Hurricane

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Hurricane
Hurricane
The force with which this ship hits is more than sufficient to leave a trail of shattered enemies, floating around like so much lifeless debris. An adaptable vessel, it has enough turret hardpoints for a full-scale assault while remaining versatile enough to allow for plenty of missile fire, and has both sufficient speed to outrun its enemies and sufficient capacitor charge to outlast them.
High slots 8
Medium slots 4
Low slots 6
Rig slots 3
Power output 1350 MW
CPU output 400 tf
Turret slots 6
Launcher slots 3
Max targets 6
Shield capacity 4297
Shield resists
(EM/EXP/KIN/THERM)
0/50/40/20
Armor HP 4688
Armor resists
(EM/EXP/KIN/THERM)
60/10/25/35
Capacitor 2250
Drones 30 m3
Drone Bandwidth 30 Mbit/sec
Cargo 475 m3
Max Speed 165 m/s
Insurance Cost 10,950,000.00
Insurance Payout 36,500,000.00
Updated for Booster Patch
Required Skills
Primary Minmatar Cruiser III
Secondary Battlecruisers (skill) II
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

The tier-2 Minmatar Battlecruiser, released in Kali 1.

Highly effective projectile weapon platform, able to work either as a mid-range artillery platform or a fast autocannon rapemobile. In either role, 6 turrets combined with its dual RoF and damage bonus results in one hell of a lot of raw damage, rivaling any other Minmatar ship, short of the battleships, and possibly giving them a run for their money.

It's also the fastest battlecruiser, it has the highest scan resolution, and it has a lot of spare fitting room for utility mods and tank. Its low price tag combined with the aforementioned traits makes it one of the best entry-level PvP ships in the game.

[edit] Bonuses

  • 5% increase in projectile weapons damage and rate of fire per Battlecruiser skill level.
  • 99% reduction in CPU need for Warfare Link Modules

[edit] Recommended Skill Packs

  • Support - Fitting 1
  • Support - Gunnery 1
  • Support - Drones 1
  • Support - Navigation 1
  • Support - Capacitor 1
  • Tanking - Armor 1

You will also need Energy Emissions Systems II for Medium Nosferatu setups.

[edit] Fittings

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Image:serious.jpg

[edit] PvP Setups

[edit] Active Armor Tank Hurricane

High
6x 425/220mm Autocannon II, depending on skills
2x Wild Card (Assault Launchers, Neuts, Gang Mod)
Mid
1x 10MN MWD II
1x Warp Disruptor II
1x Stasis Web
1x Medium Electrochem Booster w/ 800s
Low
2x Medium Armor Repairer II
2x Energized Adaptive Nano Membrane II
1x Damage Control II
1x Gyrostabilizer II
Drones
6x Light ECM Drones or Warrior II's

Get in close and rape with Republic Fleet EMP M, or stay out of webrange of a BS with Barrage.

Edit: Now that medium rigs have been introduced, consider fitting 2x Auxiliary Nano Pump and 1x Nanobot Accelerator rigs - they'll run you no more than 15 mil and will boost your tank by about 100 dps, depending on your skills.

ALTERNATELY

[edit] Passive Armor Tank Hurricane

High
6x 425/220mm Autocannon II, depending on skills. (use RF EMP most of the time but always carry Barrage and Hail)
2x Wild Card (Heavy Assault Launchers, Neuts, Gang Mod)
Mid
1x 10MN MicroWarpdrive II (Tech I is just as fast and cheaper; if you're using neuts, though, a T2 will give you more cap to spare)
1x Warp Disruptor II
1x Stasis Web II
1x Sensor Booster II
Low
2x Gyrostabilizer II
2x Energized Adaptive Nano Membrane II
1x 1600mm RT plate
1x Damage Control II
Drones
Hobgoblin II's or 6x Light ECM Drones
Rigs (optional)
2x Projectile Ambit Extension I (will require you to downgrade the guns to 220s or even 180s depending on skills and wildcard mods, but will let you hit effectively well past 20km with Barrage) OR
3x Trimark Armor Pump I (for extra tank post-Apocrypha 1.5)

A great lowsec roaming ship when in a heavy gang due to the SBII getting you tackles a battleship gang would normally miss and the plate tank allowing you to tank sentries for a decent amount of time. Switch to Hail for heavy armor tanking targets and keep barrage in case you find yourself getting kited just outside of web range.

