Difference between revisions of "Hydra Tristan"

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(Example EFT Cut & Paste)
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*Special Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level.  
 
*Special Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level.  
  
This is a basic T1 setup for use in PvP-BASIC Hydra gang. The tristan is a solid all-round ship. It has one more low slot than the incursus, and one more high slot. However, it is slower, and it's weapons are split between missiles (unbonused) and turrets, leading to lower overall dps but with greater versatility. The tristan suffers slightly on CPU once its extra slots are filled, so you may be restricted in your electronic warfare choices.
+
This is a basic T1 setup for use in PvP-BASIC Hydra gang. The tristan is a solid all-round ship. It has one more low slot than the incursus, and one more high slot. However, it is slower, and it's weapons are split between missiles (unbonused) and turrets, leading to lower overall dps but with greater versatility. The tristan suffers slightly on CPU when you try to fit standard missile launchers on it, so you may be restricted in your electronic warfare choices.
  
 
'''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.
 
'''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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==Example Hydra Tristan Setup==
 
==Example Hydra Tristan Setup==
====Stats (All level V)====
 
* '''Effective HP''': 2,690
 
* '''Speed''': 1,050 meters/second
 
* '''DPS''': 66 with faction antimatter and missiles
 
* '''Turret Optimal + Falloff''': 5.9 + 6.3km with Federation Navy Antimatter S
 
* '''Light Missile Max Flight Range''': 42km
 
Note: This setup requires Electronics IV and Weapon Upgrades III, or Electronics III and Weapon Upgrades IV. If you do not have either skill trained to level IV you may choose to purchase a more expensive version of damage control, such as F85 Peripheral Damage System, use a tech II co-processor, or fit a less cpu-intensive module than a sensor dampener in third mid.
 
  
 
====Low Slots====
 
====Low Slots====
* Emergency Damage Control I
+
* Damage Control
* Mark I Modified SS Overdrive Injector
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* Overdrive Injector
* Quantum Co-Processor I
+
* Co-Processor
  
 
====Mid Slots====
 
====Mid Slots====
* Cold-Gas I Arcjet Thrusters (named 1mn afterburner)
+
* 1MN Afteburner
* Indirect Scanning Dampening Unit I (named sensor dampener)
+
* 2x EWAR modules of your choice.
* J5 Prototype Warp Disruptor I (named 20km warp disruptor)
+
 
 +
Note that due to the tristan's low CPU, you may be restricted in which EWAR modules you can fit.
  
 
====High Slots====
 
====High Slots====
* 125mm Carbide Railgun I
+
* 2x 125mm Railgun
* 125mm Carbide Railgun I
+
* 2x Standard Missile Launcher
* 'Malkuth' Standard Missile Launcher I
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* 'Malkuth' Standard Missile Launcher I
+
  
 
====Drones====
 
====Drones====
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====Cargo====
 
====Cargo====
* 1000 units of Federation Navy hybrid charges - try to choose an ammo type that gives you an optimal range over 6km (to stay outside smartbomb range).<br>
+
* 1000 units of close range hybrid ammo - try to pick something that gives you an optimal range of about 6km. Optionally you may also wish to bring some mid range ammo such as lead, but in my experience you will rarely use it.<br>
* 1000 units Caldari Navy light missiles, your choice of damage type.<br>
+
* Both scripts for any electronic warfare modules that use them.<br>
* Both kinds of scripts for any electronic warfare modules that need them.
+
 
* Spare Light Armor Maintenance Bots.
 
* Spare Light Armor Maintenance Bots.
  
 
==Example EFT Cut & Paste==
 
==Example EFT Cut & Paste==
 +
 +
Here's an example using cheap named modules. This required Engineering Lv IV to fit, but otherwise works with starting skills.
 +
 
<pre>
 
<pre>
 
[Tristan, hydra T1]
 
[Tristan, hydra T1]
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Light Armor Maintenance Bot I x1
 
