Difference between revisions of "Harpy"
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Revision as of 21:22, 14 August 2013
RELATED UNI-WIKI REFERENCES
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Already possessing a reputation despite its limited initial circulation, the Harpy is a powerful railgun platform with long range capability and strong defensive systems. Formidable both one-on-one and as a support ship, it was referred to as the "little Moa" by the pilots who participated in its safety and performance testing. SHIP BONUSES
Caldari Frigate Skill Bonus:
Ship Attributes
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Summary
The Harpy is a very specialist ship. Its dual bonus to optimal range of hybrids multiply together to give a whopping 125% increase in optimal range, which combined with the innate long range of railguns allows the Harpy to shoot out to 100k with T2 guns and ammunition, which is a ludicrous range for a frigate. On the down side it doesn't do a lot of damage even against frigates, so any enemy it fires upon will likely be able to warp away before being destroyed.
Harpies can also be blaster fit for short range DPS, but they are not the best at this role (see Ishkur or Enyo).
Skills
Further information about additional or recommended skills to pilot Harpy for a specific or it's common role(s) can be written here.
Fitting
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Small Nosferatu II
Small Ancillary Shield Booster
Small Ancillary Shield Booster
J5b Phased Prototype Warp Scrambler I
Limited 1MN Microwarpdrive I
Internal Force Field Array I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Cap Booster 25 x1
Void S x1
- Tank tested against a T2 firing drake, whilst sat still.
- With all skills at V and before boost the damage is 294 dps with Void at 3.2 + 1.3 km, 8.5 K EHP, 53.5/86.7/80.1/66.8 resists, flies at 2200 m/s (3100 m/s overheated) and align in 5.6 s with MWD on (3.9 s off).
- EFT does not show clearly the effect of the double ASB. They can be used together for a massive boost for a short time, or alternatively can be used in sequence, leaving only a short time where both are recharging. Keep moving and this thing is a MEAN beast against frigates and cruisers and a cunning bait ship against bigger ships!
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator
Small Shield Extender II
Damage Control II
Magnetic Field Stabilizer II
Nanofiber Internal Structure II
Small Polycarbon Engine Housing I
Small Hybrid Collision Accelerator I
Void S x4
Caldari Navy Lead Charge S x4
Null S x4
- Designed to work as a fast tackle with a reasonable tank. DPS is not the highest priority here, speed and agility is.
- This fit requires reasonable skills, but most Tech II modules can be replaced with a Meta version. There will be some loss of performance, but the ship will still work.
- The scram (Faint Epsilon Warp Scrambler I) can be replaced by a point (any of the warp disruptor)
- The small shield extender could also be replaced by a second web or a point.
- As fitted, with all skills at V and before any boost, this ship has 6.7 K EHP, flies at 2520 m/s (3600 m/s overheated) and align in 4.4 s with MWD on (3 s off)
- Damage varies between 285 dps at 3.8 + 1.6 km with Void and 200 dps at 7.1 + 4.4 km with Null
- The cap will run out in 5 min 45, essentially cap stable for PvP fights
Tactics
No sub-article about Harpy roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Harpy here.