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Trip Nichols
Minmatar Phazar Lunar Excavation
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Posted - 2009.01.22 18:15:00 -
[1]
Hi all, I just wanted to ask you knowledgeable bunch how I would go about training to fly interceptors well in a PvP role, i.e. what skills I need at what levels and in what order I should train them. I know as a base I need Evasive Maneuvering V and at least Navigation II (I am Minmatar, which apparently only needs Navigation V to be able to train for interceptors as opposed to Caldari), and also the required Frigate and Spaceship Command skills which are both at V as outlined below. What else should I have?
My alt currently has (as far as somewhat relevant skills go): At a total of 4,588,217 SP Minmatar Frigate V Spaceship Command V Gunnery V Projectile Turret V Science V Cybernetics II Most of my learning skills are at V, however two or three are at IV, one is at 0, and another is at III.
I am fairly certain I should train for Microwarpdrives so I can go wicked fast (fast enough for me even with the speed nerf)
So what skills do you guys suggest I train to be able to effectively fly Interceptors for pvp, more specifically for Minmatar interceptors, and in what order should I train the master skills (the main ones I need, not the skills it takes to get to those main ones)? Also what other skills would be helpful in your opinion?
Any input would be appreciated. |
Lui Kai
Logistics Incorporated
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Posted - 2009.01.23 02:32:00 -
[2]
Things not listed that you'll definatly want:
T2 microwarp. T2 overdrives.
Propulsion Jamming 4 Signature Analysis 5.
An inty lives on it's speed - so maximizing yours is the first priority. An inty's main role is to lock down a target - so maximizing your ability to warp scramble is your second priority. ----------------
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Jerkat
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Posted - 2009.01.23 07:54:00 -
[3]
The capacitor skills so you can perma run the MWD and the scram. |
TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.23 09:33:00 -
[4]
All navigation skills to 4 at least, 5 for the basic ones like navigation. You will want hull upgrades 2 for t2 overdrives, and some good cap skills so you can permanently run the mwd. Obviously also want propulsion jamming 4 to fit t2 webs, unless you plan on being on going without where you will just need it to level 2. |
steave435
Caldari SniggWaffe
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Posted - 2009.01.24 21:13:00 -
[5]
Originally by: TimMc All navigation skills to 4 at least, 5 for the basic ones like navigation. You will want hull upgrades 2 for t2 overdrives, and some good cap skills so you can permanently run the mwd. Obviously also want propulsion jamming 4 to fit t2 webs, unless you plan on being on going without where you will just need it to level 2.
Even then it helps the cap use alot. |
Hardened Heart
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Posted - 2009.01.25 01:19:00 -
[6]
I'm a dedicated inty pilot (though I will soon be moving to AFs soon).
Skills you'll need:
Speed Skills Navigation 5 (speed) Evasive Maneuvering 5 and all other navigation skills pertaining to general speed and microwarp drive skills to at least 4. Interceptors 4 (any ship you PvP in should be at least 4) Space Ship Command 5 (agility bonus needed for maintaining speed while orbiting)
Tackling Skills Signature Analysis 4 Long range targeting 4 (because most interceptors have crap target range
Fitting Skills Electronics 5 (cpu) Engineering 5 (grid) Weapon Upgrades 4 (Weapon upgrades 5 and the Advanced Weapon Upgrades will be needed later, and more grid and cpu never hurts you now) Energy Management 4 (cap) Energy Systems Operation 4 (cap) Propulsion Jamming 4 (maintain you cap, better if 5)
Obviously a lot of these '4 skills' would be better at 5. Get everything up to 4 and then start deciding where you're lacking. Different ships need different things. Obviously a Crow pilot (rockets) will not need capacitor skills as badly as a Crusader pilot (pulse lasers) will.
Next start on Gunnery skills. Gunnery support skills to 4 and Small [whatever] to 5 and Small [whatever] Specialization to 4.
Figure out what you want to do with your interceptor. Pick the interceptor that excels at that task. The Crusader is a great dog fighter capable of tackling while providing limited DPS. The Malediction will give you absolutely crap DPS and slower speeds than a Crusader... but will tackle 10km further (out of large neutralizer range) and gives you an extra mid slot for webs/sensor booster/etc. |
William Escobar
Gallente Trichomes Unlimited
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Posted - 2009.01.26 05:18:00 -
[7]
Originally by: Hardened Heart I'm a dedicated inty pilot (though I will soon be moving to AFs soon).
