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Hakzuzu
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Posted - 2006.06.21 03:14:00 -
[1]
We are currently fighting a corp that is using command ships with lots of interceptors. What would be a good strategy for taking out the interceptors? They are commonly using a combination of claw and taranis and the occasional gallente command ship comes along.
Any help or suggestions would be most welcome.
Many thanks
Hak
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One Percent
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Posted - 2006.06.21 03:51:00 -
[2]
Hawk.
T2 Standard Launchers.
Precision Light Missles.
You won't have to worry about ceptors with 1 or 2 of those in your gang.
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Kunming
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Posted - 2006.06.21 03:53:00 -
[3]
NOS.
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Hakzuzu
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Posted - 2006.06.21 04:06:00 -
[4]
Nice,
Never thought about using a hawk to take out interceptors. Thanks for the replys. I heard NOS is effective against interceptors but what is a good ship to use against them. Like, a bc or cruiser with medium nos and then use frigates/destroyers to pop them when they run out of juice?
Hak
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Cruz
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Posted - 2006.06.21 04:08:00 -
[5]
Vexor with NOS. ---------------------------
For the glory of the empire! |

Malthros Zenobia
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Posted - 2006.06.21 04:11:00 -
[6]
Harpy with a web.
Or a multispec jammer.
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travelingsales
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Posted - 2006.06.21 04:41:00 -
[7]
Caracal with precision light missiles will totally screw inties if you have the skills for them. It is an expensive setup for a T1 ship but if you go all out (5x T2 assault launchers, BCU II in lows) you can kill most inties in 2-3 volleys.
Really any ship with enough mids is good for taking out inties, if they are mostly using Claws and Tarani then their inties are mostly short range, just wait for them to come inside 10k and then double web/NOS them, they will die fast. Getting two webs on them helps a lot, with one web they will still have quite a bit of speed and a good pilot can get outside 10k again quite often.
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xaioguai
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Posted - 2006.06.21 04:47:00 -
[8]
passive tanking ferox with percision heavy and a stab or 2 in low 
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Hakzuzu
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Posted - 2006.06.21 04:54:00 -
[9]
Wow, thanks for the replys. I never realized you needed double webs for indies. But now I do 
Thanks again for all these replies. This should certainly help us against those rascally pirates picking on us.
Hak
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Audri Fisher
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Posted - 2006.06.21 04:58:00 -
[10]
with the boost to tracking destroyers just got, a web is a waste of a midslot :) use 2 tracking comps more for range than anything else. this is assuming destroyer 4-5 and sharpshooter 5.
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Lichtschnitzer
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Posted - 2006.06.21 04:59:00 -
[11]
huggin whould be a awesome ic slow down machine
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Scorpyon
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Posted - 2006.06.21 05:43:00 -
[12]
The minmatar recon ships own anything w/ speed. Taking a interceptor or vagabond down to 4m/s is priceless.
Scorp
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Waenn Ironstaff
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Posted - 2006.06.21 05:57:00 -
[13]
A couple of destroyers (Cormorant in mind). Should be enough to take care of the peskys intys.
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Silvio McFredric
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Posted - 2006.06.21 08:31:00 -
[14]
Ive also got good experience with Comorants against inties... fit 75mm T2 and dual medium shield extenders...
The caracal is another story... Light missiles, target painter, double web, warrior II drones... need I say more? 
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Laythun
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Posted - 2006.06.21 08:53:00 -
[15]
Originally by: Cruz Vexor with NOS.
Curse with 3 neuts and 2 nos.
See You In Space Cowboy |

Twilight Moon
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Posted - 2006.06.21 08:58:00 -
[16]
I'd imagine that a Caracal, with T2 Assault Launchers, Precision Light missiles, 2x Sensor Boosters and 3x Multispecs, and a pair of BCU's in the low slots would pretty much ruin any interceptors day.
Signature Remove, not Eve related. -ReverendM ([email protected]) "But...it was Monty Python! You Dev's are souless!!" - Twilight Moon
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Sarmaul
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Posted - 2006.06.21 09:06:00 -
[17]
Huginn with webs, artillery and precison heavies.
TEAM MINMATAR - In Rust We Trust - |