You can also swap out midslot mods depending on what you're doing. Swap the sensor booster for ECCM if you're messing with enemies who like to use Falcons, or a scram for better tackling.

[edit] Shield-Gank Hurricane

High
6x 425 Autocannon II (Republic Fleet EMP M)
2x Heavy Assault Missile Launcher IIs

OR

6x 425 Autocannon II (Republic Fleet EMP M)
1x Improved Cloaking Device II
1x wildcard (medium neut, gang mod, salvager)
Mid
1x 10MN MicroWarpdrive II
2x Large Shield Extender II
1x Invulnerability Field II / Warp Disruptor II
Low
3x Gyrostabilizer II
2x Nanofiber Internal Structure II
1x Damage Control II
Drones
4x Hobgoblin IIs
1x Hammerhead II
rigs
3x Core Defense Field Extender rig (+ shield amount) or 2x anti-em screen reinforcer and 1x anti-thermal screen reinforcer

OR

3x Projectile Ambit Extension

Pure DPS support, something of a ghetto Sleipnir. Useful for situations where a shitload of DPS is needed fast. Has around 50k effective HP, and aligns fast enough to GTFO out when a hostile gang drops on the ratter you just raped the shit out of. If tanking, the Core Defense Shield Extender rigs are ideal, but the resistance rigs are a lot cheaper (roughly 4 million each for the extender rigs versus roughly 500K for the resist rigs).

Compared to a Command Ships IV Sleipnir, a Battlecruiser V Hurricane does around 5% less damage at about one quarter the initial cost of a Sleipnir, plus the Hurricane is insurable. It's easy to see this ship as some mutant between a Vagabond and a Sleipnir, doing more damage than the former but with less survivability than the latter. The gangmod isn't neccessary, but it fits with no problems as long as you have your fittings skills up to par, and it's one of the main advantages the Hurricane has over the Vagabond for a Blackops gang.

[edit] Gang Mod Fleet Setup

High
6x 720mm Howitzer II
1x Wildcard (Medium Neut, Launcher)
1x Skirmish Gang Module
Mid
10mn MWD II
1x Sensor Booster II
2x Tracking Computer II
Low
3x Gyro II
1x Tracking Enhancer II
2x Fitting Mods
Drones
6 ECM Drones/Warrior IIs

This is pretty much the same as the T2 Sniper setup with a few tweaks to make it work for those aspiring Wing Commanders. It will do the same DPS at long range as the T2 sniper setup while moving a bit faster allowing you to get out of bubbles if you need to. Credit - Easy Kill

This setup has now been slightly modified to include a MWD, it doesn't lock quite as fast but you still have ample lock range and it tracks better that the old version

This entire setup fits without the PDS if you use a T2 RCU and have AWU 4. Put in a DC2 or Istab to increase your survivability, fit a Signal Amp to bring your targeting range up to the range of your guns, or fit an armor rep to patch yourself up after battles by dropping the assault launcher or downgrading to a named MWD.

[edit] The "I'm Training For a Muninn, I Swear" Blackops Hurricane

Credit: Miriyaka

Approved Blackops Fitting
High
6x 720mm Howitzer Artillery II (Faction EMP, Phased Plasma, Fusion, Nuclear, and Carbonized Lead)
1x Improved Cloaking Device II
1x Wildcard (Small Remote Armor Repairer II, Cynosural Field Generator, or ideally a Warfare Link of your choice)
Mid
1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive (T2 fits with AWU V or an RCU)
2x Sensor Booster II (Unscripted)
1x Tracking Computer II (tracking script)
Low
3x Gyrostabilizer II
2-3x Tracking Enhancer II
0-1x Reactor Control II (Warfare Link)
Drones
4 Warrior IIs
1 Valkyrie II
Rigs
0/2x Ancillary Current Router I (Warfare Link, for the ostentatiously rich or those without Grid Upgrades V - only included for completeness and not actually recommended)
0-2x Ionic Field Projector I (Lock Range, allowing both sensor boosters to be used for Scan Resolution)

