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Polkageist
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Posted - 2008.01.13 18:42:00 -
[1]
Im gonna be an interceptor pilot in less than two days and im gona specialise in flying ceptors untill i fly them good. Can any1 give me some good advice of what to do and/or not to do.
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Polkageist
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Posted - 2008.01.13 18:48:00 -
[2]
BTW its minmatar interceptors.
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Ogron
Oberon Incorporated Morsus Mihi
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Posted - 2008.01.13 19:48:00 -
[3]
Skills you want as an Interceptor Pilot:
Long Range Targetting 4 Signal Aquisition 4 Propulsion Jamming 4 Energy Management 4 Energy Systems Operation 4 Accelleration Control 4 Evasive Maneuverings 5 (needed for inties anyway) High Speed Maneuvering 4 Navigation 4 Warp Drive Operation 4
Those are of course minimum skills to be good, you have all your other fitting and support skills. Those however, if you don't already have them, are the skills you want to aim for initially.
As for how to fly them. Well there's two different Interceptors for each race. One is basically a DPS based Interceptor, the other is a tackling Interceptor. For the DPS Interceptor, Claw for Minmattar, you set your orbit for your weapons optimal range, get in fast, hold a point on them and unleash guns. For the tackling interceptor set orbit range at about 20km, turn on MWD and hold a point on them until the cavalry arrives to shoot them down.
---
[Reacz]Morsus Mihi - Sit on their throne sucking the the sweet teet of plex running so I'm told |
Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.13 20:42:00 -
[4]
Originally by: Ogron Skills you want as an Interceptor Pilot:
Long Range Targetting 4 Signal Aquisition 4 Propulsion Jamming 4 Energy Management 4 Energy Systems Operation 4 Accelleration Control 4 Evasive Maneuverings 5 (needed for inties anyway) High Speed Maneuvering 4 Navigation 4 Warp Drive Operation 4
Those are of course minimum skills to be good, you have all your other fitting and support skills. Those however, if you don't already have them, are the skills you want to aim for initially.
As for how to fly them. Well there's two different Interceptors for each race. One is basically a DPS based Interceptor, the other is a tackling Interceptor. For the DPS Interceptor, Claw for Minmattar, you set your orbit for your weapons optimal range, get in fast, hold a point on them and unleash guns. For the tackling interceptor set orbit range at about 20km, turn on MWD and hold a point on them until the cavalry arrives to shoot them down.
Those two, hmpf... ---------------------------------------------
[Video]The Inquisition I - Swift Justice |
Iishta
Caldari C0VEN
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Posted - 2008.01.13 20:51:00 -
[5]
Spaceship command 5.
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Polkageist
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Posted - 2008.01.13 20:59:00 -
[6]
thanks for the comments on the support skills for the ships, very appreciated!!! Now what about the theorys and experience of flying them. Got any stories from the battlefields aswell?
I guess the Stiletto will be my primary ship as i suspect that to last longest in battles which will let me live untill the BS's and support destroy the hostiles. But maybe the claw's dps will make a differece. Well any more good tips for piloting intys?
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Grimpak
Gallente Trinity Nova
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Posted - 2008.01.13 21:08:00 -
[7]
Originally by: Lyria Skydancer
Originally by: Ogron Skills you want as an Interceptor Pilot:
Long Range Targetting 4 Signal Aquisition 4 Propulsion Jamming 4 Energy Management 4 Energy Systems Operation 4 Accelleration Control 4 Evasive Maneuverings 5 (needed for inties anyway) High Speed Maneuvering 4 Navigation 4 Warp Drive Operation 4
Those are of course minimum skills to be good, you have all your other fitting and support skills. Those however, if you don't already have them, are the skills you want to aim for initially.
As for how to fly them. Well there's two different Interceptors for each race. One is basically a DPS based Interceptor, the other is a tackling Interceptor. For the DPS Interceptor, Claw for Minmattar, you set your orbit for your weapons optimal range, get in fast, hold a point on them and unleash guns. For the tackling interceptor set orbit range at about 20km, turn on MWD and hold a point on them until the cavalry arrives to shoot them down.
Those two, hmpf...
signal aquisition is meh, unless you're trying to shoehorn a probe launcher on the ship ().
warp drive operation however can make your ship warp a lil farther and have some more cap to spare if you warp arround much. ---
planetary interaction idea! |
Admiral Pelleon
Caldari White Shadow Imperium imPure.
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Posted - 2008.01.13 21:08:00 -
[8]
Train up for Overloading ASAP, and nanite repair paste skill. I've saved my malediction from certain death thanks to an overloaded MWD. Hit with a T2 web you're still going 1km/s, which (if you have a web yourself) is enough to GTFO and run. ________
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Steyr Daghan
thx for all the fish Minuit.
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Posted - 2008.01.13 21:21:00 -
[9]
Nobody mentioned: Interceptors 4
Cause you wanna enjoy the ship bonuses.
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Paulo Damarr
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Posted - 2008.01.13 21:21:00 -
[10]
Originally by: Ogron Skills you want as an Interceptor Pilot:
Long Range Targetting 4 Signature analysis 4 Propulsion Jamming 4 Energy Management 4 Energy Systems Operation 4 Accelleration Control 4 Evasive Maneuverings 5 (needed for inties anyway) High Speed Maneuvering 4 Navigation 4 Warp Drive Operation 4
Those are of course minimum skills to be good, you have all your other fitting and support skills. Those however, if you don't already have them, are the skills you want to aim for initially.
