv::<br />
MouseGetPos, xpos, ypos<br />
Msgbox, The cursor is at X%xpos% Y%ypos%.<br />
;Send %xpos% Y%ypos% {space}{space}{space}<br />
return<br />
; EVE overview tabs - 1<br />
!1::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1470, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 2<br />
!2::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1524, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 3<br />
!3::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1564, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 4<br />
!4::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1605, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return<br />
; EVE overview tabs - 5<br />
!5::<br />
IfWinActive, EVE<br />
{<br />
MouseGetPos, xpos, ypos<br />
Click 1655, 181<br />
MouseMove, xpos, ypos<br />
return<br />
}<br />
Else<br />
return</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Voice_Communications_in_PvP&diff=20362Voice Communications in PvP2013-04-30T19:07:04Z<p>ToranBrades: /* Going through a gate */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/BASIC]]<br />
[[Category:PVP_University/WOLFPACKS]]<br />
[[Category:PVP_University/FLEET COMMAND]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.1780 Spinward]<br><br />
Updated for Retribution by [[User:Goinggreyfast|Greygal]] 17:26, 2 January 2013 (CST)<br><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
__TOC__<br />
<br />
== Communications in PvP ==<br />
=== Introduction ===<br />
<br />
This article covers the topic of voice communications in PVP-U fleets. It was originally written by a student, Spinward, who eventually joined Agony, in an effort to make some of the jargon and concepts easier to get to grips with. Don't be too concerned if you don't understand some of what is written here. When the class start on its 0.0 roam it will all fall into place once you experience it firsthand.<br />
<br />
There's a lot of information here and it may take a few reads before it sinks in, but you're paying a lot to attend this class (ISK and time) and I think this will help you make the most of your investment. Besides, the more you know when you arrive, the easier it will be to focus on the fun stuff: bringing death and destruction to the enemy!<br />
<br />
=== General ===<br />
<br />
Voice communications is an invaluable resource for a fleet. It allows you to act and react faster than the enemy. Good disciplined comms allows the Hydra Fleet to maximize its effectiveness because the FC can coordinate damage and EWAR on the enemy's vulnerabilities. The Fleet depends on mobility and surprise; both of these are hard to maintain without voice communications.<br />
<br />
=== Voice Comms vs Text Chat ===<br />
<br />
There tends to be some confusion about when you should use voice comms and when you should use text chat. In general, voice is used for immediate information, intelligence, fleet orders, and other time-critical communications. Text chat can be used for administrative things such as late arrivals (try to avoid this), voice problems (there are always a few), questions, reporting non-time-critical intelligence, and general chit-chat.<br />
<br />
During a roam, you have to be selective about when to talk in voice. It is important to listen before you key your microphone so that you don't "step on" someone else's question/reporting/etc. If you hear "recon," "break-break," "clear comms" or "battlecomms", stay quiet until the urgency passes. The word "urgency" is really the key to successful voice communications. Voice comms are used when things are urgent because seconds count and typing is too slow. <br />
<br />
'''Battle comms:''' When the FC (or for the purposes of a class, anyone) calls battlecomms, all members of the fleet should be quiet and listen for orders. During this time, the FC will be hearing reports, issuing orders or just taking a moment to think. <br />
<br />
'''Break Break:''' Someone has urgent, emergency-level information on the fleet's tactical situation for the FC. Everyone listen up; hopefully it's about your next victim. In a well-run, well-supported fleet, "Break Break" is used very, very rarely.<br />
<br />
'''Recon:''' The scouts that are flying ahead or behind the gang will start their report by saying "Recon". "Recon" is the equivalent of "Shut up!" :) The FC needs to hear this info, and so do you, as it is information on our next victim!<br />
<br />
=== You, Me and I ===<br />
<br />
Avoid speaking in the first person in voice. Instead always identify yourself with your character's name. Refer to yourself in the third person (like that Seinfeld episode) "George is getting angry" and "Jimmie needs a new pair of shoes". It definitely feels weird at first, but start doing it every time you talk in voice. Just say "This is George. Why should jammers be on manual?" It makes it easier for the instructors to keep track of who's asking and it also helps everyone get into the right mindset for when they get into 0.0 space. Now in 0.0, it becomes much more important. The FC needs will sometimes need to know who is talking. By not identifying yourself you are wasting valuable seconds of your FC's time by forcing him or her to ask "who said that??".<br />
<br />
'''Here's a couple examples of brevity or the lack thereof:'''<br />
<br />
'''Wrong:''' Did you jump? I think I missed the jump. The lag is killing me. Is everyone lagged?<br><br />
'''Better:''' (if you need help): George is still in E-3 at the D-0 gate. Lagged. Request orders.<br><br />
'''Best:''' (you don't need any help): George in E-3, system is friendly.<br><br />
<br />
=== Brevity and Precision ===<br />
<br />
Be precise when you make a report. Tell the FC who, where, and what, but keep it as short as possible. If you practice PVP quite a bit and often fly with a particular gang in game, those players will come to remember your voice and you can cut your reporting down even more. However, in class, nobody knows your voice and the instructor is trying to keep 50+ students on the move (read herding cats).<br />
<br />
=== Don't Be a "Narrator" ===<br />
<br />
In these examples, Jimmie is the tackler and George is in our fleet; Easy Meat is the target ship.<br />
<br />
'''Jimmie:''' "point on Easy Meat"<br><br />
'''FC:''' "everyone warp to Jimmie"<br><br />
'''George:''' "ok, I'm warping to the gate..... got him locked and webbed... ok missiles away... he's targeting me now.... he's shooting...I'm tanking pretty well, at 80% shields...into armor now....he's into structure...muhahaha I do crazy dps....he's dead"<br><br />
<br />
All the details are interesting to you, but there's zero reason to be narrating them in voice. Comms should be limited to only those details that are significant to the FC. <br />
<br />
'''A better example might be:'''<br><br />
<br />
'''Jimmie:''' "Point on Easy Meat"<br><br />
'''FC:''' "everyone warp to Jimmie"<br><br />
'''George:''' "web on Easy Meat"...."Easy Meat is aggressed"<br><br />
'''FC:''' "get the pod"<br><br />
<br />
This way, the FC knows that the target has a web on it and, since he has aggressed, cannot go through the gate. You haven't used up much time in voice, so the FC is free to be thinking and listening for intel to plan the next steps.<br><br><br />
<br />
=== Saying the J word ===<br />
<br />
'''''Jump is an order to be given by the Fleet Commander only.'''''<br />
<br />
There is a good reason for never using the J word. Imagine you are on a gate waiting for your scout to tackle someone on the other side. You are keyed up with the excitement of the upcoming kill (the adrenalin really starts flowing on those first few kills) and someone says "So when do we jump?". What your mouse finger heard was JUMP and you are gone, gone, gone. No calling it back; your brain is still translating the "blah blah blah JUMP" but not fast enough to stop that damn finger.<br />
<br />
There are some euphemisms you can use instead of the J word: "We are 7 systems from our destination", "The target went out the gate", "go through the gate", "four gates to go," "I hopped out," etc.<br />
<br />
=== The J word vs Warp ===<br />
<br />
Warping is done within a system, jumping is done between systems. Don't get them mixed up when talking to the FC. It is a completely different tactical situation when you report that the ship you are targeting "warped off" or "jumped through the gate".<br><br><br />
<br />
=== Chatting ===<br />
<br />
If you have a question, ask it; I'll bet at least one or two other people have the same one but are afraid to ask. We are here to answer your questions. It is important to ask questions, but even more important to do so appropriately. <br />
<br />
During our class days, the instructors will usually ask that you type a "Q" in fleet chat when you have a question, then will have you ask your question in voice the moment he/she is able to take the question.<br />
<br />
During our roams, questions can always be asked freely in fleet chat, during bio breaks, and depending upon the situation, they may also be asked in voice during really slow portions of the roam (if any) - such as when we're traveling through friendly space, or sitting at a safe-spot and nothing else is going on. When in doubt, ask in fleet chat first if you can ask a question in voice.<br />
<br />
=== Mistakes ===<br />
<br />
The instructors expect mistakes to happen. Even the most experienced pilots make mistakes! More important than any mistake is how you handle yourself afterwards. So if you do make a mistake, identify yourself and get to where you are supposed to be. It had to happen to someone and this time it's you. No big deal, next time it'll be someone else. If you need help, you'll get it, but don't talk back or try to launch into a long explanation of what happened and how it isn't your fault. 'Stuff' happens so just say "on my way" and get on with it. <br />
<br />
=== Going through a gate ===<br />
<br />
When you approach a gate, the Fleet Commander will give you your orders. If he's busy and doesn't give orders, the default instruction is to '''Hold on Gate''', meaning you should orbit at 500m/1000m (i.e. well within jump range, which is 2500m). Other orders your FC is likely to use are:<br />
<br />
'''Jump on contact''' - go through the gate as soon as you land on the gate<br><br />
'''Jump and hold cloak''' - go through the gate immediately but do nothing to break your cloak on the other side. That means don't move or cycle weapons/ewar. The priority is keeping your cloak up so that you don't betray the fleet's composition. Remember: The first to decloak is the first to die!<br><br />
'''Align''' - bring your ship around to point at the next stargate.<br><br />
'''Jump and Align''' - go through the gate and quickly align to the next stargate<br><br />
'''Jump and Re-approach''' - go through, break cloak and use afterburner to get to the gate. Orbit the gate at 500/1000m<br><br />
'''Jump, Jump''' - go through the gate immediately<br />
<br />
The default order after going through a gate is to '''Hold Cloak''' (i.e. do not do anything - you'll remain cloaked for up to 60 seconds).<br />
<br />
Do not shoot anything unless the FC has told you to. If you do, you will end up with a weapons timer ("aggressed") and unable to go through the gate for 60 seconds. This can hold up the class, ruin an ambush, or get you podded, and you'll have to make a long run to catch up. If this happens, say "Friendly out" in voice, stay calm and make a Recon report. You'll be given instructions. If the FC is busy in an attack and you're in immediate danger, warp away to stay safe and then catch up when you can. The instructors will help you as soon as they can. They really do want you to live, learn and kick butt during this class.<br />
<br />
If you do end up aggressed and alone on a gate with enemies inbound, the best thing to do is get safe. Warp to a celestial object and make a safe-spot en route, or possibly even re-approach the gate and return to the fleet. What you should do is situational, so use what you have learned in the class and make your best judgement call. <br />
<br />
