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Dimitri Tanan
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Posted - 2006.03.20 21:38:00 -
[1]
Ok, so I haven't been playing all that long and I've only got 1 million SP. But I do play a support pilot and to me the most interesting support option is interdictors.
Then I looked at the skill requirements for an interdictor and my jaw just dropped. Then it exploded when it hit the ground. These things have ridiculous skill requirements! No wonder I never see any around. And it's not just that the number of requirements is too high, it's that half the requirements have NOTHING to do with interdicting.
To fly an interdictor, you need the following lvl 5 skills:
(Racial) Frigate 5 Destroyers 5 Evasive Meneuvering 5 and if you want to actually use interdictor spheres, Propulsion Jamming 5
And then you need these skills at lvl 4:
Anchoring 4 Spaceship Command 4 Interceptors 4
So let's look at this. Spaceship command, Racial Frigate, Propulsion Jamming, Destroyers and Anchoring make sense to a certain extent. That's 3 lvl 5 skills and 2 lvl 4 skills. But what the heck! Interceptors 4? WHY? They arn't fast, they have NOTHING to do with interceptors except they share a support type role. Evasive Maneuvering? Uhhhh, these are destroyers. You shoot a sphere and run away. Even if you stay, you're only decent against Frigates and your guns have great tracking.
These things are largely pointless because they require just too many skills to use. No one is going to fly them because they're destroyers anyway. I never see any around even though their tactical role should make them a common site on the battlefield. Am I just crazy on my beliefs here?
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Chaser Wolf
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Posted - 2006.03.20 21:41:00 -
[2]
Mate there are tons of them. They don't work in empire thats why you don't see them. But they are common in 0.0 and the first time one of them drops a bubble on you you will remember it. The requirements are perfectly in line with other T2 ships. Wait till you want to fly a hac.
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Ocularis
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Posted - 2006.03.20 21:41:00 -
[3]
You dont see any around cos they aint empire ships - in 0.0 these things rock.
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Manion Taleroth
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Posted - 2006.03.20 21:41:00 -
[4]
Edited by: Manion Taleroth on 20/03/2006 21:43:15
Originally by: Dimitri Tanan Interceptors 4? WHY? They arn't fast
Wrong. And the Evasive Maneuvering requirement is a sub of the Interceptors requirement, since Evasive Maneuvering is required for Interceptors.
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Twilight Moon
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Posted - 2006.03.20 21:43:00 -
[5]
Originally by: Dimitri Tanan I never see any around even though their tactical role should make them a common site on the battlefield. Am I just crazy on my beliefs here?
You can only launch interdiction spheres in 0.0 (or is it Low sec?).
Theres your reason why you dont see any about. They do look rather good IMHO, and its only 4 Lvl 5 skills. Personally I dont see the problem.
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Professor McFly
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Posted - 2006.03.20 21:44:00 -
[6]
Caldari Interdictor is faster than Caldari Interceptors (max speed). Less agile but still zippy. __________________ Inappropriate link description. --Jorauk mods - pwning sigs since 1943 |

R Dan
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Posted - 2006.03.20 21:44:00 -
[7]
Edited by: R Dan on 20/03/2006 21:46:49 a number of my corps pilots can use them. I would be able to but had to skill for other things. check out the requirements on any T2 ship mate :)
or take a look at carriers :) or dreads....or my favourite : command ships (T2 BCs)
or ofcourse take a look at a titan :P go on :) then tell me interdictors have too many skills needed :) i dare ya!
[EDIT] and of course...if these things were seriously easy to get they'd be everywhere! you'd jump into 0.0 and land the the middles of one...if you escape - oh look! 3 jumps in and theres another! if your after some sort of support role go for interceptors - great tacklers. or perhaps some sort of medic? or even leadership : so BCs and gang mods
I will save you, but make sure you bring beer - Wrangler and cAKe - Imaran I thought it was bREe, omgi'mgivingawaymodroomsecwetsftl - Cortes when come back ... bring PIE. Me like PIE. -Capsicum |

Deva Blackfire
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Posted - 2006.03.20 21:46:00 -
[8]
Quote: And it's not just that the number of requirements is too high, it's that half the requirements have NOTHING to do with interdicting.
