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'''Frigates & Hydra Principle'''
 
'''Frigates & Hydra Principle'''
  
 
''Draft Syllabus and Class Notes. Under review & development.''
 
''Draft Syllabus and Class Notes. Under review & development.''
  
== Introduction ==
+
One of the most important aspects of EVE is the degree to which your success depends on your tactics and strategies, rather than your skills and how expensive your ships are. For almost every situation you can create an almost infinite number of possible tactics and strategies.
One of the most important aspect of EVE is your success depend mostly on your tactics and strategies rather than you skills and how expensive is your ships. For almost every special situation and case you can create almost infinite numbers of possible tactics and strategies.  
+
Some tactics will work better than others in a given situation, and worse in another. As with most things in EVE, there is rarely a definitive 'best'. There are however some concepts that if executed properly, will work in many different situations. One such tactic is Frigate Fleets using the ''Hydra Principle''. This tactic was originally developed by [https://www.agony-unleashed.com Agony Unleashed], who continue to use it in many of their fleet with success.
Even there are no perfect strategies at all, there are some concepts, if executed properly, work for many situation. One of these few tactics is Frigate Fleets with Hydra Principle. One of the most effective executors of this tactic, Agony Unleash, is using this approach for many of its fleet with numerous successes.  
+
It is being observed that with sufficient numbers you can engage even capitals with Hydra Frigate Fleets.
It’s is being observed that even with the sufficient numbers you can engage capitals with Hydra Frigate Fleets.  
 
  
 
[[File:UO.Hydra.jpg]]
 
[[File:UO.Hydra.jpg]]
  
== Concept of Hydra Principle ==
+
== Concept of the Hydra Principle ==
Strength of Many ... Power of one is where the Hydra principle Lays. Hydra name came from the mystical beast of ancient times. The Hydra Beast was assumed to be reptilian creature with multiple heads with different properties. Also, legends says that if you can chop one of its head of than two heads will replace its place, which means cutting one offensive part , rather than limiting its offensive power, increases it.  
+
"Strength of Many ... Power of One" is where effectiveness of the Hydra principle lies. The Hydra name came from the mythical beast of ancient times. The Hydra was assumed to be a reptilian creature with multiple heads, each with different properties. Legend also states that if you chop off one of its head than two heads will grow back in its place, which means cutting one offensive part, rather than limiting its offensive power, increases it.
Hydra Frigate fleets depend on the number of ships and their offensive capabilities and speed to overcome their engagements. Although this principle is legit for other ship type, usage of frigates is one of the most effective ways to execute it.
+
Hydra Frigate fleets work in a similar way - by never resting any one aspect of the fleet on a single ship, any 'head' which is cut off always has two more to replace it. Although this principle is legitimate for other ship types, it works especially well with frigates due to their innate strengths and weaknesses.
  
 
== Assessment of Frigates in PVP & Hydra Principle ==
 
== Assessment of Frigates in PVP & Hydra Principle ==
A frigate, especially Tech 1 frigates are extremely cost effective, easily to fit with low skill levels and extremely effected is used in a proper organization and structure. There are very strong properties with that many weaknesses come with the frigates.  
+
Frigates, especially Tech 1 frigates, are extremely cost effective, easy to fit with low skill levels, and extremely effective if used in a proper organization and structure. There are very strong properties; with that many weaknesses come with the frigates.
Hydra principle is used to utilize their collective power while overcoming their weakness.  
+
The Hydra Principle is used to utilize their collective power while overcoming their weakness.
 +
 
 +
[[File:Wofpack_big.jpg]]
 +
 
 +
[[File:Z6sku.jpg]]
 +
''Banner created by '''Aroc SyllinBeh'''''
  
 
=== Strengths of Frigates ===
 
=== Strengths of Frigates ===
Frigates;
+
* Are fast and agile
- Are fast an agile
+
* Are cheap
- Are cheap
+
* Are easy to fly and fit with low skills
- Are easy to fly and fit with low skills
+
* Have small signature radius
- Have small signature radius
+
* Have short lock time
- Have short lock time
+
* Could fit multiple E-war modules easily
- Could fit multiple E-war modules easily
 
  
Their offensive strength ratios to their price and skill requirements with support of e-war is much better than lots of ship type in eve.
+
Their ratios of offensive strength to their price and skill requirements, with support of e-war, is much better than many of ship types in EVE.
  
