Cadet PRS The Interceptor: Difference between revisions

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{{:Cadet PRS Index}}
{{:Cadet PRS Week 2}}
{{Title|Interceptor}}
{{Title|Interceptor}}
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==Support flying==
==Introduction==
So you want to be an interceptor pilot? That's excellent! I can assure you that you have made the correct decision - all other ships are inferior to your shiny new ship! However, not everything about being an interceptor pilot is rosy, you need keen awareness and lots of practice to become a real top ace. But don't worry, Camaro has some hints to get you on your way (pun intended - oh ffs only noobs call hvy ints hints, juckto).


You're just one member of your respective team. Metaphorically speaking, one component of a larger machine. Knowing how to use your ship together with other players in a variety of roles - from combining firepower in dogfights to defending weaker ships in escort runs - makes the larger machine that much stronger and victory that much more likely.
You're just one member of one section of your respective team. Metaphorically speaking, one component of a larger machine. Knowing how to use your ship together with other players in a variety of roles - from combining firepower in dogfights to defending weaker ships in escort runs - makes the larger machine that much stronger and victory that much more likely.


This article was written in respect to [[interceptor]]s, but some of the concepts are applicable to other ships with a bit of thought.
Your interceptor is an armoured, fast, but short ranged killing machine. You need to play to its strengths while covering its weaknesses, and learn the best tactics for shooting down enemy pilots.
And please, for the love of God, DO NOT SCOUT WITH YOUR INTERCEPTOR


=====Interceptor Strengths=====
*Hitpoints, your ship has the greatest armour and hit points of any small craft ship. (Excluding faction-unique ships such as the Vanguard or Mustang ... which are generally offset by a greater research cost/time)
*Weapon Damage, you have a great amount of firepower available at your fingertips. Your miniguns have an awesome fire rate, high damage per second, and are effective against almost all other ship classes. Their only downfall is their low range. (Arguably a Fighter carries more firepower, but really it is a pathetic Jack Of All Trades, and is no match for you in terms of sheer carnage.)
*Speed and agility, your ship is blazingly fast! It has high agility and acceleration, combined with one of the best mass to booster-power ratios in the game, making the interceptor the most manoeuvrable ship in the hands of a skilled pilot.
*Low Sig, your interceptor has a low radar signature when cruising. If you can restrain yourself from firing the boosters at the first opportunity like some gung-ho idiot, then you can sneak up on your enemies and open fire before they even spot you.


==Escort==
=====Interceptor Weaknesses=====
*Scan Range, your ship has the worst scan range ever at a paltry 400m! In comparison, a Scout can see 2400m. You will need to be wary of stealth fighters and learn to track their missiles to find the culprit. During offensives you will find yourself completely blind without a friendly scout to spot enemy miners, constructors and other targets.
*Fuel reliant, your ship is completely dependant on fuel, with a much lower top speed and acceleration when relying on thrusters only. If you run out of fuel - you are a sitting duck.
*No ricord, your ship has no ability to ripcord! As such your only way to move around the map quickly is to dock at a base and transfer stations before relaunching. Hence you must evaluate the time it will take you to get back to the nearest base if, say, you needed to defend a base on the other side of the map. Make sure you don’t get stranded too far from base!
*No Shield, that means that any damage you take will stay until you dock at base or find a friend to repair you. Powerups can repair you, so keep an eye out for them when you're in danger.


An interceptor's strength lies entirely in its ability to perform its namesake: Intercepting. When escorting anything ([[con]], [[miner]], [[bomber]], etc - referred to as "your charge" from now) you want to engage the enemy '''before''' it has a chance to open fire on your charge. Be proactive, not reactive.


You should be able to spot incoming threats because the escort should contain at least one nan. On that note, it is important to defend your nans, more important than defending your charge in most cases.
==Interceptor vs.==


=====vs. Expansion=====


Your targets are enemy ints. They are small, nimble, fast, and need to get in close to kill your nans. If you have difficulty in aiming at small fast targets you are probably better off in a nan. Practice hitting small targets by nanning friendly ints.
=====vs. Interceptors=====
Your skills and your skills alone are what will determine the winner in this fight - you must practice dodging bullets while making all your shots count. Don't waste ammo shooting at space or you'll be cursed by the evil Reload Demon at the worst possible moment.
Don't be afraid to run if things look grim, but time your exit with a full load of fuel to give yourself a decent lead, and head in the same direction as your momentum vector or otherwise you'll stall fighting your own inertia.
Additionally, don't try and fight someone with a much greater Kill Bonus (KB) than you do, chances are they gained that kill bonus because they're better at killing than you are.
*More fuel, you're chasing ints who are as fast and agile as you, move in for the kill once the enemies exhausted their ammo.


