Difference between revisions of "Hydra Rifter"
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====Low Slots==== | ====Low Slots==== | ||
* Damage Control | * Damage Control | ||
− | * Tracking Enhancer | + | * 2x Tracking Enhancer |
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====Mid Slots==== | ====Mid Slots==== | ||
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====High Slots==== | ====High Slots==== | ||
* 3x 250mm Light Artillery | * 3x 250mm Light Artillery | ||
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====Cargo==== | ====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.<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> | ||
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* 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> | ||
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==Example EFT Cut & Paste== | ==Example EFT Cut & Paste== | ||
+ | |||
Here's an example using cheap named fittings - this will fit with starting skills. | Here's an example using cheap named fittings - this will fit with starting skills. | ||
<pre> | <pre> | ||
− | [Rifter, HYDRA | + | [Rifter, HYDRA Auto 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 | |
Cold-Gas I Arcjet Thrusters | Cold-Gas I Arcjet Thrusters | ||
− | + | J5b Phased Prototype Warp Scrambler I | |
'Langour' Drive Disruptor I | 'Langour' Drive Disruptor I | ||
− | + | 150mm Light Carbine Repeating Cannon I, EMP S | |
− | + | 150mm Light Carbine Repeating Cannon I, EMP S | |
− | + | 150mm Light Carbine Repeating Cannon I, EMP S | |
'Malkuth' Rocket Launcher I, Gremlin Rocket | 'Malkuth' Rocket Launcher I, Gremlin Rocket | ||
Line 89: | Line 67: | ||
[empty rig slot] | [empty rig slot] | ||
[empty rig slot] | [empty rig slot] | ||
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</pre> | </pre> | ||
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+ | And here's a t2 variant, which will require more advanced skills: | ||
+ | |||
+ | <pre> | ||
+ | [Rifter, HYDRA Arty t2b] | ||
+ | Damage Control II | ||
+ | Tracking Enhancer II | ||
+ | Tracking Enhancer II | ||
+ | |||
+ | 1MN Afterburner II | ||
+ | Indirect Scanning Dampening Unit I | ||
+ | 'Langour' Drive Disruptor 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] | ||
+ | |||
+ | </pre> | ||
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+ | ====Stats==== | ||
+ | |||
+ | Using cheap named fit and starting skills: | ||
+ | |||
+ | * '''Effective HP''': 1900 | ||
+ | * '''Speed''': 896 m/s | ||
+ | * '''DPS''': 27 | ||
+ | * '''Turret Optimal + Falloff''': 5.2 + 13 km | ||
+ | |||
+ | using a t2 fit and all Lv V skills: | ||
+ | |||
+ | * '''Effective HP''': 2585 | ||
+ | * '''Speed''': 1154 meters/second | ||
+ | * '''DPS''': 91 | ||
+ | * '''Turret Optimal + Falloff''': 7.8 + 18 km |
Revision as of 22:51, 21 October 2010
Contents
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
- 2x Tracking Enhancer
Mid Slots
- 1MN Afterburner
- 2x EWAR module of your choice
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 Auto t1b] Damage Control I F-aQ Phase Code Tracking Subroutines F-aQ Phase Code Tracking Subroutines Cold-Gas I Arcjet Thrusters J5b Phased Prototype Warp Scrambler I 'Langour' Drive Disruptor I 150mm Light Carbine Repeating Cannon I, EMP S 150mm Light Carbine Repeating Cannon I, EMP S 150mm Light Carbine Repeating Cannon I, EMP S 'Malkuth' Rocket Launcher I, Gremlin Rocket [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 Tracking Enhancer II 1MN Afterburner II Indirect Scanning Dampening Unit I 'Langour' Drive Disruptor 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: 1900
- Speed: 896 m/s
- DPS: 27
- Turret Optimal + Falloff: 5.2 + 13 km
using a t2 fit and all Lv V skills:
- Effective HP: 2585
- Speed: 1154 meters/second
- DPS: 91
- Turret Optimal + Falloff: 7.8 + 18 km