Difference between revisions of "Hydra Kestrel"

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(Stats (All level V))
Line 37: Line 37:
 
* '''Speed''':  890 meters/second
 
* '''Speed''':  890 meters/second
 
* '''Light Missile Max Flight Range''': 42km
 
* '''Light Missile Max Flight Range''': 42km
* '''DPS''': 61 with faction light kinetic missiles
+
* '''DPS''': 65 with faction light kinetic missiles
 
Note: This setup requires Energy Management IV to be able to fit a MAPC. It also requires Electronics IV and Weapon Upgrades III, or Electronics III and Weapon Upgrades IV. If you do not have either skill trained to level IV you may choose to purchase a more expensive version of damage control, such as F85 Peripheral Damage System or fit a less cpu-intensive module in third mid.
 
Note: This setup requires Energy Management IV to be able to fit a MAPC. It also requires Electronics IV and Weapon Upgrades III, or Electronics III and Weapon Upgrades IV. If you do not have either skill trained to level IV you may choose to purchase a more expensive version of damage control, such as F85 Peripheral Damage System or fit a less cpu-intensive module in third mid.
  

Revision as of 00:53, 3 March 2010


General Info

  • Special Ability: 10% bonus to Kinetic (Bloodclaw) missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.

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

The kestrel has quite limited powergrid, making fitting standard missiles difficult. Fitting a Micro Auxiliary Power Core solves this problem (although you need Energy Management IV to fit it). A standard missile kestrel may not have the raw damage output of the rocket variant, however it makes up for this by having exceptional range, while still dealing damage on par with other combat frigates.

Due to the size of PvP-BASIC fleets, this setup is usually preferred over the rocket variant. This setup is more difficult to fit (requires a Micro Auxiliary Power Core) and deals less damage, however it has much longer range, allowing you to start dealing damage sooner.

Be advised that the Kestrel does not have capacitor to get across some larger systems, so you'll need to be paying attention before this happens so as not to get lost.

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. Kestrel has 400 calibration points in total:

  • Small Bay Loading Accelerator I (200) - increases rate of fire of missile launchers, increases cpu use by launchers
  • Small Warhead Calefaction Catalyst I (200) - increases damage done by missiles, increases cpu use by launchers
  • 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.

Long Range Hydra Kestrel Setup

Stats (All level V)

  • Effective HP: 2,080
  • Speed: 890 meters/second
  • Light Missile Max Flight Range: 42km
  • DPS: 65 with faction light kinetic missiles

Note: This setup requires Energy Management IV to be able to fit a MAPC. It also requires Electronics IV and Weapon Upgrades III, or Electronics III and Weapon Upgrades IV. If you do not have either skill trained to level IV you may choose to purchase a more expensive version of damage control, such as F85 Peripheral Damage System or fit a less cpu-intensive module in third mid.

Low Slots

  • Micro Auxiliary Power Core I (aka MAPC, gives more powergrid)
  • Emergency Damage Control I

Mid Slots

  • Cold-Gas I Arcjet Thrusters (named 1mn afterburner)
  • F-392 Baker Nunn Tracking Disruptor I (named tracking disruptor)
  • Patterned Stasis Web I (named stasis webifier)

High Slots

  • 'Malkuth' Standard Missile Launcher I
  • 'Malkuth' Standard Missile Launcher I
  • 'Malkuth' Standard Missile Launcher I
  • 'Malkuth' Standard Missile Launcher I

Cargo

  • 1000 units of Caldari Navy Bloodclaw light missiles (note: Kestrel gets greatest bonus to kinetic missile damage type).
  • Both scripts for any electronic warfare modules that use them.

Example EFT Cut & Paste

[Kestrel, hydra]
Micro Auxiliary Power Core I
Emergency Damage Control I

Cold-Gas I Arcjet Thrusters
F-392 Baker Nunn Tracking Disruptor I
Patterned Stasis Web I

'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile

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