The first option is to stick close to your charge in a tight group and deal with the enemy as they boost in. Ignore poor pilots that overboost and focus on killing the int pilots that are killing the nans. Don't get distracted, keep an eye on the location of your charge and stick close to him. Change targets if the person you are shooting at is too far to be a threat - even if it means you have to finish them off later when they boost back in for a second go.
=====vs. Fighters=====
Figs have incredible spiking power. Go head to head with the fighter, strafing to avoiding dumbfires, then spinning around and rocketing after the fighter, while you shove bullets up their booster. Think of it as if you were a piranha. You're more agile then most of the other fish in your body of water. Tear them up before they get within missile range.
Your ship has the upper hand at short ranges, but the fighter has many tricks he can throw at you before you get into range.
Never go head on at a fighter! They can shoot dumbfires straight down your gullet and those things hurt, a lot. Either sneak up behind the fighter or maintain a side thrust during your approach which will throw off dumbfires (and sometimes seekers).
Although you have a lower top speed on thrusters, your ship is much faster than a fighter while boosting! You can chase down fighters easily, but beware - fighters can lay deadly mine packs (which do damage based on the speed you fly through them ... rule of thumb is never fly directly behind a fighter unless you're so close that you’re through the minefield before it arms itself (~500m)).
*More ammo, you have shields and hull to get through before the fig is dead.


You may find the best position is to be a sternguard, trailing behind the group and shooting the ints that are shooting the nans that are repairing the charge.  
=====vs. Stealth Fighters=====
Stealth fighters will always beat an interceptor if they can stay uneyed, but if you spot them they die very easily.
The trick is to use your side thrusters (default = numpad keys) to dodge their missiles and to visually track these missiles back to their source and hunt that coward down.


The second option is to provide a light defence on the charge and have a strong vanguard, camping the aleph/red door/teleporter. It is important to have at least ''some'' defence on the charge - too often the whole team will camp the red door and no one escort the charge, only for an enemy to pop out of nowhere and kill the undefended charge before you can blink.
The sfs will likely try to pick off the nans with hunter missiles. If you don't have pp or scouts with decent scan ranges, chances are you won't find the sf and thus you're better off in a nan.
*Extra Counter measures, you need to stay alive long enough to find the sf's firing missiles at you.


Secondly, you need to have some idea of how good this light defence is. Chances are that enemy ints will get past the vanguard and you need to know how many you can let slip through before you need to abandon the vanguard position and go back to option one.
=====vs. scouts=====
 
Treat a scout the same as you would a fighter, but remember that a scout is far more likely to run ... but don't be fooled, what they're really doing is trying to fool you into eating prox mines! Never fly in the same path as the scout, but fly in a parallel line - until you have caught up with the scout and then move in for the kill! And never follow a scout through an aleph at high speeds!
=====vs. Supremacy=====
 
Figs have incredible spiking power. If you let them form up into a group ahead of your charge and launch a volley at it, you can wave goodbye. So the key is to stay a fair distance ahead of your charge and kill the figs before they have a chance to organise. Go head to head with the fighter waves, strafing to avoiding dumbfires, then spinning around and rocketing after any remaining fighters, while you shove bullets up their booster. You want to be 2-3k ahead if you're escorting. Think of it as if you were a piranha. You're more agile then most of the other fish in your body of water. Tear them up before they get within missile range.
 
=====vs. Tactical=====
If your charge is a miner or a con then it is very vulnerable to utility-cannon fire, which has a range of 900m. So you need to stick damn close to it and rip the sf to shreds before it kills the miner.
 
If your charge is a normal ship then the sfs will likely try to pick off the nans with hunter missiles. You need to roam around and track the missiles down to their source. If you don't have pp or scouts with decent scan ranges, chances are you won't find the sf and thus you're better off in a nan.
 