Light Armor Maintenance Bot I x1
 
</pre>
 
</pre>
 +
 +
And here's a t2 variant, which will require more advanced skills:
 +
 +
<pre>
 +
[Tristan, HYDRA t2]
 +
Damage Control II
 +
Overdrive Injector System II
 +
Co-Processor II
 +
 +
1MN Afterburner II
 +
F-392 Baker Nunn Tracking Disruptor I
 +
'Langour' Drive Disruptor I
 +
 +
125mm Railgun II, Caldari Navy Antimatter Charge S
 +
125mm Railgun II, Caldari Navy Antimatter Charge S
 +
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
 +
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
 +
 +
Small Hybrid Burst Aerator I
 +
Small Auxiliary Thrusters I
 +
Small Auxiliary Thrusters I
 +
 +
 +
Light Armor Maintenance Bot I x1
 +
</pre>
 +
 +
Note the speed rigs rather than the damage rigs I have used on most setups are due to running out of powergrid!
 +
 +
====Stats====
 +
 +
With cheap named variant and starting skills:
 +
 +
* '''Effective HP''': 2133
 +
* '''Speed''': 850 meters/second
 +
* '''DPS''': 31 (antimatter)
 +
* '''Turret Optimal + Falloff''': 4.7 + 5 km (antimatter)
 +
* '''Light Missile Max Flight Range''': 18.8 km
 +
 +
With t2 variant and all Lv V skills:
 +
 +
* '''Effective HP''': 2813
 +
* '''Speed''': 1235 meters/second
 +
* '''DPS''': 91 (faction antimatter)
 +
* '''Turret Optimal + Falloff''': 6.8 + 6.3 km (antimatter)
 +
* '''Light Missile Max Flight Range''': 42.2 km

Revision as of 23:44, 21 October 2010


General Info

  • Special Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level.

This is a basic T1 setup for use in PvP-BASIC Hydra gang. The tristan is a solid all-round ship. It has one more low slot than the incursus, and one more high slot. However, it is slower, and it's weapons are split between missiles (unbonused) and turrets, leading to lower overall dps but with greater versatility. The tristan suffers slightly on CPU when you try to fit standard missile launchers on it, so you may be restricted in your electronic warfare choices.

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
  • 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 parentheses is the number of calibration points it requires. Tristan has 400 calibration points in total:

  • Small Hybrid Collision Accelerator I (200) - increases turret damage, increases turret pg use
  • Small Hybrid Burst Aerator I (200) - increases turret firing speed, increases turret pg use
  • Small Hybrid Locus Coordinator I (100) - increases turret optimal range, 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 Tristan Setup

Low Slots

  • Damage Control
  • Overdrive Injector
  • Co-Processor

Mid Slots

  • 1MN Afteburner
  • 2x EWAR modules of your choice.

Note that due to the tristan's low CPU, you may be restricted in which EWAR modules you can fit.

High Slots

  • 2x 125mm Railgun
  • 2x Standard Missile Launcher

Drones

Light Armor Maintenance Bot I x 1

Cargo

  • 1000 units of close range hybrid ammo - try to pick something that gives you an optimal range of about 6km. Optionally you may also wish to bring some mid range ammo such as lead, but in my experience you will rarely use it.
  • Both scripts for any electronic warfare modules that use them.
  • Spare Light Armor Maintenance Bots.

Example EFT Cut & Paste

Here's an example using cheap named modules. This required Engineering Lv IV to fit, but otherwise works with starting skills.

[Tristan, hydra T1]
Emergency Damage Control I
Mark I Modified SS Overdrive Injector
Quantum Co-Processor I

Cold-Gas I Arcjet Thrusters
Indirect Scanning Dampening Unit I
J5 Prototype Warp Disruptor I

125mm Carbide Railgun I, Caldari Navy Antimatter Charge S
125mm Carbide Railgun I, Caldari Navy Antimatter Charge S
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile

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


Light Armor Maintenance Bot I x1

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

[Tristan, HYDRA t2]
Damage Control II
Overdrive Injector System II
Co-Processor II

1MN Afterburner II
F-392 Baker Nunn Tracking Disruptor I
'Langour' Drive Disruptor I

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile

Small Hybrid Burst Aerator I
Small Auxiliary Thrusters I
Small Auxiliary Thrusters I


Light Armor Maintenance Bot I x1

Note the speed rigs rather than the damage rigs I have used on most setups are due to running out of powergrid!

Stats

With cheap named variant and starting skills:

  • Effective HP: 2133
  • Speed: 850 meters/second
  • DPS: 31 (antimatter)
  • Turret Optimal + Falloff: 4.7 + 5 km (antimatter)
  • Light Missile Max Flight Range: 18.8 km

With t2 variant and all Lv V skills:

  • Effective HP: 2813
  • Speed: 1235 meters/second
  • DPS: 91 (faction antimatter)
  • Turret Optimal + Falloff: 6.8 + 6.3 km (antimatter)
  • Light Missile Max Flight Range: 42.2 km