Cyclone

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Cyclone
Cyclone
The Cyclone was created in order to meet the increasing demand for a vessel capable of providing muscle for frigate detachments while remaining more mobile than a battleship. To this end, the Cyclone's eight high-power slots and powerful thrusters have proved ideal.
High slots 8
Medium slots 5
Low slots 4
Rig slots 3
Power output 1210 MW
CPU output 425 tf
Turret slots 5
Launcher slots 3
Max targets 6
Shield capacity 4395
Shield resists
(EM/EXP/KIN/THERM)
0/50/40/20
Armor HP 3906
Armor resists
(EM/EXP/KIN/THERM)
60/10/25/35
Capacitor 1750
Drones 40 m3
Drone Bandwidth 40 Mbit/sec
Cargo 475 m3
Max Speed 165 m/s
Insurance Cost 6,750,000.00
Insurance Payout 22,500,000.00
Updated for Booster Patch
Required Skills
Primary Minmatar Cruiser III
Secondary Battlecruisers (skill) I
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

The poor Cyclone is probably the worst battlecruiser by virtue of almost being totally overshadowed by the Hurricane. While the other tier 1 battlecruisers occupy different roles than their tier 2 counterparts (the Ferox and Brutix are gunboats and the Prophecy can tank much better than a Harbinger), the Cyclone essentially does nothing better than the Hurricane except shield boost. The Hurricane is faster, stronger, and thanks to the move to Delve, now completely overshadows its little brother for PvE purposes due to Blood Raiders lending themselves to an armor tank rather than a shield tank.

[edit] Bonuses

  • 5% bonus to medium projectile ROF and 7.5% bonus to shield boosting per Battlecruiser level
  • 99% reduction in CPU need for Warfare Link Modules

[edit] Fittings

[edit] PvE Setups

[edit] Blood Dedicated Looter/Salvager

High
3x Small Tractor Beam I
5x Salvager I
Mid
1x 10MN MicroWarpdrive II
1x Large Shield Booster II (or best named)
1x Photon Scattering Field II (or best named)
1x Heat Dissipation Field II (or best named)
1x Cap Recharger II
Low
1x Power Diagnostic System II
3x Expanded Cargohold II
Rigs (optional but cheap)
2x Anti-EM Screen Reinforcer I
1x Anti-Thermal Screen Reinforcer I
Drones
3x Hammerhead II
2x Hobgoblin II

The Hurricane is almost always a better choice, but I had a Cyclone left over from Angel space, so I spent 12M on rigs and found that it works surprisingly well. You essentially trade increased cargo space in the Hurricane for a mean active tank on the Cyclone (along with slightly better drone DPS). This thing can sit in a belt with Blood rats for quite some time while looting and salvaging and clearing crappy cruiser/battlecruiser spawns. Of course always kill neuting cruisers first. Keep the hardeners and booster off until you start taking fire, then turn on the hardeners and pulse the shield booster.

Again, you should probably only use this if for some reason you have a leftover or free Cyclone around and want to put it to use. Even with cheap EM/Therm shield rigs bringing the Cyclone's formidable shield tank up to snuff for Bloods, the Hurricane is still generally going to be a better dedicated looter/salvager due to having more lows for cargo expanders (even with a couple lows used up for an armor repper and hardener).


Note: All of the below are for Angel rats, don't use them in Delve or Querious, you will die horribly.

[edit] Bane Glorious's Angel Ratting Cyclone

High
5x 425mm Autocannon I (Fusion M)
3x Heavy Missile Launcher I (Havoc Heavy Missiles)

OR

2x Heavy Missile Launcher I
1x Medium Nosferatu I
Mid
1x 10MN Afterburner
1x Large Shield Booster II (~1m ISK)
1x Large Shield Extender (Named is good)
1x Explosive Hardener
1x Kinetic Hardener
Low
2-3x Gyrostabilizer I
1-2x Nanofiber Internal Structure

This setup will kill most angel BS spawns that I've seen without trouble tanking them (Such as Angel Thrones and Malakims), and since they nerfed Angels a little bit in the Revelations 1.4 patch, its easy to out-transverse and keep up with them. Fun, cheap, and pretty effective. With my skills, I had about 30 CPU left, so it shouldn't be terribly hard to fit, and all of the equipment is easily found from Angels themselves.