Exus
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Posted - 2006.06.21 09:39:00 -
[18]
fit a heavy tanked domi with nos and make it warp in the battle, they'll all aggro him. fit 3 cormorants with 7 150mm t2 and spike, 2 SB II, 2 track comp II, warp at 60km from the domi and make them cry.
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Paigan
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Posted - 2006.06.21 10:51:00 -
[19]
Originally by: One Percent Hawk.
T2 Standard Launchers.
Precision Light Missles.
You won't have to worry about ceptors with 1 or 2 of those in your gang.
just wanted to answer this, but the answer is already there: Originally by: travelingsales Caracal with precision light missiles will totally screw inties if you have the skills for them. It is an expensive setup for a T1 ship but if you go all out (5x T2 assault launchers, BCU II in lows) you can kill most inties in 2-3 volleys.
now what i ask myself: exactely where is the hawk supposed to be better than a lousy caracal, anyway?
hawk: 4 std launchers + enhanced resistances caracal: 5 assault launchers (equaling 6+ standard) + extreeeme HP + hardening + cheap like hell -- This game is still in beta stage |

Arkanjuca
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Posted - 2006.06.21 11:41:00 -
[20]
I agree...
Caracal with unnamed assault missiles, unnamed BCUs, large shield extender and hardners... cheap ass inty killing machine 
did i said it is cheap?
"It,s a good day do flight"
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Sebroth
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Posted - 2006.06.21 15:19:00 -
[21]
If we want to kill an interceptor we have 4 main weapons - Web - Nos - Speed - Launchers / Turrets / Drones And to some extent: - Smartbombs
Cheaper alternatives can be: - Stabber: This is the only cruiser imho that can use its speed to kill an inty. Just make sure it goes fast and use autocanons. Use the speed to keep the tracking problems down or to get in web/nos range. - Caracal: Missile spamming frig killer.
More expensive alternatives would be: - T2 versions of the 2 above - Rapier / Huginn: make sure you are using warp disruptors (20km) in the gang and se how you with 1 single ship can keep 2 intys in one place at the same time :) just remember to bring sensor booster or they will run like hell if they have time to see that you are using a minmatar recon cruiser in your gang
DonĘt forget that if you using ECM you will really screw things over for them so a black bird or two... ...but you wont kill them using ECM. Only make them run :(
Did I say I hate ECM? /me start the traing for caldari cruiser lvl 5 so he can use caldari recon too...
-----
Never knock on Death's door; ring the doorbell and run (he hates that) |

Requiescat
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Posted - 2006.06.21 15:32:00 -
[22]
in my experience, you can fit a moa with 4x 125mm rail 2s and a heavy shield tank and pretty much dominate intys
cormorant can mount more guns and can really tear it up with a pair of tracking comp 2s. you don't even need webs at that point, with 2x tracking comp 2s you'll have better tracking than the inty anyway, and if he mwds and orbits at 15k, you can fit javelin s and annihilate him
another fun one is nos dom with light drones t2 >:) i don't need to say any more about that one Max sig image dimensions are 400w x 120h & 24,000 byte filesize. --Jorauk |

