Difference between revisions of "Recommended Ship Setups for BASIC"

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(Introduction)
(Combat Frigates)
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==Combat Frigates==
 
==Combat Frigates==
 
*[[T1 Hydra Punisher]] Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.
 
*[[T1 Hydra Punisher]] Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.
*[[T1 Hydra Kestrel]] Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.  
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*[[T1 Hydra Kestrel|T1 Hydra Kestrel w/ rocket launchers]] Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.  
*[[T1 Hydra LR Kestrel]] Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.  
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*[[T1 Hydra LR Kestrel|T1 Hydra Kestrel w/ standard launchers]] Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.  
 
*[[T1 Hydra Merlin]] Special Ability: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level.  
 
*[[T1 Hydra Merlin]] Special Ability: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level.  
 
*[[T1 Hydra Incursus]] Special Ability: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level.  
 
*[[T1 Hydra Incursus]] Special Ability: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level.  

Revision as of 00:52, 3 March 2010

Original text by Ichi Kamikaze
Expanded and updated by Aether
Copyright Agony Unleashed


Introduction

The below setups are good examples of frigate fits that can be used in PVP-BASIC Class. If you have been pvping solo or in small gangs, they may not be ideal but they work well in big numbers. Keep in mind, however, that EWAR and agility are the Hydra Fleet's main tank.

Named aka "low-meta" T1 modules: If you click to show information on a module and go to "Variations" tab, there you will see listed several versions of the module. Clicking on "Compare" button will bring up a new window that will let you compare all these modules in their performance and fitting requirements. Most modules have one non-named Tech I aka meta 0 variety, one Tech II variety, as well as several named Tech I varieties, also called "low-meta" modules because their meta value usually span from 1 to 4 (meta number is simply an arbitrary rank for the module). The non-named T1 modules get dropped by NPCs and can also be produced by manufacturers from blueprint originals and blueprint copies. The named T1 varieties are obtainable from NPCs only. These named, or aka low-meta, modules typically have lower fitting requirements and sometime can even cost less than non-named meta zero modules. Best named modules are usually quite expensive because they grant performance of Tech II modules at lower skill requirements and fitting costs.

Feel free to upgrade from non-named T1 modules to named T1 modules or T2 as your budget and fitting skills allow. Meta 1 or 2 modules are sometimes cheaper than T1 non-named modules while being more effective and usually easier to fit.

Note: Fitting a Damage Control module on your ship is highly recommended! When activated, this module will grant your frigate extra resistances on shield, armor, and hull and greatly increase its effective hit point amount. This will come especially useful in situations when PVP-BASIC fleet gets bombed by stealth bombers, which happens on almost every 0.0 roam. Exception to this are Griffin frigates which only have 1 low slot. Griffin pilots will need to simply warp out to a celestial object if there is more than 1 bomb flying towards fleet.

Shopping

Closest trading hubs to current class location are Dodixie, Jita, and Amarr. There you will be able to purchase fittings for best prices.
Purchase a hauler with at least 8,000 m3 in cargo space, load it with 3 frigates of your choice + fittings and fly it to class location.

Fitting Priorities

If you want to bring a Frigate not listed below or make a different fit, note the following when fitting for the PVP-BASIC Class:

  • Lowslot Priorities
  1. Damage Mods for DPS Frigates; or EWAR Support for EWAR Frigates
  2. CPU Upgrade / RCU / MAPC as needed
  3. Agility Mods
  4. Speed Mods
  5. Tank (Damage Control)
  • Midslot Priorities
  1. Afterburner required (MWD allowed for Alumni)
  2. EWAR in all remaining Midslots
  • Hislot Priorities
  1. DPS (see WARNING below)
  2. Remote Repair (Offline as needed)
  3. Salvage
  • Drones: An armor maintenance bot is highly recommended if your ship has a drone bay. It will typically be used between runs pvp to repair you gang members. If the situation changes suddenly be prepared to lose it. Carry a couple extra drones in cargo for refit if the FC gives the fleet a break at a station.


WARNING: Setups utilizing blasters, autocannons, and rocket launchers with low missile range skills are vulnerable to smartbombing battleships. We will cover how to see & avoid this in class. If you choose to fly one of these high DPS short range setups, then pay extra attention to Ventrilo to hear "No Bombs" recon before approaching a Battleship closer than 6km.

Combat Frigates

  • T1 Hydra Punisher Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.
  • T1 Hydra Kestrel w/ rocket launchers Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.
  • T1 Hydra Kestrel w/ standard launchers Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.
  • T1 Hydra Merlin Special Ability: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level.
  • T1 Hydra Incursus Special Ability: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level.
  • T1 Hydra Tristan Special Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level.
  • T1 Hydra Rifter, autocannons Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level.
  • T1 Hydra Rifter, artillery Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level.

E-WAR Frigates

  • T1 Hydra Crucifier Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.
  • Standard Griffin Special Ability: 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.
  • T1 Hydra Maulus Special Ability: 5% bonus to Small Hybrid Turret damage and Remote Sensor Dampener effectiveness per skill level.