Difference between revisions of "The Hydra Principle"

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[[Category:Articles out of Date]]
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[[Category:PVP University/Frigspec]]
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[[Category:PVP University]]
  
 
__TOC__
 
__TOC__
  
Text by Rells
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==Introduction==
  
Copyright© 2006 by the Authors
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A Hydra frigate fleet is not simply a blob of people in frigates. Blobs are a disorganized, often poorly fitted mass of ships that rely on sheer numbers to win. This is a mistake in judgment made by many and repeated by those who have never flown in a proper fleet. The tech one frigate fleet, properly configured, would utterly destroy a frigate blob of the same size. The key to learning how to build a fleet and not a blob is to study the configuration of a Hydra frigate fleet.
  
All Rights Reserved
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In the PVP-BASIC class, our focus is on getting you into PVP in the easiest way possible. Since you ''will'' lose ships in PvP, the easiest way to get started at it is to fly a frigate. In Agony there are a number of experienced PVPers who actually prefer to PVP in smaller ships and not always T2. Even if you love that shiny battleship, it will go a lot easier on both your wallet and your ego if you lose 300-500K ISK ships instead of 50-200 million ISK ones.
  
== The Frigate Fleet ==
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Keep in mind that even if you're an expert PvP pilot in a frigate, that does not guarantee that you know how to PVP in battleships and vice versa. There are many dramatic differences between flying the two ship classes. However, there is a lot of generic PVP knowledge that you will acquire flying frigate class ships that you can later apply to PVP in larger ships.
=== Introduction ===
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A frigate fleet is not simply a blob of people in frigates. Blobs are disorganized, often poorly fitted mess of ships that rely on sheer numbers to win. This article will teach you how to take a blob of frigates and turn them into a lethal force that can absolutely crush much larger ships.
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This article will introduce you to selecting and fitting the right ship to meet the Hydra fleet requirements. Once you complete reading this article, you will not only know how to fit your own ship, but also how to fit out an entire fleet.
  
However, keep in mind that a frigate fleet is not simply a blob of people in frigates; this is a mistake made by many and repeated incessantly by those who have never seen a proper fleet. Blobs are a disorganized, often poorly fitted mess of ships. The tech one frigate fleet properly configured would utterly destroy a frigate blob of the same size. Agony Unleashed has proved this to be the case a number of times in our classes (by students such as yourself). The key to learning how to build a fleet and not a blob is to study the configuration of a frigate fleet.
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==Selecting a Ship==
  
In the PVP-BASIC class, our focus will be on getting you into PvP in the easiest way possible. Since you ''will'' lose ships in PvP, the easiest way to get started is to work in a frigate. In fact, there are a number of advanced PvPers, including the instructor, that actually prefer to work in smaller ships. Even if you love that shiny battleship, when you first start out you will be losing ships quite quickly, and it's a lot easier on both your wallet and your ego if you lose 1/4 million ISK ships instead of 1/4 billion ISK ones. Keep in mind that even if you're an expert PvP pilot in a frigate, that does not guarantee you know about battleship PvP and vice versa; there are a lot of dramatic differences between flying the two ship classes. Just like in PvE, it's best to slowly work your way up the ladder, getting experience in one ship type before moving up a gear.
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For the purposes of PVP, T1 frigates can be divided into a five categories:
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* Combat frigates
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* Attack frigates
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* Disruption frigates
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* Astrometric / scan probe frigates
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* Support frigates
  
This article will introduce you to selecting and fitting the right ship to meet PvP Basic class requirements, allowing you to assemble an optimal tech one frigate fighting force. Once you complete the article, you will not only know how to fit your own ship, but also how to fit an entire fleet.
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Combat frigates are designed to inflict damage and put out as much firepower as possible. These ships are the Merlin, Kestral, Incursus, Tristan, Rifter, Tormenter, Punisher, and Breacher. These ships all have both decent firepower and hit points for their size along with several mid slots where they can fit electronic warfare and/or tackling modules. There is no "Best" frigate among these; each has its own strengths and weaknesses. The Combat frigates make excellent "chaser tackle" ships - ships fit out with scram/web and a small tank, able to hold down a target while dishing out damage.
  
=== Selecting a Ship ===
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Next up are the Attack frigates:  Executioner (Amarr), Condor (Caldari), Atron (Gallente), and Slasher (Minmatar). These are the smallest and quickest of all frigates. With a base speed of over 400m/s, they can best give a simulation of interceptors speeds when fitted with a microwarpdrive, which will make them reach speeds of about 2,500m/s. Keep in mind though that unlike interceptors these ships do not receive bonuses that reduce signature radius penalty of microwarpdrives, although they all receive bonuses to a bonus to the capacitor usage of propulsion jamming modules.  These ships are terrific for skirmishing, which is getting in range of a target fast and holding it down while speed-tanking it until the rest of the gang can arrive and destroy it. 
  
For the purposes of PvP, the tech one frigates are divided into a five distinct categories. The first are the combat ships, designed to inflict damage and put out as much firepower as possible. These ships are the [[Punisher]] and [[Inquisitor]] for the Amarr, the [[Merlin]] and [[Kestrel]] for the Caldari, [[Incursus]] and [[Tristan]] for the Gallente and the [[Rifter]] and [[Breacher]] for the Minmatar. These ships combine both firepower with mid slots, allowing them to mount Electronic Warfare devices. There is no "Best" ship from this list - each has advantages. A [[Kestrel]] puts out an enormous amount of damage for a frigate with its four launcher slots and bonuses, but then a [[Rifter]] is much faster, and can be used to catch up to the opponent. The Amarr [[Inquisitor]] is another decent ship, but its two mid slots, a problem with Amarr ships, are somewhat limiting. This doesn't mean it isn't welcome in a fleet, but rather that its options are more limited. The best frigate fleet would probably have a mix of all of these kinds of ships, so that the bonuses could be used to the best advantage of the fleet.
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The third category of T1 frigates are the Disruption frigates, which most people call Electronic Warfare (EWAR) frigates. These are the Crucifier with a bonus to tracking disruptors, the Griffin with a bonus to ECM jammers, the Maulus with a bonus to sensor dampeners, and the Vigil with a bonus to target painters. Vigils also receive a velocity bonus per level of Minmatar frigate skill, and as such can be used in a fast tackler role alike Rifters. We don't recommend flying the Vigil for our PVP-BASIC class, but the other three ships are great fun to fly and very effective in a Hydra fleet.
  
The second PvP category of tech one frigate is the electronic warfare (EWAR) frigate for your race. These are the [[Crucifier]], with a bonus to Tracking Disruptors, the [[Griffin]], with bonuses to ECM (sometimes called jammers), the [[Maulus]], best suited to use Sensor Dampeners, and the [[Vigil]], which has a bonus with Target Painters.  
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The fourth category of frigates are the "scan probe" or astrometric frigates. They are the Heron (Caldari), Imicus (Gallente), Magnate (Amrr), and Probe (Minmatar). These frigates are useful as cheap scanning platforms. If you ever want to practice some scan probing skills but do not have skills to fly a covert ops frigate, these are your best bet. They do not fare so well in comparison to other frigates in PVP, however.  We do not use these ships in our PVP-BASIC class and Hydra fleets.
  
Thirdly are the "scan probe" or astrometric frigates; the [[Heron]], the [[Imicus]], the [[Magnate]] and the [[Probe]]. These are useful as cheap scan platforms, although are overshadowed by the more expensive Covert Ops ships.  
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And finally, we have the Support frigates, which most people refer to as Logistic frigates: Tormentor (Amarr), Bantam (Caldari), Navitas (Gallente), and Burst (Minmatar). With the Retribution expansion, CCP repurposed these former mining frigates as shield and armor remote repair ships. We are very excited by the possibilities of what these ships will bring to small gang warfare, but at this time (December 2012) we have not integrated them into our PVP-BASIC class nor have we determined how to (or even if we should) integrate them into the Hydra fleet we fly with the PVP-BASIC class.  We ask students to NOT bring these ships to class.
  
Next up are the fast frigates, the [[Executioner]], the [[Condor]], the [[Atron]] and the [[Slasher]]. Quick even for frigates, these ships serve as excellent close recon ships, able to go through a gate ahead of the main fleet and provide intel.
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For PVP-BASIC class you should pick the frigate that you are either most interested in trying out or have the best skills for. If you have a lot of gun skills, don't go with a missile boat. If you have a lot of EWAR skills you might want to choose an EWAR frigate. If you've always wanted to fly fast tackle, fly one of the attack frigates.
  
Finally we have the mining frigates, the [[Tormentor]], the [[Bantam]], the [[Navitas]] and the [[Burst]]. With mining and cargo bay bonuses, these four don't have a place in a combat frigate fleet.
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==Fitting Your Ship==
  
You should pick the frigate that you are best with. If you have a lot of gun skills, don't go with a missile boat. If you have a lot of EWAR skills you might want to choose an EWAR frigate.
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====Propulsion====
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Once you have purchased your ship, set up your propulsion first. '''Having an afterburner fitted to your frigate is an absolute must - do not fit a microwarpdrive'''. A propulsion module will give you the fastest orbiting velocity that you can possibly achieve, thus ensuring improved viability for the ship. Some of you might be wondering why we don't permit students to fit microwarpdrives on PVP-BASIC classes. The reason is that while microwarpdrives are great for covering long distances quickly, they will light you up like a Christmas tree as far as the opponents guns are concerned. A frigate with the microwarpdrive running will have the signature radius of 150 to 210 meters, meaning that you will be as big as as battlecruiser while having the hit points of a frigate!!! If at this point the enemy guns or missiles hit you, you will die very quickly! Keeping your signature radius small is critical in ensuring the survivability of your frigate.
  