=== Weakness of Frigates ===
+
=== Weaknesses of Frigates ===
Frigates;
+
* Have almost no HP
- Have almost no armor
+
* Are weak against smart bombs
- Are weak against smart bombs
+
* Have limited amount of DPS
- Have limited amount of DPS
 
  
Beside their offensive strengths, they are extremely low on defense and could not stand chance alone in extended fights against other bigger ship types.
+
Despite their offensive strengths, they are extremely lacking in defense and could not stand a chance alone in extended fights against bigger ship types.
  
== Utilizing Frigate for execution of Hydra Principle ==
+
== Utilizing Frigates for Execution of Hydra Principle ==
  
The concept is to use number to increase total offensive power while supporting the defense with speed, agility, low signature radius and e-war support even from the combat boats.
+
The concept is to overwhelm with numbers to increase total offensive power, while making up for the lack of defense with speed, agility, low signature radius and e-war support, even from the combat boats.
Speed and agility keeps you mobile and makes various maneuvers easier. Fast moving fleets are not so easy to be ambushed while on a gate or another tactical location. Additional fast frigates can utilize their speed to tank the incoming fire.  
+
Speed and agility keeps you mobile and makes various maneuvers easier. Fast moving fleets are not so easily ambushed while on a gate or another tactical location. Additional fast frigates can utilize their speed to tank the incoming fire.
E-war support even from the combat DPS boats will create the edge to avoid enemy fire. Reduction of optimal range or disruption of tracking will make many enemy pilots to go crazy on their helpless situation.
+
E-war support even from the combat DPS boats will create an edge to avoid enemy fire. Reduction of optimal range or disruption of tracking will make many enemy pilots go crazy over their helpless situation.
Number both makes it possible to deal with multiple targets and distribute the chance of being targeted by enemy. In hydra fleet, if you are being targeted and getting serious damage, it is expected that you can dis-engage and bounce to combat field. Be advised that, you low signature radius and heavy e-war support including your 10-12 Km range, after the initial encounter following the maintaining the control of the engagement, will reduce the risk to minimum, even almost zero.  
+
The number of ships both make it possible to deal with multiple targets and to distribute the chance of being targeted by enemy. In a hydra fleet, if you are being targeted and taking serious damage, it is expected that you can disengage and bounce to combat field. Be advised that, your low signature radius and heavy e-war support, including your 10-12 km range, after the initial encounter following the maintaining the control of the engagement (?), will reduce the risk to minimum, even almost zero.
The one of the most important weakness, DPS will be solved with the number of ships and focus fire. Assuming average frigates dps is around 50 times 20 frigates equals’ 1000 dps is almost sufficient to take most of the average sub-cap ships. When the number goes up, the offensive and defensive power will increase exponentially.  
+
The one of the most important weaknesses, DPS will be solved with the number of ships and focus fire. Assuming average frigates DPS is around 50, times 20 frigates, equals’ 1000 DPS, which is almost sufficient to take on most of the average sub-cap ships. When the number of frigates goes up, the offensive and defensive power will increase exponentially.
Although the method seems like blobing but indifferently, the whole group is consist or well organized and fitted frigates. The self-awareness of each pilot and proper execution of their role and the tactic in structure will result tremendous results.  
+
Although the method may seem like blobbing, the whole group consists of well organized and fitted frigates. The self-awareness of each pilot and proper execution of their role and the tactic in structure will bring tremendous results.
  
 
== How to fit your frigates for Hydra Fleets ==
 
== How to fit your frigates for Hydra Fleets ==
  
Fits for Hydra fleets depends on some basic rules and fleet structure. There are some absolute things that you shouldn’t fit and you should fit such as;
+
Fits for Hydra fleets depends on some basic rules and fleet structure. There are some absolute things that you shouldn’t fit and others that you should fit. Here is the list:
Avoid fitting;
+
 
 +
'''Avoid fitting:'''
 +
 
 +
''Armor tanks'' because they will slow you down and will only keep you alive for few more seconds but you lose the most important thing, namely your speed.
  