If you end up going through a gate alone and there's nothing but the enemy on the other side and have no idea what to do next, here's your plan. Don't break cloak. Do a scan. Then warp out fast. (If you can warp out to a place that you are already aligned to, you're ahead of the game.) As soon as you arrive, warp to another location in system again to confound pursuit. While you're warping, drop a mid-safe bookmark and read your scan and make a good report to the FC. For example, "Recon, two Ravens, Hurricane, and two Raptors in K-T 100km off 7-U gate". <br />
<br />
If you are late going through a gate or joining the gang say "Friendly in" just to avoid a panic or friendly fire accident.<br />
<br />
=== Electronic Warfare Orders and Reporting ===<br />
<br />
The fleet may be broken up into several EWAR groups: Track Groups (ships with tracking disruptors) and Damp Groups (ships with sensor dampeners). When you go into battle, your group will be given targets for weapons and EWAR modules. Here's a quick list of the voice calls that you use when a module is active on your assigned target. <br />
<br />
'''Warp Disruptor''' - Point<br><br />
'''Warp Scrambler''' - Scram<br><br />
'''Sensor Dampener''' - Damp<br><br />
'''Stasis Webifier''' - Web<br><br />
'''Track Disruptor''' - Track<br><br />
'''Target Painter''' - Paint<br><br />
'''Jammer''' - Jam<br><br />
<br />
You might also hear such things as "Easy Meat is primary" or "get a point on him" or "web him". When you're in Track Group One and you hear "Track Group One on Easy Meat", target Easy Meat's ship and put your TD on it. Once you see the icon on the target, say "Track". One exception is for Jammers. You are not actually jamming until you see the grey countdown bar underneath the locked target. That's when you call "Jam".<br />
<br />
You may end up being engaged by more than one target. The procedures are the same but now the FC has to order and hear reports on more than one target. For two targets, the orders might be "Easy Meat is primary. Damp Group Two on Easy Money." Everyone will be engaging Easy Meat except that Damp Group Two will be attacking Easy Meat while locking Remote Damps on Easy Money. This means that EWAR reports need to include the name of the target pilot. For example, you might hear the following reports: "Point on Easy Meat; Web on Easy Meat, Damp on Easy Money" and so on.... <br />
<br />
Now if you lose track, run out of cap, have to warp away or get podded, you have to inform the Gang that the EWAR module is down. That's when you would say "Minus one point" or "Lost damp". Jammers will call "lost jam" when they lose a jam on a target.<br />
<br />
For example, Jimmie has been targeted by the Vagabond your fleet is killing and has to warp off to avoid dying:<br />
<br />
'''Jimmie:''' "Minus one point"<br />
<br />
Remember there are no reports for locking target, firing, losing shield or getting into armor. The FC does not need to know this information.<br><br><br />
<br />
=== Broadcast - the red-headed step child of Eve Communications ===<br />
<br />
People don't talk much about broadcasting, and it's not used nearly as much as it should be by many fleets. The broadcast window appears on the bottom of the fleet window. In PvP Basic, it is used primarily to send navigation orders.<br />
<br />
The FC will say "destination broadcast." Look at the bottom of your fleet window, right click on the broadcast and select set destination. <br />
<br />
Your fleet window has a tab labeled "History" - here you can find a history of all broadcasts made throughout the fleet. This is a good place to look if you missed an order or a broadcast.<br />
<br />
=== Duties - just the basics ===<br />
<br />
There are a few of the fleet roles you may here the FC mention:<br />
<br />
'''XO''' - Executive Officer. A second in command who deals with administration, squads, damp/track groups, fleet invites, fleet balancing, broadcasting, tracking of stragglers, and tracking non-time-critical intelligence, etc. This frees up the FC to think about tactics. Also known as "cat herder" and "fleet secretary." In Basic, this is often one of the instructors and the XO term may not even be used.<br />
<br />
'''EWO or EWARO''' - Electronic Warfare Officer. If the Fleet is big enough you might have one of these who coordinates the ewar groups for the FC.<br />
<br />
'''Scout, Skirmisher''' - these guys all do different things depending on their ships and skills but, for our purposes, they are all eyes in other systems finding us targets. <br />
<br />
'''360 Scan''' - An agony pilot or alumni or two will be assigned the duty of constantly scanning for threats. Everyone should be doing this on a regular basis but by assigning the duty, the FC is just making sure he's always got someone scanning for targets/threats.<br />
<br />
'''Local duty''' - An agony pilot or alumni will be watching local to see if the number goes up or down in your system. He or she will also try to find the incoming pilot's information for the FC. Ideally, the local pilot reports one new pilot in system, their name and alliance to the FC at the same time that the 360 scan pilot reports a new Iteron in system.<br />
<br />
'''Probe duty''' - Normally agony or alumni assigned to scan for probes that may be used to track down your fleet when in a safe. Alternatively, detecting these probes gives us the info that a cloaked covops is in system.<br />
<br />
'''Rear Guard''' - Normally an agony pilot assigned to follow the gang last through a gate. He's kind of the herder to bug you if you're slow to go through and to tell the FC when everyone is in the next system.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=PVP-SKIRMISHING&diff=20361PVP-SKIRMISHING2013-04-28T17:40:43Z<p>ToranBrades: /* Preparation */</p>
<hr />
<div>[[Category:Public]]<br />
[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Introduction==<br />
<br />
In order to kill a target or fleet you need to learn how to find and capture one. Instead of purely focusing on the tackling aspect we use "Skirmishers" - combing the "Eyes" (scouting/supporting navigation) part with the "Fingers" (tackling and holding) aspect. This role is not very skill intensive as far as ''SP'' goes, but requires a fair amount of ''player'' skill. Sometimes the skirmisher of a fleet may need to fly manually, whether to maintain a point in an asteroid field or in order to avoid enemy interceptors and enemy fire. Skirmishers are usually in fragile, yet agile ships, and it requires a lot of patience and attention to stay alive. They act as the spearhead of the fleet. Even a three year old player can not use all 30 million of his skill points when in an interceptor; against a pilot that is similarly skilled in interceptor flying, but only 6 months old, the result of the engagement will come down to skill augmented by a little luck.<br />
<br />
The skills and methods taught in this seminar are fundamental in the successful location and lock down of a potential target. Some ships are easier to keep a point on while avoiding damage like battleships, while others will be very difficult to stop such as rapiers, destroyers or fast cruisers, but with some skill and smart flying you can hold the target long enough for reinforcements to arrive.<br />
<br />
This course covers how to successfully locate a target, place a point, survive, and escape. As a skirmisher this is your primary role. Each step is crucial in making any mission a success.<br />
<br />
===Rough class overview===<br />
<br />
*Introduction to Skirmishing - Objective / role<br />
*Ship requirements (for the role given above)<br />
*Fitting a fleet interceptor<br />
*Skills<br />
*Detailed role description<br />
<br />
==Format==<br />
===Two days===<br />
PVP-SKIRMISHING takes place over two consecutive days:<br />
*The first day will be the "Class Day" having a mixture of theory/lecture and practical application.<br />
<br />
*The second day will see an "Alumni Roam" where the "fresh skirmishers" will skirmish for the fleet that goes to 0.0.<br />
<br />
The theory part will take at least 4 hours (with some bio breaks) - but as it's still prototype, please expect it to take longer. The roam probably will be 4+ hours as usual ;)<br />
<br />
===Logistics (transportation, not repping)===<br />
This class will happen in nulsec ''only''. We won't start in hisec and then travel to nul, but rather do everything in 0.0 directly. The advantage will be that all parts of the class can be practiced in the "more natural" environment, and no dealing with CONCORD is necessary either. As theory and practical parts will take turns, going back and forth between nul and hisec would be a huge waste of time as well.<br />
<br />
Thus, we expect you to have ships in place in the 0.0 station we will tell you after the confirmed and paid signup. We will offer to take your ships to the station for you, for a token fee of between 5 and 10m ISK (depending on distance) - definitely cheaper than via e.g. Black Frog.<br />
<br />
===Ships (you are expected to bring to the class)===<br />
We would like you to have three '''interceptors''' ready to go for the class (and the follow-up roam) - surviving ships can be hauled back into hisec after the class for you. We also want every student to bring a "practice" target ship for tackling practices.<br />
<br />
'''Interceptors:''' Please bring interceptors fitted with a shield buffer tank, MWD and a T2 point; you should also be able to target at least as far as your overheated point can reach. <br />
<br />
We can debate/try alternative fits, but for the practicals please have those parts covered - [[Fitting_a_skirmish_fleet_interceptor|Example fits/fitting considerations]].<br />
<br />
'''Target ships:''' A shield cruiser of your choice - the new Retribution changes have made many cruisers faster, making them harder to tackle. So maybe don't overdo it and make it too hard to tackle you by bringing a Stabber (We will try to coordinate the ship type before the class, so that we may have a few fast cruisers at least). Please fit a MWD, scram, web (if fitting room is there). Armament would be weapons able to hit an Interceptor orbiting at 20-35km and drones (warriors as primary, hobgoblins and EC-300s if you have more drone space left), but don't spoil the practice for yourself and the others by fitting exclusively to shoot down inties ;)<br />
<br />
==Prerequisites==<br />
<br />
The instructor will assume that you have studied the articles relevant to the class prior to attending class. You can find those relevant articles listed below in the index for your convenience. Please pay special attention to the naming conventions for bookmarks as these seem to trip up a lot of students. There is nothing wrong with having the bookmarks article open during class and referring to it when needed. If you merely skim or read the articles and do not study them in advance you could end up lost very fast. Remember that in PvP University classes, it is your responsibility to do the learning. We can only provide the information, you have to decide to learn it. <br />
<br />
===Required Prerequisite Courses===<br />
<br />
# [[:Category:PVP_University/BASIC|PVP-BASIC]]<br />
For now, PVP-BASIC is the only prerequisite course. Eventually PVP-WOLFPACKS will also be required, but not at this point in time.<br />
<br />
===Skills===<br />
<br />
*Basic fitting skills (Electronics, Engineering, Hull Upgrades) V<br />
*Shield Upgrades IV<br />
*Interceptor IV<br />
*Acceleration Control IV<br />
*Propulsion Jamming IV<br />
*Energy Managment IV<br />
*Energy Systems Operation IV<br />
*Long range targeting V <br />
*Thermodynamics III<br />
<br />
(and of course a racial frigate of your choice to V)<br />
<br />
===Preparation===<br />
<br />
It will be assumed by the instructor that all of the following preparation has been done prior to the start of the course. The instructor will assume you have read all articles and wont rehash them completely. Furthermore, the instructor will not make the entire class wait if you are not present or don't have your headset working. <br />
<br />
#Study the [[Agony Empire Rules of Engagement]] <br />
#Read all articles indexed below.<br />