=== The Basics of Fitting Your Ship ===
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Another reason to fit an afterburner instead of a microwarpdrive is that often during 0.0 roams, the class fleet runs into stealth bombers. These stealth bombers will throw bombs at the fleet, which are an area of effect weapon that follows missile mechanics. Bombs immediately kill any frigates and destroyers that have their microwarpdrives running. And when you hear "bomb! bomb!" in voice it is difficult not to panic and hit your microwarpdrive in an attempt to run away; unfortunately any such attempt will turn you right into a wreck. An afterburner on the other hand allows you to escape such a situation quickly, while maintaining as low a signature radius as possible.
  
Once you get your ship, set up your propulsion first. This seems counterintuitive to most pilots that normally set up their guns/missiles first. However, there are some really good reasons for fitting propulsion first. To understand why, we will talk a bit about orbiting. If there are some things in this section that you don't understand then don't panic because we will be going over this critical information in class and that will help to clarify everything for you.
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As such, the only real reason a frigate should fit a microwarpdrive is to achieve the initial tackle. However on the class you will be accompanied by Agony and alumni tacklers and interdictors in specialized ships who will take care of the initial tackle, so this is a lower priority and concern for students.
  
In order to maintain a full speed orbit around any entity, you need to consider the effect of [http://en.wikipedia.org/wiki/Inertia#Mass_and_.27inertia.27 inertia]. As your ship accelerates in a straight line, it builds up inertia that resists the ship turning. The more inertia you build up, the longer it takes you to turn. Since inertia is a function of mass times velocity, you have to either reduce velocity or mass to turn your ship faster. The faster you can turn your ship, the closer it can orbit to a target. If you put a microwarp drive on a Thorax and tried to orbit an asteroid at 2000m, you would go flying off into space because it couldn't turn fast enough. The Thorax would move in and out of the orbit in an elliptical, rather than circular, pattern that would consistently deteriorate. A frigate bearing a microwarp drive would have similar problems.
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====Low Slots====
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Tanking is the process of absorbing or repairing damage from an enemy. In a frigate fleet we rely on our speed and low signature radius to keep us alive. If the enemy can successfully hit you, you will tank for as long as you can sneeze, regardless of how much HP you've got. As well as this, many tanking modules such as armor plates and shield extenders actually have penalties to speed or signature radius, so you end up taking ''more'' damage!
  
The main problem with an [http://en.wikipedia.org/wiki/Eliptical elliptical] orbit is that it messes up the way you fight. Instead of maintaining the same orbital velocity, your angular velocity goes up and down constantly. The problem with that is that it gives the enemy guns a better chance to hit you when the angular velocity goes down. Furthermore, if you have set up your guns for an optimal of 7km and then you move in and out of 7km in an elliptical orbit, your guns are not hitting as well as they could be.
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For these reasons, we forget the conventional tanking modules and focus on the strengths of our ship class. Use your low slots to instead fit a better speed tank (utilize modules such as '''Overdrives and Nanofibers''') or if you need them, fit engineering modules such as '''Micro Auxiliary Power Core (MAPC)''' that will help out with fittings for the rest of the ship. The only exception to this rule is the '''Damage Control Unit (DCU)'''. We highly recommend fitting a DCU because it almost doubles your effective hit points, which will allow most all frigates to survive one or two bombs at a minimum. The Damage Control Unit is an active module so you will have to remember to activate it to receive its resistance bonuses.  
  
You should avoid an elliptical orbit and instead seek to maintain a stable, circular orbit around the target while flying at a good speed. To do this you will have to either increase the agility of your ship or decrease the speed of your ship. You can improve the agility of your ship through the training of Evasive Manoeuvring and Spaceship Command skills as well as putting a nanofiber or inertial stabilizer on your ship.
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Don't fit armor repair modules; If your ship takes armor damage, there will usually be several pilots in fleet with remote repairer modules or armor repair drones who will help you out after the fight.
  
An afterburner fitted to your ship is an absolute must. This will help keep up the fastest orbit that you possibly can, ensuring much higher ship survivability. Some of you might be wondering why we don't use a microwarp drive. The reason is that microwarp drives are great for covering long distances, but they make you light up like a Christmas tree and that makes you easier to hit. A frigate with the microwarp drive running will have the signature radius of a Battlecruiser, meaning that if the enemy guns hit you, you are already dead, and a dead ship is no good to the fleet! Keeping your signature radius small is critical in ensuring the survivability of your frigate. Unless you can get some enormously high speed like an interceptor, a microwarp is not worth the reduction in fighting power and increased chance to die.
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Note: your speed will be your primary form of tank so if you choose to upgrade anything then a named afterburner and named speed-enhancing modules are a good starting point. Meta 3 or 4 named modules are typically very cheap (sometimes cheaper than T1!) and will give you much better performance than non-named T1 mods.
  
After that you should take your ship out and try to test its orbiting capability on an asteroid. Just orbit around the asteroid and watch your distance from it. You should choose an orbit that is at least 6km from the asteroid but no more than 10km from it. The reason for this will become clear in the in-flight part of this course; for now just trust us on this. The closer to 6km you can get, the better. However, you don't want to get closer than 6km or you run the risk of being insta-podded by a battleship with smart bombs equipped. It's best to stay out of this range and let the battleship run out of cap and destroy him. I assure you that destroying a battleship with tech one frigs is not only possible, but is a fairly regular occurrence with Agony classes.
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====Mid Slots====
  
Once you establish your orbit you should set up your guns. Frigates should be set up for damage rather than tanking. Typically in a frigate fleet you will either get blown up or get out without a scratch. If those huge guns actually get a shot off that hits you, you aren't going to be tanking the damage anyway; therefore a tank on these ships is largely a waste of time. Put on as many guns and rockets as you can fit and use at your optimal range. The only thing that should go in your mid slots at this point is your afterburner. In the next section we will talk about setting up your mid slots.
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A frigate fleet should be treated like the many-headed '''[http://en.wikipedia.org/wiki/Lernaean_Hydra Hydra]''' of ancient Greek mythology.    Cutting off the Hydra monster's head was futile, since two more would simply take its place. A properly fitted Hydra fleet can easily turn a battleship into one large wreck while not losing any ships in process. Especially by spreading out electronic warfare evenly across the fleet, even if one or a few ships are lost, the effectiveness of entire fleet is not diminished. The key to setting up the Hydra Fleet lies in the mid slots.
  
When it comes to lows, forget the tank. Tanking is the process of absorbing and repairing damage from an enemy. In a frigate fleet if you get locked up effectively you will probably be able to tank as long as you can sneeze. Relax, you are in a disposable ship and clones are cheap. If your ship is just scratched, the remote repairers can easily repair the ship after the fight. Instead use those lows for any engineering or hull equipment you need to make the frig work, as well as damage mods to increase your damage output. The only possible exception to the rule is the fitting of a Damage Control to a low slot. You might consider this if you have an extra slot because it essentially turns all of your structure into armor and only for an extremely small amount of cap and fitting requirements; a damage control might give you a couple more seconds of survivability.  
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Let's think of a 20 pilot fleet. If we require all of our pilots to equip a warp disruptor then we can get 20 points of warp disruption on the opponent. For sure he won't be warping anywhere soon, or at least not until he kills every one of these 20 ships. However, we would be wasting some of these warp disruptors on this battleship because even a ship with a full load of warp core stabilizers (stabs) in the lows can have maximum of 8 points of stabilization. Therefore, if your fleet can muster 9 warp disruption points, then it can pin down anyone. In reality, encountering a combat ship with stabs is very rare in PVP, because stabs have significant penalties that impair the PVP ability of ships. Most stabbed ships you will encounter will carry only one or two stabs. However, equipping your fleet with only 3-4 points is also a bad idea because if you lose one or two of the pilots who have a point, then you are down to very few points. So what you want to do is hedge your bets. Have only 8-9 people in your fleet of 20 equip warp disruptors (i.e., no more than half your fleet). This will allow you to lose a few pilots and still be able to hold onto the target and other people in fleet can use their extra mid slots for other items, such as stasis webifiers for example. The pilots with the 8 stabs might be able to get away, but this is a such rare occurrence in PvP that it wont matter (and if there is an interdictor flying with the fleet their stabs won't help them!).
  
=== Fitting Your Mid Slots ===
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Once you have determined how many warp disruptors you need, you will have some number of slots left over for various other modules. The most interesting modules to put in these slots are:
  
A frigate fleet should be treated like the many headed [http://en.wikipedia.org/wiki/Lernaean_Hydra Hydra] of Greek mythology whereby if you loose one of the heads, there is still quite enough to go around killing the targets. The player that gets killed merely picks up a new ship and joins the frigate pack as soon as he or she can. The goal is to set up this hydra, so that losses are minimized and effectiveness is maximized. A properly fitted hydra fleet can easily turn a battleship into a large paperweight and kill it without any ships getting destroyed; or kill a drone or FoF missile boat with minimal losses. The key to setting up the ships is to set up the fleet by considering our mid slots as a grand total.
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* stasis webifiers (webs)
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* warp scramblers (scrams)
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* tracking disruptors (tracks)
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* remote sensor dampeners (damps)
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* and electronic counter measure modules (jammers) - Griffins only!
  