Armor tanks because they will slow you down and will only keep you alive for few more second but you lose the most important think; you speed
+
''Shield tanks'' because their protection will only keep you alive for few more second. If you use e-war module rather than shield tank modules, your collective fleet e-war strength will paralyze almost all of your enemies. Utilizing e-war in mid slots will provide a fleet wide defense and your collective e-war power is much better than your personal shield tanks.
Shield tanks because their protection will only keep you alive for few more second but if you use e-war module rather than shield tank modules, you collective fleet e-war strength will paralyze almost all of your enemies. Utilizing e-war in mid slots provide a fleet wide defense and your collective e-way power is much more above then you personnel shield tanks
 
  
Microwarp drive (unless you fit warp scrambler) because frigate are fast enough with their own speed and after burners can provide necessary boost while keeping your signature radius same and cap stable. Microwarp drives will increase your signature rate results that enemy could lock you faster and can put more damage as a result of the sig-radius increase. The only exception is for interceptors and fast close range tacklers with Warp scrambler.  
+
''Microwarp drive'' (unless you fit warp scrambler) because frigates are fast enough with their own speed, and afterburners can provide necessary boost while keeping your signature radius sane and cap stable. Microwarp drives will increase your signature radius, which means that the enemy could lock you faster and can do more damage as a result of the sig-radius increase. The only exception is for interceptors and fast close range tacklers with a Warp scrambler.
  
Sensor boosters, because your locking duration is already sufficient enough to lock enemy first. Considering the fact that most of the target will be ships with bigger size and signature radius, utilization of sensor booster are not requires. Additionally, sensor boosters boost levels are much smaller then Remote sensor booster. If sensor boosting is required, remote sensor boosters are almost three times more effective then local boosters.
+
''Sensor boosters'', because your locking duration is already sufficient enough to lock the enemy first. Considering the fact that most of the targets will be ships with bigger size and signature radius, utilization of sensor booster is not necessary. Additionally, sensor booster's boost levels are much smaller than Remote sensor booster. If sensor boosting is required, remote sensor boosters are almost three times more effective than local boosters.
  
 
While avoid using above mentioned modules, you fit should be in accordance with the rules written below;
 
While avoid using above mentioned modules, you fit should be in accordance with the rules written below;
  
Long range weapons are required for Hydra Frigates fleets because;
+
'''Things to fit:'''
Smart bombs effect is for close range so you may keep attacking while avoiding smart bomb risk.
 
Defense properties of e-war support will reduce and cripple your targets optimal, tracking speed and targeting range. As a result of this, the risk of receiving damage reduces substantially.
 
  
E-war modules user in almost all frigates because;
+
''Long range weapons'' are required for Hydra Frigates fleets because the Smart bombs you face are devastating at close range, and so you may keep attacking while avoiding smart bomb risk.
Activating multiple Tracking disruptors and Sensor dampeners will cripple your enemy’s sensory systems and make its offensive power useless. As an example;
+
Defense properties of e-war support will reduce and cripple your targets' optimal, tracking speed and targeting range. As a result of this, the risk of receiving damage reduces substantially.
  
Average drakes targeting range is around 75 km. If you activate 6 Sensor Dampeners with scripts on them (tech 1 – meta 0) you can disable the drakes offensive power while you are at your own effective range. The new targeting range of the drake will be 13 km with the cumulative effects
+
''E-war modules'' user in almost all frigates because activating multiple Tracking Disruptors and Sensor Dampeners will cripple your enemy’s sensory systems and make its offensive power useless. As an example, average Drake's targeting range is around 75 km. If you activate 6 Sensor Dampeners with scripts on them (tech 1 – meta 0) you can disable the Drake's offensive power while you are at your own effective range. The new targeting range of the drake will be 13 km with the cumulative effects.
  