#Buy at least 3 interceptors and the target practice ship (don't fit them) and move them to the course location/arrange the transport to the nulsec station.<br />
#Get on Teamspeak ''before'' the course to verify that your microphone and headset are working. <br />
#Arrive ''before'' the class, set your medical clone location and make sure your clone is up to date.<br />
<br />
== Required Reading ==<br />
* [[The Role of the Skirmisher]] (new article based on [http://youtu.be/QZnCekiG6sw Itko's lecture])<br />
* [[Skirmisher Ship Requirements]] (new article based on [http://youtu.be/X2NRFH7egvk Toran's lecture])<br />
* [[Skills for flying a Skirmish Fleet Interceptor|Skills for flying as a Skirmisher]]<br />
* [[Fitting a skirmish fleet interceptor | Fitting your Interceptor for Skirmishing]]<br />
* [[D-Scanning | D-Scanning for Skirmishers]]<br />
* [[Recon Reporting]]<br />
* [[Fleet Interceptor Tactics]]<br />
* [[Positioning for Gate Tackle]] (new article) <br />
* [[Skirmishing Guide]]<br />
<br />
== Video Lectures ==<br />
<br />
*[http://www.youtube.com/watch?v=WT8VqVcLDqc&list=UUdJvRAcltnXm2t3XD8PX8Aw Tracking and Spiralling] (13 mins) A method we will practice during class as well. You save us all valuable time by watching this ahead of class! It is expected that you will have watched this video.<br />
*[http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner] Not updated with the tracking camera yet, but contains all the basic DSCAN method you should at least know about (practiced as well during class). If you are already familiar with the dscan, not required to watch this.<br />
<br />
== Recommended Reading ==<br />
You should have read these articles as part of your Basics and/or Wolfpacks class. While we do not require you read them again, it is a very good idea to review the following and refresh your memory on these topics.<br />
*[[Bubbles and Warping]] (highly recommended)<br />
*[[Tactical Miniwarp]] (highly recommended)<br />
*[[An Introduction to Tracking and Orbiting]]<br />
*[[Dotlan Radar Tracking]]<br />
*[[Voice Communications in PvP]]</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=PVP_Classes&diff=20360PVP Classes2013-04-28T17:39:09Z<p>ToranBrades: /* PVP-SKIRMISHING */</p>
<hr />
<div>==Introduction==<br />
<br />
Getting into PVP in EVE can be a daunting thing. When you are a newer player and you look around, all you see are people in fantastic, and often very large ships. Newer players may assume that bigger is better and a battleship would always beat a smaller ship. However, you should be aware that even the newest player in the game can take down that ship if they have the help of a few good friends and the tenacity to try. What is more, they can do it without sustaining a single casualty. In the past Agony has shown this by taking out battleships with only a few tech 1 frigates. <br />
<br />
However, to accomplish this, you will need training. Training is the difference between that battleship wiping out your friends and you wiping him out. Agony classes will train you and others like you to fly in combat and use your ship, no matter what ship it is, to the fullest of your abilities. We have been doing this kind of training since February of 2006 and the current course material is generational in nature. It has been preened and refined over the years to turn your most devoted carebear into a powerful pilot in a few hours. <br />
<br />
After taking these classes, you will be better prepared to defend yourself no matter what your position in the game. If you are in an empire corporation, you will find a need to defend yourself from pirates and highsec racketeers. These courses can teach you how to start blowing their ships up using cheap ships and having little skill points in combat skills. If you are an alliance, the courses can benefit your members teaching them how to function well in fleets, how to keep discipline on voice comms and how to execute fleet commander's orders. Ever get sick and tired of explaining what aligning is or how the gate aggression rules work? if so then send your pilots through the courses here and you could save a mountain of your time and your members' lost ships.<br />
<br />
'''You can read more about class schedule, enrollment details, and sign up for classes via [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ Agony PVP University enrollment forum].'''<br><br><br />
<br />
Also take a look at the [[PVP University FAQ]]<br />
<br />
==Classes==<br />
====Core Classes====<br />
Agony has three 'core' classes. These classes are designed as a progression, and students are required to take each class before they can attend a more advanced one.<br />
<br />
Please note that these classes alone are not sufficient to make you a skilled PVPer! It is ''highly recommended'' that students seek additional PVP experience between classes!<br />
<br />
*'''[[PVP-BASIC]]''': Provides a pilot with the basic knowledge and competence to take part in PVP fleets in 0.0 space. Frigates.<br />
<br />
*'''[[PVP-WOLFPACKS]]''': Builds on skills taught in Basics, focuses on strategic fleet movement, expands on 0.0 survival skills, and provides a basic introduction to flying in more specialized gang types. Destroyers.<br />
<br />
*'''[[PVP-INTERMEDIATE]]''': Coming soon! Builds on skills taught in both Basics and Wolfpacks, introduction to flying with specialized fleet roles/squads (ECM squads, Logistic squads), builds on use of specialized gang types. Cruisers.<br />
<br />
*'''[[PVP-ADVANCED]]''': Begins the move from follower to leader; developing tactical threat assessment, developing specialized gang types, expands on flying with specialized fleet roles/squads. Battlecruisers.<br />
<br />
====Specialist Classes====<br />
Occasionally, Agony will run classes on specialist topics. These may be semi-regular or one-offs, and as a result the exact content may vary from class to class. Below are examples of some previous specialist classes that we have run. Please note that there is no guarantee that any or all of these classes will be run again in the near future.<br />
<br />
*'''[[PVP-SKIRMISHING]]''': Seek and Destroy. Learn the basics of locating and locking down a target.<br />
*'''[[PVP-FLEET COMMAND]]''': Learn the basics of organizing and running a fleet.<br />
* '''[[:Category:PVP_University/COVOPS|PVP-COVOPS]]''': Advanced training on operating Covert Ops frigates such as the Buzzard, Cheetah, Helios, and Anathema.<br />
* '''[[:Category:PVP_University/FLYBYS|PVP-FLYBYS]]''': Flyby sniping tactics in destroyers and larger ships.<br />
* '''[[:Category:PVP_University/ELECTRONIC WARFARE|ELECTRONIC WARFARE]]''': Learn the Basics of using electronic warfare to benefit your gang.<br />
* '''[[:Category:PVP_University/INTERDICTORS|INTERDICTORS]]''': The art of entrapment.<br />
* '''[[:Category:PVP_University/LOGISTICS|PVP-LOGISTICS]]''': The art of the space medic. Coming Soon!<br />
<br />
====Recorded Seminars====<br />
The following seminars have been recorded and are publicly available:<br />
* [[Public Access BASIC FLEET COMMAND Seminar]], Nov 2009<br />
* [http://www.kntc.ca/SkirmishSeminar.mp3 "Eyes of the Killer" - Scouts and Skirmishers in PVP], May 2010 (Builds on the Fleet Command seminar)<br />
* [http://www.mediafire.com/?qmwy4dmtmzr Sanfrey's Drunken PVP] (Elite PVP Seminar)<br />
* FC seminar held by Azual and Glepp for RvB, August 2011 [http://www.youtube.com/watch?v=MBuVpzU9GHY Part 1] [http://www.youtube.com/watch?v=ZcQ9b4M3kd0 Part 2] [http://www.youtube.com/watch?v=nLfapWjElG0 Part 3]<br />
<br />
====Instructional Videos====<br />
* [http://www.youtube.com/watch?v=WT8VqVcLDqc&list=UUdJvRAcltnXm2t3XD8PX8Aw Tracking and Spiralling]<br />
* [http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner]<br />
<br />
==Reading Material==<br />
<br />
====PVP-BASIC====<br />
* [[PVP-Basic_Preparation_Checklist|PVP-BASIC Preparation Checklist]]<br />
* [[PVP-BASIC|PVP-BASIC Required and Recommended Reading Material]]<br />
* [[Recommended Ship Setups for BASIC|Examples of PVP-BASIC Frigate Setups]]<br />
<br />
====PVP-WOLFPACKS====<br />
* [[PVP-WOLFPACKS Preparation Checklist]]<br />
* [[PVP-WOLFPACKS|PVP-WOLFPACKS Reading Material]]<br />
* [[Recommended Setups for PVP-Wolfpacks]]<br />
<br />
====PVP-ADVANCED====<br />
* [[PVP-ADVANCED#Required_Reading|PVP-ADVANCED Reading Material]]<br />
* [[:Category:PVP-ADVANCED Cruisers|Examples of PVP-ADVANCED Cruiser Setups]]<br />
<br />
====PVP-SKIRMISHING====<br />
* [[PVP-SKIRMISHING]]<br />
* [[PVP-SKIRMISHING#Required_Reading|Reading material]]<br />
<br />
====Other Classes====<br />
* [[:Category:PVP University/FLYBYS|PVP-FLYBYS Reading Material]]<br />
* [[:Category:PVP University/COVOPS|PVP-COVOPS Reading Material]]<br><br><br />
<br />
==Graduate Lists==<br />
And for those that want to see their name in lights (so to speak), you can find the graduate lists below:<br />
====Current Classes====<br />
* [[PVP Basic Graduates]]<br />
* [[PVP Wolfpack Graduates]]<br />
* [[PVP Covert Ops Graduates]]<br />
* [[PVP Flybys Graduates]]<br />
* [[PVP Advanced Graduates]]<br />
* [[PVP Capsupport Graduates]]<br />
<br />
====Old Classes====<br />
* '''[[:Category:PVP_University/SKIRMISHING|SKIRMISHING AND SCOUTING]]''': Old class page, please refer to the PVP-SKIRMISHING link above.<br />
* [[PVP Frigspec Graduates]]<br />
* [[PVP Destroyer Graduates]]<br />
* [[PVP Advanced Graduates Old]]<br />
<br />
[[Category:PVP University]][[Category:Public]]</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Skirmisher_Ship_Requirements&diff=20250Skirmisher Ship Requirements2013-04-03T09:03:03Z<p>ToranBrades: /* Disadvantages of a Dramiel: */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
[[Category:Interceptors]]<br />
==Introduction==<br />
This article is based on Toran Brades' lecture recorded as part of the PVP-SKIRMISHING class held in January, 2013. You can listen to the original lecture by [http://youtu.be/X2NRFH7egvk clicking here].<br />
<br />
It is important that the Skirmisher understands the strength of the Fleet Interceptor, and why these strengths are important to the skirmisher. <br />
<br />
===Strengths of the Fleet Interceptor:===<br />
<br />
* Agile<br />
* Fast<br />
* Bonuses to point range<br />
* Survivability<br />
* Small signature radius even with microwarpdrive on<br />
* Fast warp speed<br />
<br />
All of these strengths are important to a skirmisher.<br />
<br />
<br />
Bonuses of a Fleet Interceptor:<br />
<br />
* 15% reduction to microwarpdrive sig radius penalty PER LEVEL<br />
* 5% bonus to warp disruptor range PER LEVEL<br />
<br />
What is not important to a skirmisher?<br />
<br />
Damage dealing! <br />
<br />
Because damage dealing is not important at all to the role of a skirmisher. It is your job to hold the target down, not kill it.<br />
<br />
While other ships can provide all these features, no ship does it as well as a Fleet Interceptor (picking a different ship for the job should be the result of strong consideration, e.g. looking more harmless etc).<br />
<br />
===Why not use other ships?===<br />
Question asked in fleet chat: What about the Dramiel? Can't I fly that as a skirmisher? Isn't it faster than a interceptor?<br />
<br />
====Disadvantages of a Dramiel:====<br />
* No reduction to microwarpdrive signature bloom, which means it is easier to hit. A Fleet Interceptor with MWDon has the sig radius of a bit over the size of a Destroyer, while a Dramiel with microwarp drive has a sig radius larger than a cruiser.<br />
* No bonus to point range, making range tanking more challenging than in a Fleet Interceptor.<br />
<br />
While a Dramiel is fast, often faster than a Fleet Interceptor, and can lock targets almost as quickly as the Fleet Interceptors do, it is inherently less survivable than a Fleet Interceptor, especially when the MWD is on.<br />
<br />
====Disadvantages of Combat Interceptors====<br />
So why don't skirmishers use Combat Interceptors? Don't they have better tank and deal more damage?<br />
<br />
* No bonus to point range<br />
* Less useful slot layout and/or fewer slots<br />
* They are slower than Fleet Interceptors (not base speed, but after fitting them, especially with a tank)<br />