In a frigate layout there will be some compulsory equipment. You need guns or rockets; after all, you can't take down anything in this game with harsh language (although many people try). In the mid slots you will need an afterburner to get to the target and orbit as fast as you can. You might also eventually need some engineering gear to make the whole setup work better. What remains of the mid slots in your fleet are used to equip EWAR and tackling gear. To illustrate, lets think of a 20 pilot fleet.  
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Now fit a few of the remaining pilots with webs and scrams to hold down the fast targets, then have the remaining pilots in your fleet fit some form of EWAR in their mid slots, you effectively double, triple, or more the overall effectiveness of your fleet because each one of those modules decreases the effectiveness of your targets. By spreading EWAR amongst the rest of the fleet, a fleet of 20 frigates can easily take on another frigate fleet twice its size, destroyer fleets around the same size, large gangs of battlecruisers and many battleship gangs, because each one of those points holds down the target while each one of those EWAR modules diminishes or even neutralizes another target.
  
If we require all of our pilots to equip a warp disruptor then we can get 20 points of warp disruption on the opponent and for sure he isn't going to warp away. However, we would be wasting mid slots because even a ship with a full load of warp core stabilizers (stabs) in the lows can have at max 8 points of stabilization. Therefore, if you can muster 9 points then you can pin anyone in the game. In reality, encountering a combat ship with stabs is rare in PvP, and if they do, it will probably only be one. However, equipping your fleet with only 5 points is also a bad idea because if you lose one of the pilots that has a point, then you are down to 4. If you lose 2 you are in a situation where even more targets can get away from you. So what you want to do is hedge your bets. We say we need 150% of 5 points to scramble. This means that in a fleet of 20 you might want 8 or 9 people equipped with warp disruptors. This will allow you to lose pilots and still be able to warp disrupt. The pilots with the 8 stabs may still be able to get away but that is a such rare occurrence in PvP that it wont matter. If you know for sure a certain pilot has a whole rack, then you can change the fitting to catch him as well.
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====High Slots====
  
Another trick you can use to minimize the capacitor impact of the disruptors is to have 3 or 4 people that have 7.5km warp scramblers as well. This allows the pilots with the more cap intensive warp jammers to turn off their disruptors once the scramblers take over.
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After you have fitted your afterburner, damage control unit, and electronic warfare modules, use the remainder of your frigate's power grid and cpu to fit weapons. You want to fit your guns out so that you have an optimal range of between 6km and 10km (i.e. no blasters), so that you can orbit targets fit with smart-bombs without taking any damage. We have a lot of smart-bombing battleships thrown at our fleet, so this is important!
  
Once you have determined how many warp disruptors you need, you will have some number of slots left over for various other modules. The most interesting modules to put in these slots are stasis webifiers (webs), tracking disruptors (TDs), remote sensor dampeners (damps), target painters (painters), and electronic counter measure modules (ECMs). We apply the many headed hydra principle to these modules and equip our fleet accordingly. In order to understand how many of each you need, you will have to understand a little about how EWAR works.
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If you have a utility slot - an open high slot that cannot fit a turret or a missile launcher - fit it with remote armor repairer if it will fit. You also have the option of fitting a nosferatu or energy neutralizer there, however, there are a few arguments against using these modules. Most targets will die before you can get within range where you will be able to activate a small nos or neut. In case of smartbombing battleships you won't be able to get into this range at all. And as far as larger targets go, a nos or neutralizers won't have a significant effect on their cap reserves. Being able to remotely repair your fleet mates after the fight is a much more useful function.
  
=== A Brief overview of EWAR ===
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====Rigging====
  
EWAR modules are perhaps the best asset of a large fleet of small ships. They can turn that scary battleship into a paperweight and make the difference between winning the day and losing the whole fleet. The most important factor of a frigate fleet is the balancing of EWAR usage in the fleet. All EWAR modules have stacking penalties which means that after a certain number of modules being placed on the target, the benefit of the modules becomes less and less.
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Since small rigs are quite cheap, many pilots choose to rig their ships, although this is not a requirement we do recommend rigs. If you choose to fit rigs, it is important to remember a few things:
  
You may have also heard of or noticed scripts. Scripts are loaded into either a Tracking Computer, Tracking Disruptor, Sensor Booster or Sensor Dampener (they also go into the Warp Disruption Field Generator, but that is beyond the scope of PvP Basic), and they modify the bonuses/penalties the module gives. For instance, a basic Sensor Booster I gives a 25% bonus to both targeting range and scan resolution. Using scripts, you can make one of those bonuses 50% at the expense of the other becoming 0% (so with the Sensor Booster I, you could increase your targeting range by 50%, ''or'' the scan resolution by 50%, ''or'' both by 25%). In the frigate fleet, you should bring both scripts for your Electronic Warfare module (they are not expensive) and use them at all times (it is better to have two Tracking Disruptors with opposite scripts than two Tracking Disruptors without scripts).
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* Avoid fitting rigs which compromise your speed or signature radius (armor and shield rigs respectively). While the extra HP may sound good, we rely on high speed and low signature radius to avoid being hit in the first place, and you will actually take more damage with these rigs fitted.
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* Fit to your ship's strengths. Speed rigs are a great idea. If you are flying an electronic warfare frigate such as a Crucifier, fitting rigs which enhance the strength of your electronic warfare can be very effective.
  
'''Stasis Webifiers''' are essential to frigate fleets because they slow the opponent's sub-warp velocity. Without webifiers, it would be impossible to kill many large targets because they would merely power up to the gate and jump, before you could overwhelm them. Furthermore, interceptors and the [[Vagabond]] heavy assault ship move so fast that without webifiers on them, they can merely fly away from you and out of range in seconds.
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====Examples====
  
Webifiers work by applying a velocity modifier to the targeted ship's maximum velocity. For example, the Stasis Webifier I module slows the target by 75% which means it applies the modifier 0.25 to the maximum sub-warp velocity of the ship. Applying two Stasis Webifier I modules would slow the ship to 6.25% of its original maximum velocity. You simply multiply all of the velocity modifiers together to get the final velocity modifier to apply to the target. With 4 Stasis Webifier I modules on an interceptor with a max velocity of 4000 m/s, the interceptor would be able to do 15.6 m/s (4000 * 0.0039). Putting on an fifth Stasis Webifier I module would slow the interceptor to 3.9 m/s and a sixth would slow it to less than 1 m/s. From this math it is clear that there is really no need for more than 6 webifiers to hold an interceptor foolish enough to get caught. In fact, 5 webifiers should be more than enough. Slower ships would require even fewer webifiers; a 260 m/s ship would be slowed to 1 m/s by 4 webifiers. Applying our hydra principle, 7 or 8 webifiers should be sufficient in an optimal fleet.
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For some example fits, see our [[Recommended Ship Setups for BASIC]].
  
'''Tracking Disruptors''' apply their modifiers to the tracking speed and/or optimal range of the opponent's guns. This makes it mush more difficult for the guns to hit you. However, tracking disruptors only work against turrets and do not effect missiles or drone ships in the slightest. The mathematics of tracking disruptors is identical to that of webifiers with the exception that there is a stacking penalty that is imposed on tracking disruptors. The more tracking disruptors you put on a ship, the less the effect of an additional tracking disruptor will have on the ship. Having 5 tracking disruptors on a ship will mean that it probably can't hit a planet at point blank range. Applying the hydra principle we want 7 or 8 tracking disruptors in our fleet.
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==Testing Your Ship==
  
'''Remote Sensor Dampeners''' make it difficult for enemies to target you by making one or two modifications to the targeted ship. First, they apply their modifiers to the scan resolution of the ship; the lower the scan resolution, the longer it takes the ship to target your ship. Secondly, dampers apply their modifiers to the maximum targeting range of the opponent. Since remote sensor dampeners use the same mathematics as tracking disruptors and webifiers, calculating their effect is easy. A battleship that can target to 200km with 5 Remote Sensor Dampener I modules on it would cause the battleship to only be able to target ships at just over 23km away; by this time the stacking penalty will be very high and putting additional dampeners on the target will accomplish very little. This essentially means that you can reduce a sniping battleship to not be able to target the frigates orbiting it if you have enough dampeners. With ships that don't have such extreme range capability, less dampeners would be sufficient. In a frigate fleet it is recommended that you have as many dampeners as you can to cripple the targeting range of your opponents. It is also recommended that you train up the skill Signal Suppression in order to improve the effectiveness of your dampeners. If you have 10 or 12 in a fleet, you are probably doing pretty good.
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After you have fitted all the modules on your ship, take it out to an asteroid belt to test it. Lock a rock and start orbiting around it. You will notice that you might be orbiting at a slightly greater orbit distance than you specified. This is because your inertia will always be putting your ship a bit off its circular path.  
  
'''Target Painters''' increase the signal radius of the target by applying a tag to the target that makes the target easier to track; this is most important when engaging small ships with larger ships. You can think of a target painter as making it easier to follow someone in the woods because they have been hit with a yellow ball from a paint ball gun. The increased signal radius means that guns targeted at the painted ship hit more often and better; instead of glancing blows and misses, they score perfect and excellent shots more often. This increases the damage per second (DPS) of the ships firing on the painted target. Also keep in mind that everyone firing on the target benefits from the effects of the target painter, not just you. When calculating the number of optimal painters in your fleet, there is no mathematical formula that I know of that works. The basic idea is that you have enough target painters when your guns are hitting excellently or perfectly on every shot. Beyond that the increase in signal radius doesn't add significantly to the damage; after all, once you are hitting 100% of the time and for 100% of the damage you can, you can't do better. Experiments have shown that 5 target painters are usually sufficient so we would want about 8 in the optimal fleet.
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You should choose an orbit that is at least 6km from the asteroid but no more than 10km from it. The closer to 6km you can get, the better. However, you don't want to get closer than 6km or you run the risk of being killed by a battleship with smart bombs equipped. It's best to stay out of this range and let the battleship run out of capacitor and then destroy him. Pick your ammo accordingly.
  