As another example; if you activate three TD on a Hurricane, you make it impossible for the Hurricane to track you with its guns. Consider the same situation with optimal scripts on an Amarr or Gallente gun boat. Only 3 Tracking Distruptor will reduce the tracking speed down to its  27% of the original amount.
+
As another example, if you activate three TD on a Hurricane, you make it impossible for the Hurricane to track you with its guns. Consider the same situation with optimal scripts on an Amarr or Gallente gun boat. Only 3 Tracking Disruptors will reduce the tracking speed down to 27% of the original amount.
  
After burners should be used as speed boosting modules. Frigates are already fast enough and if additional boost is requires Afterburners are sufficient and more cap friendly.
+
''Afterburners'' should be used as speed boosting modules. Frigates are already fast enough and if additional boost is required. Afterburners are sufficient and more cap friendly than MWDs.
  
Damage control units are your best friend in Hydra fleet. That chunk of additional structural HP and resistance ensure that, you survive a bomb run or a single smart bomb from close range. Also provides you an edge to disengage and bounce when targeted.
+
''Damage control units'' are your best friend in Hydra fleet. That chunk of additional structural HP and resistance ensure that you survive a bomb run or a single smart bomb from close range. Also provides you with an edge to disengage and bounce when targeted.
 
   
 
   
Internal Nano structure is a perfect module for your low slots which both increase your speed and agility while taking no power or CPU grids.
+
''Nanofiber Internal Structure'' is a perfect module for your low slots which both increase your speed and agility while taking no power or CPU grids.
Also reactor control units and co-Processors make is possible for your to support your high and mid slots.
+
Also ''reactor control units'' and ''co-Processors'' make is possible for your to support your high and mid slots.
 
   
 
   
Generally all Hydra Fleet members have additional modules for e-war in case it is required to chance  for adapting a situation and balancing the fleet structure.  
+
Generally all Hydra Fleet members have additional modules for e-war in case it is required to change for adapting a situation and balancing the fleet structure.
  
 
== Structure of the Hydra Fleet ==
 
== Structure of the Hydra Fleet ==
Hydra principle requires well structuring for proper execution. E-war should be distributed evenly with multiple execution groups. Each group will be assigned to another target during engagement and each member should act quickly to engage its given target. Because the offensive power depends of the unity of the fist, each pilot should be aware of his position, target and total fleet condition. These are the most important points of a Hydra fleet separating it from a standard Blob.  
+
Hydra principle requires a well structured fleet for proper execution. E-war should be distributed evenly with multiple execution groups. Each group will be assigned to another target during engagement and each member should act quickly to engage its given target. Because the offensive power depends upon the unity of the fist, each pilot should be aware of his position, target and total fleet condition. These are the most important points of a Hydra fleet separating it from a standard Blob.
Excluding short range tacklers (warp scramblers with webifiers), all fleet members should fit one E-war module and kept other in its cargo hold.  
+
Aside from short range tacklers (warp scramblers with webifiers), all fleet members should fit one E-war module and kept other in its cargo hold.
During the fleet assembly, e-war strength, dps and tackle is assessed by the FC and members structure into sub groups to act on specific targets. The proper structure will increase the offensive power and optimize the defensive strength to cover more targets during engagements.
+
During the fleet assembly, e-war strength, DPS and tackle is assessed by the FC and members structure into sub groups to act on specific targets. The proper structure will increase the offensive power and optimize the defensive strength to cover more targets during engagements.
Different groups may engage different ships with their e-war modules but usually all fleet DPS focus on one target. While holding other target by e-war, one by one, fleet takes down the enemy.  
+
Different groups may engage different ships with their e-war modules but usually all fleet DPS will focus on one target. While holding other target by e-war, one by one, the fleet takes down the enemy.
There could be losses but numbers keep the effectiveness on tract during the engagements. Beside the frigates losses with little cost, many expensive targets could be eliminated with such as simple force.  
+
There could be losses but numbers keep the effectiveness on track during the engagements. Beside the frigates losses with little cost, many expensive targets could be eliminated with such as simple force.
  