[edit] Phyneas's L3 Mission Cyclone

High
5 720mm Howitzer
3 Assault Missile Launchers (preferrably named)
Mid
Y-S8 Hydrocarbon Afterburner (named cruiser-class AB)
Medium Shield Booster II
3x named shield hardeners
Low
2 x Gyrostabilizer II
Damage Control I
Power Diagnostic System or RCU
Drones
4x Medium Scout Drones

I can fit the above with Electronics 4, Engineering 4, Weapon Upgrades 4 and various other fitting skills around 3.

This is a fairly basic mission-running setup. It's served me pretty well on L3 ED kill missions so far. I've only had to warp out a few times, and except for one nasty mission (the last stage of Pirate Invasion), I've been able to handle them without help, even Angel Extravaganza.

720mms in the highs for the range and damage; this ship is too damn slow to use autocannons. With Proton M and my current skills, I can hit from over 45km. With the two gyro IIs and the BC ROF bonus, they put out great DPS as well. Assault launchers in part to handle frigates and drones and in part because of lack of grid (I plan to swap at least one for a heavy once I get Electronics and Engineering to V). Named AB in the mid for a little more speed (useful for kiting or catching faster ships), and of course a nice shield tank. Swap the hardener types depending on the rat damage types for each mission. Damage control in the low for a little extra resist boost, along with the two gyrostabs. PDU or RCU depending on your fitting skills (if you don't need either, you can replace it with a BCS or another gyrostab for a little extra damage, or a tracking enhancer). For drones, 4 mediums put out more DPS than five lights and can still fight smaller ships well enough. Swap drones and missiles based on the mission rats. I usually just stick with Proton M for the guns, it has good range and does plenty of damage to all of the rats I've encountered.

[edit] Anjur's L3 Mission Cyclone

High
5x 720mm 'Scout' Artillery I
3x 'Malkuth' Heavy Missile Launcher
Mid
3x Mission-specific named shield hardeners
Shield Boost Amplifier
Medium Shield Booster II
Low
2x Gyrostabilizer II
Reactor Control Unit
Nanofiber (named if you like)
Drones
4x Hammerheads

I have only run L3 ISP missions, so that may color my perceptions.

This is based on Phyneas' fitting listed above, but I found heavy missiles to be more effective on missions with lots of cruisers and slow/strong frigates, which are typically the hardest level 3 missions. I also found the afterburner to be unnecessary, as long as you plan ahead a bit and start moving towards the next spawn/gate before your current fight is over. For most of the missions where you have to slowboat a lot, you'll need that time to replenish your cap as well. This setyp doesn't kite as well without an AB, but I found that I could still keep ahead of most cruisers well enough, on the few missions I needed to.

This setup requires Engineering/Electronics/Weapon Upgrades IV, Malkuth launchers, named hardeners, and named guns. The nanofiber is just because I like the extra agility - you could fit a Capacitor Power Relay for a more sustainable tank, or swap out the Scout artillery for Prototypes and fit a third damage mod / Tracking Enhancer II.

Using this setup I was able to complete every offered L3 ISP mission without warping out, except for The Uprising (4 of 4), which drops you right in the middle of three asskicking sentry guns and a dozen Militia ships.

This setup performs poorly vs. frigates at close range; you either have to depend on drones or waste heavy missiles - if you're going to be going up against mostly fast frigates, switch out the heavies for assault launchers, and replace the RCU / Nanofiber with other damage mods.