Notes: The Muninn is better than the Artycane in many ways for Blackops (mobility, range, tracking, lock range, scan resolution), however the Hurricane is significantly cheaper, does slightly higher DPS, can be fully insured and doesn't require nearly as much training to use-- all of which make it an excellent stopgap for a pilot training into a Muninn. It can also do something a Muninn cannot: it can fit a single Warfare Link, which is extremely helpful for our gangs and highly recommended if you have any amount of leadership training at all. If you intend to keep flying an artillery Hurricane over a Muninn in either Blackops or fleet, it is advisable to train for some kind of warfare specialization (as well as Wing Command 2-3) to maximize its only real advantage.

Lowslot Note: Since I don't have the ability to use Warfare Links, I use the following Lows: 3x Gyrostabilizer II, 2x Tracking Enhancer II, 1x Inertia Stabilizier II. This allows me to get a 8.4s align time, and generally be able to keep up with the gang, as we move around. -Ethea

[edit] Val Streth's Gatecamp Glasscannon

High
6x 720mm Howitzer Arty (named or TII upgrades are naturally better) (Republic Fleet EMP M, Republic Fleet or Domi Carb Lead or TII variant for TII guns)
2x Standard launcher (named or TII etc) (Caldari Navy bloodclaws or whatever)
Mid
1x 10MN MicroWarpdrive (named or TII as fitting allows)
3x Sensor Booster II (named or TII etc) (3x scan res for close range, swap out one for a targetting range and use the lead for long range)
Low
3x Gyrostabilizer II
3x Tracking Enhancer II
Drones
6x Warrior IIs (or 4 warrior IIs and a Valk II)

I use 720 prototypes (soon to be Tech II) and regularly get top damage and or killing blow with this setup even with HACs around. I will sit at 0 on the gate and deploy drones to an inty. The sensor boosting allows you to quickly lock inties or other small ships before they can get transversal/back to the gate or out of the bubble then BAM they are dust. All the damage mods allow you to easily get top damage with even half assed skills. You can swap a booster script for a targeting range and switch to lead to hit out to around 75km if needed. With no tank it hits hard, stays fairly agile but will die before a tanked setup will, i survive a lot of fights with it. I just like insta popping inties who think they are quick enough to get away. It does a job on dictors as well. Make sure you aren't moving or you will miss a lot if the targets small. Rigs normally make the fit tighter but help, implants etc. I fly them unrigged or implanted and do just fine. -Val

[edit] JihadSwarm: Classic Jihad

EFT Textblock

Classic Jihad Fitting
Highs
6x 425mm Medium Prototype I Automatic Cannon (Republic Fleet EMP M (10 rounds per turret))
2x XT-2800 Heavy Assault Missile Launcher I (Caldari Navy Torrent Assault Missile (6 missiles per launcher))
Mids
1x Target Painter I
1x Tracking Computer I (Tracking Speed)
1x Warp Scrambler I
1x 10MN MicroWarpdrive I
Lows
5x Pneumatic Stabilization Actuator I
1x Ballistic Control System I
Drones
1x Hammerhead I
4x Hobgoblin I

Works in 0.5 with heat, BC V and Medium Projectile Turret V. Around 800 DPS.

[edit] PvE Setups

[edit] Bloods Ratting Hurricane

High
6 x 425mm AutoCannon II, EMP M
2 x Heavy Assault Missile Launcher II, Torrent Missiles
Mid
1 x 10MN Afterburner II
3 x Cap Recharger II
Low
3 x Gyrostabilizer II
1 x Medium Armor Repairer II
1 x Armor EM Hardener II
1 x Armor Thermic Hardener II
Drones
6 x Hobgoblin II

Replace the 2 missile launchers with a tractor beam/salvager if you use one ship for ratting/looting/salvaging. Another variation is to replace one of the Cap Recharger IIs with a Large Capacitory Battery II. The cap stability is the same with the AB, and about 20% better with a MWD fitted. It also gives more buffer against neuting. You can use a Large Peroxide I Capacitor Power Cell as well, which are plentiful and cheap due to the rats dropping them.

