Typhoon
From Goonwiki
| Typhoon | ||
|---|---|---|
![]() Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification. | ||
| High slots | 8 | |
| Medium slots | 4 | |
| Low slots | 7 | |
| Rig slots | 3 | |
| Power output | 12500 MW | |
| CPU output | 600 tf | |
| Turret slots | 5 | |
| Launcher slots | 5 | |
| Max targets | 7 | |
| Shield capacity | 6211 | |
| Shield resists (EM/EXP/KIN/THERM) | 0/50/40/20 | |
| Armor HP | 5469 | |
| Armor resists (EM/EXP/KIN/THERM) | 60/10/25/35 | |
| Capacitor | 5000 | |
| Drones | 175 m3 | |
| Drone Bandwidth | 125 Mbit/s | |
| Cargo | 625 m3 | |
| Max Speed | 150 m/s | |
| Insurance Cost | 22,500,000 ISK | |
| Insurance Payout | 75,000,000 ISK | |
| Updated to Booster Patch | ||
| Required Skills | ||
| Primary | Minmatar Battleship | I |
| Secondary | N/A | |
| Tertiary | N/A | |
| View Ships by Type | ||
Contents |
[edit] Overview
In its present form, the Typhoon requires drone, missile, and projectile skills to thrive, but with them it can potentially deal the most damage in the range from 15-30 km of any battleship. It's a great ship for PVE purposes, able to fit a large tank and many drones. Provided that the pilot has good missile, gunnery and drone skills the Typhoon is capable of mindboggling closerange DPS. With Dominion the Typhoon got a massive buff in the form of an extra launcher hardpoint, giving it even more close-range DPS.
NewBee Battleship Note: The Typhoon is an effective and powerful ship—with the right skill set; however if you just have the skills to get into the hull, and haven't devoted a lot of time to support skills, chances are you shouldn't fly one in PvP.
[edit] Bonuses
- 5% bonus to Large Projectile Turret firing speed
- 5% bonus to siege and cruise missile launcher firing speed
[edit] Recommended Skill Packs
- Support - Fitting 2
- Support - Missiles 2
- Support - Gunnery 2
- Support - Capacitor 1
- Support - Navigation 1
- Support - Drones 2
- Tanking - Armor 2
You will also need Energy Emission Systems III to use Heavy Nosferatu setups.
Also note that, with many Nosferatu setups, you can get away with only missile support skills.
[edit] Fittings
[edit] PvE Setups
[edit] Post-Dominion Torp Ratting Setup (Sansha/Blood Raider)
- High
- 5x Named Siege Missile Launcher, Mjolnir torps
- 1x/2x T1 800mm Repeating Artillery, EMP L (use 650mm for easier fitting)
- 1x Small Tractor Beam
- 1x Salvager I (Fit a second gun instead if you dont want to salvage)
- Mid
- 1x 100mn Afterburner II (T1 is fine, fitting a Microwarpdrive is possible but not cap-stable)
- 3x Cap Recharger II (best-named is fine to start with)
- Low
- 3x Ballistic Control Unit II (T1 is fine)
- 2x N-Type Thermic Hardener
- 1x N-Type EM Hardener
- 1x Large "Accomodation" Vestment Reconstructor
- Rigs
- For ratting either capacitor control circuits or armor repair amount rigs are likely the most worthwhile. Armor rigs will slow your ship, making it harder to get into torp range, so I would stick with CCCs unless you need more tank. If you want to use a Microwarpdrive instead of the Afterburner, use CCCs.
- Drones
- 5 x Hobgoblin, 5 x Ogres, 5 x Light ECM or some other combination.
Can be fit without AWU. With decent skills and ZW4100-Missile Bays / 800mm Prototype Artillery I (2 guns, no salvager) gets 640 DPS with Ogres I's.
