Stiletto

From Goonwiki

(Redirected from Stilleto)
Jump to: navigation, search
Stiletto
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.