Skills you'll need:
Speed Skills Navigation 5 (speed) Evasive Maneuvering 5 and all other navigation skills pertaining to general speed and microwarp drive skills to at least 4. Interceptors 4 (any ship you PvP in should be at least 4) Space Ship Command 5 (agility bonus needed for maintaining speed while orbiting)
Tackling Skills Signature Analysis 4 Long range targeting 4 (because most interceptors have crap target range
Fitting Skills Electronics 5 (cpu) Engineering 5 (grid) Weapon Upgrades 4 (Weapon upgrades 5 and the Advanced Weapon Upgrades will be needed later, and more grid and cpu never hurts you now) Energy Management 4 (cap) Energy Systems Operation 4 (cap) Propulsion Jamming 4 (maintain you cap, better if 5)
Obviously a lot of these '4 skills' would be better at 5. Get everything up to 4 and then start deciding where you're lacking. Different ships need different things. Obviously a Crow pilot (rockets) will not need capacitor skills as badly as a Crusader pilot (pulse lasers) will.
Next start on Gunnery skills. Gunnery support skills to 4 and Small [whatever] to 5 and Small [whatever] Specialization to 4.
Figure out what you want to do with your interceptor. Pick the interceptor that excels at that task. The Crusader is a great dog fighter capable of tackling while providing limited DPS. The Malediction will give you absolutely crap DPS and slower speeds than a Crusader... but will tackle 10km further (out of large neutralizer range) and gives you an extra mid slot for webs/sensor booster/etc.
This. And i know your obviously Min, but if you end up loving ceptors and not wanting to fly other ships.. spend a few extra weeks getting a Taranis, those things are fun as hell and their DPS is better than many AF's. |
TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.26 11:08:00 -
[8]
Originally by: William Escobar This. And i know your obviously Min, but if you end up loving ceptors and not wanting to fly other ships.. spend a few extra weeks getting a Taranis, those things are fun as hell and their DPS is better than many AF's.
This. I have been flying ceptors for a year now, still love it. If I am not needed in my Archon, I am usually in taranis.
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MILK Monk
2nd Blood Raven Assault Squad R.U.R.
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Posted - 2009.01.28 16:02:00 -
[9]
just as Hardened Heart written + I would also suggest Energy Management to 5, because it will allow you to use Thermodinamics (to 4), which allows to overload modules... it can be very helpful in certain situations |
Quinn Atiochus
Caldari Night Wolves
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Posted - 2009.01.28 18:32:00 -
[10]
Edited by: Quinn Atiochus on 28/01/2009 18:33:54 Would definitely go for T2 stabs and reasonable skills for MWD. |
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Dust Rocket
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Posted - 2009.01.28 18:36:00 -
[11]
All u need is experience not skillpoints
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Trip Nichols
Minmatar Phazar Lunar Excavation
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Posted - 2009.01.28 18:38:00 -
[12]
What about defensive capabilities? Should I train any type of shield or armor skills or is the speed of the inty its primary defense?
Also with all the skills you guys have listed I should train at reasonable level, would it be safe to say I could avoid rails, torps, autos and arty from most ships? Say, a battleship? Of course I couldn't imagine destroying a battleship; I would imagine that any inty is not capable of that kind of DPS, at least not before a BS could warp? Am I wrong? |
Charlie Ackerman
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Posted - 2009.01.28 19:17:00 -
[13]
Originally by: Trip Nichols What about defensive capabilities? Should I train any type of shield or armor skills or is the speed of the inty its primary defense?
Also with all the skills you guys have listed I should train at reasonable level, would it be safe to say I could avoid rails, torps, autos and arty from most ships? Say, a battleship? Of course I couldn't imagine destroying a battleship; I would imagine that any inty is not capable of that kind of DPS, at least not before a BS could warp? Am I wrong?
Ceptors don't tank (except speed tank).. they tackle. The idea is to get a point on the target and orbit long enough for the heavier ships to get points on the victim and then move on to the next target.
Training shield skills and such is always good though. The more HP and faster regens you have, the more likely you'll survive. Just remember that if a BS can hit you (i.e. you're sitting still or moving in a straight line), you're tissue paper.
And yes, you can kill a BS with ceptors. Usually this requires a small wolfpack though. High DPS ceptors like the taranis are especially good for catching ratters in the belts in 0.0. |
ry ry
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Posted - 2009.01.29 08:45:00 -
[14]
Edited by: ry ry on 29/01/2009 08:51:44
if your serious about inties train up heat too.
being able to mwd at Ludicrous SpeedsTM is cool, but being able to stretch your point/web range out is even better.
train all the speed skills to 5 as mentioned above.
cap isn't a huge issue once you have the support skills up to a respectable level, so propulsion jamming 5 is a 'nice to have' rather than a 'must have' imo.
certainly sig analysis 5 makes sense, as do the skills that increase hull HP and shield HP to stretch what little buffer you have ever so slightly further.
interceptor 5 makes a big difference on the ships with bonuses to tackle range too, but it's not really essential. you can be a very effective inty pilot with most of the skills at 4.
situational awareness (that's a rl skill, not an ingame one!) and experience make up for a lot. you shouldn't be afraid to fly your inty aggressively too - they're cheap as spacechips and you can go very, very fast so if you find yourself in trouble you can usually escape.
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Xelek
Gallente Capital Punishment.
