Difference between revisions of "Hydra Rifter"

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(General Info)
(General Info)
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The rifter is an excellent frigate, with a balanced slot layout, good damage, and excellent speed. They are very popular among Agony pilots. Due to the size of PvP-BASIC fleets, this artillery setup is preferred over [[T1 Hydra Rifter|the autocannon setup]]. While the autocannon setup deals more damage, many pilots find the range of the artillery setup allows them to start dealing damage earlier.
 
The rifter is an excellent frigate, with a balanced slot layout, good damage, and excellent speed. They are very popular among Agony pilots. Due to the size of PvP-BASIC fleets, this artillery setup is preferred over [[T1 Hydra Rifter|the autocannon setup]]. While the autocannon setup deals more damage, many pilots find the range of the artillery setup allows them to start dealing damage earlier.
  
Named (meta) versions of modules typically require less CPU and thus are easier to fit on ships. Many give better performance, some use less capacitor per cycle, and some may even be selling for cheaper in trade hubs than non-named vanilla T1 modules. T2 modules typically grant higher performance but at very steep fitting costs and prices. Fitting your ship with named of T2 modules will give you higher damage output on killmails as well as greater survivability in fleets. Note that you can also purchase faction ammunition for increased dps.<br><br>
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'''Please have several of the following modules in stock at class start location.''' You will have to adjust the 2 EWAR midslots as needed to balance the fleet so make sure to bring 2 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 and swap it with overdrive. 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 along.
  
'''EWAR:''' You will have to adjust the 2 EWAR midslots as needed to balance the fleet so make sure to bring these electronic warfare modules with you (a meta 2 version is listed in parenthesis). Bring a few units of scrips for sensor dampeners and tracking disruptors:
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* J5 Prototype Warp Disruptor I (named 20km warp disruptor)
 
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* J5B Phased Prototype Warp Scrambler (named warp scrambler, 8.6 km range)
* Stasis Webifier I (Patterned Stasis Web)
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* 'Langour' Drive Disruptor I (named 10km stasis webifier)
* Tracking Disruptor I (F-382 Baker Nunn Tracking Disruptor)
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* F-382 Baker Nunn Tracking Disruptor (named tracking disruptor)
* Remote Sensor Dampener I (Indirect Scanning Dampening Unit)
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* Indirect Scanning Dampening Unit (named sensor dampener)
* Warp Scrambler I (J5B Phased Prototype Warp Scrambler)
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* Warp Disruptor I (Fleeting Warp Disruptor)
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* Sensor dampener scripts: Scan Resolution Dampening and Targeting Range Dampening
 
* Sensor dampener scripts: Scan Resolution Dampening and Targeting Range Dampening
* Tracking disruptor scripts: Optimal Range Disruption and Tracking Speed Disruption<br><br>
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* Tracking disruptor scripts: Optimal Range Disruption and Tracking Speed Disruption
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* Quantum Co-Processor or Co-Processor II - to help fit ewar modules if needed<br><br>
  
'''Rigs:''' These are optional, but some of these are very cheap. For the rifter, the following rigs may be useful:
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'''Rigs:''' These are optional, but some of these are extremely cheap to purchase in trade hubs. Next to each rig in parenthesis is the number of calibration points it requires. Rifter has 400 calibration points in total:
* Small Projectile Ambit Extension I - increases turret falloff range, increases turret pg use
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* Small Projectile Ambit Extension I (100) - increases turret falloff range, increases turret pg use
* Small Projectile Collision Accelerator I - increases turret damage, increases turret pg use
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* Small Projectile Collision Accelerator I (200) - increases turret damage, increases turret pg use
* Small Projectile Burst Aerator I  - increases turret firing speed, increases turret pg use
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* Small Projectile Burst Aerator I  (200) - increases turret firing speed, increases turret pg use
* Small Targeting System Subcontroller I - increases targeting speed, decreases shield amount
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* Small Targeting System Subcontroller I (100) - cuts targeting speed, decreases shield amount
* Small Low Friction Nozzle Joints I - improves agility, decreases armor amount
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* Small Low Friction Nozzle Joints I (50) - improves agility, decreases armor amount
* Small Auxiliary Thrusters I - improves speed, decreases armor amount
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* 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.<br><br>
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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.<br><br>
  
 
==Setup==
 
==Setup==

Revision as of 20:27, 2 March 2010


General Info

  • Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level.

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

The rifter is an excellent frigate, with a balanced slot layout, good damage, and excellent speed. They are very popular among Agony pilots. Due to the size of PvP-BASIC fleets, this artillery setup is preferred over the autocannon setup. While the autocannon setup deals more damage, many pilots find the range of the artillery setup allows them to start dealing damage earlier.

Please have several of the following modules in stock at class start location. You will have to adjust the 2 EWAR midslots as needed to balance the fleet so make sure to bring 2 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 and swap it with overdrive. 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 along.

  • 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 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 parenthesis is the number of calibration points it requires. Rifter has 400 calibration points in total:

  • Small Projectile Ambit Extension I (100) - increases turret falloff range, increases turret pg use
  • Small Projectile Collision Accelerator I (200) - increases turret damage, increases turret pg use
  • Small Projectile Burst Aerator I (200) - increases turret firing speed, 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.

Setup

Stats (All level V)

  • Speed: 1221 m/s
  • DPS: 50 (Fusion S)
  • Turret Optimal + Falloff: 8.3 + 11 (Fusion S)
  • Missiles Max Range: 42km
  • Effective HP: 1,681

Lowslot

  • Tracking Enhancer I
  • Overdrive Injector System I
  • Nanofiber Internal Structure I

Midslot

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

Hislot

  • 250mm Light Artillery Cannon I
  • 250mm Light Artillery Cannon I
  • 250mm Light Artillery Cannon I
  • Standard Missile Launcher I

Cargo

  • 1000 units projectile ammo - Fusion S offers a good high damage option for artillery, but the choice is yours.
  • 500 units of light missiles, your choice of damage type.
  • Both scripts for any electronic warfare modules that use them.

Rigs

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

For the rifter, the following rigs may be useful:

  • Small Projectile Locus Coordinator I (increases turret optimal range)
  • Small Projectile Metastasis Adjustor I (increases turret tracking speed)
  • Small Projectile Collision Accelerator I (increases turret damage)
  • Small Projectile Burst Aerator I (increases turret firing speed)

(note that projectile weapon rigs increase power grid consumption - depending on your skills you may not be able to fit 3 of them!)

Example EFT Cut & Paste

[Rifter, Hydra Arty]
Auto-Gain Control Tracking Enhancer I
Type-D Altered SS Overdrive Injector
Type-D Altered SS Nanofiber Structure

Cold-Gas I Arcjet Thrusters
[empty med slot]
[empty med slot]

250mm Light Gallium I Cannon, EMP S
250mm Light Gallium I Cannon, EMP S
250mm Light Gallium I Cannon, EMP S
'Malkuth' Standard Missile Launcher I, Sabretooth Light Missile

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