Bubble - The Best way to catch ships.
The Jump and Bubble - Simple as it sounds. You don't aggress any more by bubbling, so simply bubble up and jump.
Using your bubble like an anchor'd bubble. When a hostile enters local but not from your gate, bubble then move to the edge of your bubble that is facing the gate they came from, if possible get others to assign you drones. This will help in decloaking covops. If you are doing this solo, be aligned, at 3/4 speed, and constantly spamming scan. The worst thing you can catch will be a rapier (follow'd by other recons), but the decloak calibration should be enough for you to escape to warp. Everything else dangerous you will be able to scan before it is caught. I don't know if this was ever the case and was stealth patched or was never the case but dictor bubbles now pull anywhere ongrid (I've personally confirmed this, anchored bubbles still have a limit of 150km). It is just like using a medium anchor'd bubble, except 1. the bubble only lasts 2 minutes,2. will only catch things that initiate warp AFTER bubble is deployed and 3. will give you a 30sec aggression timer whenever someone tries to warp within your bubble or if they land on the edge of it.
Bubble the whole fleet (with a double-bubble dictor): Every sniping BS fleet aligns on something and its easy to see what it is. When you get a warpin and land at the enemy fleet Drop your bubble and align on the same thing they are. Drop your second bubble just infront of them so that they are forced to travel through the whole thing. Warp-out, jesusfuckdontdie.
Delay bubbling: A technique pioneered by BlackOps; used when gatecamping, often useful for catching small ships. When the target jumps through the gate, the dictor waits until it decloaks before bubbling. Often, a person jumping through a gate into a gatecamp will try to warp away immediately if they see they're in a bubble, especially if they're in a small, fast ship. Then, when the dictor drops his bubble, not only will the attempt to warp be aborted, the person will also be aggressed and thus unable to burn back to the gate to jump through. Often, the person falling for the delay bubble trick will be confused for a couple of seconds when the warp fails, until he notices the bubble - which is all the time you need to tackle him. The weakness of delay bubbling is that unless the dictor pilot is paying close attention, or if the system is considerably lagged, the bubble will be dropped too late to catch the target.
Screening: This is a useful technique for stranding baitships (or faster tackling ships) away from their main gang and killing them before their support arrives. Two interdictors, a high dps gang composition, good timing, and people who know what the fuck they are doing are required. Setup: First the friendly gang plays chicken by running from the hostile gang and jumping into the next system. After jumping in, Dictor A, and the bulk of the friendly gang warps to the next gate at 50km. Dictor B waits for Dictor A to land on-grid then warps to Dictor A at 100km. The rest of the friendly gang gets to a safe engagement range to the sides or behind Dictor A. Execution: When the target ship enters system, Dictor A drops his bubble. Now the enemy ship to be killed will be caught 50km off the gate in bubble A (assuming they are being aggressive and warping blindly to the next gate). As soon as the rest of the hostile gang enters system Dictor B drops his bubble and gets the hell out. The rest of the hostile gang will land in bubble B and be trapped 100km from the first ship, allowing the mark to be quickly snuffed-out without help from his buddies. Ships burning towards the stranded ship can be picked-off as well.
Speed Bumps: You can slow down a pursuing enemy gang by bubbling. This is accomplished three ways. The safest method for the interdictor, and more importantly the friendly gang, is to bubble off of the “exit” gate at 100km. Simply warp to the next gate at a 100km, making-sure no friendlies are behind you, and drop your bubble. Now burn the hell out of the bubble, and warp out (or cloak). The enemy fleet will have to burn out to the gate, or warp to a planet and warp back in to the gate. You, in your dictor, are now trapped in-system, but you saved the day. Another method is to bubble the exit gate directly (or at a short distance such as 20), allowing the dictor to bubble and then burn to, and jump through the next gate. The pursuing gang will now have to traverse the bubble to make it to the gate. The disadvantage to this method is that it is really only effective on slow ships, and the interdictor runs the risk of being aggressed and stranded on the gate. The third method is to bubble the Entrance Gate upon loading system. This is the riskiest method and has the least payoff. Burn back to the gate and bubble (again making sure that you bubble no friendlies), now burn out and warp away. This is a great way to get yourself accidentally aggressed by a late-warping gangmate and potentially get yourself, or your gangmates killed. Generally speaking, don't do it.
Probing Dictor: By fitting two Co-Processor II's you can squeeze a Bubble launcher and an Expended Probe Launcher on a Heretic and still have room for a Microwarpdrive. You do not get any scan bonuses but if you have four Combat Scan Probes out set up with 1 or 0,5 AU range you will get 100% hits on battleship on grid easily. Which means you'll be able to warp to that sniper fleet about 8 seconds after they appear on grid to bubble them. Since you have no tank at all you'll very likely die but you cannot be popped on the way in. An
Onyx can do the same thing, making it the coolest of all hictors (khefron sperg in 3… 2… 1…).