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Posted - 2009.01.30 00:56:00 -
[15]
Nobody mentionned it yet, although it might have been implied with everyone saying 'navigation skills' but acceleration control is very nice skill to have at 4 or 5, especially for inties.
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Vall Kor
Minmatar
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Posted - 2009.01.30 05:21:00 -
[16]
I'm not the OP but thanks to all who posted tips. I'll be in a ceptor soon and I can see myself being addicted to them.
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Hardened Heart
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Posted - 2009.01.30 21:26:00 -
[17]
Originally by: ry ry
situational awareness (that's a rl skill, not an ingame one!) and experience make up for a lot. you shouldn't be afraid to fly your inty aggressively too - they're cheap as spacechips and you can go very, very fast so if you find yourself in trouble you can usually escape.
Someone once told me that the nice thing about interceptors is that you're always 3 seconds from death and safety. |
Killshandra
Tides of Silence
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Posted - 2009.01.30 21:58:00 -
[18]
Originally by: Quinn Atiochus Edited by: Quinn Atiochus on 28/01/2009 18:33:54 Would definitely go for T2 stabs and reasonable skills for MWD.
Warp core stabs on a ceptor? |
Zekari Velon
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Posted - 2009.01.30 22:36:00 -
[19]
Would definitely put T2 mwd and T2 overdrives.
In my opinion I don't necessarily like the interceptor class anymore, because mwd's can be deactivated by warp disruptors. Since, in pvp, most people fit webs, scrams, and disruptors, this would probably mean having your inty blown up relatively fast.
Just my opinion though.
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Jericho Alar
Gallente The Scope
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Posted - 2009.01.30 23:04:00 -
[20]
Originally by: Killshandra
Originally by: Quinn Atiochus Edited by: Quinn Atiochus on 28/01/2009 18:33:54 Would definitely go for T2 stabs and reasonable skills for MWD.
Warp core stabs on a ceptor?
probably meant t2 inertial stabs. |
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Icarus Flame
Amarr Woopatang
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Posted - 2009.01.30 23:14:00 -
[21]
Originally by: Jericho Alar
Originally by: Killshandra
Originally by: Quinn Atiochus Edited by: Quinn Atiochus on 28/01/2009 18:33:54 Would definitely go for T2 stabs and reasonable skills for MWD.
Warp core stabs on a ceptor?
probably meant t2 inertial stabs.
Inertial stabs on a ceptor? They're fricking fail, with a sig radius penalty. Just use a nanofiber. |
Kravick Drasari
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Posted - 2009.01.31 01:23:00 -
[22]
Edited by: Kravick Drasari on 31/01/2009 01:24:20
Originally by: Zekari Velon Would definitely put T2 mwd and T2 overdrives.
Since they changed MWDs to be equal speed across the board I haven't found a reason to use T2 MWDs any more. I'm cap stable in my crusader with a T1 and the additional cap recharge I get from using a T2 does nothing at this point.
This might be due to the fact I have maxed capacitor skills except high speed maneuvering which is 4. --- My cat Putter approves of this post. |
Grarr Dexx
Amarr Divinity's Edge
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Posted - 2009.01.31 02:48:00 -
[23]
Originally by: Dust Rocket All u need is experience not skillpoints
That's deep, man. |
TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.31 13:16:00 -
[24]
Originally by: Icarus Flame
Originally by: Jericho Alar
Originally by: Killshandra
Originally by: Quinn Atiochus Edited by: Quinn Atiochus on 28/01/2009 18:33:54 Would definitely go for T2 stabs and reasonable skills for MWD.
Warp core stabs on a ceptor?
probably meant t2 inertial stabs.
Inertial stabs on a ceptor? They're fricking fail, with a sig radius penalty. Just use a nanofiber.
Your ability to accelerate and turn are awesome with a single i-stab. Using lots of nanofibres will stack with your overdrives and reduce your EHP buffer which is useful when being hit by missiles and drones.
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Xebecca
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Posted - 2009.02.03 10:08:00 -
[25]
I have a question about interceptors
Why would you put autocannons on a interceptor. In order to get in range to hit with these you would be in range of a web which I am told is a bad idea
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Kirzath
Amarr Sinister Elite
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Posted - 2009.02.03 21:28:00 -
[26]
Originally by: Xebecca I have a question about interceptors
Why would you put autocannons on a interceptor. In order to get in range to hit with these you would be in range of a web which I am told is a bad idea
Autocannons are good at pewpewing drones, and they're also useful in dogfights. |
Halostorm
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Posted - 2009.02.03 21:55:00 -
[27]
Originally by: Xebecca I have a question about interceptors
Why would you put autocannons on a interceptor. In order to get in range to hit with these you would be in range of a web which I am told is a bad idea
With only 50% webs, web range isn't the tragic loss you might think it is, you're still outpacing transversal on almost everyone. That said, stay far away from scram range, you're done without your MWD. Also keep in mind that Minmatar naturally fight best in falloff. |
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