[edit] Rodent's Angel Ratting Cyclone

High
5 x 650mm Medium 'Scout' Artillery I (Fusion)
2 x Heavy Missile Launcher (Havoc)
1 x Tractor Beam
Med
1 x Explosion Hardner I
1 x Thermal Hardner I
1 x Kinetic Hardner I
1 x Medium Shield Booster II
1 x AB/MWD
Lows
2 x Gyrostab II
1 x Tracking Enhancer II
1 x PDS


With this setup I have been able to easily take out any spawns in the -0.3 system near C-J (RA Prime), including triple BS spawns up to 1M. Just make sure you take out the support ships first, they're the ones that really hurt.

[edit] Nevvy's Angel Ratting Cyclone

High
5 x 425mm Medium Autocannon I (Fusion)
2 x Heavy Missile Launcher (Havoc)
1 x Medium Nos
Med
1 x Explosion Hardener I
1 x Thermal Hardener I
1 x Kinetic Hardener I
1 x Medium Shield Booster II
1 x AB
Lows
3 x Gyrostabilizer II
1 x Tracking Enhancer II

Use whatever named things you can get your hands on. All 1,000,000+ Angel BS with the exception of the Throne and the Malakim are long range. Since it already can't take large groups of them this seemed a natural progression from Rodent's setup.

[edit] Kiledan Darkmoon's Ratting Cyclone

High
5 425mm Autocannon I w/Fusion M
3 Medium Nos
Mid
Y-S8 Hydrocarbon Afterburner (named cruiser-class AB)
Large Shield Booster I
1x Explosion Dampening Field
1x Heat Dissapation Field
1x Ballistic Defleciton Field


Low
2 x Gyrostabilizer
2 x Power Diagnostic System

[edit] PvP Setups

[edit] Solo PVP Cyclone

High
5x 425mm Autocannon II w/ Barrage M
3x XT-2800 Heavy Assault Missile w/ Caldari Navy Ammo
Medium
1x Y-T8 Overcharged Hydrocarbon I MicroWarpdrive
1x Large Shield Booster II
1x Warp Disruptor II
1x Stasis Webifier II
1x Medium Capacitor Booster II w/ Cap Booster 800s
Low
1x Damage Control II
1x Overdrive Injector System II
1x Nanofiber Internal Structure II
1x Gyrostabilizer II
Drones
2x Vespa EC-600
3x Hornet EC-300
Rigs
2x Anti-EM Screen Reinforcer I
1x Anti-Thermal Screen Reinforcer I

While the Revelations 2.2 patch introduced the nos nerf that makes Mittani's setup below a bit less useful, it also buffed Heavy Assault Missiles to the point that they can now be used effectively alongside T2 autocannons, as their range with the relevant skills at IV is about 18km, matching Barrage M. This is quite useful, as the Cyclone gets no projectile weapon damage bonus, only a RoF bonus, and the lows are typically reserved for speed mods instead of damage mods. With Barrage M and faction missiles, this setup will put out a respectable 291 DPS with level IV support skills. Using cheap shield rigs (6-8m in empire) instead of active hardeners, you'll have 55/51/47/65 resists.

Key to this setup is the use of ECM drones, which will give you a massive advantage over otherwise similarly fit and skilled opponents. The random jams will greatly reduce your opponent's DPS and anything Battlecruiser or smaller (this includes HACs) should be easy pickings 1v1.

Requires Advanced Weapon Upgrades IV.

note: now with the speed change patch, it might be wise to swap the overdrive for a nanofiber, and use a scram and invulnerability field instead of web/point. most things should engage you because it's a cyclone, but it should be pretty tough. also, carry emp and phased plasma.

[edit] The Mittani's WTC Cyclone, post-Nos Nerf

Hi
3x Heavy Missile Launchers (Or: 2x Medium Nosferatu, 1x Medium Neutralizer)
5x 220mm AC II (Barrage)
Mid
1x 10mn MWD II
1x Warp Disruptor II
1x Large Shield Booster II
1x Stasis Webifier (or Inv Field II if you have tacklers)
1x Medium Electrochemical Cap Injector (800s)
Low
1x Nanofiber Internal Structure II
2x Overdrive Injector II
1x Damage Control II
Drones
3x Hammerhead IIs + 2x Hobgoblin IIs
OR
3x Medium ECM drones +2x Small ECM drones

This setup began as a silly theorycrafting idea that has since developed into a time-tested combat vessel. The latest patches have changed three aspects of the setup drastically: the price of t2 items are even lower than before, particularly the expensive shieldtanking modules, and speed has across the board been nerfed, making it more reasonable to drop half the lowslot speed modules in favor of pure dps. Finally, Nos have been nerfed, requiring a mix of Neuts to be used with Nos or the abandonment of them altogether in favor of heavy missiles.

