Fitting a skirmish fleet interceptor
Fitting a Fleet Interceptor
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.
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.
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.
- Long range point (T2)
- 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.
- 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.
- Targeting range of over 36km
- 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.
- 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.
- Cap stability
- 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.
- 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.
- Defense against incoming fire
- 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.
Fitting the mids
When fitting a tackle ship, fit the midslots first, they are most important.
- The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.
- Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".
- Medium Shield Extender
- 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).
- For the fourth midslot on the Stiletto, there's a few options, let's go over them here:
- Sensor Booster
- 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).
- Cap booster/cap recharger
- 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.
- Warp Scrambler/Stasis webifier (for the brave)
- 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.
- 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.
- Medium Ancillary Shield Booster
- 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!
- Sensor Booster
Fitting the lows
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.
- Fit a Damage Control
- 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.
- Fitting mod
- If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod.
- Cap stability
- 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.
- Speed/agility mods
- 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.
- Beware of the stacking penalty of having more than three speed/agility mods and rigs.
- Signal Amplifier
- 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.
- Locking range
- 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.
- 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.
- 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).
Fitting the highs
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.
- 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.
- 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).
- 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.
- Core Probe Launcher
- 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.
Suggested Example Fleet Interceptor Setups for PVP-SKIRMISHING
[Ares, Skirmish] Overdrive Injector System II Overdrive Injector System II Damage Control II Overdrive Injector System II Limited 1MN Microwarpdrive I Medium Shield Extender II Warp Disruptor II 125mm Light AutoCannon II, Barrage S Small Ionic Field Projector I Small Polycarbon Engine Housing I
[Malediction, Skirmish] Damage Control II Local Hull Conversion Nanofiber Structure I Overdrive Injector System II Overdrive Injector System II Warp Disruptor II Medium Shield Extender II Limited 1MN Microwarpdrive I 125mm Gatling AutoCannon II, Barrage S 125mm Gatling AutoCannon II, Barrage S 125mm Gatling AutoCannon II, Barrage S Small Ionic Field Projector I Small Polycarbon Engine Housing I
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.
[Crow, MASB+Rocket Skirmish] Damage Control II Overdrive Injector System II Micro Auxiliary Power Core I Limited 1MN Microwarpdrive I Medium F-S9 Regolith Shield Induction Warp Disruptor II Medium Ancillary Shield Booster, Navy Cap Booster 50 Rocket Launcher II, Caldari Navy Inferno Rocket Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
[Crow, Skirmish, utility mid] Damage Control II Overdrive Injector System II Signal Amplifier II Limited 1MN Microwarpdrive I Medium F-S9 Regolith Shield Induction Warp Disruptor II xx utility xx Rocket Launcher II, Caldari Navy Inferno Rocket Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I
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).
[Stiletto, Skirmish ASB] Pseudoelectron Containment Field I Micro Auxiliary Power Core II Overdrive Injector System II Limited 1MN Microwarpdrive I Medium F-S9 Regolith Shield Induction Warp Disruptor II Medium Ancillary Shield Booster, Navy Cap Booster 50 125mm Gatling AutoCannon II, Barrage S 125mm Gatling AutoCannon II, Barrage S Small Polycarbon Engine Housing I Small Ionic Field Projector I
[Stiletto, Skirmish utility mid] Damage Control II Micro Auxiliary Power Core II Overdrive Injector System II Limited 1MN Microwarpdrive I Medium Shield Extender II Warp Disruptor II xx utility xx 125mm Gatling AutoCannon II, Barrage S 125mm Gatling AutoCannon II, Barrage S Small Polycarbon Engine Housing I Small Ionic Field Projector I
Page last updated: ToranBrades 11 November 2013