 
== Conclusion ==
 
== Conclusion ==
  
Execution of Hydra tactics with frigates requires specific preparation and high level self-awareness. The top levels of these fleets are executed with Assault ships and interceptors but even the tech 1 frigates with sufficient numbers are sufficient enough to get solid results.  
+
Execution of Hydra tactics with frigates requires specific preparation and high level self-awareness. The top levels of these fleets are executed with Assault frigates and interceptors but even the tech 1 frigates with sufficient numbers are sufficient enough to get solid results.
Hydra principle indifferently giving single orders for fleet uni-body, defines objectives for group of fleet members and expect them to properly execute its power for that objective. That is why pushes members to think as an collective group but act impartially during engagements.  
+
Hydra principle indifferently giving single orders for fleet uni-body, defines objectives for group of fleet members and expect them to properly execute its power for that objective. That is why it pushes members to think as a collective group but act impartially during engagements.
Considering these points, Hydra principle requires advance PVP experience and creates personal challenges to each member more frequently than standard fleets.
+
Considering these points, Hydra principle requires advanced PVP experience and creates personal challenges to each member more frequently than standard fleets.
  
== Sample Hydra Frigate Fittings ==
+
== See Also ==
 
 
 
 
[Rifter, UNI-HYDRA]
 
 
 
Emergency Damage Control I
 
Nanofiber Internal Structure I
 
Nanofiber Internal Structure I
 
 
 
Cold-Gas I Arcjet Thrusters
 
'Abandon' Tracking Disruptor I
 
Indirect Scanning Dampening Unit I
 
 
 
280mm Gallium I Cannon, Republic Fleet Titanium Sabot S
 
280mm Gallium I Cannon, Republic Fleet Titanium Sabot S
 
280mm Gallium I Cannon, Republic Fleet Titanium Sabot S
 
Auto Targeting System I
 
 
 
 
 
[Tristan, Uni Hydra]
 
 
 
Overdrive Injector System I
 
Nanofiber Internal Structure I
 
Nanofiber Internal Structure I
 
 
 
Cold-Gas I Arcjet Thrusters
 
'Abandon' Tracking Disruptor I, Tracking Speed Disruption
 
Indirect Scanning Dampening Unit I, Targeting Range Dampening
 
 
 
150mm Carbide Railgun I, Thorium Charge S
 
150mm Carbide Railgun I, Thorium Charge S
 
'Malkuth' Standard Missile Launcher I, Flameburst Light Missile
 
'Malkuth' Standard Missile Launcher I, Flameburst Light Missile
 
 
 
 
 
Light Armor Maintenance Bot I x1
 
 
 
 
 
[Punisher, Uni Hydra]
 
 
 
Emergency Damage Control I
 
Heat Sink I
 
Co-Processor I
 
Overdrive Injector System I
 
 
 
Cold-Gas I Arcjet Thrusters
 
'Abandon' Tracking Disruptor I, Tracking Speed Disruption
 
 
 
Medium Afocal Maser I, Standard S
 
Medium Afocal Maser I, Standard S
 
Medium Afocal Maser I, Standard S
 
Auto Targeting System I
 
 
 
 
 
 
 
 
 
[Breacher, Uni Hydra]
 
 
 
Micro Auxiliary Power Core I
 
Emergency Damage Control I
 
 
 
Cold-Gas I Arcjet Thrusters
 
Indirect Scanning Dampening Unit I
 
 
 
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
 
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
 
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
 
280mm Carbine Howitzer I, Republic Fleet Titanium Sabot S
 
 
 
 
 
 
 
 
 
[Condor, Uni Hydra]
 
 
 
Micro Auxiliary Power Core I
 
 
 
Indirect Scanning Dampening Unit I
 
Cold-Gas I Arcjet Thrusters
 
 
 
150mm Carbide Railgun I, Thorium Charge S
 
'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile
 
'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile
 
 
 
[Incursus, Uni - Hydra]
 
 
 
Overdrive Injector System I
 
Inertia Stabilizers I
 
 
 
Indirect Scanning Dampening Unit I
 
'Abandon' Tracking Disruptor I
 
Cold-Gas I Arcjet Thrusters
 
 
 