Long story short: Racial Frigate 5 - needed to use Interceptor (and interdictors are like advanced ceptors)
Destroyers 5 - all t2 ships need lvl5 in respective skill
Evasive Man. 5 - required for Ceptor + helps A LOT with destroyer and their lesser agility
Prop. Jamming5 - great when you use web/20km scram on dictor
Anchoring4 ?!? WTF - i dont have it and can fly/use dictor well
Spaceship Command - needed for all ships
Interceptors4 - like before. Dictors are advanced interceptors so this is logical
Without evasive man.5 it would be: shot sphere, start to speed up... oops - you are dead
Quote: These things are largely pointless because they require just too many skills to use. No one is going to fly them because they're destroyers anyway. I never see any around even though their tactical role should make them a common site on the battlefield. Am I just crazy on my beliefs here?
Interdictors are VERY powerful ships if used right and can turn tide of battle with their spheres. Thats why there are so high req's - to stop everybody and their grandmother using them.
And if you don't see any around - you just have bad luck. I normally see at least one per day, sometimes even more. ATM im very happy with them. They aren't solo PWNmobiles but 100% gang support ships - and i think this is best role they could get.
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Azuriel Talloth
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Posted - 2006.03.20 21:51:00 -
[9]
As for their usefulness, pretty much every large fleet has a use for at least one of these. It's like a Covert Ops, they fulfill a specialist role that is of use in many situations. But having 10 of them in a 50 man fleet is redundant.
Train for Interceptors first since it's en route, and get a feel for tackling, when it's needed and when it's not etc.
CCP Please rename "Warp Disrupt Probes" to "Interdiction Spheres", thanks! |

Dimitri Tanan
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Posted - 2006.03.20 21:51:00 -
[10]
I spend 90+% of my time in 0.0. In 0.0 that is highly patrolled for pirates who like to run away. I've seen one in 2 weeks. I see interceptors every day and force recon and command ships atleast two or three times as often. These ships fulfill a role no more advanced then an interceptor and I still don't see a reason why these ships are limited to characters of very considerable age.
They are barely faster then a frigate. They do have interceptor class speeds, and it is twice as fast as the tech 1 destroyer. But they have no direct role as an interceptor. An interceptor is a fast ship designed to catch up to other ships, an interdictor doesn't need to catch up because it has the sphere launchers on it. They also lack the slots to actually function well as interceptors anyway. Their speed is out of place on this vessel and seems to be there merely to justify the extra skills so we see very few of these things.
Plus I neglected to include all the skills to use the launcher. I just looked at the spheres themselves. The launchers require Science 5 and Engineering 5. That makes for a total of 6 level 5 skills plus all the lvl 4's.
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lofty29
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Posted - 2006.03.20 21:56:00 -
[11]
Why the hell do you need anchoring 4?  Thats only needed by large bubbles, which interdictors dont use... ---------------------------
Originally by: Wrangler I see boobies!! \o/
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Deva Blackfire
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Posted - 2006.03.20 21:56:00 -
[12]
Im telling you again: this is a ship that can stop ALL the movement around one gate. If you place spheres correctly noone will escape you. Speed is useful just for getting closer to enemy and webbing him so he won't escape from the sphere. Also speed helps them to get away from their own sphere when something goes wrong.
Their weaponry is comparable to destroyers - a bit shorter ranged but without ROF penalty - so they can pop lighter ships.
If you sit in one place just dropping bubbles - be prepared to be podded fast... And like i said - you have just bad luck or your corpmates/allies don't understand how good dictors are. Maybe after they get trapped a bit they will start training for them :)
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Deva Blackfire
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Posted - 2006.03.20 21:58:00 -
[13]
Ah and btw - you are fairly young character - so even if you get straight to interdictor+spheres you wont be able to fit it... Even with +25% grid and CPU they are hard as hell to fit :/ And then you need some guns on it etc.
Just go for racial frig5, AF, interceptor - and then think about using dictors or going cruiser-bc-battleship.
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Fruchten
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Posted - 2006.03.20 21:59:00 -
[14]
I thought the requirements were pretty low honestly when i first saw them. Besides Prop Jamming 5. Dessy 5 is only rank 2(took me like 8 days). I already had all the other skills for ceptors. I love my sabre and think I may use it exclusivly from now on. I wouldn't have been surprised if they had needed another skill at lvl 5, or made the dessy skill rank 3.