[edit] Low Skill Torp Ratting Setup (Sansha/Blood Raider)
- High
- 4x Arbalest Siege Missile Launcher with Mjolnir torps
- 2x Heavy Nosferatu (best available)
- 1x Small Tractor Beam
- 1x Salvager I
- Mid
- 1x Target Painter (Phased Weapon Navigation Array is the best option)
- 1x X5 Prototype Engine Enervator (2nd best named web)
- 1x LiF Fueled Booster Rockets (named Battleship-sized afterburner)
- 1x Cap Recharger of choice
- Low
- 3x Ballistic Control Unit I; or named or T2 varient
- 2x N-Type Thermic Hardener
- 1x N-Type EM Hardener
- 1x Large "Accomodation" Vestment Reconstructor
- Rigs
- For ratting either capacitor control circuits or armor repair amount rigs are likely the most worthwhile. Armor rigs will slow your ship, making it harder to get into torp range, so I would stick with CCCs unless you need more tank.
- Drones
- 5 x Hammerheads, 5 x Warriors, 4 x Ogres, or some other combination.
I have have good luck with this fitting, although my skills are not that great. I got electronics III, Engineering III, and Wep upgrades II, and it is a tight fit. You can substitute T2 stuff for various T1 stuff, but be mindful of increased power and CPU use, and plan accordingly. T2 armor rep would be really helpful to have, as triple 1.7 and triple 1.85 triple BS spawns can still sometimes outrun your tank too quickly, and force a retreat. If you have trouble tanking, pull out a BCU for a hardener or armor rep. You can also always drop BCU's for Power Diagnostic Systems, co-processors, or Reactor control units if you have fitting trouble. Remember, T1 best named = lower power and CPU use, and often times cost very little.
Strategy is to warp in, and target the largest ships first. Lock them, and afterburn towards them. Activate hardeners if your shields are low, but lay off the armor rep until the AB is off if possible, unless it looks like things will be real close or cap isn't an issue. Sic drones on destroyers, frigates, and cruisers, in that order. Use drones on what you are attacking once support is dead. Even 2 drones can take out a frigate or destroyer, don't let poor drone skills discourage you. Once within 25km of the ship you are ABing to, turn on heavy NOS and get more energy. Keep ABing to the ship, until you are within 11km. Turn off AB, and web them, and hit with target painter; once at 7km out, start to fire missiles, and stay at 3km range, until they are dead.
Watch out for smaller rats running out of energy, and energy returns from heavy NOS diminishing because of that. What I do is once a rat is close to death, I am targeting the next one, and sticking the NOS on them, for more energy goodness.
Pay attention, and while rats are dying, you should be tractoring in the wreaks, and salvaging and looting them. Targeting I helps here, as only being able to lock 2 targets is annoying.
You can play around with the high slot layout as desired; swapping in a cloak, turrets, or salvagers can give you more options. The Typhoon is relatively CPU-limited with torps, however. For rat types other than Blood Raiders/Sansha, just change the hardeners.
Full T2 with T2 Ogres this thing will chew through the rats as fast as you can get in range. You might have to use same faction hardeners to get enough CPU to use T2 torp flingers, but they are worth it.
[edit] Blood Raider/Sansha Cruise Setup
- High
- 4x 'Arbalest' Cruise Missile Launcher (Paradise Cruise Missles)
- 2x 1400mm 'Scout' Artillery I (Phased Plasma L)
- 1x Small Tractor Beam I
- 1x Salvager I
- Mid
- 2x Cap Recharger II
- 1x Best target painter you can find.