150mm Carbide Railgun I, Caldari Navy Thorium Charge S
 
150mm Carbide Railgun I, Caldari Navy Thorium Charge S
 
150mm Carbide Railgun I, Caldari Navy Thorium Charge S
 
 
 
 
 
Light Armor Maintenance Bot I x1
 
 
 
 
 
[Inquisitor, Uni Hydra]
 
 
 
Emergency Damage Control I
 
Micro Auxiliary Power Core I
 
Nanofiber Internal Structure I
 
 
 
Cold-Gas I Arcjet Thrusters
 
Indirect Scanning Dampening Unit I
 
 
 
'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile
 
'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile
 
'Malkuth' Standard Missile Launcher I, Bloodclaw Light Missile
 
280mm Carbine Howitzer I, Titanium Sabot S
 
  
 +
[http://www.evealtruist.com/2011/05/hydra-principle-frigate-fleet-tactics.html 'The Hydra Principle - Frigate Fleet Tactics'] by Azual Skoll/The Altruist (director of Agony Unleashed's PVP-University)
  
 +
== Sample Hydra Frigate Fittings ==
  
 +
=== Crucifier ===
 +
</noinclude>{{#ifeq:{{{1|Crucifier}}}|Crucifier|}}<noinclude>
  
[Merlin, Uni Hydra]
+
=== Punisher ===
 +
</noinclude>{{#ifeq:{{{1|Punisher}}}|Punisher|}}<noinclude>
  
Damage Control I
+
=== Merlin ===
Reactor Control Unit I
+
</noinclude>{{#ifeq:{{{1|Merlin}}}|Merlin|}}<noinclude>
  
Cold-Gas I Arcjet Thrusters
+
=== Condor ===
'Abandon' Tracking Disruptor I
+
</noinclude>{{#ifeq:{{{1|Condor}}}|Condor|}}<noinclude>
Indirect Scanning Dampening Unit I
 
Cap Recharger I
 
  
150mm Carbide Railgun I, Antimatter Charge S
+
=== Kestrel ===
150mm Carbide Railgun I, Antimatter Charge S
+
</noinclude>{{#ifeq:{{{1|Kestrel}}}|Kestrel|}}<noinclude>
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
 
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
 
  
 +
=== Tristan ===
 +
</noinclude>{{#ifeq:{{{1|Tristan}}}|Tristan|}}<noinclude>
  
 +
=== Incursus ===
 +
</noinclude>{{#ifeq:{{{1|Incursus}}}|Incursus|}}<noinclude>
  
 +
=== Rifter ===
 +
</noinclude>{{#ifeq:{{{1|Rifter}}}|Rifter|}}<noinclude>
  
[Kestrel, Uni Hydra]
+
=== Rifter + MWD ===
 +
</noinclude>{{#ifeq:{{{1|Rifter}}}|Rifter|}}<noinclude>
  
Reactor Control Unit I
+
=== Breacher ===
Reactor Control Unit I
+
</noinclude>{{#ifeq:{{{1|Breacher}}}|Breacher|}}<noinclude>
  
Cold-Gas I Arcjet Thrusters
+
=== Venture ===
Indirect Scanning Dampening Unit I
+
</noinclude>{{#ifeq:{{{1|Venture}}}|Venture|}}<noinclude>
'Abandon' Tracking Disruptor I
 
  
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
+
[[Category:Old Doctrines]]
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
 
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
 
'Malkuth' Standard Missile Launcher I, Caldari Navy Bloodclaw Light Missile
 

Latest revision as of 07:00, 6 July 2023

This article is deprecated and no longer in use. There is no replacement information available.

Frigates & Hydra Principle

Draft Syllabus and Class Notes. Under review & development.

One of the most important aspects of EVE is the degree to which your success depends on your tactics and strategies, rather than your skills and how expensive your ships are. For almost every situation you can create an almost infinite number of possible tactics and strategies. Some tactics will work better than others in a given situation, and worse in another. As with most things in EVE, there is rarely a definitive 'best'. There are however some concepts that if executed properly, will work in many different situations. One such tactic is Frigate Fleets using the Hydra Principle. This tactic was originally developed by Agony Unleashed, who continue to use it in many of their fleet with success. It is being observed that with sufficient numbers you can engage even capitals with Hydra Frigate Fleets.

