Difference between revisions of "Hydra Rifter"

From Agony Unleashed
Jump to: navigation, search
(General Info)
Line 16: Line 16:
 
* Indirect Scanning Dampening Unit (named sensor dampener)
 
* Indirect Scanning Dampening Unit (named sensor dampener)
 
* 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
+
* Tracking disruptor scripts: Optimal Range Disruption and Tracking Speed Disruption<br><br>
* Quantum Co-Processor I or Co-Processor II - to help fit ewar modules if needed<br><br>
+
  
 
'''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. Rifter has 400 calibration points in total:
 
'''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. Rifter has 400 calibration points in total:
Line 29: Line 28:
  
 
==Example Hydra Artillery Rifter 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====
 
====Low Slots====
* Emergency Damage Control I
+
* Damage Control
* F-M3 Munition Inertial Suspensor (named gyrostabilizer)
+
* Tracking Enhancer
* Quantum Co-Processor I
+
* Nanofiber Internal Structure
  
 
====Mid Slots====
 
====Mid Slots====
* Cold-Gas I Arcjet Thrusters (named 1mn afterburner)
+
* 1MN Afterburner
* J5 Prototype Warp Disruptor I (named 20km warp disruptor)
+
* 2x EWAR module of your choice
* 'Langour' Drive Disruptor I (named stasis webifier)
+
  
 
====High Slots====
 
====High Slots====
* 250mm Light Carbine Howitzer I
+
* 3x 250mm Light Artillery
* 250mm Light Carbine Howitzer I
+
* Rocket Launcher
* 250mm Light Carbine Howitzer I
+
* 'Malkuth' Standard Missile Launcher I
+
  
 
====Cargo====
 
====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.<br>
+
* 1000 units of close range projectile ammo (EMP S, Phased Plasma S or Fusion S). You may also wish to bring some mid range ammo such as Titanium Sabot, but I find you generally won't use it.<br>
* 500 units of caldari navy rockets, your choice of damage type<br>
+
* 500 units of rockets, your choice of damage type<br>
 
* both kinds of scripts for any electronic warfare modules that need them<br><br>
 
* both kinds of scripts for any electronic warfare modules that need them<br><br>
  
==Example EFT Cut & Paste==
+
====Stats====
Tech I hydra Rifter setup:
+
<pre>
+
[Rifter, hydra artillery]
+
Emergency Damage Control I
+
F-M3 Munition Inertial Suspensor
+
Quantum Co-Processor I
+
  
Cold-Gas I Arcjet Thrusters
+
With the cheap named fit shown below, and starting skills:
J5 Prototype Warp Disruptor I
+
'Langour' Drive Disruptor I
+
  
250mm Light Carbine Howitzer I, Republic Fleet Phased Plasma S
+
* '''Effective HP''': 1,789
250mm Light Carbine Howitzer I, Republic Fleet Phased Plasma S
+
* '''Speed''': 970 m/s
250mm Light Carbine Howitzer I, Republic Fleet Phased Plasma S
+
* '''DPS''': 34
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
+
* '''Turret Optimal + Falloff''': 4.7 + 11 km
 +
* '''Rocket Max Range''': 4.5 km
  
[empty rig slot]
+
(Note that with starting skills, your rocket launcher may not have enough range to hit at your normal orbit range of about 6 km - if this is the case, you may wish to leave this slot empty).
[empty rig slot]
+
 
[empty rig slot]
+
With a t2 fit (projectile damage rigs) and all Lv V skills:
</pre>
+
 
 +
* '''Effective HP''': 2375
 +
* '''Speed''': 1263 meters/second
 +
* '''DPS''': 108
 +
* '''Turret Optimal + Falloff''': 6.9 +14 km
 +
* '''Rocket Max Range''': 10.1 km
 +
 
 +
 
 +
==Example EFT Cut & Paste==
 +
Here's an example using cheap named fittings - this will fit with starting skills.
  
Tech II hydra Rifter setup:
 
 
<pre>
 
<pre>
[Rifter, hydra artillery T2]
+
[Rifter, HYDRA Arty t1]
Damage Control II
+
Damage Control I
Gyrostabilizer II
+
F-aQ Phase Code Tracking Subroutines
Co-Processor II
+
Type-D Altered SS Nanofiber Structure
  
 
Cold-Gas I Arcjet Thrusters
 
Cold-Gas I Arcjet Thrusters
X5 Prototype I Engine Enervator
 
 
J5 Prototype Warp Disruptor I
 
J5 Prototype Warp Disruptor I
 +
'Langour' Drive Disruptor I
  
250mm Light Artillery Cannon II, EMP S
+
250mm Light Carbine Howitzer I, Phased Plasma S
250mm Light Artillery Cannon II, EMP S
+
250mm Light Carbine Howitzer I, Phased Plasma S
250mm Light Artillery Cannon II, EMP S
+
250mm Light Carbine Howitzer I, Phased Plasma S
OE-5200 Rocket Launcher, Gremlin Rocket
+
'Malkuth' Rocket Launcher I, Gremlin Rocket
  
 
[empty rig slot]
 
[empty rig slot]

Revision as of 22:14, 21 October 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.

  • 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

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. 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

Low Slots

  • Damage Control
  • Tracking Enhancer
  • Nanofiber Internal Structure

Mid Slots

  • 1MN Afterburner
  • 2x EWAR module of your choice

High Slots

  • 3x 250mm Light Artillery
  • Rocket Launcher

Cargo

  • 1000 units of close range projectile ammo (EMP S, Phased Plasma S or Fusion S). You may also wish to bring some mid range ammo such as Titanium Sabot, but I find you generally won't use it.
  • 500 units of rockets, your choice of damage type
  • both kinds of scripts for any electronic warfare modules that need them

Stats

With the cheap named fit shown below, and starting skills:

  • Effective HP: 1,789
  • Speed: 970 m/s
  • DPS: 34
  • Turret Optimal + Falloff: 4.7 + 11 km
  • Rocket Max Range: 4.5 km

(Note that with starting skills, your rocket launcher may not have enough range to hit at your normal orbit range of about 6 km - if this is the case, you may wish to leave this slot empty).

With a t2 fit (projectile damage rigs) and all Lv V skills:

  • Effective HP: 2375
  • Speed: 1263 meters/second
  • DPS: 108
  • Turret Optimal + Falloff: 6.9 +14 km
  • Rocket Max Range: 10.1 km


Example EFT Cut & Paste

Here's an example using cheap named fittings - this will fit with starting skills.

[Rifter, HYDRA Arty t1]
Damage Control I
F-aQ Phase Code Tracking Subroutines
Type-D Altered SS Nanofiber Structure

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

250mm Light Carbine Howitzer I, Phased Plasma S
250mm Light Carbine Howitzer I, Phased Plasma S
250mm Light Carbine Howitzer I, Phased Plasma S
'Malkuth' Rocket Launcher I, Gremlin Rocket

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