- 1x 100MN Afterburner I
- Low
- 1x Large 'Accommodation' Vestment Reconstructor I
- 1x N-Type EM Hardener I
- 2x N-Type Thermic Hardener I
- 1x Cap Power Relay II
- 2x Ballistic Control System II
- Drones
- 5x Hammerhead I (this is for sub-BS)
- 5x Ogre I (this for for BS)
- Rigs
- 3x Capacitor Control Circuit I
This has been modified based upon some experience with Blood Raiders. Some of them kite out to 40+km so the speed mod became necessary. This meant dropping a cap recharger that needed to be made up for by adding the CPR II in the lows along with making all the rigs CCC rigs. This is still cap stable at 28% now with decent cap skills. 80% EM/81% Therm resists. Using Therm drones due to higher damage multiplier on the drones. This should hit as far as you need it to for the Bloods as well as giving you a speed mod to keep the rats in your drone range as well as reduce the time necessary to get within 20km to tractor in wrecks.
[edit] Perma-Tank Perma-AB 1000dps Ratting Setup (Blood Raider)
You can modify this if you're still low skill, just use T1 everything and train for T2 everything - the only T2 stuff that's required (I THINK) are the Cap Rechargers. I started out just using T1 everything, getting T2 armor skills and the cap skills to perma-run everything first and upgrading those mods, then AB, then weapons, etc. A T1 setup will work, it just won't be as fast getting through those BS as a T2. BUT always check your setup in EFT first, make sure you can get a few hundred dps tank at least, you don't want to buy everything then find out it doesn't work
- High
- 4x Siege Missile Launcher II - Mjolnir torps
- 4x Dual 650mm Repeating Artillery II - EMP L (these are the T2 ACs even though they're called artillery btw)
- Mid
- 1x 100MN Afterburner II
- 3x Cap Recharger II
- Low
- 3x Ballistic Control Unit II
- 2x Armor Thermic Hardener II
- 1x Armor EM Hardener II
- 1x Large Armor Rep II
- Rigs
- 3x Capacitor Control Circuit I
- Drones
- 5x Hammerhead II
- 5x Ogre II
So this is pretty similar to the fitting at the top of the list, but it's geared towards biggets DPS and being able to perma-run the AB and the Amour mods, so all you have to do is lock, approach and shoot without worrying about cap or anything. With your support skills at IV, you can easily get 900dps out of this, it's basically a brute force approach to ratting. When you warp in, all you need to do is target the closest BS/rat of whatever type, approach and hit the AB, target and when you're in range (about 20k), which won't be long, just fire. Be careful of your drones, they will get killed if you release them too early (i.e. before you start firing). Just stick your Ogres on Big stuff, Hammerheads can generally clear out frigates and so on although it may take a short while. Don't bother turning the AB off, just follow the bastards, even if you bump into them it won't impact your dps much, you'll just crawl along on their ass till they die, which will be very soon. This is pretty much the lowest-effort high-dps setup I can think of. Also first wiki entry so don't kill me if it sucks.
[edit] Blood Ratting Torphoon
- High
- 4x 'Arbalest' Siege Missile Launchers (Mjolnir Torps)
- 4x Dual 650mm Repeating 'Scout' Artillery (EMP L)
-OR-
- 4x 'Arbalest' Siege Missile Launchers (Mjolnir Torps)
- 2x Dual 650mm Repeating 'Scout' Artillery (EMP L)
- 1x Salvager
- 1x Small Tractor Beam
- Mid
- 100mn Afterburner II
- 1x X5 Stasis Webifier (you can use t2 or other named, but minimal cap usage is always a good thing)
- 1x Target Painter (feel free to use best-named, etc, but they are expensive as hell in Delve)
- 1x Cap Recharger II
- Low
- 1x Armor EM Hardener II
- 2x Armor Thermic Hardener II
- 1x Large Armor Repairer II
- 2x Ballistic Control System II
- 1x Capacitor Power Relay II
- Rigs
- 3x Capacitor Control Circuit I
- Drones
- Whatever mix you want that do thermal damage
This fit is cap-stable with the LAR -OR- AB turned on (about 3 minutes runtime with both on, as per my skills). Tanks roughly 400dps according to EFT using a Blood damage profile, and does roughly 400dps with my incredibly shitty missile skills. This fit is good enough to take on any Blood spawn with ease, and if you know what you are doing you should never really get worried. It is a pretty easy ship to fly, the only :effort: part is burning towards rats to get within torp range, webbing them, and then blowing them up.
