Difference between revisions of "Hydra Rifter"

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(Stats (All level V))
(Stats (All level V))
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* '''Turret Optimal + Falloff''': 5.3 + 11km with Republic Fleet Fusion S
 
* '''Turret Optimal + Falloff''': 5.3 + 11km with Republic Fleet Fusion S
 
* '''Light Missile Max Range''': 42km
 
* '''Light Missile Max Range''': 42km
 +
Note: This setup requires Electronics IV and Weapon Upgrades IV. If you do not have either skill trained to level IV you may choose to downgrade F-M3 Gyrostabilizer to non-named Gyrostabilizer I, or purchase a more expensive version of damage control, such as F85 Peripheral Damage System.
  
 
====Low Slots====
 
====Low Slots====

Revision as of 21:10, 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. 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 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 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.

Example Hydra Artillery Rifter Setup

Stats (All level V)

  • Effective HP: 2,460
  • Speed: 1,100 meters/second
  • DPS: 81 with faction ammo
  • Turret Optimal + Falloff: 5.3 + 11km with Republic Fleet Fusion S
  • Light Missile Max Range: 42km

Note: This setup requires Electronics IV and Weapon Upgrades IV. If you do not have either skill trained to level IV you may choose to downgrade F-M3 Gyrostabilizer to non-named Gyrostabilizer I, or purchase a more expensive version of damage control, such as F85 Peripheral Damage System.

Low Slots

  • Emergency Damage Control I
  • F-M3 Munition Inertial Suspensor (named gyrostabilizer)
  • Quantum Co-Processor I

Mid Slots

  • Cold-Gas I Arcjet Thrusters (named afterburner)
  • J5 Prototype Warp Disruptor I (named 20km warp disruptor)
  • 'Langour' Drive Disruptor I (named stasis webifier)

High Slots

  • 250mm Light Carbine Howitzer I
  • 250mm Light Carbine Howitzer I
  • 250mm Light Carbine Howitzer I
  • 'Malkuth' Standard Missile Launcher I

Cargo

  • 2000 units Republic Fleet EMP S / Phased Plasma S / Fusion S - due to the tiny optimal range of autocannons, there is often little reason to use other ammunition.
  • 500 units of caldari navy rockets, your choice of damage type
  • scripts for any electronic warfare modules that need them

Example EFT Cut & Paste

[Rifter, hydra artillery]
Emergency Damage Control I
F-M3 Munition Inertial Suspensor
Quantum Co-Processor I

Cold-Gas I Arcjet Thrusters
J5 Prototype Warp Disruptor I
'Langour' Drive Disruptor I

250mm Light Carbine Howitzer I, Republic Fleet Phased Plasma S
250mm Light Carbine Howitzer I, Republic Fleet Phased Plasma S
250mm Light Carbine Howitzer I, Republic Fleet Phased Plasma S
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile

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