'''Electronic Countermeasure Modules''' prevent your opponent from locking you at all and cause them to break any locks they have established. These modules can literally turn a dangerous pilot into a spectator. However, ECM jammers are virtually worthless without (a) a ship with ECM strength bonuses, (b) high ECM skills, and (c) Signal Distortion Amplifier modules or Particle Dispersion Augmenter Rigs. Since only one Tech 1 frigate has an ECM bonus, the Caldari [[Griffin]], ECM within a frigate fleet is somewhat limited. However, it should not be underestimated, especially when combined with Sensor Dampeners. There are basically two types of electronic counter measure (ECM) modules; the multi-spectral jammer and specific modules that target specific sensors, also called "racial jammers". In EVE, there are 4 different kinds of sensor, with each of the 4 races using one type of sensor on all of their ships. This is where multi-spectral jammers and racial jammers differ. Racial jammers hit one kind of sensor more than the others, while multi-spectral jammers hit all 4 sensor types equally. Following is a list of each race's sensor types and the corresponding ECM jammer type.
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Right click on the orbit button on the selected item window and set a default orbit distance that will allow you to fly at a 6-10km orbit that is as circular as possible (see [[An Introduction to Tracking and Orbiting]] if you are not clear on how to do this). When you are close to a target, you will be able to simply click on this button and your ship will get into its correct orbit.
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 +
You can also test out your ship on a friend or a corp mate. To test your ship with a friend who is not in your corporation, just jet an item in a can and let him pick it up. Then when he does this, he will be marked for aggression and should turn red on your overview. Shooting at him will give him rights to shoot back at you. Be aware that due to changes in Retribution, anyone will be able to attack you for up to 15 minutes after you "steal" your friend's loot!  You do not need to do this with members of your corporation (careful! corporation does not mean alliance!). You can freely shoot at corp members forgoing the jet can.
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 +
==Overview of EWAR Modules==
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EWAR modules are perhaps the most important asset of a large Hydra fleet of small ships. They can help you turn that scary battleship into a paperweight and make all the difference between winning the day and losing the battle. The most important factor to consider here is proper balancing of the amount of EWAR modules. All EWAR modules have '''stacking penalties''' which means that after a certain number of modules being placed on the target, the benefit of each additional module becomes less and less.
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 +
Stacking penalty:
 +
* first module gives 100% of its effect
 +
* second module - 87%
 +
* third module -  57%
 +
* fourth module - 28%
 +
* fifth module - 10%
 +
* sixth module - 3%
 +
 
 +
Stacking penalties apply per module, regardless of the pilot.  In other words, one pilot using three tracking disruptors on one target receives the same stacking penalty as three pilots using one tracking disruptor each on one target.
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Several electronic warfare modules, such as sensor dampeners and tracking disruptors, can be used with '''scripts'''. Scripts can also be loaded into tracking computers, sensor boosters, and warp disruption field generators (these modules are used only on heavy interdictors). When loaded into a module, scripts work to modify the effects the module gives. For instance, a basic Sensor Booster I gives a 25% bonus to both targeting range and scan resolution. Using scripts, you can make one of those bonuses be 50% at the expense of the other becoming 0%. A scan resolution script will give a 50% bonus to scan resolution but no bonus to targeting range. A targeting range script will act the opposite way. In PVP you should aim to bring both types of scripts for your modules (they are very cheap). In our Hydra fleet always load your electronic warfare modules with scripts. This is because for reason of stacking it is better to have two tracking disruptors, for example, applied to target with opposing scripts loaded into them rather than have two unscripted tracking disruptors applied.
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====Stasis Webifiers====
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Webifiers are essential to frigate fleets because they slow the opponent's sub-warp velocity. Without webifiers, it would be impossible to kill many targets because they would merely power up to the gate and jump out before you could break their tank. Furthermore, some ships will move so fast that many of your fleet members are unable to catch up, allowing them to pick off the faster ships while others are arriving. Webs allow us to slow down those fast targets so that the rest of the fleet can close in for the kill. Webs have a range of 10km (a bit further if overloaded).
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Webifiers work by applying a velocity modifier to the targeted ship's maximum velocity. For example, the Patterned Stasis Webifier module slows the target by 55% which means it applies the modifier 0.45 to the maximum velocity of the ship. So a single web thrown on a target going at 1000 m/sec will slow down to 450 m/sec.
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Webs are also subject to stacking penalties. A single 55% web will slow the target going at 1000 m/sec down to 450 m/sec. A second webifier applied to the target will be only 87% as effective. This means it is not actually a 55% web anymore but a (0.55 x 0.87) = 48% web. Additional web effects will get applied to the target's remaining velocity of 450 m/sec. This means that it will now be going at 450 x (1-0.48) = 234 m/sec.
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A Vagabond heavy assault cruiser is able to reach speeds of over 4000 m/sec. A Vagabond webbed with three patterned stasis webifiers will be doing: 4000 x (1-0.55) x (1-0.55x0.87) x (1-0.55x0.57) = 644 m/sec - our afterburning frigates will easily be able to catch up to it at this speed.
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 +
Referring back to stacking penalties it is clear that there is really no need to apply more than 3-5 stasis webifiers on a target, as the 6th module will give only 3% of its effect.
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====Warp Disruptors and Scramblers====
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Warp disruptors and scramblers destabilize the warp core of a target ship making it unable to enter warp. Each warp disruptor destabilizes the warp core by 1 point. Each warp scrambler destabilizes it by 2 points. Scramblers also have another important ability: they shut off microwarpdrives and make your target unable to re-activate it. Since most pilots fit microwarpdrives on ships larger than frigates, this leaves most targets dead in the water; that Vagabond that was flying at the speed of 4000 m/sec will suddenly be going a mere 400 m/sec after being scrambled. Add webifiers to the mix, and he isn't going anywhere!
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Warp disruptors have an active range of 20-24 km (or more depending upon bonuses), which is about twice than that of warp scramblers. However, they consume much more capacitor than warp scramblers (running one warp disruptor is equivalent in capacitor usage to running one 1MN microwarpdrive) and do not deactivate microwarpdrives. However, the extra range is excellent for achieving a fast tackle. Attack frigates and Interceptors receive a bonus that reduces cap use of these modules enabling them to run cap stable setups with a warp disruptor.
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Warp scramblers have an active range of about 8-10km (can be further if the module is overloaded).
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====Tracking Disruptors====
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Tracking disruptors have modifiers that apply to the tracking speed and/or optimal range of an opponent's turrets. This makes it much more difficult for an opponent's guns to hit you. However, tracking disruptors only work to cut damage of ships that rely on turrets and do not affect missile ships or drones in the slightest.
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Tracking disruptors are affected by stacking penalties just like stasis webifiers are. The more tracking disruptors you put on a ship, the less of an the effect each additional tracking disruptor will have on the target ship. Having 5 tracking disruptors on a ship will mean that it probably can't hit a planet at point blank range.
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Note that the stacking penalty can be circumvented by having fleet members use different scripts in tracking disruptors. Half the fleet can use optimal range scripts and half can use tracking disruption scripts, as these effects do not stack with one another.
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'''Related skills:''' Weapon Disruption, gives 5% reduction to capacitor need per skill level, level IV needed to use T2 tracking disruptors; Turret Destabilization, gives 5% bonus to effectiveness of tracking disruptors per skill level; Long Distance Jamming, gives 10% bonus to optimal range per skill level; Frequency Modulation gives 10% bonus to falloff per skill level.<br><br>
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====Remote Sensor Dampeners====
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Sensor dampeners make it more difficult for enemies to target you. Firstly, they apply a scan resolution modifier to lower the scan resolution of target ship; the lower the scan resolution, the longer it takes the ship to target you. Secondly, they apply a maximum targeting range modifier to your opponent. This will make the target ship unable to lock you from a distance.
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Sensor dampeners, just like tracking disruptors and stasis webifiers, are also subject to stacking penalties. This means that having more than 5 damps applied to a target will have a very negligible effect on it (the 6th module will only apply 3% of its effects). This also means that you will not be able to cut a target's targeting range beyond a certain range. All of the frigates in our Hydra fleet should be configured to orbit at 6-10km, so they will be well within the locking range of great majority of ships even with multiple range-cutting dampeners applied to them. The targeting range script is still useful however when fighting against multiple targets, where one or more targets are sitting and firing from range (i.e. sniping Tier 3 battlecruisers, sniper Eagle, Cerberus, Muninn, or battleship). However frigates have targeting ranges of about 30-40km and will not be able to lock any snipers from that distance.  Targeting range scripts are very useful against target logistic ships (such as Oneiros, Scimitars, etc) and EWAR ships (such as Blackbirds and Falcons) that like to stay at long range from our fleet.
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For close range fights involving Hydra frigates the sensor resolution script are very useful, as they greatly increase the time it takes larger targets to get a lock on us.
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'''Related skills:''' Sensor Linking, gives 5% reduction to capacitor need per skill level, level IV needed to use T2 damps; Signal Suppression, gives 5% bonus to effectiveness of sensor dampeners per skill level; Long Distance Jamming, gives 10% bonus to optimal range per skill level; Frequency Modulation, gives 10% bonus to falloff per skill level.<br><br>
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====Target Painters====
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Target painters increase the signature radius of the target by applying a "tag" to the target that makes the target easier to track. These modules are most important when engaging small ships with larger ships. You can think of a target painter as making it easier to follow someone in the woods because they have been hit with a yellow ball from a paint ball gun. The increased signature radius means that guns targeted at the painted ship hit it more often; instead of glancing blows and misses, they will score perfect and excellent shots more frequently. The target will also receive more damage from over-sized missiles being fired at it. This increases the damage per second (DPS) output of the larger ships firing on the painted smaller target.
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Also keep in mind that everyone firing on the target benefits from the effects of the target painter, not just you. However, target painters are nearly useless for a frigate or a destroyer fleet because small turrets and launchers already have very good resolution and most of the targets we will be encountering will be larger ship classes. For this reason, we advise students to '''not''' bring target painters to the PVP-BASIC class.
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===Electronic Countermeasure Modules (ECM) ===
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ECM prevents your opponent from locking you at all and breaks any locks they already have. These modules can literally turn a dangerous pilot into a spectator. However, ECM jammers are virtually worthless on ships that do not give bonuses to them. While you can fit ECM modules to an unbonused ship, it is generally not advised for this reason. One useful point to note is that unlike webs, tracks, and damps, these modules do not suffer from a stacking penalty, so there is no upper limit to the number of ECM modules a fleet can make use of. Also unlike other EWAR modules, jammers are chance-based.  Only one Tech 1 frigate has an ECM bonus: the Caldari Griffin.
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There are two types of ECM modules in game:
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* '''multispectral jammers''' have jam strengths that are equal across the racial ships, but lower than racial jammers
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* '''racial jammers''' each have a higher jam strength against specific racial ships, but poorly against the three others
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Each race in EVE has its own kind of sensor. Racial jammers hit one kind of sensor more than the others, while multi-spectral jammers hit all 4 sensor types equally. Following is a list of each race's sensor types and the corresponding ECM jammer type.
  
