Difference between revisions of "Hydra Rifter"

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Line 31: Line 31:
 
====Low Slots====
 
====Low Slots====
 
* Damage Control
 
* Damage Control
* 2x Tracking Enhancer
+
* Tracking Enhancer
 +
* Nanofiber Internal Structure
  
 
====Mid Slots====
 
====Mid Slots====
 
* 1MN Afterburner
 
* 1MN Afterburner
* 2x EWAR module of your choice
+
* 2x EWAR module of your choice (since this is a longer ranged setup, I recommend tracks/damps/warp disruptors rather than webs and scramblers)
  
 
====High Slots====
 
====High Slots====
Line 50: Line 51:
  
 
<pre>
 
<pre>
[Rifter, HYDRA Auto t1b]
+
[Rifter, HYDRA Arty t1b]
 
Damage Control I
 
Damage Control I
 
F-aQ Phase Code Tracking Subroutines
 
F-aQ Phase Code Tracking Subroutines
F-aQ Phase Code Tracking Subroutines
+
Type-D Altered SS Nanofiber Structure
  
 
Cold-Gas I Arcjet Thrusters
 
Cold-Gas I Arcjet Thrusters
J5b Phased Prototype Warp Scrambler I
+
F-392 Baker Nunn Tracking Disruptor I
'Langour' Drive Disruptor I
+
Indirect Scanning Dampening Unit I
  
150mm Light Carbine Repeating Cannon I, EMP S
+
250mm Light Carbine Howitzer I, Phased Plasma S
150mm Light Carbine Repeating Cannon I, EMP S
+
250mm Light Carbine Howitzer I, Phased Plasma S
150mm Light Carbine Repeating Cannon I, EMP S
+
250mm Light Carbine Howitzer I, Phased Plasma S
'Malkuth' Rocket Launcher I, Gremlin Rocket
+
[empty high slot]
  
 
[empty rig slot]
 
[empty rig slot]
 
[empty rig slot]
 
[empty rig slot]
 
[empty rig slot]
 
[empty rig slot]
 +
 +
  
 
</pre>
 
</pre>
Line 76: Line 79:
 
Damage Control II
 
Damage Control II
 
Tracking Enhancer II
 
Tracking Enhancer II
Tracking Enhancer II
+
Nanofiber Internal Structure II
  
 
1MN Afterburner II
 
1MN Afterburner II
Indirect Scanning Dampening Unit I
+
DDO Photometry Tracking Disruptor I
'Langour' Drive Disruptor I
+
Low Frequency Sensor Suppressor I
  
 
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
 
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
Line 90: Line 93:
 
Small Projectile Collision Accelerator I
 
Small Projectile Collision Accelerator I
 
[empty rig slot]
 
[empty rig slot]
 +
  
 
</pre>
 
</pre>
Line 97: Line 101:
 
Using cheap named fit and starting skills:
 
Using cheap named fit and starting skills:
  
* '''Effective HP''': 1900
+
* '''Effective HP''': 1789
* '''Speed''': 896 m/s
+
* '''Speed''': 970 m/s
 
* '''DPS''': 27
 
* '''DPS''': 27
* '''Turret Optimal + Falloff''': 5.2 + 13 km
+
* '''Turret Optimal + Falloff''': 4.7 + 11 km
  
using a t2 fit and all Lv V skills:
+
Using t2 fit and all Lv V skills:
  
* '''Effective HP''': 2585
+
* '''Effective HP''': 2375
* '''Speed''': 1154 meters/second
+
* '''Speed''': 1263 meters/second
 
* '''DPS''': 91
 
* '''DPS''': 91
* '''Turret Optimal + Falloff''': 7.8 + 18 km
+
* '''Turret Optimal + Falloff''': 6.9 + 14 km

Revision as of 23:04, 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 (since this is a longer ranged setup, I recommend tracks/damps/warp disruptors rather than webs and scramblers)

High Slots

  • 3x 250mm Light Artillery

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.
  • both kinds of scripts for any electronic warfare modules that need them


Example EFT Cut & Paste

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

[Rifter, HYDRA Arty t1b]
Damage Control I
F-aQ Phase Code Tracking Subroutines
Type-D Altered SS Nanofiber Structure

Cold-Gas I Arcjet Thrusters
F-392 Baker Nunn Tracking Disruptor I
Indirect Scanning Dampening Unit 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
[empty high slot]

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



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

[Rifter, HYDRA Arty t2b]
Damage Control II
Tracking Enhancer II
Nanofiber Internal Structure II

1MN Afterburner II
DDO Photometry Tracking Disruptor I
Low Frequency Sensor Suppressor I

250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
[empty high slot]

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


Stats

Using cheap named fit and starting skills:

  • Effective HP: 1789
  • Speed: 970 m/s
  • DPS: 27
  • Turret Optimal + Falloff: 4.7 + 11 km

Using t2 fit and all Lv V skills:

  • Effective HP: 2375
  • Speed: 1263 meters/second
  • DPS: 91
  • Turret Optimal + Falloff: 6.9 + 14 km