UO.Hydra.jpg

Concept of the Hydra Principle

"Strength of Many ... Power of One" is where effectiveness of the Hydra principle lies. The Hydra name came from the mythical beast of ancient times. The Hydra was assumed to be a reptilian creature with multiple heads, each with different properties. Legend also states that if you chop off one of its head than two heads will grow back in its place, which means cutting one offensive part, rather than limiting its offensive power, increases it. Hydra Frigate fleets work in a similar way - by never resting any one aspect of the fleet on a single ship, any 'head' which is cut off always has two more to replace it. Although this principle is legitimate for other ship types, it works especially well with frigates due to their innate strengths and weaknesses.

Assessment of Frigates in PVP & Hydra Principle

Frigates, especially Tech 1 frigates, are extremely cost effective, easy to fit with low skill levels, and extremely effective if used in a proper organization and structure. There are very strong properties; with that many weaknesses come with the frigates. The Hydra Principle is used to utilize their collective power while overcoming their weakness.

Wofpack big.jpg

Z6sku.jpg Banner created by Aroc SyllinBeh

Strengths of Frigates

  • Are fast and agile
  • Are cheap
  • Are easy to fly and fit with low skills
  • Have small signature radius
  • Have short lock time
  • Could fit multiple E-war modules easily

Their ratios of offensive strength to their price and skill requirements, with support of e-war, is much better than many of ship types in EVE.

Weaknesses of Frigates

  • Have almost no HP
  • Are weak against smart bombs
  • Have limited amount of DPS

Despite their offensive strengths, they are extremely lacking in defense and could not stand a chance alone in extended fights against bigger ship types.

Utilizing Frigates for Execution of Hydra Principle

The concept is to overwhelm with numbers to increase total offensive power, while making up for the lack of defense with speed, agility, low signature radius and e-war support, even from the combat boats. Speed and agility keeps you mobile and makes various maneuvers easier. Fast moving fleets are not so easily ambushed while on a gate or another tactical location. Additional fast frigates can utilize their speed to tank the incoming fire. E-war support even from the combat DPS boats will create an edge to avoid enemy fire. Reduction of optimal range or disruption of tracking will make many enemy pilots go crazy over their helpless situation. The number of ships both make it possible to deal with multiple targets and to distribute the chance of being targeted by enemy. In a hydra fleet, if you are being targeted and taking serious damage, it is expected that you can disengage and bounce to combat field. Be advised that, your low signature radius and heavy e-war support, including your 10-12 km range, after the initial encounter following the maintaining the control of the engagement (?), will reduce the risk to minimum, even almost zero. The one of the most important weaknesses, DPS will be solved with the number of ships and focus fire. Assuming average frigates DPS is around 50, times 20 frigates, equals’ 1000 DPS, which is almost sufficient to take on most of the average sub-cap ships. When the number of frigates goes up, the offensive and defensive power will increase exponentially. Although the method may seem like blobbing, the whole group consists of well organized and fitted frigates. The self-awareness of each pilot and proper execution of their role and the tactic in structure will bring tremendous results.

How to fit your frigates for Hydra Fleets

Fits for Hydra fleets depends on some basic rules and fleet structure. There are some absolute things that you shouldn’t fit and others that you should fit. Here is the list:

Avoid fitting:

Armor tanks because they will slow you down and will only keep you alive for few more seconds but you lose the most important thing, namely your speed.

Shield tanks because their protection will only keep you alive for few more second. If you use e-war module rather than shield tank modules, your collective fleet e-war strength will paralyze almost all of your enemies. Utilizing e-war in mid slots will provide a fleet wide defense and your collective e-war power is much better than your personal shield tanks.

Microwarp drive (unless you fit warp scrambler) because frigates are fast enough with their own speed, and afterburners can provide necessary boost while keeping your signature radius sane and cap stable. Microwarp drives will increase your signature radius, which means that the enemy could lock you faster and can do more damage as a result of the sig-radius increase. The only exception is for interceptors and fast close range tacklers with a Warp scrambler.

