Interceptor Fishing

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Inty Killing 101

By Knez Rex Copyright© 2007 by Knez Rex (Transfered from AGONY Forum Site Articles & Guides Oct 08)


Introduction

Got that PVP itch? Can’t get a gang together? Here is a cost effective way to stalk the pipes solo. Agony has deemed this technique Fishing. Fishing is extremely fun and relatively accessible (skill wise) for newer pilots. It can also be quite profitable. Your targets will be the overconfident interceptor pilots zooming up and down the pipes, unhindered until now. Your bait will be your trusty T1 frig which in the hands of an Agony pilot can be quite deadly. You will not have a problem getting a fight. Interceptors are a plenty and they tend to engage carelessly. Your hook will be a dual webber system.


Dual Webber vs Propulsion Module Pros:

Your opponent’s tank, which in this case is speed, will be nullified.

Tracking is not an issue since your target is barely moving.

Lack of a propulsion module leaves you with a lot (proportionally) of grid and CPU. This gives you the flexibility to prop up your high slots (damage output) and low slots (tank).

You will be able to dictate the range of the combat


Cons:

You will be extremely vulnerable to interdictor bubbles. Your best defense is your ability to cold warp before getting locked down. You don’t have the speed to get out of them.

You cannot fit a repairer or shield booster. You may need to dock in-between fights.

You may need AWU 3 or up to fit some of the following setups.


Setups

Merlin This setup is highly recommended. The Merlin is the most cost effective, most durable and easiest to pilot of all the setups. In fact everything you need is provided by corp.


Highs:

2 x Rocket launcher 1’s

2 x 125mm 1’s

Mids:

2 x Stasis webifier 1’s

1 x Warp disruptor

1 x Medium shield extender 1

Lows:

1 x MAPC

1 x DCU 1


Rifter - Auto Cannons

Although less cost effective than the Merlin the rifter's higher damage output makes it a quick killer ideal for those tight situations where large gangs are in the vicinity. This setup is also easy to fly. Just web and approach the target going toe to toe, hit for hit. Another major advantage is the fact that you don’t need to use fitting modules.


Highs:

3 x 150mm auto cannons II’s

1 x rocket launcher

Mids:

2 x Languor webs (low cpu requirements)

1 x Warp scrambler

Lows:

1 x 400 rolled tungsten plate

2 x EANM (named if CPU is tight)



Rifter – Artillery

This setup is the original prototype. The artillery Rifter is less cost effective than the Merlin and harder to fly but it has the added defense of being able to hit the target outside of the targets ideal range.


Highs:

3 x 250mm artillery II’s

Mids:

2 x X5 webs

1 x Warp Disruptor

Lows:

1 x 400 rolled tungsten plate

1 x MAPC

1 x Nanofiber or overdrive

Kestrel - T2 Rockets

This is a very high damage setup but requires the Rocket Specialization skill.

[Kestrel, Fisher] Micro Auxiliary Power Core I 400mm Reinforced Rolled Tungsten Plates I

Warp Scrambler I X5 Prototype I Engine Enervator X5 Prototype I Engine Enervator

Rocket Launcher II, Caldari Navy Thorn Rocket Rocket Launcher II, Caldari Navy Thorn Rocket Rocket Launcher II, Caldari Navy Thorn Rocket Rocket Launcher II, Caldari Navy Thorn Rocket

[empty rig slot] [empty rig slot] [empty rig slot]

Target Overview

Here is some background on the targets in order of most difficult to least.


Standard Missile Crow – Very fast. Pilot will try to orbit you outside of web range and pound on you at range with standard missiles. They also have a bonus to kinetic missile damage. Do not aggress unless they are in web range.

Taranis and Malediction – These guys put out a lot of damage and have the mid slot flexibility to web you.

Claw, Crusader and Ares – Also put out a lot of damage. The key weakness here is the mid slot inflexibility. They either have a web or a point. If you are webbed you have the option of warping out if you are in trouble.

Standard missile raptor – Similar to the above Crow but with one less missile slot. Puts out less damage outside of web range.

Stiletto – Although this ship might be best suited at its role, they tend to go down very easily when dual webbed in my experience.


Tactics, Tips and Tricks

Offensive: DO NOT ENGAGE UNLESS YOU ARE IN WEB RANGE.

Be aggressive. Its the Agony way. They consistently underestimate. The initial surprise "Wow this frig isn't running" gives you a few seconds head start. How do I get them into web range? Sometimes I like to make it seem as though I am running away form them.

Stick close to gates. When in trouble jump and cold warp, it is your best defense.


Example 1: I am sitting on the X-7 gate in L-T. The gate activates. A crow has entered local. I warp to the next gate along the pipe at zero which is the O-N gate. If the crow chases and makes the mistake of warping to the gate at zero also, which he might well do if he believes that you are getting away, he will land right on top of you. Engage your webs and perhaps one of your high slots after all he is in gate activation range. We need to get him to aggress in order to fully spring our little trap. If he turns red you got him!!! Be cool though and keep an eye on local because he may just be scouting for a gang or fleet. If local spikes you will have time to finish the kill and maybe even grab the loot if you are quick. Lastly warp to a tactical and plan a route home.


Example 2: I am sitting at a gate again patiently fishing. I get an activation and a crow de-cloaks off the gate. The pilot zooms towards me. Observe the crow. Does it enter web range? If not, jump and warp to the next gate along the pipe. If he follows he is looking for a fight. Try him again. He is now expecting you to run and will probably try to stay in jump range so that he can follow if needed. This is a fatal mistake that I observe often for they are now inside of your web range and trigger happy.


Example 3: This is one of the more advance maneuvers that I recommend you refrain form attempting until you get some practice. This often costs me a ship but rarely in vain.


Sitting at my Sarannen tactical in 93PI my scanner finds a small camp on the Sarannen gate. They have an interceptor with them. I warp to the gate @ 100 km, turn around and head into the opposite direction of the gate camp. Make sure your are not being sniped. The interceptor pilot begins to micro-warp towards me (big mistake because he is blowing his cap). Judge his speed (takes practice). When he is about 14 km off begin to target. If you judged right he will be in web range by the time you get a lock. His momentum will take him some time to slow down so he will overshoot you. Of course you know that and that is the reason you are traveling in the opposite direction of the gate. When the interceptor slows down, kill him right under the gang’s nose. My favorite way to do it.


Defensive:

DO NOT ENGAGE UNLESS YOU ARE IN WEB RANGE

Tacticals and the ability to cold warp are your friends. Use them.



Conclusion

“Fishing” is a great little drill, ideal for developing dog fighting skills. I also believe it actually makes a better interceptor pilot out of you. But most importantly it teaches you to analyze a ships strengths and weaknesses and use this information to your advantage. A skill that will help you fly any ship better.