* They offer no advantages relevant to the role of the skirmisher<br />
<br />
===Which Fleet Interceptor is best?===<br />
So which of the four Fleet Interceptors is the best one for a skirmisher to fly?<br />
<br />
Ultimately, it is a matter of preference. Each has slight advantages and disadvantages in comparison to the others, which tend to come down to how you prefer to fit, fly, and your existing trained skills.<br />
<br />
The Stiletto and the Ares are most commonly flown by skirmishers, followed by the Malediction and then the Raptor ("Craptor").<br />
<br />
* The Stiletto has that 4th mid slot, creating a variety of flexible fitting options.<br />
* The Ares tends to have the best tank and speed combination.<br />
* The Malediction is close to the Ares in tank and speeed<br />
* The Raptor is the slowest and just offers no advantage over any of the others.<br />
<br />
Unlike so many other fleet roles, the job of a skirmisher is heavily dependent upon a pilot's personal skills "behind the keyboard." Your ship is a tool, and ultimately, if you can do the job of a skirmisher, you will be able to do it in any of the Fleet Interceptors, and, like 10% difference in performance will rarely decide the outcome of an engagement. But picking the best tool available is still a valid consideration.<br />
<br />
==Recap:==<br />
If you are going to fly as a skirmisher, use a Fleet Interceptor. The bonuses it offers all provide much needed advantages to the skirmisher's role in a fleet.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Skirmisher_Ship_Requirements&diff=20249Skirmisher Ship Requirements2013-04-03T09:01:59Z<p>ToranBrades: /* Introduction */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
[[Category:Interceptors]]<br />
==Introduction==<br />
This article is based on Toran Brades' lecture recorded as part of the PVP-SKIRMISHING class held in January, 2013. You can listen to the original lecture by [http://youtu.be/X2NRFH7egvk clicking here].<br />
<br />
It is important that the Skirmisher understands the strength of the Fleet Interceptor, and why these strengths are important to the skirmisher. <br />
<br />
===Strengths of the Fleet Interceptor:===<br />
<br />
* Agile<br />
* Fast<br />
* Bonuses to point range<br />
* Survivability<br />
* Small signature radius even with microwarpdrive on<br />
* Fast warp speed<br />
<br />
All of these strengths are important to a skirmisher.<br />
<br />
<br />
Bonuses of a Fleet Interceptor:<br />
<br />
* 15% reduction to microwarpdrive sig radius penalty PER LEVEL<br />
* 5% bonus to warp disruptor range PER LEVEL<br />
<br />
What is not important to a skirmisher?<br />
<br />
Damage dealing! <br />
<br />
Because damage dealing is not important at all to the role of a skirmisher. It is your job to hold the target down, not kill it.<br />
<br />
While other ships can provide all these features, no ship does it as well as a Fleet Interceptor (picking a different ship for the job should be the result of strong consideration, e.g. looking more harmless etc).<br />
<br />
===Why not use other ships?===<br />
Question asked in fleet chat: What about the Dramiel? Can't I fly that as a skirmisher? Isn't it faster than a interceptor?<br />
<br />
====Disadvantages of a Dramiel:====<br />
* No reduction to microwarpdrive signature bloom, which means it is easier to hit. A Fleet Interceptor with microwarpdrive on has the sig radius of a bit over the size of a Destroyer, while a Dramiel with microwarp drive has a sig radius larger than a cruiser.<br />
* No bonus to point range, making range tanking more challenging than in a Fleet Interceptor.<br />
<br />
While a Dramiel is fast, often faster than a Fleet Interceptor, and can lock a target just about as quickly as the Fleet Interceptors do, it is inherently less survivable than a Fleet Interceptor, especially when the microwarpdrive is on.<br />
<br />
====Disadvantages of Combat Interceptors====<br />
So why don't skirmishers use Combat Interceptors? Don't they have better tank and deal more damage?<br />
<br />
* No bonus to point range<br />
* Less useful slot layout and/or fewer slots<br />
* They are slower than Fleet Interceptors (not base speed, but after fitting them, especially with a tank)<br />
* They offer no advantages relevant to the role of the skirmisher<br />
<br />
===Which Fleet Interceptor is best?===<br />
So which of the four Fleet Interceptors is the best one for a skirmisher to fly?<br />
<br />
Ultimately, it is a matter of preference. Each has slight advantages and disadvantages in comparison to the others, which tend to come down to how you prefer to fit, fly, and your existing trained skills.<br />
<br />
The Stiletto and the Ares are most commonly flown by skirmishers, followed by the Malediction and then the Raptor ("Craptor").<br />
<br />
* The Stiletto has that 4th mid slot, creating a variety of flexible fitting options.<br />
* The Ares tends to have the best tank and speed combination.<br />
* The Malediction is close to the Ares in tank and speeed<br />
* The Raptor is the slowest and just offers no advantage over any of the others.<br />
<br />
Unlike so many other fleet roles, the job of a skirmisher is heavily dependent upon a pilot's personal skills "behind the keyboard." Your ship is a tool, and ultimately, if you can do the job of a skirmisher, you will be able to do it in any of the Fleet Interceptors, and, like 10% difference in performance will rarely decide the outcome of an engagement. But picking the best tool available is still a valid consideration.<br />
<br />
==Recap:==<br />
If you are going to fly as a skirmisher, use a Fleet Interceptor. The bonuses it offers all provide much needed advantages to the skirmisher's role in a fleet.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=PVP-SKIRMISHING&diff=20231PVP-SKIRMISHING2013-03-27T18:02:17Z<p>ToranBrades: /* Ships (you are expected to bring to the class) */</p>
<hr />
<div>[[Category:Public]]<br />
[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Introduction==<br />
<br />
In order to kill a target or fleet you need to learn how to find and capture one. Instead of purely focusing on the tackling aspect we use "Skirmishers" - combing the "Eyes" (scouting/supporting navigation) part with the "Fingers" (tackling and holding) aspect. This role is not very skill intensive as far as ''SP'' goes, but requires a fair amount of ''player'' skill. Sometimes the skirmisher of a fleet may need to fly manually, whether to maintain a point in an asteroid field or in order to avoid enemy interceptors and enemy fire. Skirmishers are usually in fragile, yet agile ships, and it requires a lot of patience and attention to stay alive. They act as the spearhead of the fleet. Even a three year old player can not use all 30 million of his skill points when in an interceptor; against a pilot that is similarly skilled in interceptor flying, but only 6 months old, the result of the engagement will come down to skill augmented by a little luck.<br />
<br />
The skills and methods taught in this seminar are fundamental in the successful location and lock down of a potential target. Some ships are easier to keep a point on while avoiding damage like battleships, while others will be very difficult to stop such as rapiers, destroyers or fast cruisers, but with some skill and smart flying you can hold the target long enough for reinforcements to arrive.<br />
<br />
This course covers how to successfully locate a target, place a point, survive, and escape. As a skirmisher this is your primary role. Each step is crucial in making any mission a success.<br />
<br />
===Rough class overview===<br />
<br />
*Introduction to Skirmishing - Objective / role<br />
*Ship requirements (for the role given above)<br />
*Fitting a fleet interceptor<br />
*Skills<br />
*Detailed role description<br />
<br />
==Format==<br />
===Two days===<br />
PVP-SKIRMISHING takes place over two consecutive days:<br />
*The first day will be the "Class Day" having a mixture of theory/lecture and practical application.<br />
<br />
*The second day will see an "Alumni Roam" where the "fresh skirmishers" will skirmish for the fleet that goes to 0.0.<br />
<br />
The theory part will take at least 4 hours (with some bio breaks) - but as it's still prototype, please expect it to take longer. The roam probably will be 4+ hours as usual ;)<br />
<br />
===Logistics (transportation, not repping)===<br />
This class will happen in nulsec ''only''. We won't start in hisec and then travel to nul, but rather do everything in 0.0 directly. The advantage will be that all parts of the class can be practiced in the "more natural" environment, and no dealing with CONCORD is necessary either. As theory and practical parts will take turns, going back and forth between nul and hisec would be a huge waste of time as well.<br />
<br />
Thus, we expect you to have ships in place in the 0.0 station we will tell you after the confirmed and paid signup. We will offer to take your ships to the station for you, for a token fee of between 5 and 10m ISK (depending on distance) - definitely cheaper than via e.g. Black Frog.<br />
<br />
===Ships (you are expected to bring to the class)===<br />
We would like you to have three '''interceptors''' ready to go for the class (and the follow-up roam) - surviving ships can be hauled back into hisec after the class for you. We also want every student to bring a "practice" target ship for tackling practices.<br />
<br />
'''Interceptors:''' Please bring interceptors fitted with a shield buffer tank, MWD and a T2 point; you should also be able to target at least as far as your overheated point can reach. <br />
<br />
We can debate/try alternative fits, but for the practicals please have those parts covered - [[Fitting_a_skirmish_fleet_interceptor|Example fits/fitting considerations]].<br />
<br />
'''Target ships:''' A shield cruiser of your choice - the new Retribution changes have made many cruisers faster, making them harder to tackle. So maybe don't overdo it and make it too hard to tackle you by bringing a Stabber (We will try to coordinate the ship type before the class, so that we may have a few fast cruisers at least). Please fit a MWD, scram, web (if fitting room is there). Armament would be weapons able to hit an Interceptor orbiting at 20-35km and drones (warriors as primary, hobgoblins and EC-300s if you have more drone space left), but don't spoil the practice for yourself and the others by fitting exclusively to shoot down inties ;)<br />
<br />
==Prerequisites==<br />
<br />
The instructor will assume that you have studied the articles relevant to the class prior to attending class. You can find those relevant articles listed below in the index for your convenience. Please pay special attention to the naming conventions for bookmarks as these seem to trip up a lot of students. There is nothing wrong with having the bookmarks article open during class and referring to it when needed. If you merely skim or read the articles and do not study them in advance you could end up lost very fast. Remember that in PvP University classes, it is your responsibility to do the learning. We can only provide the information, you have to decide to learn it. <br />
<br />
===Required Prerequisite Courses===<br />
<br />
# [[:Category:PVP_University/BASIC|PVP-BASIC]]<br />
For now, PVP-BASIC is the only prerequisite course. Eventually PVP-WOLFPACKS will also be required, but not at this point in time.<br />
<br />
===Skills===<br />
<br />
*Basic fitting skills (Electronics, Engineering, Hull Upgrades) V<br />
*Shield Upgrades IV<br />
*Interceptor IV<br />
*Acceleration Control IV<br />
*Propulsion Jamming IV<br />
*Energy Managment IV<br />
*Energy Systems Operation IV<br />
*Long range targeting V <br />
*Thermodynamics III<br />
<br />
(and of course a racial frigate of your choice to V)<br />
<br />
===Preparation===<br />
<br />
It will be assumed by the instructor that all of the following preparation has been done prior to the start of the course. The instructor will assume you have read all articles and wont rehash them completely. Furthermore, the instructor will not make the entire class wait if you are not present or don't have your headset working. <br />