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Laythun
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Posted - 2006.03.20 22:32:00 -
[15]
Originally by: Dimitri Tanan Ok, so I haven't been playing all that long and I've only got 1 million SP. But I do play a support pilot and to me the most interesting support option is interdictors.
Then I looked at the skill requirements for an interdictor and my jaw just dropped. Then it exploded when it hit the ground. These things have ridiculous skill requirements! No wonder I never see any around. And it's not just that the number of requirements is too high, it's that half the requirements have NOTHING to do with interdicting.
To fly an interdictor, you need the following lvl 5 skills:
(Racial) Frigate 5 Destroyers 5 Evasive Meneuvering 5 and if you want to actually use interdictor spheres, Propulsion Jamming 5
And then you need these skills at lvl 4:
Anchoring 4 Spaceship Command 4 Interceptors 4
So let's look at this. Spaceship command, Racial Frigate, Propulsion Jamming, Destroyers and Anchoring make sense to a certain extent. That's 3 lvl 5 skills and 2 lvl 4 skills. But what the heck! Interceptors 4? WHY? They arn't fast, they have NOTHING to do with interceptors except they share a support type role. Evasive Maneuvering? Uhhhh, these are destroyers. You shoot a sphere and run away. Even if you stay, you're only decent against Frigates and your guns have great tracking.
These things are largely pointless because they require just too many skills to use. No one is going to fly them because they're destroyers anyway. I never see any around even though their tactical role should make them a common site on the battlefield. Am I just crazy on my beliefs here?
i think u should chill and get some more experience under your tin foil pilots cap before u run onto the boards saying a ship is useless without flying it.
they are used in 0.0 2 of these have attempted to catch my recon cruiser so they are v.useful..
--------------------------------------------- If im flaming or not contributing im sorry, but im trying to get into th [23]
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Hamatitio
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Posted - 2006.03.20 22:35:00 -
[16]
Linkage
just look at my flycatcher, its totally worth it. ---
I Post on the forums for Fate. Im cool. Industrialists wanted |

Aeaus
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Posted - 2006.03.20 22:38:00 -
[17]
Requirements need to be more strict imho, already seeing too many of these in 0.0
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Karl Shade
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Posted - 2006.03.20 22:46:00 -
[18]
Originally by: Hamatitio Linkage
just look at my flycatcher, its totally worth it.
Omg its the batmobile.
I¦ve mainly seen Erises (Erii?) so far. Not that the pink makes them any less deadly, specially in ganksquads. -
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Liisa
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Posted - 2006.03.20 22:56:00 -
[19]
The skill requirements are right in line with the power of the ships.
It is true that in large fleet battles they have only a support role,
BUT
in smaller gangs a well fitted interdictor will prevent most ships from warping.
On top of this an interdictor is the bane of a solo interceptor being fast enough to keep up with it while warp scrambling it and shooting at it with a full arsenal of guns (in my case 7 small acs do a wonderful job).
Just wait until one of these comes towards you at 3km/s, firing 7 guns, puts a warp disruptor probe next to you and, for good measure, warp scrambles you while using a shield booster to shrug off what little damage you do to it (can't run the shield booster forever though, only problem with it, but it still not that easy to kill, even despite the large signature). ---------------------------------- I am free \o/ Sadly your sig is also slightly above the required limits of 400 x 120, total size not exceeding 24000 kbs - Cortes |

Andril
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Posted - 2006.03.20 22:59:00 -
[20]
Edited by: Andril on 20/03/2006 23:00:38
Originally by: Dimitri Tanan I spend 90+% of my time in 0.0. In 0.0 that is highly patrolled for pirates who like to run away. I've seen one in 2 weeks.
The reason you dont see many is because interdictors arn't solo ships, they are used in gangs/fleets. Interdictors are incredibly powerful if used properly, they are one of the few individual ships that can put fear into a hostile fleet. Cloaked interdictor near hostile fleets bs's, decloakes, pops a bubble, immedialty warps out, freindly bs fleet warps in at range, picks off all the bs's that are stuck in the bubble, warps out. Rinse & Repeate.
