Difference between revisions of "Hydra Punisher"

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[[Category:Public]][[Category:Hydra Frigates]]
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[[Category:Public]]
{{baseship|Punisher}}
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[[Category:PVP University/Frigspec]]
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|width="50px"|[[Image:Info.png|center]]
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|This article is out of date and needs to be updated. Once the article has been brought up to date please remove this template from the article body.
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==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.
 
  
==Example Hydra Punisher Setup==
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[[Category:Articles out of Date]]
  
====Low Slots====
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==General Info==
* Damage Control
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*Special Ability: 5% Bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level.
* Heat Sink
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* Tracking Enhancer
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* Co-Processor
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====Mid Slots====
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* 1MN Afteburner
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* 1x EWAR module of your choice.
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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 [[PVP-Basic_Preparation_Checklist#Recommended_modules_for_Basic|Recommended Modules for PVP-Basic]].
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The primary disadvantage of the Punisher is the fact it has only two mid-slots, which limits your electronic warfare options and make it less suited to the Hydra gang. It is also the slowest of the Combat Frigates.  However, the Punisher is otherwise a very effective ship, with excellent HP, speed and damage output.  
  
====High Slots====
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====Additional Notes====
* 3x Dual Light Beam Laser
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You should carry with you:
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* 2 sets of short-range ammo
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* 2 sets of longer-range ammo
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* Scripts for any electronic warfare modules that need them
  
====Cargo====
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==Example EFT Copy & Paste==
* 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.
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* Both scripts for any electronic warfare module that use them.
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==Example EFT Cut & Paste==
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Here's an example using cheap named mods. This will fit using starting skills.
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As the Punisher is the slowest of the combat frigs, the odds of it getting into scram range before the target dies is low, which can be quite frustrating to our students. For this reason, we suggest fitting a small tank and setting it up as a point ship, although you can swap out the point for a tracking disruptor or sensor dampener.  For the T1 fit, in addition to the recommended minimum skills, this fit requires Hull Upgrades III, Capacitor Management 2, and Armor Rigging 1.
 
<pre>
 
<pre>
[Punisher, HYDRA t1]
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[Punisher, Hydra T1]
Damage Control I
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Pseudoelectron Containment Field I
C4S Coiled Circuit Thermal Radiator
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400mm Rolled Tungsten Compact Plates
F-aQ Phase Code Tracking Subroutines
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Type-D Restrained Overdrive Injector
Quantum Co-Processor I
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Micro Auxiliary Power Core I
  
Cold-Gas I Arcjet Thrusters
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1MN Monopropellant Enduring Afterburner
J5b Phased Prototype Warp Scrambler I
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Faint Warp Disruptor I
  
Dual Afocal Light Maser I, Multifrequency S
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Small Focused Afocal Maser I, Imperial Navy Multifrequency S
Dual Afocal Light Maser I, Multifrequency S
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Small Focused Afocal Maser I, Imperial Navy Multifrequency S
Dual Afocal Light Maser I, Multifrequency S
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Small Focused Afocal Maser I, Imperial Navy Multifrequency S
 
[empty high slot]
 
[empty high slot]
  
[empty rig slot]
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Small Anti-Explosive Pump I
 
[empty rig slot]
 
[empty rig slot]
 
[empty rig slot]
 
[empty rig slot]
 
</pre>
 
</pre>
  
And here's a t2 variant which will require more advanced skills:
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This is a T2 variant, which requires more advanced skills, we add a trimark armor rig for additional tank while still maintaining reasonable speed:
 
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<pre>
 
<pre>
[Punisher, HYDRA t2]
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[Punisher, Hydra T2]
 
Damage Control II
 
Damage Control II
Heat Sink II
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400mm Rolled Tungsten Compact Plates
Tracking Enhancer II
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Overdrive Injector System II
Co-Processor II
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Micro Auxiliary Power Core I
  
1MN Afterburner II
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1MN Monopropellant Enduring Afterburner
F-392 Baker Nunn Tracking Disruptor I
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Faint Warp Disruptor I
  
Dual Light Beam Laser II, Imperial Navy Multifrequency S
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Small Focused Beam Laser II, Imperial Navy Multifrequency S
Dual Light Beam Laser II, Imperial Navy Multifrequency S
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Small Focused Beam Laser II, Imperial Navy Multifrequency S
Dual Light Beam Laser II, Imperial Navy Multifrequency S
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Small Focused Beam Laser II, Imperial Navy Multifrequency S
 
[empty high slot]
 
[empty high slot]
  
Small Energy Burst Aerator I
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Small Anti-Explosive Pump I
Small Energy Collision Accelerator I
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Small Trimark Armor Pump I
 
[empty rig slot]
 
[empty rig slot]
 
</pre>
 
</pre>
  
====Stats====
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'''Alumni Only: ''' The following suggested fit is for Alumni ONLY.  In this fit, we swap out the afterburner for a microwarp drive and a small tank, as in the above T2 fit.  Alternatively, you can swap out the plate for resistance modules, to take advantage of the Punisher's bonuses. This ship makes a decent "chaser tackle" ship, pulsing the microwarp drive to get into scram/web range then holding down the target while it dies.  Students should NOT use this fit, as microwarpdrive = death until you are familiar with evading bombs and smart-bombing battleships. 
  
