Difference between revisions of "Hydra Punisher"

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(General Info)
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==Example Hydra Punisher Setup==
 
==Example Hydra Punisher Setup==
====Stats (All level V)====
 
* '''Effective HP''': 3,050
 
* '''Speed''': 907 meters/second
 
* '''Turret Optimal + Falloff''': 7.7 + 6.2km with multifrequency crystals
 
* '''DPS''': 81 with Imperial Navy Multifrequency S crystals, 71 with plain multifrequency crystals
 
Note: This setup 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, use a tech II co-processor, or downgrade C4S heat sink to plain Heat Sink I.
 
  
 
====Low Slots====
 
====Low Slots====
* Emergency Damage Control I
+
* Damage Control
* C4S Coiled Circuit Thermal Radiator (named heat sink)
+
* Heat Sink
* F-aQ Phase Code Tracking Subroutines (named tracking enhancer)
+
* Tracking Enhancer
* Quantum Co-Processor I
+
* Co-Processor
  
 
====Mid Slots====
 
====Mid Slots====
* Cold-Gas I Arcjet Thrusters (named 1mn afterburner)
+
* 1MN Afteburner
* J5b Phased Prototype Warp Scrambler I (named 8.6km warp scrambler)
+
* 1x EWAR module of your choice.
  
 
====High Slots====
 
====High Slots====
* Medium Modal Laser I
+
* 3x Dual Light Beam Laser
* Medium Modal Laser I
+
* Medium Modal Laser I
+
* Offlined Small Coaxial Regenerative Projector (named small remote armor repairer)
+
  
 
====Cargo====
 
====Cargo====
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==Example EFT Cut & Paste==
 
==Example EFT Cut & Paste==
 +
 +
Here's an example using cheap named mods. This will fit using starting skills.
 +
 
<pre>
 
<pre>
[Punisher, hydra T1]
+
[Punisher, HYDRA t1]
Emergency Damage Control I
+
Damage Control I
 
C4S Coiled Circuit Thermal Radiator
 
C4S Coiled Circuit Thermal Radiator
 
F-aQ Phase Code Tracking Subroutines
 
F-aQ Phase Code Tracking Subroutines
Line 68: Line 62:
 
J5b Phased Prototype Warp Scrambler I
 
J5b Phased Prototype Warp Scrambler I
  
Medium Modal Laser I, Imperial Navy Multifrequency S
+
Dual Afocal Light Maser I, Multifrequency S
Medium Modal Laser I, Imperial Navy Multifrequency S
+
Dual Afocal Light Maser I, Multifrequency S
Medium Modal Laser I, Imperial Navy Multifrequency S
+
Dual Afocal Light Maser I, Multifrequency S
Small Coaxial Regenerative Projector
+
[empty high slot]
  
 
[empty rig slot]
 
[empty rig slot]
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[empty rig slot]
 
[empty rig slot]
 
</pre>
 
</pre>
 +
 +
And here's a t2 variant which will require more advanced skills:
 +
 +
<pre>
 +
[Punisher, HYDRA t2]
 +
Damage Control II
 +
Heat Sink II
 +
Tracking Enhancer II
 +
Co-Processor II
 +
 +
1MN Afterburner II
 +
F-392 Baker Nunn Tracking Disruptor I
 +
 +
Dual Light Beam Laser II, Imperial Navy Multifrequency S
 +
Dual Light Beam Laser II, Imperial Navy Multifrequency S
 +
Dual Light Beam Laser II, Imperial Navy Multifrequency S
 +
[empty high slot]
 +
 +
Small Energy Burst Aerator I
 +
Small Energy Collision Accelerator I
 +
[empty rig slot]
 +
</pre>
 +
 +
====Stats====
 +
 +
With cheap named variant, and starting skills:
 +
 +
* '''Effective HP''': 2301
 +
* '''Speed''': 733 m/s
 +
* '''Turret Optimal + Falloff''': 5.1 + 3.7 km (multifrequency)
 +
* '''DPS''': 34 (multifrequency)
 +
 +
With t2 variant and all Lv V skills:
 +
 +
* '''Effective HP''': 3355
 +
* '''Speed''': 946 m/s
 +
* '''Turret Optimal + Falloff''': 7.5 + 4.9 km (multifrequency)
 +
* '''DPS''': 100 (faction multifrequency)

Revision as of 23:57, 21 October 2010


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 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, speed and damage output. It is often considered one of the better T1 frigates. For a smaller gang or solo, the punisher can be fit to have a very effective armour tank, however this kind of fit is not recommended for PvP-BASIC.

Please have several of the following modules in stock at class start location. You will have to adjust the 1 EWAR midslot as needed to balance the fleet so make sure to bring 1 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. Punisher has 400 calibration points in total:

  • Small Energy Collision Accelerator I (200) - increases turret damage, increases turret pg use
  • Small Energy Burst Aerator I (200) - increases turret firing speed, increases turret pg use
  • Small Energy Locus Coordinator I (100) - increases turret optimal range, increases turret pg use
  • 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.

Example Hydra Punisher Setup

Low Slots

  • Damage Control
  • Heat Sink
  • Tracking Enhancer
  • Co-Processor

Mid Slots

  • 1MN Afteburner
  • 1x EWAR module of your choice.

High Slots

  • 3x Dual Light Beam Laser

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.

Example EFT Cut & Paste

Here's an example using cheap named mods. This will fit using starting skills.

[Punisher, HYDRA t1]
Damage Control I
C4S Coiled Circuit Thermal Radiator
F-aQ Phase Code Tracking Subroutines
Quantum Co-Processor I

Cold-Gas I Arcjet Thrusters
J5b Phased Prototype Warp Scrambler I

Dual Afocal Light Maser I, Multifrequency S
Dual Afocal Light Maser I, Multifrequency S
Dual Afocal Light Maser I, Multifrequency S
[empty high slot]

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

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

[Punisher, HYDRA t2]
Damage Control II
Heat Sink II
Tracking Enhancer II
Co-Processor II

1MN Afterburner II
F-392 Baker Nunn Tracking Disruptor I

Dual Light Beam Laser II, Imperial Navy Multifrequency S
Dual Light Beam Laser II, Imperial Navy Multifrequency S
Dual Light Beam Laser II, Imperial Navy Multifrequency S
[empty high slot]

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

Stats

With cheap named variant, and starting skills:

  • Effective HP: 2301
  • Speed: 733 m/s
  • Turret Optimal + Falloff: 5.1 + 3.7 km (multifrequency)
  • DPS: 34 (multifrequency)

With t2 variant and all Lv V skills:

  • Effective HP: 3355
  • Speed: 946 m/s
  • Turret Optimal + Falloff: 7.5 + 4.9 km (multifrequency)
  • DPS: 100 (faction multifrequency)