 
* Amarr - Radar - White Noise ECM
 
* Amarr - Radar - White Noise ECM
Line 87: Line 184:
 
* Minmatar - Ladar - Phase Inverter ECM
 
* Minmatar - Ladar - Phase Inverter ECM
  
A ship is actually jammed when all of the sensors on the ship are overcome by jammers. However, since a ship can only have one sensor type (the one listed above), it is easy to work out if a ship will be jammed (note, it used to be possible to have more than one sensor through crafty use of ECCM, but this is no longer the case). The calculation to jam a sensor is fairly simple: the strength of the jammer for a particular sensor is divided by the sensor strength of the ship's sensor to get a probability to hit. For example, a jammer that has a strength of 6 would have a 6/10 chance to jam a ship with a sensor strength of 10. Therefore, the stronger the jammer, the better chance to jam the ship. The addition of more jammers doesn't change the chance for one jammer to jam the ship but it makes it more likely that the ship will end up jammed. Think of this like rolling a die; you have a 1 in 6 chance to roll a 6; each successive die that you roll still has a 1 in 6 chance of rolling a 6. However, the more dice that you roll, the greater the chance of getting at least one 6. If you have a fleet with 5 multi-spectral jammers with a strength of 4 going against a ship with a sensor strength of 10, the chance of each jammer hitting individually is 4 in 10 or 0.4. The chance of the jammer missing is 0.6 (1 – chance of hitting). Therefore, the chance that the target is not jammed is equivalent to the chance that all of you miss; this value is 0.65 or 0.0776. Since Jammers use a large amount of CPU and capacitor, only the [[Griffin]] is suited to carrying them in a frigate fleet. In addition, Jammers are random (as explained above), which makes the [[Griffin]] somewhat of a wildcard in fleet combat. It can theoretically jam 4 ships from now until doomsday, or it could not jam a thing. As a result, you should not be over reliant on ECM, although you should definitely consider it as that 'special surprise' (nothing sucks more than being on the receiving end of jamming).
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Racial jammers have better optimal range than multispectral jammers. They also have lower fitting requirement and consume less capacitor than multispecs. However multispecs are statistically better to bring to small scale fights where 1-6 enemy ships might be involved or where you have very few jammers available, while a rack of different kind of racial ECM modules does better in medium to large scale fights where there is a good chance that you will encounter ships from each race.
  
Another benefit to racial jammers is that they use 2/3 of the capacitor energy of multi-spectral jammers. This is important when you consider the limited capacitor capability of your average frigate. Ships like the [[Griffin]] can easily run several jammers at once if the pilot has good skills. Racial jammers also have a longer range and are easier to fit than multi-spectral jammers.
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For PvP-BASIC, we prefer that students bring racial jammers rather than multispecs.
  
=== Accounting for Losses ===
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As was stated previously, ECM is not susceptible to stacking, however, it is a chance-based module, which means that unlike other EWAR modules it will not work 100% of the time within its optimal range. The calculation for chance to jam a sensor is fairly simple: the strength of the jammer for a particular sensor is divided by the strength of locking sensors of the target. For example, a jammer that has a strength of 6 would have a 6/14 x 100% = 40% chance to jam a ship with a sensor strength of 14. Therefore, the stronger the jammer is, the higher the chance is that it will jam the ship. When ECM strength surpasses locking strength of the target, the target will be permanently jammed.
  
Inevitably you will suffer losses when you are in a frigate fleet. At some point it could be that your losses become a detriment to the configuration of your fleet. For example, if you lose 2/3 of your ships with warp disruptors then you may not be able to prevent the targets from warping off. In order to combat this problem, you will want to make sure that all of your pilots have the skills to use all of the modules that you can put in the mid slots. This is not that many skills to train up so it shouldn't be a problem for any pilot 2 weeks or older. In addition, you will want to make sure that you can hot swap the fleet at a moment's notice.
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ECM is especially powerful when combined with Sensor Dampeners loaded with scan resolution scripts. ECM will cause the target to drop lock, while sensor dampeners will prolong its re-locking time.
  
To prepare for the hot swapping there are basically two ways to accomplish this. You can either have each of your pilots carry each of the modules that could possibly go in the mid slots or you could have a weapon and module cache somewhere in the area of combat that is accessible to all pilots in your fleet. The advantage of having the modules in cargo is that each pilot can switch out quickly. The disadvantage is that you will lose more modules when a ship is blown up. The advantage to having a weapons cache is fewer modules destroyed but this is balanced against the necessity of having to fly to that station. It could be said that you could use a Carrier to combine the best of both worlds, however, jumping a carrier is far to expensive to support a frigate fleet.
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Because ECM is chance based, you should not be overly reliant on it in PVP. When it works, however, it certainly adds a nice surprise factor as well as considerably cuts the dps of the enemy ship (along with irritating the hell out of the pilot!)
  
Sometimes you will not be able to even dock at all such as when deep in enemy space with no NPC stations at hand. In this case you might want to bump up your ratio to have 200% of the modules that you really need in your fleet.
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For a more in-depth look at electronic warfare, including the calculations it involves, see our [[EWAR Guide]].
  
=== The Optimal Fleet and Smaller Fleets ===
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==Accounting for Losses==
  
Now that we have gone over all of the principles, lets put it together to figure out what the optimal size of our fleet would be. We need the following modules in the fleet:
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Inevitably, you will suffer losses. At some point it could be that your losses become a detriment to the configuration of your fleet. For example, if you lose 2/3 of your ships with stasis webifiers, you may find yourself not able to slow down targets enough. Thankfully, by distributing your EWAR across the fleet as per the Hydra principle, your fleet gains an element of graceful degradation, and becoming crippled in one particular area is unlikely without losing a significant portion of the fleet.
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In order for you to be able to easily rebalance the fleet, your pilots should train all the skills required to fit each of the EWAR modules that you can put in the mid slots, at least to minimum levels. This is really not that many skills to train up so it should not be a problem for any pilot who has been playing the game for a few weeks.
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==The Optimal Fleet and Smaller Fleets==
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Now that we have gone over all of the principles, let's put it together to figure out what the optimal size of our fleet would be. We need the following modules, minimum, in the fleet to be effective against most gangs we'll run across:
  
 
8 Warp Disruptors
 
8 Warp Disruptors
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8 Racial Jammers (varying types)
 
8 Racial Jammers (varying types)
  
This sums up to be 54 mid slots. Assuming 2 to 3 slots per ship, we need 18 to 27 pilots to form an optimal fleet. In fact a frigate fleet of this size would pretty much blow anything out of space.
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This sums up to be 54 mid slots. Assuming 2 to 3 slots per ship, we need 18 to 27 pilots to form an optimal Hydra fleet. In fact, a frigate fleet of this size would pretty much blow anything out of space.
  
However, you don't always have 18 pilots available to fly with you, so sometimes you have to make do with less. Also, you may not have ECM specced characters in your fleet to run the racial jammers. The second most optimal fleet would be one that didn't have reserve modules and lacked jamming but covered all of the bases appropriately and made up for lack of ECM with sensor dampeners.
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However, you don't always have 18 pilots available to fly with you, so sometimes you have to make do with less. Also, you may not always have characters trained in ECM in your fleet to run the jammers. In this case you can make up for lack of ECM with additional sensor dampeners.
  
 
5 Warp Disruptors
 
5 Warp Disruptors
Line 133: Line 236:
 
4 Painters
 
4 Painters
  
This is a grand total of 30 modules which means 10 to 14 pilots. This is a much easier number to manage and is quite workable in situations where you are fighting close to home and the popped pilots are able to refit and be back in the action quickly. This number of pilots could still destroy battleship though it would take them longer.
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This is a grand total of 30 modules which means 10 to 14 pilots - a much easier number to manage and is quite workable in situations where you are fighting close to home and pilots who lost ships are able to refit and be back in the action quickly. This number of pilots could still destroy most battleships or even a small gang of T2 ships.
 