The theory is simple. You combine speed, cap superiority, and cap denial with high dps from a ship that no one expects much of anything from. Cyclones are newbie ships, by and large, yet here is a Cyclone that can perma-run its MWD while orbiting a target (while three nos are running, or injecting) or can run its shield tank, constantly boosting, for minutes at a time.

Find target, burn towards target. Orbit at 9000m while webbing and nossing your target. When they shoot back, your perma-boosting should allow you to tank heavy fire. Should things get hairy, you're zippy enough to disengage. If you get nossed, you can nos them right back and rely on your injector to keep your shields boosted; that doesn't stop your guns, though. If you can outrun them no matter what, feel free to load Hail M and close your distance to really let fly.

Wicaeed - If you have Energy Grid Upgrades V you can stick a RCUII on here and use 425mm Autocannon II's to create an awesome rape machine. It still goes 2km/s but it might have a problem tracking the smaller targets. You also might want to fit one or two inertial stabs on this thing now to REALLY improve agility and speed.

I was a little wary about trying this because theorycrafting lol, but it looked solid and indeed it is. It still works fine with mostly T1 shit (Except for a t2 large booster), although the damage obviously lacks with T1 guns. If you have trouble fitting everthing, drop a nano for a RCU and you still go 1.6km/s with Istab I's and a type-d nano and shitty nav skills. My only regret is that the resists suck, so I might try swapping the point or amp for an invuln field when in a gang, dunno

[edit] Passive Homeland Defense Cyclone

High
5x 425mm AC II (Barrage, but pack Hail and RF EMP)
3x HAM Launchers (Named or T2 as your skills allow)
Mid
10mn MWD
Warp Scrambler II
Stasis Webifier II (or Invuln Field II in a gang)
2x Large Shield Extender II
Low
3x Gyrostabilizer II
1x Damage Control II
Rigs
2x Anti-EM Screen Reinforcer I
1x Anti-Thermal Screen Reinforcer I
Drones
3x Valkyrie II
2x Hobgoblin II

This is my ship of choice for fucking solo gankers looking for ratters. While it's true that the Hurricane is better than the Cyclone in virtually all respects, the Cyclone has one thing going for it: if you're in this shitstain of a battlecruiser, everyone will assume you're an idiot, jewing, or both. As such, a lot of HACs, Recons and assorted miscellaneous faggots will get overconfident, engage you in scram range, and die horribly.

When flying it, name your ship ratomatic or something else that indicates hebrew activity and keep an eye on intel channels for the nearest asshole looking for easy kills. Engaging on gates is the pro way to do it; Vagabonds will often try to bump you off on one side or another, and when they aggress within 10km they're fucked. If they keep kiting you, you can get away easily by deaggressing and jumping through. If you're willing to take the chance and can't get a guy off the gate, warping to a celestial could make him follow you. Be careful when not on a gate or station, though, since losing a ship to the guy you're hunting is only slightly less embarrassing than losing a Nightmare to rats.

As someone with BC V, it's painful as hell not to take advantage of the shield boosting bonus on the hull, but after a Pilgrim got away by neuting down my tank I decided that an EHP-heavy, capacitor-light setup was the way to go. A lot of Cyclone pilots swear by ECM drones, but I prefer constant DPS to inconsistent ECM, and if you're engaging on gates a jam could help a hostile deaggress. That said, ECM drones are great for fighting recons (especially Pilgrims and Curses), so keep a rack of them in your hangar. Remember that the only reason to fly this in gangs is if you need a bait ship that's less obvious than a Drake since the Hurricane is still superior in every respect.