Interdictors are basicly tech II interceptors, they can do everything a inty can do, and spam medium bubbles (they are actualy better than medium bubbles as they have a 20km radius, compaired to 15km).
Intys have trouble (read: near impossible) catching other intys, shuttles, pods, travle setup frigs, and ships running lots of stab's, if they have instas. Interdictors can catch any ship without any problems at all if the pilot knows what they are doing.
Interdictors are a ship to be feared, you wont see them until the bubble is ontop of you, and by time they do they are gone and there gang has warped in and omgwtf owned you.
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Azuriel Talloth
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Posted - 2006.03.21 01:08:00 -
[21]
Originally by: Andril Interdictors are basicly tech II interceptors, they can do everything a inty can do
This is wrong on many levels 
CCP Please rename "Warp Disrupt Probes" to "Interdiction Spheres", thanks! |

Dimitri Tanan
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Posted - 2006.03.21 01:25:00 -
[22]
Edited by: Dimitri Tanan on 21/03/2006 01:28:44 Somewhere close to the beginning I said I was a new player. If all you have to contribute is that I'm new so I should shut up and go away, don't clutter up the thread.
According to the EVE Online Item Database, a Interdictor:
"are destroyer-sized vessels built to fill a single important tactical niche: the breaching of enemy warp tunnels."
Oh, and catch Interceptors, something that has nothing to do with interdicting. Why don't we also make mining barges haulers too? They're related, atleast as much as interceptors are to interdictors. Apparently this was added to increase the skill count above even tech 2 cruisers, which is also funny because they're destroyers. These two juxaposed roles are strange, and no one here seems to have caught onto it.
To me, when I look at the spheres and see how small their ranges are that tells me that you need to have more then one given their crappy cycle time. That makes the Minmatar interdictor a really crappy interdictor but the best one as far as guns go. The Eris and the others are all decent interdictors because they can fit 4 launchers and cycle the spheres out at a decent pace.
So basically, it doesn't look like anyone actually uses these for small gang warp interdiction. They're just "tech 2" interceptors (silly also, you have a tech 2 tech 2 ship?). That adds up to a big disappointment then.
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HW Icarus
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Posted - 2006.03.21 02:16:00 -
[23]
No one told you to shutup and go away. Quit overreacting.
The fact that you are new and haven't seen a ton of fleet battles relates to the fact you have seen few interceptors.
Interdictors are excellent ships that fulfill a very specific role.
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Azuriel Talloth
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Posted - 2006.03.21 02:19:00 -
[24]
What's the purpose of pretending to create a discussion on a subject when you have already made up your mind?
The ships are largely fine, as are the skill requirements. CCP did a good job with their balance considering they are a recent addition with a large impact on combat.
CCP Please rename "Warp Disrupt Probes" to "Interdiction Spheres", thanks! |

Tiuwaz
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Posted - 2006.03.21 02:21:00 -
[25]
you are welcome to make a tour through Tribute, set destination d7-zac, there are a lot of battles atm going on and nearly every bigger group has most of the time atleast 1 Interdictor with them.
it might be a slight hassle to get there alive but if you are lucky you get killed by a camp with an interdictor 
Originally by: Oveur ****! Lets nerf it!
To the nerfmobile!
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Vmir Gallahasen
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Posted - 2006.03.21 02:42:00 -
[26]
Quote: Oh, and catch Interceptors, something that has nothing to do with interdicting.
What's the rest of that description?
Quote: built to fill a single important tactical niche: the breaching of enemy warp tunnels.
Quote: Additionally, much like their destroyer-class progenitors, they are well-suited to offensive strikes against frigate-sized craft.
I wonder why they have this stupid unrelated role to interdicting? Surely it's not related to their base destroyer ships? What does that destroyer description say again?
Quote: the Coercer, a vessel designed specifically to seek and destroy the droves of fast-moving frigate rebels.
Wait a minute! That's like making a tech 2 mining barge that has better resists, but is also good at mining! Or making a tech 2 industrial ship that has more hitpoints and is faster, but can also haul stuff! Absolutely ridiculous. This needs to be nerfed immediately.
Quote: Why don't we also make mining barges haulers too? They're related, atleast as much as interceptors are to interdictors.
