Hydra Merlin

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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 plenty of CPU and 4 mid-slots, meaning it can fit plenty of electronic warfare. It also has more effective hitpoints than other frigates due to its shield resistance bonuses. It is, however, one of the slower lower-dps frigates. Merlins are very versatile ships, and are very popular among Agony pilots.

Example Long-Range Hydra Merlin Setup

Low Slots

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

Mid Slots

  • 1MN Afterburner
  • 3x EWAR module of your choice

Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVP-Basic.

High Slots

  • 2x 125mm railgun
  • 2x standard missile launcher

Cargo

  • 1000 units of antimatter charge s (close range hybrid ammo). Optionally you may wish to bring some mid range ammo such as Lead, but I find you will rarely use it.
  • 1000 units of light missiles, your choice of damage type
  • both kinds of scripts for any electronic warfare modules that need them

Example EFT Copy & Paste

Here's an example using cheap named fittings. This will (just!) fit with starting skills:
[Merlin, HYDRA t1]
Damage Control I
Micro Auxiliary Power Core I

Cold-Gas I Arcjet Thrusters
Initiated Harmonic Warp Scrambler I
'Langour' Drive Disruptor I
F-392 Baker Nunn Tracking Disruptor I

125mm Carbide Railgun I, Antimatter Charge S
125mm Carbide Railgun I, Antimatter Charge S
'Malkuth' Standard Missile Launcher I, Flameburst Light Missile
'Malkuth' Standard Missile Launcher I, Flameburst Light Missile

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

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

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

1MN Afterburner II
Initiated Harmonic Warp Scrambler I
'Langour' Drive Disruptor I
F-392 Baker Nunn Tracking Disruptor I

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile

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

Stats

With cheap named fit and starting skills:

  • Effective HP: 2043
  • Speed: 697 m/s
  • DPS: 29
  • Turret Optimal + Falloff: 5.7 + 5 km (with antimatter)
  • Light Missile Max Flight Range: 18.8 km

With t2 fit and all Lv V skills:


  • Effective HP: 2975
  • Speed: 901 m/s
  • DPS: 83
  • Turret Optimal + Falloff: 10 + 6.3 km (with antimatter)
  • Light Missile Max Flight Range: 42.2 km