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If you go for smaller fleets, you should try to keep a balance of the modules and tailor it towards what you will fight. If you have only five pilots you don't have the capability to overwhelm the tank of a battleship so don't bother fitting to scramble one. In this case 3 warp disruptors will probably be enough to catch most cruisers. If you intend to hunt interceptors then make sure you don't skimp on webifiers.
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If you are the gang leader remember to be flexible and keep the principles of fitting that you have learned here in mind when fitting your fleet. Have your fleet members list out their mid slots (the offensive modules only) into gang chat and reconfigure them before you go out fighting. Also keep an eye on what you are losing either from attrition or from people coming and going. You should generally be able to tell a pilot that just logged on what he should fit before he gets to your gang.
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If you follow these principles, ships will die fast at the hands of your frigate fleets and blobs of ships will die even faster in the disorganized mess that they are in. In the process you will have loads of fun, as well as inflicting a lot of damage on the enemy.
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=== A Note on Nosferatu and Neutralizers ===
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If your fleet is rather small, you should try to keep a balance of the modules and tailor it towards what you anticipate fighting. If you have just 5 pilots and intend to hunt interceptors then make sure you don't skip having enough scramblers and webifiers. If you intend on fighting battleships then you should aim to have some ECM, dampeners, and tracking disruptors. If you are the gang leader, have your fleet members list out their mid slots (the offensive modules only) into gang chat and ask them to refit if needed before you go out fighting. Also keep an eye on what you are losing either from people losing ships or leaving fleet. You should generally be able to tell a pilot that just logged on what he should fit before he joins in your gang.
  
There is much discussion as to whether Nosferatu (a high slot device which drains enemy capacitor into your capacitor) and Energy Neutralizers (a high slot device which burns enemy capacitor at the cost of friendly capacitor) is Electronic Warfare. However, this discussion is beyond the scope of PVP BASIC. A single small Nos(feratu) or Neut(ralizer) is unlikely to do any damage to the capacitor of a cruiser or above, and it puts you in smartbomb range to use it. Nosferatu/Neutralizers are covered in [[Category:PVP University/WOLFPACKS|PVP-WOLFPACKS]] to a greater extent but for the purposes of PVP BASIC, Nosferatu and Neutralizers are considered weapons, not electronic warfare.
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If you follow these principles, ships will die fast at the hands of your frigate fleets and blobs of ships will die even faster in the disorganized mess they are in. In the process you will have loads of fun and inflict a lot of damage to the enemy.

Latest revision as of 17:30, 5 March 2016

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Introduction

A Hydra frigate fleet is not simply a blob of people in frigates. Blobs are a disorganized, often poorly fitted mass of ships that rely on sheer numbers to win. This is a mistake in judgment made by many and repeated by those who have never flown in a proper fleet. The tech one frigate fleet, properly configured, would utterly destroy a frigate blob of the same size. The key to learning how to build a fleet and not a blob is to study the configuration of a Hydra frigate fleet.

In the PVP-BASIC class, our focus is on getting you into PVP in the easiest way possible. Since you will lose ships in PvP, the easiest way to get started at it is to fly a frigate. In Agony there are a number of experienced PVPers who actually prefer to PVP in smaller ships and not always T2. Even if you love that shiny battleship, it will go a lot easier on both your wallet and your ego if you lose 300-500K ISK ships instead of 50-200 million ISK ones.

Keep in mind that even if you're an expert PvP pilot in a frigate, that does not guarantee that you know how to PVP in battleships and vice versa. There are many dramatic differences between flying the two ship classes. However, there is a lot of generic PVP knowledge that you will acquire flying frigate class ships that you can later apply to PVP in larger ships.

This article will introduce you to selecting and fitting the right ship to meet the Hydra fleet requirements. Once you complete reading this article, you will not only know how to fit your own ship, but also how to fit out an entire fleet.

Selecting a Ship

For the purposes of PVP, T1 frigates can be divided into a five categories:

  • Combat frigates
  • Attack frigates
  • Disruption frigates
  • Astrometric / scan probe frigates
  • Support frigates

Combat frigates are designed to inflict damage and put out as much firepower as possible. These ships are the Merlin, Kestral, Incursus, Tristan, Rifter, Tormenter, Punisher, and Breacher. These ships all have both decent firepower and hit points for their size along with several mid slots where they can fit electronic warfare and/or tackling modules. There is no "Best" frigate among these; each has its own strengths and weaknesses. The Combat frigates make excellent "chaser tackle" ships - ships fit out with scram/web and a small tank, able to hold down a target while dishing out damage.

Next up are the Attack frigates: Executioner (Amarr), Condor (Caldari), Atron (Gallente), and Slasher (Minmatar). These are the smallest and quickest of all frigates. With a base speed of over 400m/s, they can best give a simulation of interceptors speeds when fitted with a microwarpdrive, which will make them reach speeds of about 2,500m/s. Keep in mind though that unlike interceptors these ships do not receive bonuses that reduce signature radius penalty of microwarpdrives, although they all receive bonuses to a bonus to the capacitor usage of propulsion jamming modules. These ships are terrific for skirmishing, which is getting in range of a target fast and holding it down while speed-tanking it until the rest of the gang can arrive and destroy it.

The third category of T1 frigates are the Disruption frigates, which most people call Electronic Warfare (EWAR) frigates. These are the Crucifier with a bonus to tracking disruptors, the Griffin with a bonus to ECM jammers, the Maulus with a bonus to sensor dampeners, and the Vigil with a bonus to target painters. Vigils also receive a velocity bonus per level of Minmatar frigate skill, and as such can be used in a fast tackler role alike Rifters. We don't recommend flying the Vigil for our PVP-BASIC class, but the other three ships are great fun to fly and very effective in a Hydra fleet.

The fourth category of frigates are the "scan probe" or astrometric frigates. They are the Heron (Caldari), Imicus (Gallente), Magnate (Amrr), and Probe (Minmatar). These frigates are useful as cheap scanning platforms. If you ever want to practice some scan probing skills but do not have skills to fly a covert ops frigate, these are your best bet. They do not fare so well in comparison to other frigates in PVP, however. We do not use these ships in our PVP-BASIC class and Hydra fleets.

And finally, we have the Support frigates, which most people refer to as Logistic frigates: Tormentor (Amarr), Bantam (Caldari), Navitas (Gallente), and Burst (Minmatar). With the Retribution expansion, CCP repurposed these former mining frigates as shield and armor remote repair ships. We are very excited by the possibilities of what these ships will bring to small gang warfare, but at this time (December 2012) we have not integrated them into our PVP-BASIC class nor have we determined how to (or even if we should) integrate them into the Hydra fleet we fly with the PVP-BASIC class. We ask students to NOT bring these ships to class.

For PVP-BASIC class you should pick the frigate that you are either most interested in trying out or have the best skills for. If you have a lot of gun skills, don't go with a missile boat. If you have a lot of EWAR skills you might want to choose an EWAR frigate. If you've always wanted to fly fast tackle, fly one of the attack frigates.

Fitting Your Ship

Propulsion

Once you have purchased your ship, set up your propulsion first. Having an afterburner fitted to your frigate is an absolute must - do not fit a microwarpdrive. A propulsion module will give you the fastest orbiting velocity that you can possibly achieve, thus ensuring improved viability for the ship. Some of you might be wondering why we don't permit students to fit microwarpdrives on PVP-BASIC classes. The reason is that while microwarpdrives are great for covering long distances quickly, they will light you up like a Christmas tree as far as the opponents guns are concerned. A frigate with the microwarpdrive running will have the signature radius of 150 to 210 meters, meaning that you will be as big as as battlecruiser while having the hit points of a frigate!!! If at this point the enemy guns or missiles hit you, you will die very quickly! Keeping your signature radius small is critical in ensuring the survivability of your frigate.

Another reason to fit an afterburner instead of a microwarpdrive is that often during 0.0 roams, the class fleet runs into stealth bombers. These stealth bombers will throw bombs at the fleet, which are an area of effect weapon that follows missile mechanics. Bombs immediately kill any frigates and destroyers that have their microwarpdrives running. And when you hear "bomb! bomb!" in voice it is difficult not to panic and hit your microwarpdrive in an attempt to run away; unfortunately any such attempt will turn you right into a wreck. An afterburner on the other hand allows you to escape such a situation quickly, while maintaining as low a signature radius as possible.

As such, the only real reason a frigate should fit a microwarpdrive is to achieve the initial tackle. However on the class you will be accompanied by Agony and alumni tacklers and interdictors in specialized ships who will take care of the initial tackle, so this is a lower priority and concern for students.

Low Slots

Tanking is the process of absorbing or repairing damage from an enemy. In a frigate fleet we rely on our speed and low signature radius to keep us alive. If the enemy can successfully hit you, you will tank for as long as you can sneeze, regardless of how much HP you've got. As well as this, many tanking modules such as armor plates and shield extenders actually have penalties to speed or signature radius, so you end up taking more damage!

For these reasons, we forget the conventional tanking modules and focus on the strengths of our ship class. Use your low slots to instead fit a better speed tank (utilize modules such as Overdrives and Nanofibers) or if you need them, fit engineering modules such as Micro Auxiliary Power Core (MAPC) that will help out with fittings for the rest of the ship. The only exception to this rule is the Damage Control Unit (DCU). We highly recommend fitting a DCU because it almost doubles your effective hit points, which will allow most all frigates to survive one or two bombs at a minimum. The Damage Control Unit is an active module so you will have to remember to activate it to receive its resistance bonuses.