FireFoxx80
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Posted - 2006.06.21 15:39:00 -
[23]
A couple of Ferox's with Dual 150mm's (make your optimal about 18km), some webbers, tracking enhancers, and stabs. Should have enough grid left for an insane tank.
Know your enemy really, the inties will need to get into 20km or so to scramble you. Prime your weapons for this range (A Vulture with appropriate skills and mods can get a Neut's Optimal to near 20km).
The command ships will be trickier, but they don't put out huge amounts of damage compared to their T1 counterparts. You just need to overcome their even-insaner tank.
I'd imagine that, depending on the enemy fleet size, if you can keep 3-4 Ferox's in formation (about 15km apart) then you'd get a fairly good killzone. You might want to fit the spare high slots with either assault launchers, NOS, or remote armour/shield/energy xfers to give each other a boost when required. Add some light drones into the mix.
Obv this is theoretical, often you cannot keep formation.
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Hakzuzu
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Posted - 2006.06.21 16:49:00 -
[24]
wow, thanks for the great info...
I will have to take some of this away and test it out. Will post the results of our next "encounter."
Another question, off topic though, why do uber corps always seem to war dec much weaker corps? Is it to just pad their stats?
Either way, can't wait to get home and test out some of these setups.
Hak
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Waenn Ironstaff
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Posted - 2006.06.21 17:10:00 -
[25]
Originally by: Hakzuzu wow, thanks for the great info...
I will have to take some of this away and test it out. Will post the results of our next "encounter."
Another question, off topic though, why do uber corps always seem to war dec much weaker corps? Is it to just pad their stats?
Either way, can't wait to get home and test out some of these setups.
Hak
A lot of those so called corps don't have the balls to take on real opponents so they stick to newcomers and get cheap thrills and ego boost after blowing up a shttle with 7 Batleships.
Then they claim to use game mechanics. But no amount of gimmick can hide the fact that they have no balls.
Give the destroyer ships a try. Very inexpensive and with the new tracking bonus, it should even work better than before. Easy on the price and fitting and can get the job done so fast. THink of its effectiveness when you're gona fly several of them in squads :P
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Khadur
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Posted - 2006.06.21 17:26:00 -
[26]
As Sarmaul said Huginn > all ceptors
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Qanael Radlari
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Posted - 2006.06.21 22:32:00 -
[27]
Edited by: Qanael Radlari on 21/06/2006 22:32:37 I usually take a Caracal with 5 named assaults, a painter, 2 L extenders, an invul, scram and 2 BCUs out to play with roaming inties. Works like a charm, and it's cheap too. All my fittings are rat loot, except the BCUs. 
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Sir Bart
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Posted - 2006.06.21 22:57:00 -
[28]
the obvious answer is destroyers. they are cheap and can solo inties easy. Another cheap and effective method is an Omen/Thorax/Stabber/Caracal. You get more HP, more damage, and if you web an inty you can hit it pretty good in any of those ships.
For the Omen I would use small guns "medium pulse" and for the Caracal, assaults obviously.
They are hoping to use cheap ships to kill your big ships so you should do the same to them.
PS. Nos doesn't do much to claw's.... they can't MWD but they can still do 100% of their dps (which is considerable).
SB
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Zarinalis
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Posted - 2006.06.22 10:52:00 -
[29]
I like the Blackbird for this it's 6 mid slots give you some nice options:
Low slots: 2 Warp Core Stabiliser 1's (just incase you need to escape)
Med slots: 2 Webbers (named if possible) 2 Short range warp scramblers 1 Afterburner 1 1 Large Shield Extender 1
High Slots: 3 Assault Launcher 1's 1 Med Nos
If his interceptor does 4800 m/s 1 named webber (mine was looted) reduces his speed by 82.5% to 840m/s and a second standard webber drops it down by a further 75% to 210m/s at which point my Blackbird is faster even without AB!
Using the short range warp scramblers means that he can't warp out unless he has 4 warp stabs on (unlikely)
Using the Large shield extender gives me over 3000 shields and means I don't need to use any cap shield boosting to survive.
I used "keep at range" set to 1000m and as soon as he was within range I activated the webbers and the scramblers then all the other modules. The assault launchers took him apart nicely 
If you have multiple inty's to kill you might want to change the AB for Shield Booster and a couple of BCU's in the lows would help if you have the CPU.
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Paigan
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Posted - 2006.06.22 11:16:00 -
[30]
I wonder if people are reading threads they post in at all.
Many people here mention T2 ships over and over, one even suggested MULTIPLE Feroxes, with dual150mm even o_0
And that although there are around 3 posts naming a caracal as a high damage, high tank and even extremely cheap counter to frigs (4th time).
Come on people. Stop posting HACs worth hundreds of millions to do a 3mil caracal's job. Instead, read the thread first^^ -- This game is still in beta stage |
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