Posted Thu, Sep 15, 2011 by Space Junkie
Hyenas work best when paired with interdictors, who can make absolutely sure that targets are unable to warp out (non tech III ships, anyway), while you make darn sure they can't speed away. If you are paired with an interdictor, you should probably swap out your warp disruptor for an additional sensor booster, an additional web, a shield extender, or even (god forbid) a target painter.
A smidgen of speed and maneuverability so that you can closely orbit a gate without being too clumsy, then a boost to your lock speed so that you can pursue your function.
Lock speed is your virtue, and these rigs will compensate for not fitting a sensor booster. If you are being remote sensor boosted and would rather concentrate on your survival, you may want to look at shield rigs.
When a ship jumps through a gate, lock it instantly. If you succeed, orbit the target carefully while your friends pour on the pain. If the target cloaks, it is safe to travel in a straight line toward where it was, then orbit away.
When working tandem with area of effect warp disruption it is a good idea to position yourself as close to the gate as possible with a really close orbit. If things start get hinky, remember to not fly straight toward or away from targets since that is when they will get wrecking hits and one-shot your ship into bits.
If another fleet jumps into yours, your priority should be escape. If you do not have aggression (have not engaged in offensive action within the past minute) then you should probably jump through whatever gate you are camping rather than attempt to speed out of any area of effect warp disruption that is going on. If that seems unwise or there is no area disruption, warp away as fast as possible. Leave the fighting to the ships made for it, yours is a more elegant role.