Difference between revisions of "Hydra Merlin"

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While blasters are too short ranged for PvP-BASIC, one possible variant would be to swap the Standard Missile Launcher Is for Rocket Launcher Is - this reduces your range but deals more damage, and more importantly, gives you enough spare powergrid to remove the Micro Auxiliary Power Core and use this low-slot to enhance your speed or damage output.
 
While blasters are too short ranged for PvP-BASIC, one possible variant would be to swap the Standard Missile Launcher Is for Rocket Launcher Is - this reduces your range but deals more damage, and more importantly, gives you enough spare powergrid to remove the Micro Auxiliary Power Core and use this low-slot to enhance your speed or damage output.
  
==EFT Copy & Paste==
+
==Example EFT Copy & Paste==
 
<pre>
 
<pre>
 
[Merlin, T1 Hydra]
 
[Merlin, T1 Hydra]

Revision as of 16:12, 24 November 2009


General Info

  • Special Ability: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level.

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

The merlin offers a good alternative to the Kestrel - it has an excellent 4 mid-slots, meaning plenty of electronic warfare, as well as more HP and capacitor, although it is slower and deals slightly less damage. Merlins are very versatile ships, and are popular among Agony pilots.

You will have to adjust the 3 EWAR midslots as needed to balance the fleet so bring several different kinds of ewar modules with you.

The following ewar modules will fit in spare mid-slots for this setup:

  • Stasis Webifier I
  • Tracking Disruptor I
  • Remote Sensor Dampener I
  • Warp Scrambler I
  • Warp Disruptor I

Setup

Stats (All level V)

  • Speed: 807 m/s
  • Turret Optimal + Falloff: 8.4 + 6.3 (Antimatter Charge S)
  • Missiles Max Range: 42
  • DPS: 52
  • Effective HP: 2,119

Note: this setup requires Energy Management IV.

Lowslot

  • Magnetic Field Stabilizer I
  • Micro Auxiliary Power Core I (depending on your fitting skills, you may be able to swap this for a Nanofiber Internal Structure I)

Midslot

  • 1MN Afterburner I
  • electronic warfare module
  • electronic warfare module
  • electronic warfare module

Hislot

  • 125mm Railgun I
  • 125mm Railgun I
  • Standard Missile Launcher I
  • Standard Missile Launcher I

Cargo

1000 units Antimatter Charge S.
1000 units of light missiles, your choice of damage type.
Both scripts for any ewar modules that use them.

Rigs

While optional, some students may want to rig their frigates.

For the merlin, the following rigs may be useful:

  • Small Hybrid Collision Accelerator I (increases turret damage)
  • Small Hybrid Burst Aerator I (increases turret firing speed)
  • Small Auxiliary Thrusters I (increases ship max velocity)

Close Range Variant/No MAPC

While blasters are too short ranged for PvP-BASIC, one possible variant would be to swap the Standard Missile Launcher Is for Rocket Launcher Is - this reduces your range but deals more damage, and more importantly, gives you enough spare powergrid to remove the Micro Auxiliary Power Core and use this low-slot to enhance your speed or damage output.

Example EFT Copy & Paste

[Merlin, T1 Hydra]
Linear Flux Stabilizer
Micro Auxiliary Power Core

Cold-Gas I Arcjet Thrusters 
Indirect Scanning Dampening Unit I
Indirect Scanning Dampening Unit I
Indirect Scanning Dampening Unit I

125mm 'Scout' I Accelerator Cannon
125mm 'Scout' I Accelerator Cannon
'Malkuth' Standard Missile Launcher I
'Malkuth' Standard Missile Launcher I

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