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Masao kurata (talk | contribs) m Obsolete reference to "assault ships" |
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''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. 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 | ''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 | ''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; | ||
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''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. | ''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. | 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 | ''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. | 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. | ''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 | ''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 change 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 == | ||