Stiletto
From Goonwiki
| Stiletto | ||
|---|---|---|
![]() Name: Stiletto Hull: Slasher Class Role: Interceptor Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "Lots of guns" approach traditionally favored by the Minmatar. | ||
| High slots | 3 | |
| Medium slots | 4 | |
| Low slots | 3 | |
| Rig slots | 3 | |
| Power output | 30 MW | |
| CPU output | 150 tf | |
| Turret slots | 2 | |
| Launcher slots | 1 | |
| Max targets | 4 | |
| Shield capacity | 387 | |
| Shield resists (EM/EXP/KIN/THERM) | 10/50/40/20 | |
| Armor HP | 422 | |
| Armor resists (EM/EXP/KIN/THERM) | 70/10/25/35 | |
| Capacitor | 250 | |
| Drones | 0 m3 | |
| Drone Bandwidth | ||
| Cargo | 120 m3 | |
| Max Speed | 435 m/s | |
| Insurance Cost | 617,768.40 | |
| Insurance Payout | 2,059,228.00 | |
| Updated for Booster Patch | ||
| Required Skills | ||
| Primary | Minmatar Frigate | V |
| Secondary | Interceptors | I |
| Tertiary | N/A | |
| View Ships by Type | ||
Contents |
[edit] Overview
The Stiletto is the Minmatar tier 1 Interceptor and probably the best frigate-sized dedicated tackler in the game. It also makes an awesome fighterbombing platform. On the other hand it does pretty anemic DPS and has rather limited amounts of grid so you probably shouldn't try to duel other inties in it.
If you want to fit artillery on this you will probably need a MAPC, which will gimp your speed, so you should probably just go with autocannons. You won't do any significant DPS either way. Remember that if you fly this as a fleet or medium gang tackler (as God meant it to be flown) then your minuscule DPS won't matter and you could fly around with the highslots empty and still be highly useful, so don't bend over backwards trying to fit bigger guns.
Four midslots gives you a lot of options when it comes to tackling and/or EW. MWD, web and point is pretty much mandatory; possibilities for the last mid include but are not limited to cap battery, second web, medium shield extender, or sensor booster.
[edit] Bonuses
- Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to Small Projectile Turret tracking speed per level
- Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level
- Role bonus: 80% reduction in Propulsion Jamming systems activation cost
[edit] Recommended Skill Packs
- Tech2 - Small Autocannons or Tech2 - Small Artillery
- Support - Fitting 3
- Support - Navigation 3
- Support - Capacitor 2
- Support - Targeting 1
- Support - Gunnery 2
[edit] Fittings
[edit] Small Gang Tackler
Credit: Zinbaba
- High
- 2x 150/125mm Autocannon II
- 1x Named Rocket Launcher
- or
- 2x 200mm Autocannon II
- 1x Salvager I
- Mid
- 1x Catalyzed Cold-Gas I Arcjet Thrusters
- 1x Warp Disruptor II
- 1x Warp Scrambler II
- 1x Stasis Webifier II / Sensor Booster II (Unscripted / Scan Resolution)
- Low
- 2x Nanofiber II
- 1x Damage Control II
Cheap, fast, good lock range (good for larger scale combat so you can target ships as you're burning towards them), high scanres (up to 1800 with the booster scripted). Fit the sensor booster instead of the web if your small gang doesn't have an interdictor.
Gistii b-type or Coreli c-type 1mn mwds are under 10m each and give a huge sig radius benefit along with perfect cap-stability. With either mwd, interceptors 5, and a claymore your sig will be under 50m with the mwd on (!).
[edit] MSE Stiletto
- High
- 2x 125mm Gatling Autocannon II
- 1x Rocket Launcher II
- or
- 2x 150mm AutoCannon II
- 1x Salvager I
- Mid
- 1x Catalyzed Cold-Gas I Arcjet Thrusters
- 1x Warp Disruptor II
- 1x Stasis Webifier II
- 1x Medium Shield Extender II
- Low
- 1x MAPC
- 2x Nanofiber Internal Structure II
The MSE provides a nice buffer, doubling effective hitpoints at the cost of ~20% more sig and 10-15% top speed. Some would argue that the MSE is more beneficial than a sensor booster or full cap stability in most situations (this setup will still run the MWD and disruptor for four minutes with good cap skills), namely for tackling other interceptors. The extra shield HP won't keep you alive under continuous fire from Muninn, Zealot, Vagabond, etc but it may buy you enough time to web them and assume an untrackable orbit. It's certainly a good survivability upgrade, but keep in mind that comparatively speaking you're still made of wet cardboard (as opposed to wet construction paper).
[edit] Gorskin Cannon
- High
- 2x 150mm Autocannon II
- 1x Named Rocket Launcher
- Mid
- 1x Catalyzed Cold-Gas I Arcjet Thrusters
- 1x Warp Disruptor II
- 2x Sensor Booster II (scan res)
- Low
- 1x Overdrive Injector II
- 2x Nanofiber Internal Structure II
This setups is meant to be used in gatecamps or when getting a point on something matters like life or death. With a scan resolution a few points shy of 3000 you will lock anything frigate-sized in just under a second. If you're quick you can even catch covops pilots who don't cloak fast enough (we're talking half a second lock times here).
The 28km (Interceptors IV) warp disruptor range is great for gatecamps. Just park yourself on top of the gate and you can instalock and land a point on anything that comes in. Remember to prefire your warp disruptor for maximum effect, but watch it in lowsec and if you're locking up friendly targets.
The second key to success is drones. Lots of drones. Get everyone in fleet to assign their Warrior IIs and other combat drones to you in assist mode. As soon as you get a lock on a target and aggress, the drones will immediately attack it. With this setup you will almost always be at the bottom of a killmail but you are a very real threat to anything that comes through and makes a run for it. You will rely on others to get a web on the target though so keep that in mind.
As soon as a target jumps in, rotate your camera so it's in the middle of the screen. This way if it cloaks, you simply double click the middle and fly at full speed towards it instead of guessing where it is.
[edit] Perma-run Fleet Tackler
Credit: Snowden Vel
- High
- 2x 150mm Autocannon II
- 1x Rocket Launcher (named or T2 doesn't matter)
- Mid
- 1x Catalyzed Cold-Gas I Arcjet Thrusters
- 1x Warp Disruptor II
- 1x Stasis Webifier II
- 1x Small Capacitor Battery II
- Low
- 2x Nanofiber II (agility, tighter orbit)
- 1x Overdrive II (top speed)
Extra cap stability for times when you can't afford to slow down.