<br />
#Study the [[Agony Empire Rules of Engagement]] <br />
#Read all articles indexed below.<br />
#Buy and fit at least 3 interceptors (don't fit the target practice ship) and move them to the course location/arrange the transport to the nulsec station.<br />
#Get on Teamspeak ''before'' the course to verify that your microphone and headset are working. <br />
#Arrive ''before'' the class, set your medical clone location and make sure your clone is up to date.<br />
<br />
== Required Reading ==<br />
* [[The Role of the Skirmisher]] (new article based on [http://youtu.be/QZnCekiG6sw Itko's lecture])<br />
* [[Skirmisher Ship Requirements]] (new article based on [http://http://youtu.be/X2NRFH7egvk Toran's lecture])<br />
* [[Skills for flying a Skirmish Fleet Interceptor|Skills for flying as a Skirmisher]]<br />
* [[Fitting a skirmish fleet interceptor | Fitting your Interceptor for Skirmishing]]<br />
* [[D-Scanning | D-Scanning for Skirmishers]]<br />
* [[Recon Reporting]] (new article)<br />
* [[Fleet Interceptor Tactics]]<br />
* [[Skirmishing Guide]]<br />
<br />
== Video Lectures ==<br />
<br />
*[http://www.youtube.com/watch?v=WT8VqVcLDqc&list=UUdJvRAcltnXm2t3XD8PX8Aw Tracking and Spiralling] (13 mins) A method we will practice during class as well. You save us all valuable time by watching this ahead of class! It is expected that you will have watched this video.<br />
*[http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner] Not updated with the tracking camera yet, but contains all the basic DSCAN method you should at least know about (practiced as well during class). If you are already familiar with the dscan, not required to watch this.<br />
<br />
== Recommended Reading ==<br />
You should have read these articles as part of your Basics and/or Wolfpacks class. While we do not require you read them again, it is a very good idea to review the following and refresh your memory on these topics.<br />
*[[Bubbles and Warping]] (highly recommended)<br />
*[[Tactical Miniwarp]] (highly recommended)<br />
*[[An Introduction to Tracking and Orbiting]]<br />
*[[Dotlan Radar Tracking]]<br />
*[[Voice Communications in PvP]]</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20218Fitting a skirmish fleet interceptor2013-03-27T09:02:57Z<p>ToranBrades: /* Stiletto */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you see all anomalies within 32AU in only a couple seconds, giving them much less time to dock after you enter local. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get T2 MSE and DC then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
F85 Peripheral Damage System I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
Page last updated: ToranBrades 04 February 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20217Fitting a skirmish fleet interceptor2013-03-27T09:02:32Z<p>ToranBrades: /* Stiletto */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you see all anomalies within 32AU in only a couple seconds, giving them much less time to dock after you enter local. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (get a T2 MSE in there then, but obviously, all the other inties will still have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
F85 Peripheral Damage System I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
Page last updated: ToranBrades 04 February 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20216Fitting a skirmish fleet interceptor2013-03-27T09:01:50Z<p>ToranBrades: /* Ares */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you see all anomalies within 32AU in only a couple seconds, giving them much less time to dock after you enter local. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II, Barrage S<br />
150mm Light AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (but then, obviously, all the other inties will have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
F85 Peripheral Damage System I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
Page last updated: ToranBrades 04 February 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=PVP-SKIRMISHING&diff=20215PVP-SKIRMISHING2013-03-27T08:33:33Z<p>ToranBrades: /* Ships (you are expected to bring to the class) */</p>
<hr />
<div>[[Category:Public]]<br />
[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Introduction==<br />
<br />
In order to kill a target or fleet you need to learn how to find and capture one. Instead of purely focusing on the tackling aspect we use "Skirmishers" - combing the "Eyes" (scouting/supporting navigation) part with the "Fingers" (tackling and holding) aspect. This role is not very skill intensive as far as ''SP'' goes, but requires a fair amount of ''player'' skill. Sometimes the skirmisher of a fleet may need to fly manually, whether to maintain a point in an asteroid field or in order to avoid enemy interceptors and enemy fire. Skirmishers are usually in fragile, yet agile ships, and it requires a lot of patience and attention to stay alive. They act as the spearhead of the fleet. Even a three year old player can not use all 30 million of his skill points when in an interceptor; against a pilot that is similarly skilled in interceptor flying, but only 6 months old, the result of the engagement will come down to skill augmented by a little luck.<br />
<br />
The skills and methods taught in this seminar are fundamental in the successful location and lock down of a potential target. Some ships are easier to keep a point on while avoiding damage like battleships, while others will be very difficult to stop such as rapiers, destroyers or fast cruisers, but with some skill and smart flying you can hold the target long enough for reinforcements to arrive.<br />
<br />
This course covers how to successfully locate a target, place a point, survive, and escape. As a skirmisher this is your primary role. Each step is crucial in making any mission a success.<br />
<br />
===Rough class overview===<br />
<br />
*Introduction to Skirmishing - Objective / role<br />
*Ship requirements (for the role given above)<br />
*Fitting a fleet interceptor<br />
*Skills<br />
*Detailed role description<br />
<br />
==Format==<br />
===Two days===<br />
PVP-SKIRMISHING takes place over two consecutive days:<br />
*The first day will be the "Class Day" having a mixture of theory/lecture and practical application.<br />
<br />
*The second day will see an "Alumni Roam" where the "fresh skirmishers" will skirmish for the fleet that goes to 0.0.<br />
<br />
The theory part will take at least 4 hours (with some bio breaks) - but as it's still prototype, please expect it to take longer. The roam probably will be 4+ hours as usual ;)<br />
<br />
===Logistics (transportation, not repping)===<br />
This class will happen in nulsec ''only''. We won't start in hisec and then travel to nul, but rather do everything in 0.0 directly. The advantage will be that all parts of the class can be practiced in the "more natural" environment, and no dealing with CONCORD is necessary either. As theory and practical parts will take turns, going back and forth between nul and hisec would be a huge waste of time as well.<br />
<br />
Thus, we expect you to have ships in place in the 0.0 station we will tell you after the confirmed and paid signup. We will offer to take your ships to the station for you, for a token fee of between 5 and 10m ISK (depending on distance) - definitely cheaper than via e.g. Black Frog.<br />
<br />
===Ships (you are expected to bring to the class)===<br />
We would like you to have three '''interceptors''' ready to go for the class (and the follow-up roam) - surviving ships can be hauled back into hisec after the class for you. We also want every student to bring a "practice" target ship for tackling practices.<br />
<br />
'''Interceptors:''' Please bring interceptors fitted with a shield buffer tank, MWD and a T2 point; you should also be able to target at least as far as your overheated point can reach. <br />
<br />
We can debate/try alternative fits, but for the practicals please have those parts covered - [[Fitting_a_skirmish_fleet_interceptor|Example fits/fitting considerations]].<br />
<br />
'''Target ships:''' A cruiser of your choice - the new Retribution changes have made many cruisers faster, making them harder to tackle. So maybe don't overdo it and make it too hard to tackle you by bringing a Stabber (We will try to coordinate the ship type before the class, so that we may have a few fast cruisers at least). Please fit a MWD, scram, web (if fitting room is there). Armament would be weapons able to hit an Interceptor orbiting at 20-35km and drones (warriors as primary, hobgoblins and EC-300s if you have more drone space left), but don't spoil the practice for yourself and the others by fitting exclusively to shoot down inties ;)<br />
<br />
==Prerequisites==<br />
<br />
The instructor will assume that you have studied the articles relevant to the class prior to attending class. You can find those relevant articles listed below in the index for your convenience. Please pay special attention to the naming conventions for bookmarks as these seem to trip up a lot of students. There is nothing wrong with having the bookmarks article open during class and referring to it when needed. If you merely skim or read the articles and do not study them in advance you could end up lost very fast. Remember that in PvP University classes, it is your responsibility to do the learning. We can only provide the information, you have to decide to learn it. <br />
<br />
===Required Prerequisite Courses===<br />
<br />
# [[:Category:PVP_University/BASIC|PVP-BASIC]]<br />
For now, PVP-BASIC is the only prerequisite course. Eventually PVP-WOLFPACKS will also be required, but not at this point in time.<br />
<br />
===Skills===<br />
<br />
*Basic fitting skills (Electronics, Engineering, Hull Upgrades) V<br />
*Shield Upgrades IV<br />
*Interceptor IV<br />
*Acceleration Control IV<br />
*Propulsion Jamming IV<br />
*Energy Managment IV<br />
*Energy Systems Operation IV<br />
*Long range targeting V <br />
*Thermodynamics III<br />
<br />
(and of course a racial frigate of your choice to V)<br />
<br />
===Preparation===<br />
<br />
It will be assumed by the instructor that all of the following preparation has been done prior to the start of the course. The instructor will assume you have read all articles and wont rehash them completely. Furthermore, the instructor will not make the entire class wait if you are not present or don't have your headset working. <br />
<br />
#Study the [[Agony Empire Rules of Engagement]] <br />
#Read all articles indexed below.<br />
#Buy and fit at least 3 interceptors (don't fit the target practice ship) and move them to the course location/arrange the transport to the nulsec station.<br />
#Get on Teamspeak ''before'' the course to verify that your microphone and headset are working. <br />
#Arrive ''before'' the class, set your medical clone location and make sure your clone is up to date.<br />
<br />
== Required Reading ==<br />
* [[The Role of the Skirmisher]] (new article based on [http://youtu.be/QZnCekiG6sw Itko's lecture])<br />
* [[Skirmisher Ship Requirements]] (new article based on [http://http://youtu.be/X2NRFH7egvk Toran's lecture])<br />
* [[Skills for flying a Skirmish Fleet Interceptor|Skills for flying as a Skirmisher]]<br />
* [[Fitting a skirmish fleet interceptor | Fitting your Interceptor for Skirmishing]]<br />
* [[D-Scanning | D-Scanning for Skirmishers]]<br />
* [[Recon Reporting]] (new article)<br />
* [[Fleet Interceptor Tactics]]<br />
* [[Skirmishing Guide]]<br />
<br />
== Video Lectures ==<br />
<br />
*[http://www.youtube.com/watch?v=WT8VqVcLDqc&list=UUdJvRAcltnXm2t3XD8PX8Aw Tracking and Spiralling] (13 mins) A method we will practice during class as well. You save us all valuable time by watching this ahead of class! It is expected that you will have watched this video.<br />
*[http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner] Not updated with the tracking camera yet, but contains all the basic DSCAN method you should at least know about (practiced as well during class). If you are already familiar with the dscan, not required to watch this.<br />
