Difference between revisions of "Recommended Ship Setups for BASIC"

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*[[T1 Hydra Maulus]] Special Ability: 5% bonus to Small Hybrid Turret damage and Remote Sensor Dampener effectiveness per skill level.<br><br>
 
*[[T1 Hydra Maulus]] Special Ability: 5% bonus to Small Hybrid Turret damage and Remote Sensor Dampener effectiveness per skill level.<br><br>
  
==Constructing Independent Setup==
+
==Constructing Setups  Independently==
 
====Fitting Priorities====
 
====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:
 
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:

Revision as of 09:47, 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.

Suggested Hydra Setups for PVP-BASIC

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.

Constructing Setups Independently

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.

Compiling Your Own Setups: Hints and Tips

Module Variations

Each module in game exists in several variations. If you click on a module's information and go to "Variations" tab, you will see several of the modules listed there. These varieties of a module are arbitrarily ranked by a number called module's meta value. This value starts at 0 for lowest tech non-named modules and ranges to over 10 points for some officer modules. The meta 0 modules are called tech I non-named (aka "vanilla") modules. Non-tech II low-meta modules commonly referred to as "named" modules. A module may also exist in tech II, storyline, cosmos, faction, and officer varieties.

Meta 0 modules and tech II modules can be built by players in game. Meta 0 modules also get dropped by NPCs in belts and missions and looted by mission runners. Named, faction, and officer modules get dropped only by NPCs. Storyline and cosmos module can only be obtained by running storyline missions and cosmos complexes. Faction, officer, storyline, and cosmos items get sold via contracts in game whereas meta 0, low meta named items, and tech II items get sold over regular market.

The key differences between all the varieties are in performance, fitting requirements, price, and skill prerequisites. Fitting tech II modules usually requires a pilot to have skills trained to higher levels, thus these modules are often not readily available for use by newer characters. Many officer modules have very high fitting requirements such that they can be fitting on battleships and capital class ships only. Tech I non-named and named modules as well as faction, storyline, and cosmos modules usually have low skill point requirements and often lower fitting requirements than Tech II items, however, best named, faction, storyline, and cosmos items can extremely expensive to buy.

Comparison Window

If you click to show information on a module and go to "Variations" tab, there you will see a button called "Compare" button at the bottom of the information window. Clicking this button will bring up a new window that will let you compare all variations of a module in their performance and fitting requirements. You can enable and disable any parameters by which you'd like to compare these variations. Simpest way to start is by enabling the meta column and sorting all modules by their meta value.

Another good place to compare modules and ships is this website: EVE Object Database

Shopping for Parts

Cheapest fittings and ammunition can usually be purchased in large trade hubs such as Jita, Amarr, Dodixie, and Rens. Closest trading hubs to current class location are Dodixie, Jita, and Amarr. There you will be able to purchase fittings for best prices. To get your frigates to class start location, purchase a hauler with at least 8,000 m3 in cargo space, load it with 3 frigates and modules and afk pilot it to class location.