Why does it take level 4 frigate skill to fly a cruiser? Why does it take level 4 cruiser skill to fly a battleship? They're even less related to one another than interdictors are to ceptors. An interdictor is meant to be a fast, hard-hitting support vessel to hold down targets. An interceptor is meant to be a fast, hard-hitting support vessel to hold down targets. Does it really surprise you that you need interceptor skills to fly an interdictor? You get called primary in nearly every fight so you're going to need those skills anyway.
Not trying to bash you, but you're a ways away from flying an interdictor yet An interceptor isn't difficult to train for and is useful in a great many situations in PvP, and you'll be well on your way to flying an interdictor sometime.
There are a few other threads that I've replied to as far as interdictor limitations are, if you do a search you should be able to find them. Some things I can point out to you right now, however:
Quote: The Eris and the others are all decent interdictors because they can fit 4 launchers and cycle the spheres out at a decent pace.
If you fit 4 launchers onto a combat-viable setup, I swear I will eat my shirt. I can just squeeze two on with a pair of t2 coprocessors, electronics V, weapon upgrades V, and a 3% cpu implant using an AB and smaller-size rails/best-named gear. Besides that, more than one launcher is not useful. They don't fly like missiles; warp disrupt probes just drop at your current position. There's an unusual effect where one sphere can cancel out another if you drop two nearby however, so really even 2 launchers will do you no good. And four minutes is a long time  Signature filesize exceeds max limit of 24000 bytes. Mail us if you have questions -Eldo Davip New sig coming soonÖ
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Hoshi
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Posted - 2006.03.21 03:02:00 -
[27]
They are a mix between interceptors and destroyers (interceptor speed with destroyer weapon slots) so they require both skills. If you are already an interceptor pilot there is not much you need. The only skill that might seem a bit excessive if you ask me is Propulsion Jamming level 5. While it is useful I would have preferred not to train it and spent those days training something more useful.
As for why you are not seeing more I would say there are several reasons, first is the skill requirements for the probes + launchers. The ships themselves are not hard to get into but without the probe they are just not worth it.
Second is price, if you don't happen to know someone with a bpo they are still a bit too expensive, specially considering how easy they pop.
Third would probably be that a lot of new ships was released in RMO and it's possible that most people decided to focus on the other t2 ships released like force recon and t2 bcs, both which requires much longer training.
Forth I think is uncertainty. There have been mixed reports on the effectiveness and if the bubbles work as they should etc. I find it likely that many people have put off training them until they know they work. For this I can inform those who are uncertain, the bubbles work very well. They are not prefect and there are still some problems that need to be fixed, most importantly how they interact with other bubbles. But their behaviour is predictable (no random bugs) and used right they are very effective.
--------------------------------------------------------------------------------
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jbob2000
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Posted - 2006.03.21 04:14:00 -
[28]
These things are great ships to hold down fleets/ships jumping in. As combat ships, they are too fragile.
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Hamatitio
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Posted - 2006.03.21 06:46:00 -
[29]
my flycatcher is called the batmobile!
LOL. ---
I Post on the forums for Fate. Im cool. Industrialists wanted |

kessah
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Posted - 2006.03.21 07:01:00 -
[30]
This ship class is deadly annoying, i was lucky to run into these things in my FRC so cloaked immediatly it said "move 20k from warp disruption field" i shat myself i will say.
I am now forced to bring my nublet alt everywhere i travel in 0.0 there very common now.
I really feel the skill req's are very justified. --------------------------------------------------------
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B orange
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Posted - 2006.03.21 07:44:00 -
[31]
I can tell you about sabre.. 4km/sec with mwd II, 7 guns, 1 probe launcher. Plus 4 meds to play with.
Can pwn any ceptor with ease. |

Joerd Toastius
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Posted - 2006.03.21 12:33:00 -
[32]
Skill training, replacement costs and a small degree of conservatism are the only things stopping every single combat group from having at least two interdictors.
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Testy Mctest
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Posted - 2006.03.21 12:40:00 -
[33]
They're easy to train for. They stop people warping away even when stabbed. They're easy to train for. They stop people warping away even when stabbed.
I said that twice for emphasis, as the stab whiners haven't yet noticed this.
There used to be a sig here, but I got bored of it.
