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Kibitt Kallinikov: INTERCEPTION

January 31, 2016

I’m Kibitt Kallinikov, a pilot in a Caldari Militia alliance. I fly in lowsec. If you were to check zKillboard, you would notice that I fly almost exclusively support ships – mainly interceptors fit only to tackle. My job is to start a fight.

For whatever reason, people like to see Inty as throwaway hero tackle. I want to change that perception. My last Stiletto tackled many Cynabals and Orthrus pilots, as well as an Osprey Navy Issue and survived, only meeting its fate when I was arrogant and hit “keep at range” to start a fight against yet another Cynabal, and then decided to try and hold scram on him with a tight orbit. For the record, use scram passes against such a ship, and get transversal ASAP. Three strikes and I was out.

Interceptors, in my opinion, rarely have the durability to stand being within scram range, but I fit almost every single one with a scram… why is that?

Dual point is popular because it allows you to snag someone at a longer range and if need be, zoom past them for a scram pass. This allows you to shut off their MWD, and your speed and range bonus can be leveraged to ensure you aren’t caught while doing it. Your scram has a slightly higher range than a web and generally has more utility/effect: Taking a Garmur from 5000m/s -> 700m/s is far more potent than a web, or you can get 3 points of warp disruption on heavily warp core laden ships, or (in rare cases) hold two ships on grid at the same time.

If inties are so fast, what’s the problem with using them as scramtackle?

Most ships out there will kill you if you try: Faction frigates often overpower you, assault frigates certainly beat you, short range fit destroyers will smoke you, and smart cruiser+ ship pilots will give you trouble simply by throwing a flight of light drones your way and pulling them back when you try to shoot them.

Fitting dualprop isn’t easy, and you end up being very vulnerable to neuts. You don’t scale with the size of the engagement – you’re good against singular ships but that’s it. Your “tank” relies on your opponent being unable to hit you, which is only true if you can run your afterburner and scram, and the enemy doesn’t have strong web/neut power to try and negate that. As more hostiles join the fight, more webs, drones, neut pressure, and origins of DPS pop up – you can’t expect to juke 5 players at the same time, it’s just unreasonable. Yes, it’s possible to be successful as a scramtackle inty but generally speaking people only fit that style of inty to hunt other frigates as you have far fewer factors to worry about with fights lasting a shorter period of time.

[FITTINGS] – Dual Point

Currently, if you’re looking for a fleet tackle ship, choose the Malediction or the Stiletto. The Ares and Crow have selling points, with Crow being a bit of a bully and Ares being good at baiting.

GENERAL NOTE: I prefer Republic Fleet shield extenders, if you can’t afford them, the preferred cheap Medium Shield Extenders (MSE) are Azeotropic (if it fits) and lastly F-S9 Regolith.

Malediction:

[Malediction, Fast Tackle M]
Damage Control II
Nanofiber Internal Structure II
Overdrive Injector System II
Overdrive Injector System II

5MN Quad LiF Restrained Microwarpdrive
Faint Epsilon Warp Scrambler I
Warp Disruptor II

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Polycarbon Engine Housing I
Small Ionic Field Projector I

Fast, cheap, low EHP, and some offense, this is a solid interceptor.

Ares:

T2 polycarbon rigs help the agility. Unlike the Malediction, you have short range ammo to hurt helpless scrammed support frigs (rarely safe to do in my experience) or just bait people who think that you’re about to die when you hit hull. In reality it’s around 40-50% of your manly EHP. Railguns give it a capacitor problem that the Malediction doesn’t have.

[Ares, Fast Tackle A]
Damage Control II
Overdrive Injector System II
Overdrive Injector System II
Type-D Attenuation Signal Augmentation

5MN Quad LiF Restrained Microwarpdrive
Faint Epsilon Warp Scrambler I
Warp Disruptor II

125mm Railgun II, Caldari Navy Lead Charge S
125mm Railgun II, Caldari Navy Lead Charge S
125mm Railgun II, Caldari Navy Lead Charge S

Small Polycarbon Engine Housing II
Small Polycarbon Engine Housing II

Stiletto:

Easily my favorite, it has significantly greater tank than the armored interceptors and doesn’t care about its weapon bonuses. Where the armor inty have damage controls, shield inty get to use Shield Extenders. Fast shield recharge means you have a limited ability to passive tank low incoming damage. Also the most agile interceptor.

