Difference between revisions of "Hydra Incursus"

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(Example EFT Cut & Paste)
(Cargo)
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====Cargo====
 
====Cargo====
* 1000 units of antimatter charge s (hybrid ammo). Optionally you may wish to brind some mid range ammo such as lead, but in my experience you will rarely use it.<br>
+
* 1000 units of close range hybrid ammo - try to pick something that gives you an optimal range of about 6km. Optionally you may also wish to bring some mid range ammo such as lead, but in my experience you will rarely use it.<br>
 
* Both scripts for any electronic warfare modules that use them.<br>
 
* Both scripts for any electronic warfare modules that use them.<br>
 
* Spare Light Armor Maintenance Bots.
 
* Spare Light Armor Maintenance Bots.

Revision as of 23:36, 21 October 2010


General Info

  • Special Ability: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level.

This is a basic T1 setup for use in PvP-BASIC Hydra gang.

The incursus is an excellent tackling frigate - it is faster than the tristan, although it has one fewer low and high slots. Despite having fewer high slots, the incursus is capable of greater damage due to its three turret hardpoints vs the tristan's split weapon systems. The incursus is a natural blaster ship, however for PvP-BASIC blasters are generally not very effective, and we reccomend fitting railguns. In a smaller gang, blasters are an excellent choice.

Please have several of the following modules in stock at class start location. You will have to adjust the 2 EWAR midslots as needed to balance the fleet so make sure to bring 2 of each of these electronic warfare modules with you per frigate hull that you buy. Because ewar modules are CPU intensive you may want to bring a co-processor along. You will also need to use scripts with some ewar modules (dampeners and tracking disrupters) so make sure to bring along one of each kind of script per ewar module that you buy and bring.

  • J5 Prototype Warp Disruptor I (named 20km warp disruptor)
  • J5B Phased Prototype Warp Scrambler (named warp scrambler, 8.6 km range)
  • 'Langour' Drive Disruptor I (named 10km stasis webifier)
  • F-382 Baker Nunn Tracking Disruptor (named tracking disruptor)
  • Indirect Scanning Dampening Unit (named sensor dampener)
  • Sensor dampener scripts: Scan Resolution Dampening and Targeting Range Dampening
  • Tracking disruptor scripts: Optimal Range Disruption and Tracking Speed Disruption
  • Quantum Co-Processor I or Co-Processor II - to help fit ewar modules if needed

Rigs: These are optional, but some of these are extremely cheap to purchase in trade hubs. Next to each rig in parentheses is the number of calibration points it requires. Incursus has 400 calibration points in total:

  • Small Hybrid Collision Accelerator I (200) - increases turret damage, increases turret pg use
  • Small Hybrid Burst Aerator I (200) - increases turret firing speed, increases turret pg use
  • Small Hybrid Locus Coordinator I (100) - increases turret optimal range, increases turret pg use
  • Small Targeting System Subcontroller I (100) - cuts targeting speed, decreases shield amount
  • Small Low Friction Nozzle Joints I (50) - improves agility, decreases armor amount
  • Small Auxiliary Thrusters I (100) - improves speed, decreases armor amount

Note: Using several rigs that decrease your shield or armor amount will make you more susceptible to bombs. As such the damage rigs are recommended for this setup.

Example Hydra Incursus Setup

Low Slots

  • Damage Control
  • Overdrive Injector

Mid Slots

  • 1MN Afterburner
  • 2x EWAR module of your choice.

Note that this fit is very low on CPU, so only certain EWAR mods will fit. You may wish to replace the Overdrive with a Co-Processor in order to fit alternative EWAR.

High Slots

  • 3x 125mm Railgun

Drones

Light Armor Maintenance Bot x 1

Cargo

  • 1000 units of close range hybrid ammo - try to pick something that gives you an optimal range of about 6km. Optionally you may also wish to bring some mid range ammo such as lead, but in my experience you will rarely use it.
  • Both scripts for any electronic warfare modules that use them.
  • Spare Light Armor Maintenance Bots.

Example EFT Cut & Paste

Here's an example using cheap named modules. This fit requires Weapon Upgrades to Lv II OR Electronics to Lv IV in order to fit, but otherwise will work with starting skills.

[Incursus, HYDRA t1]
Damage Control I
Mark I Modified SS Overdrive Injector

Cold-Gas I Arcjet Thrusters
J5b Phased Prototype Warp Scrambler I
'Langour' Drive Disruptor I

125mm Carbide Railgun I, Antimatter Charge S
125mm Carbide Railgun I, Antimatter Charge S
125mm Carbide Railgun I, Antimatter Charge S

[empty rig slot]
[empty rig slot]
[empty rig slot]


Light Armor Maintenance Bot I x1

And here's a t2 variant, which will require more advanced skills.

[Incursus, HYDRA t2]
Damage Control II
Overdrive Injector System II

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
'Langour' Drive Disruptor I

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

Small Hybrid Burst Aerator I
Small Hybrid Collision Accelerator I
[empty rig slot]


Light Armor Maintenance Bot I x1

Stats

With cheap named variant and starting skills:

  • Effective HP: 1882
  • Speed: 952 m/s
  • DPS: 31 (antimatter)
  • Turret Optimal + Falloff: 4.7 + 6 km (antimatter)

With t2 fit and all level V skills:

  • Effective HP: 2568
  • Speed: 1248 m/s
  • DPS: 103 (faction antimatter)
  • Turret Optimal + Falloff: 6.8 + 9.4 km (antimatter)