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Tharkad
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Posted - 2006.03.21 14:34:00 -
[34]
I fly them around amarr space, there faster then an inty and I like the graphic model a lot better then the amarr inty.
I do wish CCP would join the 20th century in technology at least and give us the ability to pick our own tinting as the pure black hides the detail work on the ship.
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Dimitri Tanan
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Posted - 2006.03.21 15:23:00 -
[35]
Someone with actual interdictor sphere experience...
Are the spheres REALLY that useful? The small spheres range seems totally useless, especially for catching interceptors. The medium sphere seems better at 15k, but that still isn't much distance for any reasonably fast interceptor to cover. In the way I see the spheres working, you need to fire more then one if your target has any distance on you. Is this actually a correct idea? If so, then the sabre is really just a tech 2 interceptor since it can only fit a single launcher. In that case, the skill requirements seem logical, but the description is still weird.
I didn't raise the thread because my mind is already made up. The responses I got just weren't that convincing. And one person did say I should wait until I have more experience under my belt before posting, that was actually about half his post.
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Ishquar Teh'Sainte
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Posted - 2006.03.21 15:34:00 -
[36]
The interdictors main role is NOT to catch interceptors and fast frigates (though the description might say so) - though they can be really handy for this task. 
They are much easier to use against battleships and other quite slow moving blobs ...
and i can assure you - beeing in a fleet without an interdictor gives you the "oh no"-feeling, as well beeing in a fleet and seeing a hostile interdictor falling out of warp near your gang. _________________________________________
Originally by: Skellibjalla Life is a garden of perceptions. Pick your fruit.
Originally by: Tool - Hush I can't say what I want to,even if I'm not serious.
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Deva Blackfire
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Posted - 2006.03.21 15:44:00 -
[37]
Edited by: Deva Blackfire on 21/03/2006 15:46:11 Edited by: Deva Blackfire on 21/03/2006 15:44:48
Quote: Are the spheres REALLY that useful? The small spheres range seems totally useless, especially for catching interceptors.
For catching ceptors at the gate you should use ceptor with sensor booster and 20km scram... Much better
For catching ceptors that orbit you at long range - just use long range cruisers.
Dictors Spheres are just for blocking one gate/warping to and from that gate. Also - they are much better than deployable bubbles, because you can make 10 jumps, put bubble for 1 minute and go farther. They excel at rapid deployment.
Quote: In the way I see the spheres working, you need to fire more then one if your target has any distance on you.
That's why they have great speed. Get close and THEN drop bubble - not other way round.
EDIT: Just go to EC-P8R and wait a bit at Torrinos gate. Sooner or later you will see and interdictor in action...
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Magunus
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Posted - 2006.03.21 15:47:00 -
[38]
Originally by: Dimitri Tanan Someone with actual interdictor sphere experience...
Are the spheres REALLY that useful? The small spheres range seems totally useless, especially for catching interceptors. The medium sphere seems better at 15k, but that still isn't much distance for any reasonably fast interceptor to cover. In the way I see the spheres working, you need to fire more then one if your target has any distance on you. Is this actually a correct idea? If so, then the sabre is really just a tech 2 interceptor since it can only fit a single launcher. In that case, the skill requirements seem logical, but the description is still weird.
I didn't raise the thread because my mind is already made up. The responses I got just weren't that convincing. And one person did say I should wait until I have more experience under my belt before posting, that was actually about half his post.
Interdictors don't use mobile warp bubbles, they use warp disrupt probes, and there's only one size of warp disrupt probes (20km). Mobile bubbles take several minutes to set up and require anchoring and they take up a lot of cargo space. Warp disrupt probes work the instant you launch one and are larger than medium bubbles (20 km). Mobile warp bubbles can be targetted and destroyed, while warp disrupt probes can't. They last until their timer expires.
Also, an interdictor can carry around 5 20km bubbles in the launcher itself, plus another 5 pretty easy in the cargo hold. That's just wicked. ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Deva Blackfire
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Posted - 2006.03.21 15:49:00 -
[39]
Quote: Mobile warp bubbles can be targetted and destroyed, while warp disrupt probes can't.
Heard SBombs can kill them (not tested).