Having run this fit for a few days (albeit with n-type hardeners), it's pretty solid. The DPS for me with the TB/Salvage variant is around 570, and given the resists it can permatank almost any standard Blood Raider spawn. The most damaging Blood BS does about 72 EM and 60 Thermal per second, and the resists get that down to about 30 effective DPS against this tank, which is less than the ~35 armor rep per second. Factor in the close orbit on a BS and it being largely unable to hit, and you can effectively permatank two BSs. The T1 version scales reasonably well in terms of tanking, but even with best-named turrets and missile launchers, it can be very slow chewing through high-end BS spawns (~350 DPS with typical newbie ratter skills). Bring lots of ammo.

The only annoying parts are the slow approach when a rat is 50km away (which can be dealt with by switching to a MWD and only pulsing it to get in close), and getting neuted. So far, I've been able to kill neuting rats before my armor gets below 60%, so although it requires a little more management than a passive shield tank in those cases, it's still pretty safe. It also has the advantage that it costs almost nothing to lose (EFT prices the fit out at about 70M for n-type or 73M for T2 hardeners), even if you don't bother to insure it. A few hours of ratting will make you back the investment, especially given the loot and salvage.

If you're comfortable with increased cost, you can add Auxiliary Nano Pump, Anti-Thermic Pump, and Nanobot Accelerator rigs. It doubles the cost, but puts the effective DPS against Blood BSs to about 220 (from 137), is still cap stable (with an AB), and allows you to permatank any three BSs as long as you can orbit one up close. A cheaper rigging option is shield screens (2x EM and 1x Therm, about 5m each), which give you a stiffer passive shield buffer in front of your armor, often enough to where you can kill the first battleship before having to worry about your tank.

[edit] The King of Looter/Salvagers

High
4 x Small Tractor Beam I
4 x Salvager I
Mid
1 x 10MN MicroWarpdrive II
2 x Large Shield Extender II
1 x Photon Scattering Field II (for Blood Raiders, if you're ratting something else replace with invuln or other rat-specific hardener)
Low
5 x Expanded Cargohold II
1 x Nanofiber Internal Structure II
Rigs 
1 x Medium Salvage Tackle I
2 x Medium Auxiliary Thrusters I
Drone
4 x Hobgoblin II
1 x Hammerhead II

If you don't bring light drones, you will lose this to tackling rats, bring some light drones, even if they're Warrior I's

Fitting an Invulnerability Field II instead of a third extender gives you about 1500 more EHP and a smaller signature radius at the expense of cap, but this thing is drowning in spare cap every time the MWD shuts off so who gives a shit? This ship is absolutely phenomenal for looting and salvaging. Tons of tractoring and salvaging, 1600 m3 of cargo space, 1275 m/s without implants. It will tank any rats left behind for chaining easily and will even tank a battleship spawn for a decent amount of time.

You can't really stress enough how awesome this ship is for this. I have an alt flying this, with my main in a decent skilled Typhoon. You can swap out one of the tractor beams for an Energy Transfer array to give you some breathing room on cap with your main. If you are chaining spawns there will rarely be more than 3 wrecks to tractor. You can use this to scout belts while you kill on your main. Its tank allows you to burn towards the spawn, then just warp your BS right on top of them, saving tons of time. If you time it right (this is much easier than it sounds) you have your Hurricane on top of the next good spawn, as your BS is finishing up killing, you set them both to warp to each other, your BS ends up on top of the fresh rats, and your Hurricane is on top of the salvage. Running a ship like this reduces your down time massively by scouting belts / providing warp-ins and also increases your isk per hour because of all the salvage it provides. The only way to salvage.