Don't fit armor repair modules; If your ship takes armor damage, there will usually be several pilots in fleet with remote repairer modules or armor repair drones who will help you out after the fight.

Note: your speed will be your primary form of tank so if you choose to upgrade anything then a named afterburner and named speed-enhancing modules are a good starting point. Meta 3 or 4 named modules are typically very cheap (sometimes cheaper than T1!) and will give you much better performance than non-named T1 mods.

Mid Slots

A frigate fleet should be treated like the many-headed Hydra of ancient Greek mythology. Cutting off the Hydra monster's head was futile, since two more would simply take its place. A properly fitted Hydra fleet can easily turn a battleship into one large wreck while not losing any ships in process. Especially by spreading out electronic warfare evenly across the fleet, even if one or a few ships are lost, the effectiveness of entire fleet is not diminished. The key to setting up the Hydra Fleet lies in the mid slots.

Let's think of a 20 pilot fleet. If we require all of our pilots to equip a warp disruptor then we can get 20 points of warp disruption on the opponent. For sure he won't be warping anywhere soon, or at least not until he kills every one of these 20 ships. However, we would be wasting some of these warp disruptors on this battleship because even a ship with a full load of warp core stabilizers (stabs) in the lows can have maximum of 8 points of stabilization. Therefore, if your fleet can muster 9 warp disruption points, then it can pin down anyone. In reality, encountering a combat ship with stabs is very rare in PVP, because stabs have significant penalties that impair the PVP ability of ships. Most stabbed ships you will encounter will carry only one or two stabs. However, equipping your fleet with only 3-4 points is also a bad idea because if you lose one or two of the pilots who have a point, then you are down to very few points. So what you want to do is hedge your bets. Have only 8-9 people in your fleet of 20 equip warp disruptors (i.e., no more than half your fleet). This will allow you to lose a few pilots and still be able to hold onto the target and other people in fleet can use their extra mid slots for other items, such as stasis webifiers for example. The pilots with the 8 stabs might be able to get away, but this is a such rare occurrence in PvP that it wont matter (and if there is an interdictor flying with the fleet their stabs won't help them!).

Once you have determined how many warp disruptors you need, you will have some number of slots left over for various other modules. The most interesting modules to put in these slots are:

  • stasis webifiers (webs)
  • warp scramblers (scrams)
  • tracking disruptors (tracks)
  • remote sensor dampeners (damps)
  • and electronic counter measure modules (jammers) - Griffins only!

Now fit a few of the remaining pilots with webs and scrams to hold down the fast targets, then have the remaining pilots in your fleet fit some form of EWAR in their mid slots, you effectively double, triple, or more the overall effectiveness of your fleet because each one of those modules decreases the effectiveness of your targets. By spreading EWAR amongst the rest of the fleet, a fleet of 20 frigates can easily take on another frigate fleet twice its size, destroyer fleets around the same size, large gangs of battlecruisers and many battleship gangs, because each one of those points holds down the target while each one of those EWAR modules diminishes or even neutralizes another target.

High Slots

After you have fitted your afterburner, damage control unit, and electronic warfare modules, use the remainder of your frigate's power grid and cpu to fit weapons. You want to fit your guns out so that you have an optimal range of between 6km and 10km (i.e. no blasters), so that you can orbit targets fit with smart-bombs without taking any damage. We have a lot of smart-bombing battleships thrown at our fleet, so this is important!

If you have a utility slot - an open high slot that cannot fit a turret or a missile launcher - fit it with remote armor repairer if it will fit. You also have the option of fitting a nosferatu or energy neutralizer there, however, there are a few arguments against using these modules. Most targets will die before you can get within range where you will be able to activate a small nos or neut. In case of smartbombing battleships you won't be able to get into this range at all. And as far as larger targets go, a nos or neutralizers won't have a significant effect on their cap reserves. Being able to remotely repair your fleet mates after the fight is a much more useful function.

Rigging

Since small rigs are quite cheap, many pilots choose to rig their ships, although this is not a requirement we do recommend rigs. If you choose to fit rigs, it is important to remember a few things:

  • Avoid fitting rigs which compromise your speed or signature radius (armor and shield rigs respectively). While the extra HP may sound good, we rely on high speed and low signature radius to avoid being hit in the first place, and you will actually take more damage with these rigs fitted.
  • Fit to your ship's strengths. Speed rigs are a great idea. If you are flying an electronic warfare frigate such as a Crucifier, fitting rigs which enhance the strength of your electronic warfare can be very effective.

Examples

For some example fits, see our Recommended Ship Setups for BASIC.

Testing Your Ship

After you have fitted all the modules on your ship, take it out to an asteroid belt to test it. Lock a rock and start orbiting around it. You will notice that you might be orbiting at a slightly greater orbit distance than you specified. This is because your inertia will always be putting your ship a bit off its circular path.

You should choose an orbit that is at least 6km from the asteroid but no more than 10km from it. The closer to 6km you can get, the better. However, you don't want to get closer than 6km or you run the risk of being killed by a battleship with smart bombs equipped. It's best to stay out of this range and let the battleship run out of capacitor and then destroy him. Pick your ammo accordingly.

Right click on the orbit button on the selected item window and set a default orbit distance that will allow you to fly at a 6-10km orbit that is as circular as possible (see An Introduction to Tracking and Orbiting if you are not clear on how to do this). When you are close to a target, you will be able to simply click on this button and your ship will get into its correct orbit.

You can also test out your ship on a friend or a corp mate. To test your ship with a friend who is not in your corporation, just jet an item in a can and let him pick it up. Then when he does this, he will be marked for aggression and should turn red on your overview. Shooting at him will give him rights to shoot back at you. Be aware that due to changes in Retribution, anyone will be able to attack you for up to 15 minutes after you "steal" your friend's loot! You do not need to do this with members of your corporation (careful! corporation does not mean alliance!). You can freely shoot at corp members forgoing the jet can.

Overview of EWAR Modules

EWAR modules are perhaps the most important asset of a large Hydra fleet of small ships. They can help you turn that scary battleship into a paperweight and make all the difference between winning the day and losing the battle. The most important factor to consider here is proper balancing of the amount of EWAR modules. All EWAR modules have stacking penalties which means that after a certain number of modules being placed on the target, the benefit of each additional module becomes less and less.

Stacking penalty:

  • first module gives 100% of its effect
  • second module - 87%
  • third module - 57%
  • fourth module - 28%
  • fifth module - 10%
  • sixth module - 3%

Stacking penalties apply per module, regardless of the pilot. In other words, one pilot using three tracking disruptors on one target receives the same stacking penalty as three pilots using one tracking disruptor each on one target.

Several electronic warfare modules, such as sensor dampeners and tracking disruptors, can be used with scripts. Scripts can also be loaded into tracking computers, sensor boosters, and warp disruption field generators (these modules are used only on heavy interdictors). When loaded into a module, scripts work to modify the effects the module gives. For instance, a basic Sensor Booster I gives a 25% bonus to both targeting range and scan resolution. Using scripts, you can make one of those bonuses be 50% at the expense of the other becoming 0%. A scan resolution script will give a 50% bonus to scan resolution but no bonus to targeting range. A targeting range script will act the opposite way. In PVP you should aim to bring both types of scripts for your modules (they are very cheap). In our Hydra fleet always load your electronic warfare modules with scripts. This is because for reason of stacking it is better to have two tracking disruptors, for example, applied to target with opposing scripts loaded into them rather than have two unscripted tracking disruptors applied.

Stasis Webifiers

Webifiers are essential to frigate fleets because they slow the opponent's sub-warp velocity. Without webifiers, it would be impossible to kill many targets because they would merely power up to the gate and jump out before you could break their tank. Furthermore, some ships will move so fast that many of your fleet members are unable to catch up, allowing them to pick off the faster ships while others are arriving. Webs allow us to slow down those fast targets so that the rest of the fleet can close in for the kill. Webs have a range of 10km (a bit further if overloaded).

Webifiers work by applying a velocity modifier to the targeted ship's maximum velocity. For example, the Patterned Stasis Webifier module slows the target by 55% which means it applies the modifier 0.45 to the maximum velocity of the ship. So a single web thrown on a target going at 1000 m/sec will slow down to 450 m/sec.

Webs are also subject to stacking penalties. A single 55% web will slow the target going at 1000 m/sec down to 450 m/sec. A second webifier applied to the target will be only 87% as effective. This means it is not actually a 55% web anymore but a (0.55 x 0.87) = 48% web. Additional web effects will get applied to the target's remaining velocity of 450 m/sec. This means that it will now be going at 450 x (1-0.48) = 234 m/sec.

A Vagabond heavy assault cruiser is able to reach speeds of over 4000 m/sec. A Vagabond webbed with three patterned stasis webifiers will be doing: 4000 x (1-0.55) x (1-0.55x0.87) x (1-0.55x0.57) = 644 m/sec - our afterburning frigates will easily be able to catch up to it at this speed.

Referring back to stacking penalties it is clear that there is really no need to apply more than 3-5 stasis webifiers on a target, as the 6th module will give only 3% of its effect.

Warp Disruptors and Scramblers

Warp disruptors and scramblers destabilize the warp core of a target ship making it unable to enter warp. Each warp disruptor destabilizes the warp core by 1 point. Each warp scrambler destabilizes it by 2 points. Scramblers also have another important ability: they shut off microwarpdrives and make your target unable to re-activate it. Since most pilots fit microwarpdrives on ships larger than frigates, this leaves most targets dead in the water; that Vagabond that was flying at the speed of 4000 m/sec will suddenly be going a mere 400 m/sec after being scrambled. Add webifiers to the mix, and he isn't going anywhere!