<br />
== Recommended Reading ==<br />
You should have read these articles as part of your Basics and/or Wolfpacks class. While we do not require you read them again, it is a very good idea to review the following and refresh your memory on these topics.<br />
*[[Bubbles and Warping]] (highly recommended)<br />
*[[Tactical Miniwarp]] (highly recommended)<br />
*[[An Introduction to Tracking and Orbiting]]<br />
*[[Dotlan Radar Tracking]]<br />
*[[Voice Communications in PvP]]</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Fitting_a_skirmish_fleet_interceptor&diff=20214Fitting a skirmish fleet interceptor2013-03-27T08:24:05Z<p>ToranBrades: /* Fitting the highs */</p>
<hr />
<div>[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Fitting a Fleet Interceptor==<br />
OK, so let’s look at how to fit your interceptor. First of all, we need to prioritize what we want to achieve with the fitting, according to the skirmishing role we have in mind and defined before.<br />
<br />
Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used. <br />
<br />
When skirmishing, please use only the fleet interceptors which each race has one of, as the more combat oriented ones without the point range bonus can not fulfill the role to the same extent. <br />
<br />
===Priorities===<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner can be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although most fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively, and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
=== Fitting the mids===<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. While not giving the overall EHP of a Medium Shield Extender mod any longer, it can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field.<br />
<br />
=== Fitting the lows===<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
=== Rigging it===<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
=== Fitting the highs===<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you see all anomalies within 32AU in only a couple seconds, giving them much less time to dock after you enter local. Works surprisingly well, but is far from being a priority module.<br />
<br />
==Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING==<br />
<br />
===Ares===<br />
<pre><br />
[Ares, Skirmish]<br />
<br />
Overdrive Injector System II<br />
Overdrive Injector System II<br />
Damage Control II<br />
Micro Auxiliary Power Core I<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
150mm Light AutoCannon II<br />
150mm Light AutoCannon II<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I<br />
</pre><br />
<br />
===Malediction===<br />
<pre><br />
[Malediction, Skirmish]<br />
<br />
Damage Control II<br />
Overdrive Injector System II<br />
Nanofiber Internal Structure II<br />
<br />
Warp Disruptor II<br />
Medium Shield Extender II<br />
Limited 1MN Microwarpdrive I<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Ionic Field Projector I</pre><br />
<br />
===Raptor===<br />
<pre>[Raptor, Skirmish]<br />
<br />
Micro Auxiliary Power Core I<br />
Damage Control II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium Shield Extender II<br />
Warp Disruptor II<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Ionic Field Projector I<br />
Small Polycarbon Engine Housing I</pre><br />
<br />
===Stiletto===<br />
<br />
If you can't manage to fit this (somewhat tight) fit, obviously feel free to use something else in the 4th slot (but then, obviously, all the other inties will have a stronger tank).<br />
<br />
<pre>[Stiletto, Skirmish ASB]<br />
<br />
F85 Peripheral Damage System I<br />
Micro Auxiliary Power Core II<br />
Overdrive Injector System II<br />
<br />
Limited 1MN Microwarpdrive I<br />
Medium F-S9 Regolith Shield Induction<br />
Warp Disruptor II<br />
Medium Ancillary Shield Booster, Cap Booster 50<br />
<br />
125mm Gatling AutoCannon II, Barrage S<br />
125mm Gatling AutoCannon II, Barrage S<br />
<br />
Small Polycarbon Engine Housing I<br />
Small Ionic Field Projector I</pre><br />
<br />
<br />
Page last updated: ToranBrades 04 February 2013</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=PVP-SKIRMISHING&diff=20213PVP-SKIRMISHING2013-03-27T08:19:19Z<p>ToranBrades: /* Required Reading */</p>
<hr />
<div>[[Category:Public]]<br />
[[Category:PVP_University/PVP-SKIRMISHING]]<br />
==Introduction==<br />
<br />
In order to kill a target or fleet you need to learn how to find and capture one. Instead of purely focusing on the tackling aspect we use "Skirmishers" - combing the "Eyes" (scouting/supporting navigation) part with the "Fingers" (tackling and holding) aspect. This role is not very skill intensive as far as ''SP'' goes, but requires a fair amount of ''player'' skill. Sometimes the skirmisher of a fleet may need to fly manually, whether to maintain a point in an asteroid field or in order to avoid enemy interceptors and enemy fire. Skirmishers are usually in fragile, yet agile ships, and it requires a lot of patience and attention to stay alive. They act as the spearhead of the fleet. Even a three year old player can not use all 30 million of his skill points when in an interceptor; against a pilot that is similarly skilled in interceptor flying, but only 6 months old, the result of the engagement will come down to skill augmented by a little luck.<br />
<br />
The skills and methods taught in this seminar are fundamental in the successful location and lock down of a potential target. Some ships are easier to keep a point on while avoiding damage like battleships, while others will be very difficult to stop such as rapiers, destroyers or fast cruisers, but with some skill and smart flying you can hold the target long enough for reinforcements to arrive.<br />
<br />
This course covers how to successfully locate a target, place a point, survive, and escape. As a skirmisher this is your primary role. Each step is crucial in making any mission a success.<br />
<br />
===Rough class overview===<br />
<br />
*Introduction to Skirmishing - Objective / role<br />
*Ship requirements (for the role given above)<br />
*Fitting a fleet interceptor<br />
*Skills<br />
*Detailed role description<br />
<br />
==Format==<br />
===Two days===<br />
PVP-SKIRMISHING takes place over two consecutive days:<br />
*The first day will be the "Class Day" having a mixture of theory/lecture and practical application.<br />
<br />
*The second day will see an "Alumni Roam" where the "fresh skirmishers" will skirmish for the fleet that goes to 0.0.<br />
<br />
The theory part will take at least 4 hours (with some bio breaks) - but as it's still prototype, please expect it to take longer. The roam probably will be 4+ hours as usual ;)<br />
<br />
===Logistics (transportation, not repping)===<br />
This class will happen in nulsec ''only''. We won't start in hisec and then travel to nul, but rather do everything in 0.0 directly. The advantage will be that all parts of the class can be practiced in the "more natural" environment, and no dealing with CONCORD is necessary either. As theory and practical parts will take turns, going back and forth between nul and hisec would be a huge waste of time as well.<br />
<br />
Thus, we expect you to have ships in place in the 0.0 station we will tell you after the confirmed and paid signup. We will offer to take your ships to the station for you, for a token fee of between 5 and 10m ISK (depending on distance) - definitely cheaper than via e.g. Black Frog.<br />
<br />
===Ships (you are expected to bring to the class)===<br />
We would like you to have three '''interceptors''' ready to go for the class (and the follow-up roam) - surviving ships can be hauled back into hisec after the class for you. We also want every student to bring a "practice" target ship for tackling practices.<br />
<br />
'''Interceptors:''' Please bring interceptors fitted with a shield buffer tank, MWD and a T2 point; you should also be able to target at least as far as your overheated point can reach. <br />
<br />
We can debate/try alternative fits, but for the practicals please have those parts covered - [[Fitting_a_skirmish_fleet_interceptor|Example fits/fitting considerations]].<br />
<br />
'''Target ships:''' A BC (or cruiser) of your choice - the new Retribution changes have made many cruisers faster, making them harder to tackle. So maybe don't overdo it and make it too hard to tackle you by bringing a Stabber (We will try to coordinate the ship type before the class). Please fit a MWD, scram, web (if fitting room is there). Armament would be weapons able to hit an Interceptor orbiting at 20-35km and drones (warriors as primary, hobgoblins and EC-300s if you have more drone space left).<br />
<br />
==Prerequisites==<br />
<br />
The instructor will assume that you have studied the articles relevant to the class prior to attending class. You can find those relevant articles listed below in the index for your convenience. Please pay special attention to the naming conventions for bookmarks as these seem to trip up a lot of students. There is nothing wrong with having the bookmarks article open during class and referring to it when needed. If you merely skim or read the articles and do not study them in advance you could end up lost very fast. Remember that in PvP University classes, it is your responsibility to do the learning. We can only provide the information, you have to decide to learn it. <br />
<br />
===Required Prerequisite Courses===<br />
<br />
# [[:Category:PVP_University/BASIC|PVP-BASIC]]<br />
For now, PVP-BASIC is the only prerequisite course. Eventually PVP-WOLFPACKS will also be required, but not at this point in time.<br />
<br />
===Skills===<br />
<br />
*Basic fitting skills (Electronics, Engineering, Hull Upgrades) V<br />
*Shield Upgrades IV<br />
*Interceptor IV<br />
*Acceleration Control IV<br />
*Propulsion Jamming IV<br />
*Energy Managment IV<br />
*Energy Systems Operation IV<br />
*Long range targeting V <br />
*Thermodynamics III<br />
<br />
(and of course a racial frigate of your choice to V)<br />
<br />
===Preparation===<br />
<br />
It will be assumed by the instructor that all of the following preparation has been done prior to the start of the course. The instructor will assume you have read all articles and wont rehash them completely. Furthermore, the instructor will not make the entire class wait if you are not present or don't have your headset working. <br />
<br />
#Study the [[Agony Empire Rules of Engagement]] <br />
#Read all articles indexed below.<br />
#Buy and fit at least 3 interceptors (don't fit the target practice ship) and move them to the course location/arrange the transport to the nulsec station.<br />
#Get on Teamspeak ''before'' the course to verify that your microphone and headset are working. <br />
#Arrive ''before'' the class, set your medical clone location and make sure your clone is up to date.<br />
<br />
== Required Reading ==<br />
* [[The Role of the Skirmisher]] (new article based on [http://youtu.be/QZnCekiG6sw Itko's lecture])<br />
* [[Skirmisher Ship Requirements]] (new article based on [http://http://youtu.be/X2NRFH7egvk Toran's lecture])<br />
* [[Skills for flying a Skirmish Fleet Interceptor|Skills for flying as a Skirmisher]]<br />
* [[Fitting a skirmish fleet interceptor | Fitting your Interceptor for Skirmishing]]<br />
* [[D-Scanning | D-Scanning for Skirmishers]]<br />
* [[Recon Reporting]] (new article)<br />
* [[Fleet Interceptor Tactics]]<br />
* [[Skirmishing Guide]]<br />
<br />
== Video Lectures ==<br />
<br />
*[http://www.youtube.com/watch?v=WT8VqVcLDqc&list=UUdJvRAcltnXm2t3XD8PX8Aw Tracking and Spiralling] (13 mins) A method we will practice during class as well. You save us all valuable time by watching this ahead of class! It is expected that you will have watched this video.<br />
*[http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner] Not updated with the tracking camera yet, but contains all the basic DSCAN method you should at least know about (practiced as well during class). If you are already familiar with the dscan, not required to watch this.<br />
