Difference between revisions of "Hydra Rifter"

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[[Category:Public]][[Category:Hydra Frigates]]{{baseship|Rifter}}
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[[Category:Public]]
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[[Category:PVP University/Frigspec]]
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==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 [[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.
 
  
'''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.
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[[Category:Articles out of Date]]
  
* J5 Prototype Warp Disruptor I (named 20km warp disruptor)
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==General Info==
* J5B Phased Prototype Warp Scrambler (named warp scrambler, 8.6 km range)
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* Bonuses: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level.
* 'Langour' Drive Disruptor I (named 10km stasis webifier)
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* F-382 Baker Nunn Tracking Disruptor (named tracking disruptor)
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* Indirect Scanning Dampening Unit (named sensor dampener)
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* Sensor dampener scripts: Scan Resolution Dampening and Targeting Range Dampening
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* Tracking disruptor scripts: Optimal Range Disruption and Tracking Speed Disruption<br><br>
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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 parentheses is the number of calibration points it requires. Rifter has 400 calibration points in total:
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The Rifter is an excellent frigate, with a balanced slot layout, good damage, and nice speed. Due to the size of PvP-BASIC fleets (and the many smart-bombing battleships thrown at us), this artillery setup is preferred over autocannon setups. While typical autocannon fits deal more damage, many pilots find the range of the artillery setup allows them to start dealing damage earlier and maintain damage dealing at range.
* Small Projectile Ambit Extension I (100) - increases turret falloff range, increases turret pg use
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* Small Projectile Collision Accelerator I (200) - increases turret damage, increases turret pg use
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* Small Projectile Burst Aerator I  (200) - increases turret firing speed, increases turret pg use
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* Small Targeting System Subcontroller I (100) - cuts targeting speed, decreases shield amount
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* Small Low Friction Nozzle Joints I (50) - improves agility, decreases armor amount
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* Small Auxiliary Thrusters I (100) - improves speed, decreases armor amount
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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>
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==Example Hydra Artillery Rifter Setup==
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====Additional Notes====
 +
You should carry with you:
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* 500 units of short-range ammo
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* 500 units of longer-range ammo
 +
* Scripts for any electronic warfare modules that need them
  
====Low Slots====
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==Example EFT Copy & Paste==
* Damage Control
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Suggested T1 fit:
* Tracking Enhancer
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<pre>
* Nanofiber Internal Structure
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[Rifter, Hydra T1]
 +
Pseudoelectron Containment Field I
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Fourier Transform Tracking Program
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Local Hull Conversion Nanofiber Structure I
  
====Mid Slots====
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Experimental 1MN Afterburner I
* 1MN Afterburner
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Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
* 2x EWAR module of your choice
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Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
  
====High Slots====
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250mm Light 'Scout' Artillery I, Republic Fleet EMP S
* 3x 250mm Light Artillery
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250mm Light 'Scout' Artillery I, Republic Fleet EMP S
* Rocket Launcher
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250mm Light 'Scout' Artillery I, Republic Fleet EMP S
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[empty high slot]
  
====Cargo====
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Small Projectile Burst Aerator I
* 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>
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Small Projectile Collision Accelerator I
* 500 units of rockets, your choice of damage type<br>
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[empty rig slot]
* both kinds of scripts for any electronic warfare modules that need them<br><br>
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</pre>
  
====Stats====
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This is a T2 variant, which will require more advanced skills:
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<pre>
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[Rifter, Hydra T2]
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Damage Control II
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Tracking Enhancer II
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Nanofiber Internal Structure II
  
With the cheap named fit shown below, and starting skills:
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Experimental 1MN Afterburner I
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Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
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Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
  
* '''Effective HP''': 1,789
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250mm Light Artillery Cannon II, Republic Fleet EMP S
* '''Speed''': 970 m/s
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250mm Light Artillery Cannon II, Republic Fleet EMP S
* '''DPS''': 34
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250mm Light Artillery Cannon II, Republic Fleet EMP S
* '''Turret Optimal + Falloff''': 4.7 + 11 km
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[empty high slot]
* '''Rocket Max Range''': 4.5 km
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(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).
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Small Projectile Burst Aerator I
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Small Projectile Collision Accelerator I
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[empty rig slot]
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</pre>
  
With a t2 fit (projectile damage rigs) and all Lv V skills:
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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. This ship makes a good "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.
 
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* '''Effective HP''': 2375
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* '''Speed''': 1263 meters/second
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* '''DPS''': 108
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* '''Turret Optimal + Falloff''': 6.9 +14 km
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* '''Rocket Max Range''': 10.1 km
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+
 
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==Example EFT Cut & Paste==
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Here's an example using cheap named fittings - this will fit with starting skills.
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<pre>
 
<pre>
[Rifter, HYDRA Arty t1]
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[Rifter, Hydra Alumni]
Damage Control I
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Damage Control II
F-aQ Phase Code Tracking Subroutines
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Tracking Enhancer II
Type-D Altered SS Nanofiber Structure
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Nanofiber Internal Structure II
  
Cold-Gas I Arcjet Thrusters
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Limited 1MN MicroWarpdrive I
J5 Prototype Warp Disruptor I
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J5b Phased Prototype Warp Scrambler I
'Langour' Drive Disruptor I
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X5 Prototype Engine Enervator
  
250mm Light Carbine Howitzer I, Phased Plasma S
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250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Carbine Howitzer I, Phased Plasma S
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250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Carbine Howitzer I, Phased Plasma S
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250mm Light Artillery Cannon II, Republic Fleet EMP S
'Malkuth' Rocket Launcher I, Gremlin Rocket
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[empty high slot]
  
[empty rig slot]
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Small Projectile Burst Aerator I
[empty rig slot]
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Small Projectile Collision Accelerator I
 
[empty rig slot]
 
[empty rig slot]
 
</pre>
 
</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

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

The Rifter is an excellent frigate, with a balanced slot layout, good damage, and nice speed. Due to the size of PvP-BASIC fleets (and the many smart-bombing battleships thrown at us), this artillery setup is preferred over autocannon setups. While typical autocannon fits deal more damage, many pilots find the range of the artillery setup allows them to start dealing damage earlier and maintain damage dealing at range.

Additional Notes

You should carry with you:

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

Example EFT Copy & Paste

Suggested T1 fit:

[Rifter, Hydra T1]
Pseudoelectron Containment Field I
Fourier Transform Tracking Program
Local Hull Conversion Nanofiber Structure I

Experimental 1MN Afterburner I
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script

250mm Light 'Scout' Artillery I, Republic Fleet EMP S
250mm Light 'Scout' Artillery I, Republic Fleet EMP S
250mm Light 'Scout' Artillery I, Republic Fleet EMP S
[empty high slot]

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

This is a T2 variant, which will require more advanced skills:

[Rifter, Hydra T2]
Damage Control II
Tracking Enhancer II
Nanofiber Internal Structure II

Experimental 1MN Afterburner I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script

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

Small Projectile Burst Aerator I
Small Projectile Collision Accelerator 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. This ship makes a good "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.

[Rifter, Hydra Alumni]
Damage Control II
Tracking Enhancer II
Nanofiber Internal Structure II

Limited 1MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

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

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