Also i can carry about 25 probes with me no prob (+ ammo for missile launchers)
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Magunus
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Posted - 2006.03.21 15:52:00 -
[40]
Originally by: Deva Blackfire
Quote: Mobile warp bubbles can be targetted and destroyed, while warp disrupt probes can't.
Heard SBombs can kill them (not tested).
Also i can carry about 25 probes with me no prob (+ ammo for missile launchers)
Hadn't heard that; it'd be a good thing to test. Thanks for the heads up. :) ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

HUGO DRAX
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Posted - 2006.03.21 15:54:00 -
[41]
Originally by: Dimitri Tanan Ok, so I haven't been playing all that long and I've only got 1 million SP. But I do play a support pilot and to me the most interesting support option is interdictors.
Then I looked at the skill requirements for an interdictor and my jaw just dropped. Then it exploded when it hit the ground. These things have ridiculous skill requirements! No wonder I never see any around. And it's not just that the number of requirements is too high, it's that half the requirements have NOTHING to do with interdicting.
To fly an interdictor, you need the following lvl 5 skills:
(Racial) Frigate 5 Destroyers 5 Evasive Meneuvering 5 and if you want to actually use interdictor spheres, Propulsion Jamming 5
And then you need these skills at lvl 4:
Anchoring 4 Spaceship Command 4 Interceptors 4
So let's look at this. Spaceship command, Racial Frigate, Propulsion Jamming, Destroyers and Anchoring make sense to a certain extent. That's 3 lvl 5 skills and 2 lvl 4 skills. But what the heck! Interceptors 4? WHY? They arn't fast, they have NOTHING to do with interceptors except they share a support type role. Evasive Maneuvering? Uhhhh, these are destroyers. You shoot a sphere and run away. Even if you stay, you're only decent against Frigates and your guns have great tracking.
These things are largely pointless because they require just too many skills to use. No one is going to fly them because they're destroyers anyway. I never see any around even though their tactical role should make them a common site on the battlefield. Am I just crazy on my beliefs here?
They sound reasonable to me. I dont see any problems with those requirements. go and look at the requirements for a HAC and T2 guns. Dont just complain, do something. Channel macrointel meet with likeminded folks, spottings,intel |

Deva Blackfire
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Posted - 2006.03.21 15:54:00 -
[42]
Ahh... I should remove that phrase and use IRON/RZR forums instead ;p
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HUGO DRAX
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Posted - 2006.03.21 15:57:00 -
[43]
Originally by: Dimitri Tanan Someone with actual interdictor sphere experience...
Are the spheres REALLY that useful? The small spheres range seems totally useless, especially for catching interceptors. The medium sphere seems better at 15k, but that still isn't much distance for any reasonably fast interceptor to cover. In the way I see the spheres working, you need to fire more then one if your target has any distance on you. Is this actually a correct idea? If so, then the sabre is really just a tech 2 interceptor since it can only fit a single launcher. In that case, the skill requirements seem logical, but the description is still weird.
I didn't raise the thread because my mind is already made up. The responses I got just weren't that convincing. And one person did say I should wait until I have more experience under my belt before posting, that was actually about half his post.
Yes they are very effective I have seen them in action and in skilled hands they are devastating to the enemy. Great for splitting up the enemy etc.. Dont just complain, do something. Channel macrointel meet with likeminded folks, spottings,intel |

Wyndwhisper
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Posted - 2006.03.22 03:33:00 -
[44]
Hmmm yes it takes along time to gain the skillz to fly one but thats how it should be its a T2 ship that can cloak on a gate and drop that sexy bubble right on a fleet! FC nightmare, but trust me its a borring life flying 1 as ya never end up on kill mails much :( but i can move mine 155 m/s cloaked nice way to sneek up on a fleet! yarrr , would be nice to have 2 low slots as its a pain fitting.
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Wyndwhisper
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Posted - 2006.03.22 03:47:00 -
[45]
I can carry up to 45 bubbles and 400 rounds of light blood claws do 1300 ms AND 145 ms cloaked still not sure if bubbles cancel each other out seems to work with 2 or 3 bubbles at times and other times it dont! what is best dist to lunch the bubble around the gate's? anyone worked it out yet? also if a ship is in warp fm diff gate and you drop the bubble the ship in warp will not be caught! is this a bug? 
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