 
==Camping==
===Camping An Aleph===
Camping alephs is a very common and highly effective strategy in Allegiance. Aleps are the keypoints the enemy can't avoid, when he wants to get to your miners, pushes a constructor to your techbase, or tries to htt or bomb one of your bases. The key to building a camp in time is, that you see the enemy coming. Probes are your friends. Still there are situations, when it is obvious, that the enemy has to come from this aleph, even if you can't see him coming (i.e. mining next to one of his sectors). So trust the veteran players and the commander, when they ask for a camp.
The best case scenario is, that you have a proxscout with you. That makes camping really easy, as the enemy has to slow down to avoid damage, which makes him a sitting duck. Even if there is no mines, you have an advantage, as you can start shooting at him immediatelly, as the enemy still orientates in the sector he just entered. If there is no mines enemy fighters and interceptors can easily boost behind the camp. So position yourself on the side of the aleph to be able to follow them without having to turn 180° first. If you are camping for fragile ships like stealthfighters and stealthbombers, position yourself in the middle looking at the aleph, as you can kill them before they have the chance to pass by. This way they will fly straight towards you, what makes it very easy to aim.
 
===Camping The Red Door of a Base===
Camping the red door on a base is another excellent way to help your team while they are bombing (or HTTing). However, as always, it isn't as easy as it sounds. Unlike camping an aleph, you have the added bonus of your enemy not being able to target you for a few seconds. Use these few seconds wisely. You will want to camp at a comfortable 500-750m away from the base, any closer and they can just blow right by you and escape. Having Mini3 greatly helps while red door camping (you need to very quickly eliminate enemies, before they can boost away). Of course, if the enemy team is halfway competent, they will rally people within their base and launch all at once. There really isn't much to do against this, unless you happen to have a scout with you that has proxed the red door and/or a significant camp. However, even with the best camps, people can often escape and attack the bomber/HTT, so it will still require nans.
 
 
==Decamping==
If you are on the attacking team, you will face the opposite situation. If you need to decamp an aleph for a conpush, a bombrun or a htt, make sure to form up with a bunch of other interceptors first. Then enter the aleph together. Slow in to avoid damage by mines. The first target is the proxscout, then go for the interceptors. Stay close to your buddies, but move, if you are shot at. Moving will make it harder for the enemy to hit you. The goal of decamping an aleph is to push the defenders off the aleph, so they lose the advantage of being able to shoot at your teammates, while they enter and need a second to orientate.
Often it is cruicial to secure the aleph, once you have decamped it, so the enemy can't recamp it quickly. When you succeeded you should either proceed to camp the enemy base, stay close to your con/bbr/htt, or go for the miner, depending on your mission's task. Don't boost away chasing some random interceptor.
 
 
==Hunting pack==
The power of your interceptor will increase, when forming with other interceptors. The additional firepower will smoke enemies quickly, giving them less time to shoot back. Especially when going for a miner or a constructor the best guarantee for being successful is flying as a pack. Use the chat to get this organized, form at the aleph and strike as a team. Other benefits of flying as a group are, that there will always be a surviving teammate around to pick your pod and some vet showing you the way to the uneyed miner.

Latest revision as of 17:56, 18 February 2014

Cadet PRS · Cadet PRS Week 2 Index · Edit

0 · 1 · Week 2 · Appx

Interceptor



Introduction

So you want to be an interceptor pilot? That's excellent! I can assure you that you have made the correct decision - all other ships are inferior to your shiny new ship! However, not everything about being an interceptor pilot is rosy, you need keen awareness and lots of practice to become a real top ace. But don't worry, Camaro has some hints to get you on your way (pun intended - oh ffs only noobs call hvy ints hints, juckto).

You're just one member of one section of your respective team. Metaphorically speaking, one component of a larger machine. Knowing how to use your ship together with other players in a variety of roles - from combining firepower in dogfights to defending weaker ships in escort runs - makes the larger machine that much stronger and victory that much more likely.