With cheap named variant, and starting skills:
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<pre>
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[Punisher, Hydra Alumni]
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Damage Control II
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200mm Steel Plates II
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Overdrive Injector System II
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F-aQ Phase Code Tracking Subroutines
  
* '''Effective HP''': 2301
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5MN Y-T8 Compact Microwarpdrive
* '''Speed''': 733 m/s
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Faint Warp Disruptor I
* '''Turret Optimal + Falloff''': 5.1 + 3.7 km (multifrequency)
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* '''DPS''': 34 (multifrequency)
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With t2 variant and all Lv V skills:
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Small Focused Beam Laser II, Imperial Navy Multifrequency S
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Small Focused Beam Laser II, Imperial Navy Multifrequency S
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Small Focused Beam Laser II, Imperial Navy Multifrequency S
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[empty high slot]
  
* '''Effective HP''': 3355
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Small Anti-Explosive Pump I
* '''Speed''': 946 m/s
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Small Trimark Armor Pump I
* '''Turret Optimal + Falloff''': 7.5 + 4.9 km (multifrequency)
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[empty rig slot]
* '''DPS''': 100 (faction multifrequency)
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</pre>

Latest revision as of 17:54, 5 March 2016

Info.png
This article is out of date and needs to be updated. Once the article has been brought up to date please remove this template from the article body.

General Info

  • Special Ability: 5% Bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level.

The primary disadvantage of the Punisher is the fact it has only two mid-slots, which limits your electronic warfare options and make it less suited to the Hydra gang. It is also the slowest of the Combat Frigates. However, the Punisher is otherwise a very effective ship, with excellent HP, speed and damage output.

Additional Notes

You should carry with you:

  • 2 sets of short-range ammo
  • 2 sets of longer-range ammo
  • Scripts for any electronic warfare modules that need them

Example EFT Copy & Paste

As the Punisher is the slowest of the combat frigs, the odds of it getting into scram range before the target dies is low, which can be quite frustrating to our students. For this reason, we suggest fitting a small tank and setting it up as a point ship, although you can swap out the point for a tracking disruptor or sensor dampener. For the T1 fit, in addition to the recommended minimum skills, this fit requires Hull Upgrades III, Capacitor Management 2, and Armor Rigging 1.

[Punisher, Hydra T1]
Pseudoelectron Containment Field I
400mm Rolled Tungsten Compact Plates
Type-D Restrained Overdrive Injector
Micro Auxiliary Power Core I

1MN Monopropellant Enduring Afterburner
Faint Warp Disruptor I

Small Focused Afocal Maser I, Imperial Navy Multifrequency S
Small Focused Afocal Maser I, Imperial Navy Multifrequency S
Small Focused Afocal Maser I, Imperial Navy Multifrequency S
[empty high slot]

Small Anti-Explosive Pump I
[empty rig slot]
[empty rig slot]

This is a T2 variant, which requires more advanced skills, we add a trimark armor rig for additional tank while still maintaining reasonable speed:

[Punisher, Hydra T2]
Damage Control II
400mm Rolled Tungsten Compact Plates
Overdrive Injector System II
Micro Auxiliary Power Core I

1MN Monopropellant Enduring Afterburner
Faint Warp Disruptor I

Small Focused Beam Laser II, Imperial Navy Multifrequency S
Small Focused Beam Laser II, Imperial Navy Multifrequency S
Small Focused Beam Laser II, Imperial Navy Multifrequency S
[empty high slot]

Small Anti-Explosive Pump I
Small Trimark Armor Pump I
[empty rig slot]

Alumni Only: The following suggested fit is for Alumni ONLY. In this fit, we swap out the afterburner for a microwarp drive and a small tank, as in the above T2 fit. Alternatively, you can swap out the plate for resistance modules, to take advantage of the Punisher's bonuses. This ship makes a decent "chaser tackle" ship, pulsing the microwarp drive to get into scram/web range then holding down the target while it dies. Students should NOT use this fit, as microwarpdrive = death until you are familiar with evading bombs and smart-bombing battleships.

[Punisher, Hydra Alumni]
Damage Control II
200mm Steel Plates II
Overdrive Injector System II
F-aQ Phase Code Tracking Subroutines

5MN Y-T8 Compact Microwarpdrive
Faint Warp Disruptor I

Small Focused Beam Laser II, Imperial Navy Multifrequency S
Small Focused Beam Laser II, Imperial Navy Multifrequency S
Small Focused Beam Laser II, Imperial Navy Multifrequency S
[empty high slot]

Small Anti-Explosive Pump I
Small Trimark Armor Pump I
[empty rig slot]