Difference between revisions of "Hydra Kestrel"

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(Stats (All level V))
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==Long Range Hydra Kestrel 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====
 
====Low Slots====
 +
* Damage Control
 
* Micro Auxiliary Power Core I (aka MAPC, gives more powergrid)
 
* Micro Auxiliary Power Core I (aka MAPC, gives more powergrid)
* Emergency Damage Control I
 
  
 
====Mid Slots====
 
====Mid Slots====
* Cold-Gas I Arcjet Thrusters (named 1mn afterburner)
+
* 1MN Afteburner
* F-392 Baker Nunn Tracking Disruptor I (named tracking disruptor)
+
* 2x EWAR modules of your choice.
* Patterned Stasis Web I (named stasis webifier)
+
 
 +
Note that due to the huge CPU requirements of the standard launchers, you are likely to be unable to fit most EWAR types. Stasis Webifiers and Ship Scanners are the easiest to fit.
  
 
====High Slots====
 
====High Slots====
* 'Malkuth' Standard Missile Launcher I
+
* 4x Standard Missile Launcher
* 'Malkuth' Standard Missile Launcher I
+
* 'Malkuth' Standard Missile Launcher I
+
* 'Malkuth' Standard Missile Launcher I
+
  
 
====Cargo====
 
====Cargo====
* 1000 units of Caldari Navy Bloodclaw light missiles (note: Kestrel gets greatest bonus to kinetic missile damage type).<br>
+
* 1000 units of Bloodclaw (kinetic) light missiles.<br>
 
* Both scripts for any electronic warfare modules that use them.
 
* Both scripts for any electronic warfare modules that use them.
  
 
==Example EFT Cut & Paste==
 
==Example EFT Cut & Paste==
 +
 +
Here's an example using cheap named modules which will fit using starting skills. Note the choice of EWAR modules due to lack of CPU:
 +
 
<pre>
 
<pre>
[Kestrel, hydra]
+
[Kestrel, HYDRA SML t1]
 
Micro Auxiliary Power Core I
 
Micro Auxiliary Power Core I
Emergency Damage Control I
+
Damage Control I
  
 
Cold-Gas I Arcjet Thrusters
 
Cold-Gas I Arcjet Thrusters
F-392 Baker Nunn Tracking Disruptor I
+
'Langour' Drive Disruptor I
Patterned Stasis Web I
+
Ship Scanner I
  
 
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
 
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
Line 78: Line 73:
 
[empty rig slot]
 
[empty rig slot]
 
</pre>
 
</pre>
 +
 +
And here's a t2 variant which will require more advanced skills. Again, CPU restricts the EWAR types you're able to fit.
 +
 +
<pre>
 +
[Kestrel, HYDRA SML t2]
 +
Micro Auxiliary Power Core I
 +
Damage Control II
 +
 +
1MN Afterburner II
 +
'Langour' Drive Disruptor I
 +
Ship Scanner I
 +
 +
Standard Missile Launcher II, Caldari Navy Bloodclaw Light Missile
 +
Standard Missile Launcher II, Caldari Navy Bloodclaw Light Missile
 +
Standard Missile Launcher II, Caldari Navy Bloodclaw Light Missile
 +
Standard Missile Launcher II, Caldari Navy Bloodclaw Light Missile
 +
 +
Small Bay Loading Accelerator I
 +
Small Auxiliary Thrusters I
 +
Small Auxiliary Thrusters I
 +
</pre>
 +
 +
====Stats====
 +
 +
With cheap named variant and starting skills:
 +
 +
* '''Effective HP''': 1683
 +
* '''Speed''':  727 m/s
 +
* '''Light Missile Max Flight Range''': 18.8 km
 +
* '''DPS''': 27
 +
 +
With t2 variant and all Lv V skills:
 +
 +
* '''Effective HP''': 2217
 +
* '''Speed''':  1064 m/s
 +
* '''Light Missile Max Flight Range''': 42.2 km
 +
* '''DPS''': 95

Revision as of 00:14, 22 October 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

Low Slots

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

Mid Slots

  • 1MN Afteburner
  • 2x EWAR modules of your choice.

Note that due to the huge CPU requirements of the standard launchers, you are likely to be unable to fit most EWAR types. Stasis Webifiers and Ship Scanners are the easiest to fit.

High Slots

  • 4x Standard Missile Launcher

Cargo

  • 1000 units of Bloodclaw (kinetic) light missiles.
  • Both scripts for any electronic warfare modules that use them.

Example EFT Cut & Paste

Here's an example using cheap named modules which will fit using starting skills. Note the choice of EWAR modules due to lack of CPU:

[Kestrel, HYDRA SML t1]
Micro Auxiliary Power Core I
Damage Control I

Cold-Gas I Arcjet Thrusters
'Langour' Drive Disruptor I
Ship Scanner 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]

And here's a t2 variant which will require more advanced skills. Again, CPU restricts the EWAR types you're able to fit.

[Kestrel, HYDRA SML t2]
Micro Auxiliary Power Core I
Damage Control II

1MN Afterburner II
'Langour' Drive Disruptor I
Ship Scanner I

Standard Missile Launcher II, Caldari Navy Bloodclaw Light Missile
Standard Missile Launcher II, Caldari Navy Bloodclaw Light Missile
Standard Missile Launcher II, Caldari Navy Bloodclaw Light Missile
Standard Missile Launcher II, Caldari Navy Bloodclaw Light Missile

Small Bay Loading Accelerator I
Small Auxiliary Thrusters I
Small Auxiliary Thrusters I

Stats

With cheap named variant and starting skills:

  • Effective HP: 1683
  • Speed: 727 m/s
  • Light Missile Max Flight Range: 18.8 km
  • DPS: 27

With t2 variant and all Lv V skills:

  • Effective HP: 2217
  • Speed: 1064 m/s
  • Light Missile Max Flight Range: 42.2 km
  • DPS: 95