This fit is very similar to the one above with the exception that it uses a target painter and stasis webifier to help shoot smaller things/do more dps.
The short range of the torps/ac puts you in a prime position to tractor/salvage the wrecks, and you can do both of those while clearing up a spawn, ensuring maximum efficiency.
This fit is also T1 friendly, although you will probably have to adjust what spawns you can take on without concern. I need to mess around with EFT a bit to see how much the tanking ability is gimped. - Mister Turner
[edit] PvP Setups
[edit] Passive Tanked Typhoon
- High
- 4x Dual 650mm AC II (Barrage L, Faction EMP L)
- 4x Arbalest Siege Missile Launcher (your pick of faction torps)
- Mid
- 1x 100mn MWD II
- 1x Stasis Web
- 1x Warp Disruptor II
- 1x Best named target painter
- or
- 1x Medium Capacitor Booster II (neut resistance)
- Low
- 2x 1600 Rolled Tungsten plates
- 1x Damage Control II
- 1x EANM II
- 1x Armor Thermic Hardener II
- 1x Armor Kinetic Hardener II
- 1x Armor Explosive Hardener II
- Drones
- 5x Ogre II
- 10x Warrior II
- Rigs (Optional)
- 3x Trimark Armor Pump I
Credit for this should probably go to Easy Kill or Widebrant from their posts in a thread about typhoons a while ago. Just over 141,000 effective HP. A 3rd plate instead of the EANM may give you slightly more HP, the resist profile isn't as even. I can do 788 DPS at point-blank range with my skills. You may need to downgrade to named mid slots to fit T2 Siege Launchers.
An alternate low slot arrangement for more DPS (up to 860) and better neut resistance would be:
- Low
- 3x 1600 Rolled Tungsten plates
- 1x Damage Control II
- 2x EANM II
- 1x Ballistic Control System II
With T2 Siege launchers and faction ammo the dps is around 950 on this setup, you will need a 3% cpu implant though - Easy Kill
[edit] Smartbombing Typhoon
- Hi
- 1x Large 'Vehemence' I Shockwave Charge
- 2x Large YF-12a Smartbomb
- 2x Large Rudimentary Concussion Bomb I
- 2x Large 'Notos' Explosive Charge I
- 1x Proto Cloak
- Mid
- 1x 100mn MWD II
- 3x Heavy Capacitor Booster II
- Low
- 3x WCS
- 2x Nanofibers
- 2x Inertial Stabs
- Drones
- 25x Warrior I
- 5x Med drones of choice
- Cargo
- 1x Small or Medium Mobile Warp Disruptor
- 1x Medium Secure Container
- As many cap 800 charges as you can fit in both the can and your remaining cargo
Be sure to put your hi slots in that order, EM first, then therm, then kin, then explosive. Feel free to switch the numbers around, but always in that order. Try to conserve cap charges, you don't need them to use your smartbombs, you need them to keep running your smartbombs. If you are permanently running all your smartbombs, 2 cap injectors are all you need, leave the third alone for if you get jumped and need even more cap to start MWDing away. Always remember: dictor bubbles can be popped with smartbombs, warriors hurt small ships, and losing 5 warriors is better than losing your ship.