As for how to fly them. Well there's two different Interceptors for each race. One is basically a DPS based Interceptor, the other is a tackling Interceptor. For the DPS Interceptor, Claw for Minmattar, you set your orbit for your weapons optimal range, get in fast, hold a point on them and unleash guns. For the tackling interceptor set orbit range at about 20km, turn on MWD and hold a point on them until the cavalry arrives to shoot them down.
Fixed
I would just add that you need to practice your tackling and orbits as its very tricky at first and racing around gates and stations its very easy to bump yourself like a pinball when heading gates to and remember to never fly straight at something you need to junk in a fast series of S bends or your easy meat for guns. ----------------------------------------------- My new years resolution is to give up nonconstructive posting |
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Ogron
Oberon Incorporated Morsus Mihi
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Posted - 2008.01.14 01:30:00 -
[11]
Yes I do apologise for the typo in my original post. Thank you to the above poster for changing it to the correct skill. Im currently training cov ops and have scanning on the brain.
The addition of Interceptors 4 is also a must as someone else pointed out. ---
[Reacz]Morsus Mihi - Sit on their throne sucking the the sweet teet of plex running so I'm told |
Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2008.01.14 10:59:00 -
[12]
The interceptor's role is (generally) not to do damage. In a gang your 100ish DPS will not matter much, but your ability to hold a target in place will. Your DPS may be useful on frigates or other interceptors, but Battleships will laugh it off.
It is usually preferable to hold a point on something with 0 DPS, then to go in to hit, but get webbed and be forced to bail out in order to not die. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |
Wardeneo
Gallente
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Posted - 2008.01.14 11:01:00 -
[13]
Edited by: Wardeneo on 14/01/2008 11:01:50
Originally by: Ogron Edited by: Ogron on 14/01/2008 01:31:03 Skills you want as an Interceptor Pilot:
Long Range Targetting 4 Signature Analysis 4 Propulsion Jamming 4 Energy Management 4 Energy Systems Operation 4 Accelleration Control 4 Evasive Maneuverings 5 (needed for inties anyway) High Speed Maneuvering 4 Navigation 4 Warp Drive Operation 4 Interceptors 4
Those are of course minimum skills to be good, you have all your other fitting and support skills. Those however, if you don't already have them, are the skills you want to aim for initially.
As for how to fly them. Well there's two different Interceptors for each race. One is basically a DPS based Interceptor, the other is a tackling Interceptor. For the DPS Interceptor, Claw for Minmattar, you set your orbit for your weapons optimal range, get in fast, hold a point on them and unleash guns. For the tackling interceptor set orbit range at about 20km, turn on MWD and hold a point on them until the cavalry arrives to shoot them down.
i agree however id say include interceptors lvl 4, t2 guns/rockets and the specialisation skill up 2 lvl 4 aswell :)
wardeneo
Support the introduction of Blaze M crystals for Amarr! (Or make Amarr the only race able to deal EM damage from turrets). |
Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.14 13:52:00 -
[14]
Originally by: Jurgen Cartis
It is usually preferable to hold a point on something with 0 DPS, then to go in to hit, but get webbed and be forced to bail out in order to not die.
No its not. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |
Ogron
Oberon Incorporated Morsus Mihi
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Posted - 2008.01.14 18:05:00 -
[15]
Originally by: Lyria Skydancer
Originally by: Jurgen Cartis
It is usually preferable to hold a point on something with 0 DPS, then to go in to hit, but get webbed and be forced to bail out in order to not die.
No its not.
He got the first 12 words right. The last bit of his sentence needs some work. ---
[Reacz] Morsus Mihi - Sit on their thrones sucking the sweet teet of plex running so I've heard. |
Cpt Branko
The Bloody Red
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Posted - 2008.01.14 18:11:00 -
[16]
Quote:
It is usually preferable to hold a point on something with 0 DPS, then to go in to hit, but get webbed and be forced to bail out in order to not die.
I think this is the sentence you were looking for: It is usually preferable to hold a point on something with 0 DPS, then to go in to hit, get webbed and die.
It's always better to add DPS and gtfo (since you will have other people with points/webs on the target anyway) then not add any DPS and stay.
It is better to not add any DPS and stay then to add some DPS and die though ;) Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Han LaoTsu
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Posted - 2008.01.14 18:19:00 -
[17]
Be careful about trying to tackle in a belt-asteroids are not fun to bounce off of. Typically you'll only slow down for a second or two but that's all it can take. I remember I was ratting in my Hawk and a new Crow pilot jumped me. I started to panic at first but when I realized he couldn't break my tank I had some fun with him. Got him into structure by running to the rocks and 'pulling' him with me.
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Trevor Warps
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Posted - 2008.01.14 18:23:00 -
[18]
Edited by: Trevor Warps on 14/01/2008 18:26:38 Edited by: Trevor Warps on 14/01/2008 18:25:21 Adding to list :
T2 gunz and gunz spec lvl 4 !
And the optionals but recommended skills :
-Sixth sense of danger lvl 4 -GTFO out quick lvl 6 -Never slow down lvl 4 -Never fly straight to target lvl 5 -Keep transversal up lvl 4 (the above is a prereq)
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Batelle
HOMELESS. Band of Bums
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Posted - 2008.01.14 20:11:00 -
[19]
navigation 5 is like 5 days. Get it.
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Pan Zhu'Liang
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Posted - 2008.01.18 20:27:00 -
[20]
Originally by: Batelle navigation 5 is like 5 days. Get it.
just under 4 for me with +3 implants. high on my list of training priorities for pretty much anything.
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