[Stiletto, Fast Tackle S]
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Overdrive Injector System II

5MN Quad LiF Restrained Microwarpdrive
Faint Epsilon Warp Scrambler I
Warp Disruptor II
Republic Fleet Medium Shield Extender

[empty high slot]
[empty high slot]
[empty high slot]

Small Ionic Field Projector I
Small Polycarbon Engine Housing I

Crow:

Caldari Pride aside, the Crow is a nightmare to fit for light missile launchers (LML.) This is a fit I’ve taken a liking to over time and I use it in frigate gangs because it represents a threat to other ships where other tackle inty aren’t nearly as threatening in terms of projection and application of damage. Below it is a Rocket fit if you want to be more durable but less speedy and annoying.

[Crow, Long Tackle.]
Nanofiber Internal Structure II
Nanofiber Internal Structure II

5MN Quad LiF Restrained Microwarpdrive
Faint Epsilon Warp Scrambler I
Warp Disruptor II
Republic Fleet Small Shield Extender

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Polycarbon Engine Housing I
Small Anti-EM Screen Reinforcer I

——————————————————

[Crow, Rocket Tackle Crow]
Nanofiber Internal Structure II
Nanofiber Internal Structure II

5MN Y-T8 Compact Microwarpdrive
Warp Disruptor II
Faint Epsilon Warp Scrambler I
Republic Fleet Medium Shield Extender

Rocket Launcher II, Scourge Javelin Rocket
Rocket Launcher II, Scourge Javelin Rocket
Rocket Launcher II, Scourge Javelin Rocket
Rocket Launcher II, Scourge Javelin Rocket

Small Ancillary Current Router II
Small Anti-EM Screen Reinforcer I

[SETUP AND PILOTING]

I don’t use implants/links/drugs. The only implant you might need is a PG one for the Stiletto and Crow if your skills aren’t perfect.

I keep one overview tab that contains only enemies so that when they decloak from a gate, I can predict where they’ll appear on the overview to begin locking them immediately.

If you’re flying for a large fleet, spend your spare time making pings in desirable locations and make sure you’re exempt from fleet warp. If you don’t have 6 pings around a pos (two for each dimension) then you miss out on chances to quickly break locks and warp back to a favorable location in a short period of time. I like to make them in 200km from the “center” of the battlefield so you can easily warp from any of them to each other, and warping @100km means you land fairly close to whatever you desire. Allies can also warp to you or your pings if you’re able to share them on the fly or the FC is in same corp and bookmarks have had time to update. I can’t stress enough how important it can be to quickly change locations on the grid.

Be aware that your MWD usually has 3 heat cycles in it before it burns, use them extremely sparingly, and prefer to heat either your disruptor or scram to give yourself leeway against a target trying to slingshot you.

Transversal will generally be at its lowest when you chase a ship going 3-4km/s in a straight line. You have a relatively small difference in speed, and closing the distance is very slow and deliberate without heating your MWD. A single mistake can cost you greatly here, so I would always advise caution when you run into fast brawlers. Fast kiters with poor tracking can be tackled if you control your transversal well, and it usually involves a casual burn into point range, spiraling slowly closer until you can heat your MWD and crash in for a quick scram when you turn your ship around to get a fast orbit, waiting for your heated MWD cycle to end. You can be more reckless with a really direct approach – your ship will be hit much more, but you can get that scram on them that much faster.

Remember that even if you can’t kill what you point, doing so may attract others who are easily eliminated. Try to keep around 22-25km from your target while manual piloting so you have the option of turning to disengage if need be. The only ships I wouldn’t dance with are instalock Svipul gatecamps (in groups, a solo one can be dealt with by a close orbit with MWD and heated scram) or Electronic Attack Ships // Recons.

Improve your interception chops with these hints and fits and your fleet mates will vote you MVP. Go tackle something for loot and glory!