<br />
== Recommended Reading ==<br />
You should have read these articles as part of your Basics and/or Wolfpacks class. While we do not require you read them again, it is a very good idea to review the following and refresh your memory on these topics.<br />
*[[Bubbles and Warping]] (highly recommended)<br />
*[[Tactical Miniwarp]] (highly recommended)<br />
*[[An Introduction to Tracking and Orbiting]]<br />
*[[Dotlan Radar Tracking]]<br />
*[[Voice Communications in PvP]]</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Recon_Reporting&diff=20212Recon Reporting2013-03-27T08:18:24Z<p>ToranBrades: /* Tips and Advice */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
<br />
==Introduction==<br />
Recon reporting is a structured method of quickly communicating pertinent, important information in a concise and easily understood manner, enabling your fleet commander (and fleet members) to make decisions on how to react (or not) to changing situations.<br />
<br />
==The Recon Report==<br />
Recon reports consist of four basic parts:<br />
<br />
* <u>Alert</u> word, '''RECON'''<br />
* <u>Who</u> you are (Your name)<br />
* <u>Where</u> you are at (System and location in the system)<br />
* <u>What</u> you see (Local, Grid and Scan)<br />
<br />
===Alert===<br />
The alert word is typically '''RECON.''' When a scout, skirmisher, or other fleet member says '''RECON''' in voice, it means that there is important information that the fleet needs to be aware of right now. '''RECON''', in essence, means everyone needs to shut up :) The general standard is for the scout or skirmisher to pause briefly after stating RECON and wait for acknowledgement from the FC to go ahead and report (typically, "Go Recon"). <br />
Depending on FC preference or the general situation, that brief pause may be skipped as well. Especially if you were ''asked'' to give recon already.<br />
<br />
===Who===<br />
Who you are is important, especially when there are multiple scouts and skirmishers supporting a fleet. You should always report using third-person, as not everyone will know who "I" is but by identifying who you are, it is clear who is reporting.<br />
<br />
===Where===<br />
Where you are at consists of what solar system you are in, and if applicable, where in the system you are at. Typically, you will report what gate you are at in a solar system, although it may be a station, belt, POS, or other place in the system. Note that if the system is friendly (either only friendlies in it or it is empty) you do not need to report where in the system you are in.<br />
<br />
===What===<br />
What you see is the most interesting information reported, of course! What you see consists of:<br />
<br />
* Local: How many people are in local. Sometimes you will also report if they are friendlies, war targets, blues, what corp or alliance they belong to, and similar information. The most important bit to report is the total number of people in local. Typically you do not include yourself or other fleet members in that count. If local is friendly, you can report "52 in local all friendly" or just simply, "System is friendly." Bonus if you subtract the number of friendlies from the total count - "Local is 14 neutrals/hostiles, with 10 additional friendlies". The idea is to give the critical information mentioned as early as possible, with as little "further necessary processing" as possible.<br />
<br />
* Grid: This is what you physically see on the grid (i.e., the approximately 350-500km area immediately around you) with you. Means - what appears on your overview if it set up correctly :) Generally you will only report actual ships and bubbles that are on grid with you. ALWAYS report on-grid bubbles, even if the system is friendly! When reporting ships on grid, include their general location relative to the gate and/or your location as applies. When there is only a few ships on grid, you can report them individually ("Two incursus, a falcon and a sabre on grid," "Five tornadoes 80km off gate"). When there is a large number of ships on grid, you can report them using general terms ("35 mixed destroyers on gate at zero," "About 20 or so T3's sitting about 100km off the gate," "120 in local, crapton of mixed cruisers and battlecruisers around the gate"). If grid is clear, simply state, "Grid clear."<br />
<br />
* Scan: This is what you see on your dscanner, and does NOT include what you see on grid. You do not need to report all dscan trash, such as wrecks, POS modules, iHubs, etc., unless it is pertinent to your current fleet's operation. Much like reporting grid information, you can report specific information if it is just a few ships, and report using general terms if scan has a large number of ships on it. If scan is clear, simply state, "Scan clear."<br />
<br />
A note about "Break Break" (or alternatively, "Check Check"): ''On Agony comms'', "Break Break" means there is an URGENT, ABSOLUTE EMERGENCY THREAT TO THE FLEET RIGHT NOW. When you say "Break Break," the entire fleet is now in high-adrenaline response mode. If our coms are disciplined, if our fleet is well-supported by scouts and skirmishers, there will NEVER be a reason to use "Break Break" because everyone already knows everything that is going on in the systems around the fleet, therefore, there can never be an emergency to report because everything is already reported.<br />
<br />
==Examples:==<br />
:Scout: RECON (pause)<br />
::FC: Go recon<br />
::Scout: Toran in HED-GP on the SV5 gate, 127 in local, four Vexors on gate, around 25 destroyers on scan<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Itko in Hemin on the RMOC gate, 42 neutrals in local, grid and scan are clear.<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Roigon in D87, system is friendly<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Toran in HED-GP on the SV5 gate, 127 in local, four cruisers on gate, scan is clear<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Wulfrunner in 9UY 100 off top station, 425 in system, cyno on station, Rorqual on scan<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Toran in HED-GP on the SV5 gate, 127 in local, four cruisers on gate, scan is clear<br />
<br />
==Variations==<br />
* If you are the only scout or skirmisher for your gang, you can omit your name, as everyone should know who you are.<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: SV5 gate in HED-GP is bubbled, 127 in local, four cruisers on scan<br />
<br />
* If you are going through a empty space, you can, at FC's preference, just report when you find something to report.<br />
<br />
:FC: Recon, go ahead of us, just let me know when you find something<br />
:Scout: Next three systems are friendly<br />
:Scout: All clear until you get to VOL-MI<br />
:Scout: System friendly, outgate clear.<br />
<br />
* If you have multiple scouts, you can combine the alert and your name, or even combine the alert, your name, and your system, then wait for the go-ahead from the FC.<br />
:Scout: Recon Greygal<br />
:Scout: Recon Toran VOL-MI<br />
:Scout: Recon Wulf Hemin on RMOC<br />
<br />
==What you should NOT do==<br />
<br />
* Do not narrate. "Hey, I'm on the gate and they're killing me, shit, I'm going down, I'm not going to make it out crap I'm back in Berta."<br />
* Unless the FC has asked you to, you should not report in voice information that is too far away for the fleet to respond to. A gang of frigates that is 8 systems away from your fleet, moving in the opposite direction, is not something your fleet of battleships is going to be able to respond to timely. <br />
* Unless the FC has asked you to, you should not report information that is of no threat to the fleet. A single Impairor on a gate 9 systems away is no threat to the fleet.<br />
* Never die unnecessarily. It is beyond important for you to stay alive; if the scout or skirmisher dies, the fleet has no eyes and is blind.<br />
* Never, ever, ever, misuse "Break Break." Never, ever, ever use "Break Break" in a situation that is NOT an IMMEDIATE AND URGENT emergency to the fleet. If you say "Break Break" to report a pod on a gate, I'll reach through the microphone and slap you.<br />
<br />
==What you should ALWAYS do==<br />
<br />
* Always report bubbles, even in friendly systems.<br />
* Always report dictors and hictors, especially if they are on grid or scan, even if part of a large number of ships. ("About 45 mixed cruisers on gate, three Sabres").<br />
* Always stay calm.<br />
* Always do everything you can to get yourself safe and stay alive.<br />
* If a ship agresses you, you should always report it. It is not usually necessary to report yellow-boxing.<br />
:Scout: RECON (pause) <br />
:FC: Go recon<br />
:Scout: Toran in HED-GP on the SV5 gate, 127 in local, Vexor, Domi, Talwar and Tornado on gate at zero, scan is clear, Talwar has agressed.<br />
<br />
==Tips and Advice==<br />
<br />
* Breathe. Take a deep breath.<br />
* Gather intel first, then report. Look at local, grid, scan (remember the "breath" part), then say "Recon."<br />
* If grid is (too) hostile, get yourself safe, then report intel. It is perfectly okay to say, "Hold for recon" while you get yourself safe. This also alerts the FC and fleet that there may be a situation of interest.<br />
* Breathe. Take a deep breath. Then another one. Then press your push-to-talk button.<br />
* Think like an FC when reporting recon, and report the intel as if you are the FC's eyes - because you ARE.<br />
* Recon reporting takes practice, it is not something you can simply plug a skill into the queue for. Practice recon reporting to yourself when you are flying around highsec or other friendly areas (yes, your housemates will look at you oddly but it is worth it). <br />
* When in doubt, ask your FC what his or her reporting preference is.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Recon_Reporting&diff=20211Recon Reporting2013-03-27T08:17:41Z<p>ToranBrades: /* What */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
<br />
==Introduction==<br />
Recon reporting is a structured method of quickly communicating pertinent, important information in a concise and easily understood manner, enabling your fleet commander (and fleet members) to make decisions on how to react (or not) to changing situations.<br />
<br />
==The Recon Report==<br />
Recon reports consist of four basic parts:<br />
<br />
* <u>Alert</u> word, '''RECON'''<br />
* <u>Who</u> you are (Your name)<br />
* <u>Where</u> you are at (System and location in the system)<br />
* <u>What</u> you see (Local, Grid and Scan)<br />
<br />
===Alert===<br />
The alert word is typically '''RECON.''' When a scout, skirmisher, or other fleet member says '''RECON''' in voice, it means that there is important information that the fleet needs to be aware of right now. '''RECON''', in essence, means everyone needs to shut up :) The general standard is for the scout or skirmisher to pause briefly after stating RECON and wait for acknowledgement from the FC to go ahead and report (typically, "Go Recon"). <br />
Depending on FC preference or the general situation, that brief pause may be skipped as well. Especially if you were ''asked'' to give recon already.<br />
<br />
===Who===<br />
Who you are is important, especially when there are multiple scouts and skirmishers supporting a fleet. You should always report using third-person, as not everyone will know who "I" is but by identifying who you are, it is clear who is reporting.<br />
<br />
===Where===<br />
Where you are at consists of what solar system you are in, and if applicable, where in the system you are at. Typically, you will report what gate you are at in a solar system, although it may be a station, belt, POS, or other place in the system. Note that if the system is friendly (either only friendlies in it or it is empty) you do not need to report where in the system you are in.<br />
<br />
===What===<br />
What you see is the most interesting information reported, of course! What you see consists of:<br />
<br />