[edit] Dual-LAR Typhoon
- High
- 4x Dual 425mm AC II (Barrage L, Faction EMP L)
- 4x Cruise Missile Launchers
- Mid
- 1x 100mn MWD II
- 1x Heavy Capacitor Booster II
- 1x Warp Disruptor II
- 1x Sensor Booster II (bring both scripts and swap as appropriate)
- or
- 1x Stasis Web II
- Low
- 2x Large Armor Repairer II
- 1x Reactor Control Unit II
- 1x Armor Explosive Hardener II
- 1x Armor Kinetic Hardener II
- 1x Armor Thermic Hardener II
- 1x Damage Control II
- Drones
- 5x Ogre (II if ya can use 'em), 5x Warrior II, 5x wildcard (extra Warriors, light ECM, light armor rep, whatever)
- Rigs (Optional)
- 2x Aux Nano Pump I
- 1x Nanobot Accelerator I
Deals ~580DPS with good skills. Average ~70% resists, and tanks about 670 DPS with rigs (440 DPS without) for as long as your cap boosters will last. Getting neuted will hurt your tanking ability so kill neuting ships first. Torpedoes will significantly boost your DPS, but you will need to downgrade the MWD and maybe other mid slots to have enough CPU, and your ability to fend off smaller, faster ships is not as good.
[edit] Typhoon (POS shooting)
- High
- 4x Cruise Missile Launcher I / II
- 2x 1400mm Artillery Cannon I / II + 2x Large Remote Armor Repairer I
- or
- 3x 1200mm Artillery Cannon I / II + 1x Large Remote Armor Repairer I
- or if you have AWU V (untested in-game, numbers from EFT)
- 3 x 1400mm Howitzer II
- 4 x Cruise Missile Launcher (named or T1)
- 1 x LRAR
- Mid
- 1x Sensor Booster II (scan res)
- 3x Cap Recharger II
- Low
- 2x 1600mm Reinforced Rolled Tungsten Plate I
- 1x Energized Adaptive Nano Membrane II
- 1x Damage Control II
- 3x active hardeners as appropriate to POS damage type (default omnitank is Thermic, Kinetic, Explosive)
- Drones
- 5x Heavy Armor Maintenance Bot
With one LRAR running, it runs for quite a while; the recommended setup is probably to fit two. This setup courtesy of Snowden Vel.
For POS shooting purposes, the Typhoon is one of the cheapest and best RR BS to bring. 7 slot tank, large drone bay, relative cap stability, and moderate DPS make it a good choice.
For more RRBS visit RRBS
[edit] Remote Repairing Typhoon
- High
- 4x Cruise Missile Launcher I
- 2x 1200mm Artillery Cannon I
- 2x Large Remote Armor Repairer I or named
- Mid
- 1x 100MN Microwarpdrive I
- 1x Heavy Capacitor Booster I
- 1x Sensor Booster II (scan res)
- 1x Ladar ECCM
- Low
- 2x 1600mm Reinforced Rolled Tungsten Plate I
- 1x Energized Adaptive Nano Membrane II
- 1x Damage Control II
- 1x Armor Thermic Hardener II
- 1x Armor Kinetic Hardener II
- 1x Armor Explosive Hardener II
- Rigs (optional)
- Anti-Explosive Pump I
- Remote Repair Augmentor I
- Remote Repair Augmentor I
- Drones
- 5x Heavy Armor Maintenance Bot
- 5x Medium Scout Drones
Fit the T2 tank if you are able on this ship, with armor comp skills you should be able to get close to 80% resists across the board. Swap out everything else for best named or T2 if you can fit it.
For more RRBS visit RRBS
[edit] penifSMASH's Typhoon of Face Smashing
|
- Highs
- 4x ZW-4100 Siege Missile Bay (Caldari Navy Mjolnir Torpedo (5 missiles per turret))
- 4x 800mm Heavy Prototype I Repeating Siege Cannon (Republic Fleet EMP L (10 rounds per turret))
- Mids
- 1x 100MN MicroWarpdrive I
- 2x Target Painter I
- 1x Warp Scrambler I
- Lows
- 3x Ballistic Control System I
- 4x Pneumatic Stabilization Actuator I
- Drones
- 5x Garde I
This bad boy will give you around 1240~ DPS with all 5s. Only applicable up close as the guns have a very short optimal range.
This can also be used for station games or solo camping bubbles if you've got a good scout. I have one T2 fit very similar to this for that purpose, DPS is very silly, something like 1,500 or so.