Your interceptor is an armoured, fast, but short ranged killing machine. You need to play to its strengths while covering its weaknesses, and learn the best tactics for shooting down enemy pilots. And please, for the love of God, DO NOT SCOUT WITH YOUR INTERCEPTOR

Interceptor Strengths
  • Hitpoints, your ship has the greatest armour and hit points of any small craft ship. (Excluding faction-unique ships such as the Vanguard or Mustang ... which are generally offset by a greater research cost/time)
  • Weapon Damage, you have a great amount of firepower available at your fingertips. Your miniguns have an awesome fire rate, high damage per second, and are effective against almost all other ship classes. Their only downfall is their low range. (Arguably a Fighter carries more firepower, but really it is a pathetic Jack Of All Trades, and is no match for you in terms of sheer carnage.)
  • Speed and agility, your ship is blazingly fast! It has high agility and acceleration, combined with one of the best mass to booster-power ratios in the game, making the interceptor the most manoeuvrable ship in the hands of a skilled pilot.
  • Low Sig, your interceptor has a low radar signature when cruising. If you can restrain yourself from firing the boosters at the first opportunity like some gung-ho idiot, then you can sneak up on your enemies and open fire before they even spot you.
Interceptor Weaknesses
  • Scan Range, your ship has the worst scan range ever at a paltry 400m! In comparison, a Scout can see 2400m. You will need to be wary of stealth fighters and learn to track their missiles to find the culprit. During offensives you will find yourself completely blind without a friendly scout to spot enemy miners, constructors and other targets.
  • Fuel reliant, your ship is completely dependant on fuel, with a much lower top speed and acceleration when relying on thrusters only. If you run out of fuel - you are a sitting duck.
  • No ricord, your ship has no ability to ripcord! As such your only way to move around the map quickly is to dock at a base and transfer stations before relaunching. Hence you must evaluate the time it will take you to get back to the nearest base if, say, you needed to defend a base on the other side of the map. Make sure you don’t get stranded too far from base!
  • No Shield, that means that any damage you take will stay until you dock at base or find a friend to repair you. Powerups can repair you, so keep an eye out for them when you're in danger.


Interceptor vs.

vs. Interceptors

Your skills and your skills alone are what will determine the winner in this fight - you must practice dodging bullets while making all your shots count. Don't waste ammo shooting at space or you'll be cursed by the evil Reload Demon at the worst possible moment. Don't be afraid to run if things look grim, but time your exit with a full load of fuel to give yourself a decent lead, and head in the same direction as your momentum vector or otherwise you'll stall fighting your own inertia. Additionally, don't try and fight someone with a much greater Kill Bonus (KB) than you do, chances are they gained that kill bonus because they're better at killing than you are.

  • More fuel, you're chasing ints who are as fast and agile as you, move in for the kill once the enemies exhausted their ammo.
vs. Fighters

Figs have incredible spiking power. Go head to head with the fighter, strafing to avoiding dumbfires, then spinning around and rocketing after the fighter, while you shove bullets up their booster. Think of it as if you were a piranha. You're more agile then most of the other fish in your body of water. Tear them up before they get within missile range. Your ship has the upper hand at short ranges, but the fighter has many tricks he can throw at you before you get into range. Never go head on at a fighter! They can shoot dumbfires straight down your gullet and those things hurt, a lot. Either sneak up behind the fighter or maintain a side thrust during your approach which will throw off dumbfires (and sometimes seekers). Although you have a lower top speed on thrusters, your ship is much faster than a fighter while boosting! You can chase down fighters easily, but beware - fighters can lay deadly mine packs (which do damage based on the speed you fly through them ... rule of thumb is never fly directly behind a fighter unless you're so close that you’re through the minefield before it arms itself (~500m)).

  • More ammo, you have shields and hull to get through before the fig is dead.
vs. Stealth Fighters

Stealth fighters will always beat an interceptor if they can stay uneyed, but if you spot them they die very easily. The trick is to use your side thrusters (default = numpad keys) to dodge their missiles and to visually track these missiles back to their source and hunt that coward down.

The sfs will likely try to pick off the nans with hunter missiles. If you don't have pp or scouts with decent scan ranges, chances are you won't find the sf and thus you're better off in a nan.

  • Extra Counter measures, you need to stay alive long enough to find the sf's firing missiles at you.
vs. scouts

Treat a scout the same as you would a fighter, but remember that a scout is far more likely to run ... but don't be fooled, what they're really doing is trying to fool you into eating prox mines! Never fly in the same path as the scout, but fly in a parallel line - until you have caught up with the scout and then move in for the kill! And never follow a scout through an aleph at high speeds!