Difference between revisions of "Hydra Punisher"
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==General Info== | ==General Info== | ||
*Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level. | *Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level. | ||
− | |||
− | The following ewar modules will fit in spare mid- | + | This is basic T1 setup with cheap named modules for use in PvP-BASIC Hydra gang. |
− | * | + | |
− | * | + | The main disadvantages of the punisher are its' 2 mid-slots amd low cpu, which limit your electronic warfare options and make it less suited to the hydra gang. However, the punisher is otherwise a very effective ship, with excellent HP and good speed and damage output. In a smaller gang, the punisher can be armour tanked very effectively, however this is not recommended for PvP-BASIC. |
− | * | + | |
− | * | + | You will have to adjust the 1 EWAR midslot 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 (you're short on CPU, so check what will fit!): | ||
+ | |||
+ | * Stasis Webifier I | ||
+ | * Remote Sensor Dampener I | ||
+ | * Warp Scrambler I | ||
+ | * Warp Disruptor I | ||
==T1 Setup== | ==T1 Setup== | ||
====Stats (All level V)==== | ====Stats (All level V)==== | ||
− | * '''Speed''': | + | * '''Speed''': 914 m/s |
− | * '''Optimal + Falloff''': 6. | + | * '''Turret Optimal + Falloff''': 6.3 + 5 (Multifrequency S), 20 + 5 (Radio S) |
− | * '''DPS''': | + | * '''DPS''': 71 (Multifrequency S); 29 (Radio S) |
− | * '''EFHP''': 2, | + | * '''EFHP''': 2,248 |
+ | |||
Note: this setup requires Weapons Upgrades IV. | Note: this setup requires Weapons Upgrades IV. | ||
+ | |||
====Lowslot==== | ====Lowslot==== | ||
− | * | + | * Heat Sink I |
− | * | + | * Heat Sink I |
− | * | + | * Nanofiber Internal Structure I |
* Co-Processor I | * Co-Processor I | ||
+ | |||
====Midslot==== | ====Midslot==== | ||
− | * | + | * 1MN Afterburner I |
* electronic warfare module | * electronic warfare module | ||
+ | |||
====Hislot==== | ====Hislot==== | ||
− | * Medium | + | * Medium Beam Laser I |
− | * Medium | + | * Medium Beam Laser I |
− | * Medium | + | * Medium Beam Laser I |
− | * Small Remote Armor Repair System I (offline) | + | * Small Remote Armor Repair System I (offline) or empty slot. |
+ | |||
====Cargo==== | ====Cargo==== | ||
− | + | ||
− | scripts for electronic warfare module | + | Your choice of laser crystals - choose one that gives you a range over 6km (to avoid smartbomb range). Since lasers can change ammo type instantly, you may also wish to carry mid and long ranged crystals, although this is not required. |
+ | Both scripts for any electronic warfare module that use them. | ||
+ | |||
+ | ====Rigs==== | ||
+ | While optional, some students may want to rig their frigates. | ||
+ | |||
+ | For the punisher, the following rigs may be useful: | ||
+ | |||
+ | *Small Energy Locus Coordinator I (increases turret optimal range) | ||
+ | *Small Energy Metastasis Adjustor I (increases turret tracking speed) | ||
+ | *Small Energy Collision Accelerator I (increases turret damage) | ||
+ | *Small Energy Burst Aerator I (increases turret firing speed) | ||
+ | *Small Auxiliary Thrusters I (increases ship max velocity) | ||
+ | |||
+ | (note that energy weapon rigs increase power grid consumption - depending on your skills you may not be able to fit 3 of them!) | ||
+ | |||
+ | ==Less CPU-intensive Variants== | ||
+ | Those who do not have Weapon Upgrades 4 or attempting to fit CPU-intensive electronic warfare will struggle to fit the above setup. There are two ways around this: | ||
+ | * Swap the Medium Beam Laser Is for Dual Light Beam Laser Is. This will free up both cpu and power grid (which may also make rigging easier) and increase tracking, in exchange for a small loss in dps. | ||
+ | * Swap one or both Heat Sink Is for Tracking Enhancer Is. This will free up cpu and increase optimal range and tracking, in exchange for a loss in dps. | ||
+ | These options can also be used with good skills to remove the Co-Processor I and free up a low slot for another Nanofiber. | ||
==EFT Cut & Paste== | ==EFT Cut & Paste== |
Revision as of 15:20, 24 November 2009
Contents
General Info
- Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.
This is basic T1 setup with cheap named modules for use in PvP-BASIC Hydra gang.
The main disadvantages of the punisher are its' 2 mid-slots amd low cpu, which limit your electronic warfare options and make it less suited to the hydra gang. However, the punisher is otherwise a very effective ship, with excellent HP and good speed and damage output. In a smaller gang, the punisher can be armour tanked very effectively, however this is not recommended for PvP-BASIC.
You will have to adjust the 1 EWAR midslot 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 (you're short on CPU, so check what will fit!):
- Stasis Webifier I
- Remote Sensor Dampener I
- Warp Scrambler I
- Warp Disruptor I
T1 Setup
Stats (All level V)
- Speed: 914 m/s
- Turret Optimal + Falloff: 6.3 + 5 (Multifrequency S), 20 + 5 (Radio S)
- DPS: 71 (Multifrequency S); 29 (Radio S)
- EFHP: 2,248
Note: this setup requires Weapons Upgrades IV.
Lowslot
- Heat Sink I
- Heat Sink I
- Nanofiber Internal Structure I
- Co-Processor I
Midslot
- 1MN Afterburner I
- electronic warfare module
Hislot
- Medium Beam Laser I
- Medium Beam Laser I
- Medium Beam Laser I
- Small Remote Armor Repair System I (offline) or empty slot.
Cargo
Your choice of laser crystals - choose one that gives you a range over 6km (to avoid smartbomb range). Since lasers can change ammo type instantly, you may also wish to carry mid and long ranged crystals, although this is not required. Both scripts for any electronic warfare module that use them.
Rigs
While optional, some students may want to rig their frigates.
For the punisher, the following rigs may be useful:
- Small Energy Locus Coordinator I (increases turret optimal range)
- Small Energy Metastasis Adjustor I (increases turret tracking speed)
- Small Energy Collision Accelerator I (increases turret damage)
- Small Energy Burst Aerator I (increases turret firing speed)
- Small Auxiliary Thrusters I (increases ship max velocity)
(note that energy weapon rigs increase power grid consumption - depending on your skills you may not be able to fit 3 of them!)
Less CPU-intensive Variants
Those who do not have Weapon Upgrades 4 or attempting to fit CPU-intensive electronic warfare will struggle to fit the above setup. There are two ways around this:
- Swap the Medium Beam Laser Is for Dual Light Beam Laser Is. This will free up both cpu and power grid (which may also make rigging easier) and increase tracking, in exchange for a small loss in dps.
- Swap one or both Heat Sink Is for Tracking Enhancer Is. This will free up cpu and increase optimal range and tracking, in exchange for a loss in dps.
These options can also be used with good skills to remove the Co-Processor I and free up a low slot for another Nanofiber.
EFT Cut & Paste
[Punisher, T1 Hydra] C4S Coiled Circuit Thermal Radiator C4S Coiled Circuit Thermal Radiator Type-D Altered SS Nanofiber Structure Co-Processor I Cold-Gas I Arcjet Thrusters J5 Prototype Warp Disruptor Medium Modal Laser I Medium Modal Laser I Medium Modal Laser I Small Remote Armor Repair System I [empty rig slot] [empty rig slot] [empty rig slot]