I’ve got a post coming up regarding two of the interceptors; rather than just making a bunch of assumptions, I figured that I’d actually gather some data about how inties are actually being used in Eve. (I love data!)
Squizz and Karbo are generously allowing people to query the zKillboard database through a JSON API, and I wrote a quick set of Python scripts to pull down all killmails involving interceptors for the month of May, and do some number crunching. In the end, I got the following spreadsheet:
There are three pages to this spreadsheet. The first page tracks all killmails where an interceptor died. The second page tracks all killmails that had at least one interceptor on the attacker list, and marks what system it took place in and what weapons were used. The third page is the interesting one — it breaks down killmails by the ship class of the victim (i.e. all T1 frigates, all cruisers, all interdictors, etc.) and computes median damage for each interceptor against that class.
There’s a few interesting conclusions to draw, most of which will be no surprise if you do any amount of PvP with, or against, frigates:
- The Crow is the most popular interceptor, leading the pack in both kills and deaths. For kills involving interceptors attacking, the Stiletto sits in #2, and the Malediction #3; for interceptors exploding, the Stiletto and Taranis are tied for #2, followed by the Malediction. Hardly anybody uses the Raptor — or, as it’s better known, the “Craptor”. While a strict K:D ratio isn’t particularly meaningful here, the Malediction would certainly win at it.
- Roughly 80% of kills with at least one interceptor on the mail occur in null-sec. (The Malediction and Crow, however, have a little more popularity in low-sec space.)
- The Crow and Malediction are primarily being used for damage dealing, as opposed to tackling. How do we know this? For each engagement in the game, the Eve servers track the last module you activated on the target, and your total damage. However, if you’re activating a slowly-cycling non-damaging module, such as a warp disruptor, the server may forget your last weapon. In that case, when the target actually and the server assembles a killmail, it will put the name of your interceptor hull as the weapon, which zKB and EveKill treat as “Unknown”. For most of the interceptors, these unknown weapons account for 30-50% of killmails; however, for the Crow and Malediction, they account for less than 1% of killmails, because their weapons are constantly cycling and applying damage.
- Crow and Malediction pilots overwhelmingly favor light missiles. In 92% of killmails where a Crow had a visible weapon, it was a light missile; 88% for the Malediction. In comparison, the other eight interceptors mainly favor close-to-medium range weapons. (I consider the artillery Claw to be close-range, since it’s typically aiming for a 10km optimal.)
- Almost all other interceptor pilots use short-range weapons. The Taranis, Stiletto, and Crusader favor close-range weapons almost exclusively; Claw pilots mostly favor autocannons, although there are a few artillery fits designed to kite in scrambler range with high-damage ammo. Ares and Raptor pilots are split between railguns and blasters, but when they do take railguns, they’re typically 75mm Gatling Rails due to grid or tracking constraints.
- Breaking it down by target ship, in most cases, the Taranis leads the pack on average damage output (as expected), followed by the Claw and Crusader. However, the Malediction and Crow are usually right behind them! Why is this remarkable? The Malediction and Crow are billed as the “tackle inties” due to their point range bonus; the other two tackle inties (the Ares and Stiletto) typically do very little damage to their targets, while the “combat inties” (Taranis/Claw/Crusader/Raptor) do not get bonuses to point range. In fact, for nearly all target classes, the median damage of the Malediction and/or Crow are within 20% or better of the Taranis’ median damage. Pretty good, especially for a a weapon system that’s good out to 30km, instead of the Taranis’ 1km-optimal blasters or the Claw’s autocannons.
- In many cases, if at least one interceptor was on a killmail, there was more than one interceptor, and those interceptors did a healthy chunk of damage. In fact, if you lost a frigate and had an interceptor on your killmail, there’s a 25% chance that you died solely to inties.
Is this data indicating a balance problem? Probably. The full explanation will come on Friday, once I finish writing it. :)
In the meantime, the source code for my scripts and the raw output is here, if you’d like to look. To run the scripts yourself, you’ll need Python 3.4, a copy of the CCP SDE in SQLite3 format from Steve Ronuken, and about 600MB of free disk space for all the killmails.