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EVE Online: Interceptors Guide
Author:admin Date:12/18/2008 Source:http://www.wowgold800.com
 
When we talk about the interceptors in EVE Online, we will naturally come to the speed and finesse. 
All interceptors can be classified into two distinct types.
First, let's look at the tackling interceptors, who boasts of the increased range for their warp scramblers and disruptors.
Malediction: Like all of the Khanid line of Amarrian vessels, the malediction specialises in missiles over lasers; specifically rockets. While such a short range weapons seems at odds with its tackling range bonus, not using cap for its damage means that it can put it to use elsewhere. An armour repairer, for example, can give it a surprising amount of survivability.
Raptor: An optimal range bonus to hybrid turrets makes railguns the best choice for this long range tackler, but, despite its range, its damage isn't great.
Ares: What might seem like an excellent fighting ship is limited by only two turret slots. It is, however, the fastest of the tackling interceptors and has four lows to play about with for tank or speed.
Stiletto: Four mid slots, the most of any interceptor, give it a degree of flexibility when fitting tackling and shield modules, but, it only has the slots for two turrets and a missile launcher.
The other four are what could be referred to as the combat, or dog fighting interceptors; their tackling range bonus is cast out, in favour of more tracking, or missile velocity. Combat interceptors are more common than their tackling counterparts, due to their flexibility. As well as being able to perform tackling and scout roles, they are absolutely lethal against frigates, drones, and other interceptors.
Crusader: My weapon of choice. The Crusader has only two mids, which limits it to fitting an MWD and a disruptor. No room for a web means that it can suffer in close ranged brawls with the more heavyweight interceptors, like the Taranis, although does have space for four guns, and a decent tank in its four low slots. Personally, I like to abuse the Amarrian range advantage; fitting beams, or using long range pulse crystals lets you hit from outside of web range, and combined with speed you can run rings around slower opponents.
Crow: Range is the Crow's main advantage; its missile launchers allow it to pummel targets from a great distance. This is good, because it has to share its tanking and tackling capabilities across only three mid slots. If you can get on top of a crow in a fight it is going to die fast, but if it can keep you at range it will kill you over time.
Taranis: A brutal killer, the Taranis is only let down by its lack of speed. Other than that, it can tank very well for its class, while dishing out disgusting amounts of damage with its blasters. Going toe to toe with one of these beasts is not a wise move.
Claw: A slightly less brutal killer, but a killer none the less. What it lacks in terms of tanking ability is made up by its ridiculous speed. The lack of space for a web is a serious blow to this short range fighter, but doesn't make it any less lethal.
That’s all for the interceptors guide, thank you for your attention.