Sensor boosters, because your locking duration is already sufficient enough to lock the enemy first. Considering the fact that most of the targets will be ships with bigger size and signature radius, utilization of sensor booster is not necessary. Additionally, sensor booster's boost levels are much smaller than Remote sensor booster. If sensor boosting is required, remote sensor boosters are almost three times more effective than local boosters.

While avoid using above mentioned modules, you fit should be in accordance with the rules written below;

Things to fit:

Long range weapons are required for Hydra Frigates fleets because the Smart bombs you face are devastating at close range, and so you may keep attacking while avoiding smart bomb risk. Defense properties of e-war support will reduce and cripple your targets' optimal, tracking speed and targeting range. As a result of this, the risk of receiving damage reduces substantially.

E-war modules user in almost all frigates because activating multiple Tracking Disruptors and Sensor Dampeners will cripple your enemy’s sensory systems and make its offensive power useless. As an example, average Drake's targeting range is around 75 km. If you activate 6 Sensor Dampeners with scripts on them (tech 1 – meta 0) you can disable the Drake's offensive power while you are at your own effective range. The new targeting range of the drake will be 13 km with the cumulative effects.

As another example, if you activate three TD on a Hurricane, you make it impossible for the Hurricane to track you with its guns. Consider the same situation with optimal scripts on an Amarr or Gallente gun boat. Only 3 Tracking Disruptors will reduce the tracking speed down to 27% of the original amount.

Afterburners should be used as speed boosting modules. Frigates are already fast enough and if additional boost is required. Afterburners are sufficient and more cap friendly than MWDs.

Damage control units are your best friend in Hydra fleet. That chunk of additional structural HP and resistance ensure that you survive a bomb run or a single smart bomb from close range. Also provides you with an edge to disengage and bounce when targeted.

Nanofiber Internal Structure is a perfect module for your low slots which both increase your speed and agility while taking no power or CPU grids. Also reactor control units and co-Processors make is possible for your to support your high and mid slots.

Generally all Hydra Fleet members have additional modules for e-war in case it is required to change for adapting a situation and balancing the fleet structure.

Structure of the Hydra Fleet

Hydra principle requires a well structured fleet for proper execution. E-war should be distributed evenly with multiple execution groups. Each group will be assigned to another target during engagement and each member should act quickly to engage its given target. Because the offensive power depends upon the unity of the fist, each pilot should be aware of his position, target and total fleet condition. These are the most important points of a Hydra fleet separating it from a standard Blob. Aside from short range tacklers (warp scramblers with webifiers), all fleet members should fit one E-war module and kept other in its cargo hold. During the fleet assembly, e-war strength, DPS and tackle is assessed by the FC and members structure into sub groups to act on specific targets. The proper structure will increase the offensive power and optimize the defensive strength to cover more targets during engagements. Different groups may engage different ships with their e-war modules but usually all fleet DPS will focus on one target. While holding other target by e-war, one by one, the fleet takes down the enemy. There could be losses but numbers keep the effectiveness on track during the engagements. Beside the frigates losses with little cost, many expensive targets could be eliminated with such as simple force.

Conclusion

Execution of Hydra tactics with frigates requires specific preparation and high level self-awareness. The top levels of these fleets are executed with Assault frigates and interceptors but even the tech 1 frigates with sufficient numbers are sufficient enough to get solid results. Hydra principle indifferently giving single orders for fleet uni-body, defines objectives for group of fleet members and expect them to properly execute its power for that objective. That is why it pushes members to think as a collective group but act impartially during engagements. Considering these points, Hydra principle requires advanced PVP experience and creates personal challenges to each member more frequently than standard fleets.

See Also

'The Hydra Principle - Frigate Fleet Tactics' by Azual Skoll/The Altruist (director of Agony Unleashed's PVP-University)

Sample Hydra Frigate Fittings

Crucifier

Punisher

Merlin

Condor

Kestrel

Tristan

Incursus

Rifter

Rifter + MWD

Breacher

Venture