Warp disruptors have an active range of 20-24 km (or more depending upon bonuses), which is about twice than that of warp scramblers. However, they consume much more capacitor than warp scramblers (running one warp disruptor is equivalent in capacitor usage to running one 1MN microwarpdrive) and do not deactivate microwarpdrives. However, the extra range is excellent for achieving a fast tackle. Attack frigates and Interceptors receive a bonus that reduces cap use of these modules enabling them to run cap stable setups with a warp disruptor.

Warp scramblers have an active range of about 8-10km (can be further if the module is overloaded).

Tracking Disruptors

Tracking disruptors have modifiers that apply to the tracking speed and/or optimal range of an opponent's turrets. This makes it much more difficult for an opponent's guns to hit you. However, tracking disruptors only work to cut damage of ships that rely on turrets and do not affect missile ships or drones in the slightest.

Tracking disruptors are affected by stacking penalties just like stasis webifiers are. The more tracking disruptors you put on a ship, the less of an the effect each additional tracking disruptor will have on the target ship. Having 5 tracking disruptors on a ship will mean that it probably can't hit a planet at point blank range.

Note that the stacking penalty can be circumvented by having fleet members use different scripts in tracking disruptors. Half the fleet can use optimal range scripts and half can use tracking disruption scripts, as these effects do not stack with one another.

Related skills: Weapon Disruption, gives 5% reduction to capacitor need per skill level, level IV needed to use T2 tracking disruptors; Turret Destabilization, gives 5% bonus to effectiveness of tracking disruptors per skill level; Long Distance Jamming, gives 10% bonus to optimal range per skill level; Frequency Modulation gives 10% bonus to falloff per skill level.

Remote Sensor Dampeners

Sensor dampeners make it more difficult for enemies to target you. Firstly, they apply a scan resolution modifier to lower the scan resolution of target ship; the lower the scan resolution, the longer it takes the ship to target you. Secondly, they apply a maximum targeting range modifier to your opponent. This will make the target ship unable to lock you from a distance.

Sensor dampeners, just like tracking disruptors and stasis webifiers, are also subject to stacking penalties. This means that having more than 5 damps applied to a target will have a very negligible effect on it (the 6th module will only apply 3% of its effects). This also means that you will not be able to cut a target's targeting range beyond a certain range. All of the frigates in our Hydra fleet should be configured to orbit at 6-10km, so they will be well within the locking range of great majority of ships even with multiple range-cutting dampeners applied to them. The targeting range script is still useful however when fighting against multiple targets, where one or more targets are sitting and firing from range (i.e. sniping Tier 3 battlecruisers, sniper Eagle, Cerberus, Muninn, or battleship). However frigates have targeting ranges of about 30-40km and will not be able to lock any snipers from that distance. Targeting range scripts are very useful against target logistic ships (such as Oneiros, Scimitars, etc) and EWAR ships (such as Blackbirds and Falcons) that like to stay at long range from our fleet.

For close range fights involving Hydra frigates the sensor resolution script are very useful, as they greatly increase the time it takes larger targets to get a lock on us.

Related skills: Sensor Linking, gives 5% reduction to capacitor need per skill level, level IV needed to use T2 damps; Signal Suppression, gives 5% bonus to effectiveness of sensor dampeners per skill level; Long Distance Jamming, gives 10% bonus to optimal range per skill level; Frequency Modulation, gives 10% bonus to falloff per skill level.

Target Painters

Target painters increase the signature radius of the target by applying a "tag" to the target that makes the target easier to track. These modules are most important when engaging small ships with larger ships. You can think of a target painter as making it easier to follow someone in the woods because they have been hit with a yellow ball from a paint ball gun. The increased signature radius means that guns targeted at the painted ship hit it more often; instead of glancing blows and misses, they will score perfect and excellent shots more frequently. The target will also receive more damage from over-sized missiles being fired at it. This increases the damage per second (DPS) output of the larger ships firing on the painted smaller target.

Also keep in mind that everyone firing on the target benefits from the effects of the target painter, not just you. However, target painters are nearly useless for a frigate or a destroyer fleet because small turrets and launchers already have very good resolution and most of the targets we will be encountering will be larger ship classes. For this reason, we advise students to not bring target painters to the PVP-BASIC class.

Electronic Countermeasure Modules (ECM)

ECM prevents your opponent from locking you at all and breaks any locks they already have. These modules can literally turn a dangerous pilot into a spectator. However, ECM jammers are virtually worthless on ships that do not give bonuses to them. While you can fit ECM modules to an unbonused ship, it is generally not advised for this reason. One useful point to note is that unlike webs, tracks, and damps, these modules do not suffer from a stacking penalty, so there is no upper limit to the number of ECM modules a fleet can make use of. Also unlike other EWAR modules, jammers are chance-based. Only one Tech 1 frigate has an ECM bonus: the Caldari Griffin.

There are two types of ECM modules in game:

  • multispectral jammers have jam strengths that are equal across the racial ships, but lower than racial jammers
  • racial jammers each have a higher jam strength against specific racial ships, but poorly against the three others

Each race in EVE has its own kind of sensor. Racial jammers hit one kind of sensor more than the others, while multi-spectral jammers hit all 4 sensor types equally. Following is a list of each race's sensor types and the corresponding ECM jammer type.

  • Amarr - Radar - White Noise ECM
  • Caldari - Gravimetric - Spatial Destabilizer ECM
  • Gallente - Magnetometric - Ion Field ECM
  • Minmatar - Ladar - Phase Inverter ECM

Racial jammers have better optimal range than multispectral jammers. They also have lower fitting requirement and consume less capacitor than multispecs. However multispecs are statistically better to bring to small scale fights where 1-6 enemy ships might be involved or where you have very few jammers available, while a rack of different kind of racial ECM modules does better in medium to large scale fights where there is a good chance that you will encounter ships from each race.

For PvP-BASIC, we prefer that students bring racial jammers rather than multispecs.

As was stated previously, ECM is not susceptible to stacking, however, it is a chance-based module, which means that unlike other EWAR modules it will not work 100% of the time within its optimal range. The calculation for chance to jam a sensor is fairly simple: the strength of the jammer for a particular sensor is divided by the strength of locking sensors of the target. For example, a jammer that has a strength of 6 would have a 6/14 x 100% = 40% chance to jam a ship with a sensor strength of 14. Therefore, the stronger the jammer is, the higher the chance is that it will jam the ship. When ECM strength surpasses locking strength of the target, the target will be permanently jammed.

ECM is especially powerful when combined with Sensor Dampeners loaded with scan resolution scripts. ECM will cause the target to drop lock, while sensor dampeners will prolong its re-locking time.

Because ECM is chance based, you should not be overly reliant on it in PVP. When it works, however, it certainly adds a nice surprise factor as well as considerably cuts the dps of the enemy ship (along with irritating the hell out of the pilot!)

For a more in-depth look at electronic warfare, including the calculations it involves, see our EWAR Guide.

Accounting for Losses

Inevitably, you will suffer losses. At some point it could be that your losses become a detriment to the configuration of your fleet. For example, if you lose 2/3 of your ships with stasis webifiers, you may find yourself not able to slow down targets enough. Thankfully, by distributing your EWAR across the fleet as per the Hydra principle, your fleet gains an element of graceful degradation, and becoming crippled in one particular area is unlikely without losing a significant portion of the fleet.

In order for you to be able to easily rebalance the fleet, your pilots should train all the skills required to fit each of the EWAR modules that you can put in the mid slots, at least to minimum levels. This is really not that many skills to train up so it should not be a problem for any pilot who has been playing the game for a few weeks.

The Optimal Fleet and Smaller Fleets

Now that we have gone over all of the principles, let's put it together to figure out what the optimal size of our fleet would be. We need the following modules, minimum, in the fleet to be effective against most gangs we'll run across:

8 Warp Disruptors

4 Warp Scramblers

8 Stasis Webifiers

8 Tracking Disruptors

10 Dampeners

8 Painters

8 Racial Jammers (varying types)

This sums up to be 54 mid slots. Assuming 2 to 3 slots per ship, we need 18 to 27 pilots to form an optimal Hydra fleet. In fact, a frigate fleet of this size would pretty much blow anything out of space.

However, you don't always have 18 pilots available to fly with you, so sometimes you have to make do with less. Also, you may not always have characters trained in ECM in your fleet to run the jammers. In this case you can make up for lack of ECM with additional sensor dampeners.

5 Warp Disruptors

2 Warp Scramblers

5 Stasis Webifiers

4 Tracking Disruptors

10 Dampeners

4 Painters

This is a grand total of 30 modules which means 10 to 14 pilots - a much easier number to manage and is quite workable in situations where you are fighting close to home and pilots who lost ships are able to refit and be back in the action quickly. This number of pilots could still destroy most battleships or even a small gang of T2 ships.

If your fleet is rather small, you should try to keep a balance of the modules and tailor it towards what you anticipate fighting. If you have just 5 pilots and intend to hunt interceptors then make sure you don't skip having enough scramblers and webifiers. If you intend on fighting battleships then you should aim to have some ECM, dampeners, and tracking disruptors. If you are the gang leader, have your fleet members list out their mid slots (the offensive modules only) into gang chat and ask them to refit if needed before you go out fighting. Also keep an eye on what you are losing either from people losing ships or leaving fleet. You should generally be able to tell a pilot that just logged on what he should fit before he joins in your gang.

If you follow these principles, ships will die fast at the hands of your frigate fleets and blobs of ships will die even faster in the disorganized mess they are in. In the process you will have loads of fun and inflict a lot of damage to the enemy.