* Local: How many people are in local. Sometimes you will also report if they are friendlies, war targets, blues, what corp or alliance they belong to, and similar information. The most important bit to report is the total number of people in local. Typically you do not include yourself or other fleet members in that count. If local is friendly, you can report "52 in local all friendly" or just simply, "System is friendly." Bonus if you subtract the number of friendlies from the total count - "Local is 14 neutrals/hostiles, with 10 additional friendlies". The idea is to give the critical information mentioned as early as possible, with as little "further necessary processing" as possible.<br />
<br />
* Grid: This is what you physically see on the grid (i.e., the approximately 350-500km area immediately around you) with you. Means - what appears on your overview if it set up correctly :) Generally you will only report actual ships and bubbles that are on grid with you. ALWAYS report on-grid bubbles, even if the system is friendly! When reporting ships on grid, include their general location relative to the gate and/or your location as applies. When there is only a few ships on grid, you can report them individually ("Two incursus, a falcon and a sabre on grid," "Five tornadoes 80km off gate"). When there is a large number of ships on grid, you can report them using general terms ("35 mixed destroyers on gate at zero," "About 20 or so T3's sitting about 100km off the gate," "120 in local, crapton of mixed cruisers and battlecruisers around the gate"). If grid is clear, simply state, "Grid clear."<br />
<br />
* Scan: This is what you see on your dscanner, and does NOT include what you see on grid. You do not need to report all dscan trash, such as wrecks, POS modules, iHubs, etc., unless it is pertinent to your current fleet's operation. Much like reporting grid information, you can report specific information if it is just a few ships, and report using general terms if scan has a large number of ships on it. If scan is clear, simply state, "Scan clear."<br />
<br />
A note about "Break Break" (or alternatively, "Check Check"): ''On Agony comms'', "Break Break" means there is an URGENT, ABSOLUTE EMERGENCY THREAT TO THE FLEET RIGHT NOW. When you say "Break Break," the entire fleet is now in high-adrenaline response mode. If our coms are disciplined, if our fleet is well-supported by scouts and skirmishers, there will NEVER be a reason to use "Break Break" because everyone already knows everything that is going on in the systems around the fleet, therefore, there can never be an emergency to report because everything is already reported.<br />
<br />
==Examples:==<br />
:Scout: RECON (pause)<br />
::FC: Go recon<br />
::Scout: Toran in HED-GP on the SV5 gate, 127 in local, four Vexors on gate, around 25 destroyers on scan<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Itko in Hemin on the RMOC gate, 42 neutrals in local, grid and scan are clear.<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Roigon in D87, system is friendly<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Toran in HED-GP on the SV5 gate, 127 in local, four cruisers on gate, scan is clear<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Wulfrunner in 9UY 100 off top station, 425 in system, cyno on station, Rorqual on scan<br />
<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: Toran in HED-GP on the SV5 gate, 127 in local, four cruisers on gate, scan is clear<br />
<br />
==Variations==<br />
* If you are the only scout or skirmisher for your gang, you can omit your name, as everyone should know who you are.<br />
:Scout: RECON (pause) <br />
::FC: Go recon<br />
::Scout: SV5 gate in HED-GP is bubbled, 127 in local, four cruisers on scan<br />
<br />
* If you are going through a empty space, you can, at FC's preference, just report when you find something to report.<br />
<br />
:FC: Recon, go ahead of us, just let me know when you find something<br />
:Scout: Next three systems are friendly<br />
:Scout: All clear until you get to VOL-MI<br />
:Scout: System friendly, outgate clear.<br />
<br />
* If you have multiple scouts, you can combine the alert and your name, or even combine the alert, your name, and your system, then wait for the go-ahead from the FC.<br />
:Scout: Recon Greygal<br />
:Scout: Recon Toran VOL-MI<br />
:Scout: Recon Wulf Hemin on RMOC<br />
<br />
==What you should NOT do==<br />
<br />
* Do not narrate. "Hey, I'm on the gate and they're killing me, shit, I'm going down, I'm not going to make it out crap I'm back in Berta."<br />
* Unless the FC has asked you to, you should not report in voice information that is too far away for the fleet to respond to. A gang of frigates that is 8 systems away from your fleet, moving in the opposite direction, is not something your fleet of battleships is going to be able to respond to timely. <br />
* Unless the FC has asked you to, you should not report information that is of no threat to the fleet. A single Impairor on a gate 9 systems away is no threat to the fleet.<br />
* Never die unnecessarily. It is beyond important for you to stay alive; if the scout or skirmisher dies, the fleet has no eyes and is blind.<br />
* Never, ever, ever, misuse "Break Break." Never, ever, ever use "Break Break" in a situation that is NOT an IMMEDIATE AND URGENT emergency to the fleet. If you say "Break Break" to report a pod on a gate, I'll reach through the microphone and slap you.<br />
<br />
==What you should ALWAYS do==<br />
<br />
* Always report bubbles, even in friendly systems.<br />
* Always report dictors and hictors, especially if they are on grid or scan, even if part of a large number of ships. ("About 45 mixed cruisers on gate, three Sabres").<br />
* Always stay calm.<br />
* Always do everything you can to get yourself safe and stay alive.<br />
* If a ship agresses you, you should always report it. It is not usually necessary to report yellow-boxing.<br />
:Scout: RECON (pause) <br />
:FC: Go recon<br />
:Scout: Toran in HED-GP on the SV5 gate, 127 in local, Vexor, Domi, Talwar and Tornado on gate at zero, scan is clear, Talwar has agressed.<br />
<br />
==Tips and Advice==<br />
<br />
* Breathe. Take a deep breath.<br />
* Gather intel first, then report. Look at local, grid, scan (remember the "breath" part), then say "Recon."<br />
* If grid is hostile, get yourself safe, then report intel. It is perfectly okay to say, "Hold for recon" while you get yourself safe. This also alerts the FC and fleet that there may be a situation of interest.<br />
* Breathe. Take a deep breath. Then another one. Then press your push-to-talk button.<br />
* Think like an FC when reporting recon, and report the intel as if you are the FC's eyes - because you ARE.<br />
* Recon reporting takes practice, it is not something you can simply plug a skill into the queue for. Practice recon reporting to yourself when you are flying around highsec or other friendly areas (yes, your housemates will look at you oddly but it is worth it). <br />
* When in doubt, ask your FC what his or her reporting preference is.</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Skills_for_flying_a_Skirmish_Fleet_Interceptor&diff=20144Skills for flying a Skirmish Fleet Interceptor2013-03-24T17:53:48Z<p>ToranBrades: /* Skills affecting survivability */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
[[Category:Interceptors]]<br />
==Introduction==<br />
The article briefly goes through skills that will affect your abilitiy to fly a fleet interceptor and mention how it affects them.<br />
It is not intended to be a list of "You need all of those at 5 to fly", but serves as an overview.<br />
Obviously, most of those skills will be helpful for PVP in general.<br />
<br />
==Skills affecting capacitor life==<br />
<br />
*Energy Management - 4 recommended, 5 great <br />
*:will result in better cap life<br />
*Energy Systems Operation - 4 recommended, 5 great <br />
*:will result in better cap life<br />
*High Speed Maneuvering - 4 recommended, 5 great<br />
*:will result in better cap life. Strong impact<br />
*Propulsion Jamming - 4 recommended, 5 great <br />
*:will result in better cap life. Minor impact<br />
<br />
*Warp Drive Operation - 4 recommended, 5 great <br />
*:affects how much cap is used per AU warping. Minor impact<br />
<br />
==Skills affecting survivability==<br />
<br />
*Interceptors - 4 recommended, 5 great <br />
*:gives a nice bonus to point range and makes you harder to hit. Long train, but noticable impact.<br />
<br />
*Navigation - 5 recommended<br />
*:gives more speed<br />
*Acceleration control - 4 recommended, 5 great <br />
*:gives more speed<br />
*Spaceship Command - 4 recommended, 5 great <br />
*:adds another bit of agility, always handy<br />
<br />
==Skills making your job easier ("utility")==<br />
<br />
*Long Range Targeting - 4 recommended, 5 great <br />
*:you can never have enough/too much targeting range<br />
*Signature Analysis - 4 recommended, 5 great <br />
*:inties already lock fast, but it never hurts to get another bit of bonus<br />
<br />
*''Racial'' Sensor Compensation - 3 recommended, 4-5 great <br />
*:every little bit helps against those pesky EC-300s - pick the skill for the inty you fly<br />
<br />
*Thermodynamics - 3 recommended, 4-5 great <br />
*:heat is your friend - more range on points, more speed from the MWD - and now less damage from this skill<br />
<br />
*Biology - 3 recommended <br />
*:extends the duration of useful drugs like ''Quafe Zero'' or ''X-Instinct''<br />
*Nanite Control/Neurotoxin Recovery - 3 recommended <br />
*:if you pop a ''X-Instinct'', it helps a bit with the side effects</div>ToranBradeshttps://wiki.agony-unleashed.com/index.php?title=Skills_for_flying_a_Skirmish_Fleet_Interceptor&diff=20143Skills for flying a Skirmish Fleet Interceptor2013-03-24T17:53:35Z<p>ToranBrades: /* Skills affecting capacitor life */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/PVP-SKIRMISHING]]<br />
[[Category:Interceptors]]<br />
==Introduction==<br />
The article briefly goes through skills that will affect your abilitiy to fly a fleet interceptor and mention how it affects them.<br />
It is not intended to be a list of "You need all of those at 5 to fly", but serves as an overview.<br />
Obviously, most of those skills will be helpful for PVP in general.<br />
<br />
==Skills affecting capacitor life==<br />
<br />
*Energy Management - 4 recommended, 5 great <br />
*:will result in better cap life<br />
*Energy Systems Operation - 4 recommended, 5 great <br />
*:will result in better cap life<br />
*High Speed Maneuvering - 4 recommended, 5 great<br />
*:will result in better cap life. Strong impact<br />
*Propulsion Jamming - 4 recommended, 5 great <br />
*:will result in better cap life. Minor impact<br />
<br />
*Warp Drive Operation - 4 recommended, 5 great <br />
*:affects how much cap is used per AU warping. Minor impact<br />
<br />
==Skills affecting survivability==<br />
<br />
*Interceptors - 4 recommended, 5 great <br />
*:gives a nice bonus to point range and makes you harder to hit. Long train, but noticable<br />
<br />
*Navigation - 5 recommended<br />
*:gives more speed<br />
*Acceleration control - 4 recommended, 5 great <br />
*:gives more speed<br />
*Spaceship Command - 4 recommended, 5 great <br />
*:adds another bit of agility, always handy<br />
<br />
<br />
==Skills making your job easier ("utility")==<br />
<br />
*Long Range Targeting - 4 recommended, 5 great <br />
*:you can never have enough/too much targeting range<br />
*Signature Analysis - 4 recommended, 5 great <br />
*:inties already lock fast, but it never hurts to get another bit of bonus<br />
<br />
*''Racial'' Sensor Compensation - 3 recommended, 4-5 great <br />
*:every little bit helps against those pesky EC-300s - pick the skill for the inty you fly<br />
<br />
*Thermodynamics - 3 recommended, 4-5 great <br />
*:heat is your friend - more range on points, more speed from the MWD - and now less damage from this skill<br />
<br />
*Biology - 3 recommended <br />
*:extends the duration of useful drugs like ''Quafe Zero'' or ''X-Instinct''<br />
*Nanite Control/Neurotoxin Recovery - 3 recommended <br />
*:if you pop a ''X-Instinct'', it helps a bit with the side effects</div>ToranBrades