Thoughts on the Hurricane

I have been thinking a bit about Minmatar a bit of late.  In most battles I avoid flying a missile boats, as the damage applied takes too long to be effective, although if it is a long engagement it can help.  I fly Minmatar for the ‘punch’ they provide, so I thought  I would look at the Hurricane  Battle Cruiser in terms of DPS, Ability to tank, and overall my impressions of it.

EVE FITTING TOOL ANALYSIS

Caveats

1) All skills are at 5

2) The heavy missiles from the Hurricane do not matter in this analysis for DPS

Damage

Hurricane:

  • 520.1 DPS  994 Volley
    • Missiles 76.4
    • Drones 99.0
    • Turret 344.7

Tanking

Hurricane ~ armor tanked

  • Resists
    • 82.2
    • 71.1
    • 66.7
    • 60
  • 38993 Effective Hitpoints ~ 8467 shield, 19539 Armor, 10988 Structure

So great DPS, effective Armor tank, but you had better close the distance and fast..this is a close in slugger.  Once there, Warp disrupt them and then web em down… close in and let fly.

You can push optimal out a bit farther, but really for Cruisers and Battle Cruisers this should be fine.  If you want Warrior II’s for the interceptors those work well, as does webbing them (if they get close enough) and ripping them apart.

EVEHQ Tracking speed analysis

Anything larger than a Zealot I can lock in under 4.74 seconds.  An myrmidon I can lock at 3.55 seconds.

Overall thoughts.

Very DPS heavy ship.  she gets in close  and pummels enemies to the ground.  Two vulnerabilties, not an unbreakable tank, nor a ship you want at range…watch out for the snipers.

What do you all think?  Please let me know!

** edited per comments below:

So we now have a more more reliable tank and the cost of Cap boosters, none the less this Really helps the ship soak up quite a bit more damage AND allows roughly close to the same damage setup.  Much more survivable and excellent close in DPS.  For my skills I had to remove the gyro in the low and added the med cap booster II to support the active tank.

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~ by Manasiv5 on April 16, 2009.

10 Responses to “Thoughts on the Hurricane”

  1. The 'cane is an awsome ship and one in which i have had alot of fun. Almost all the tanking options available are viable for this ship making it a very versatile tool that almost every Minmatar pilot has in their box in one fit or another. You gotta love it

  2. i would like to apolo i had my eft setup wrong
    my skills
    hp:78,447
    383 def cap stable
    all lvl5
    hp:83,071
    391 def
    all lvl5 + slaves and 'noble's'
    129,785
    410 def
    didnt think the slave not working sounded right so hope this looks better

  3. solid tank lower dps for station camp__lows:__thermic, kinetic, explosive hardener 2's __bailey 1600mm plat if you can find it or a t2 800mm __energized adaptive nano 2__medium armor rep 2 __med:__target painter 2__warp scram 2__web 2__medium cap booster 800__6x425mm auto 2's__rigs:__2x nanobot acc 2__trimark 2__drones:__hobs__ok with that setup you get __70 77.1 73.6 68.3 __100,222 hp __210defence__but you can make this better with faction and complex and implants__change the hardeners to corpus x-types__70 81.7 78.9 74.6__115,206hp__246defence__now buy a 500mil corpum a-type rep__360 def__change the adaptive nano to a corpum a-type__74.2 83.8 81.3 77.6__129.565hp__410def__this is cap stable i also add 2 small nos for a lil extra__now if you implant slaves and zet2000 zet3000 zet400 and akemon modified zet500__you only get 129,785 hp which aint much but look at how much you spent so far. this setup is doable im working on all the peices of the puzzle now and dont say change the nano to a dc you get less armor tank. this is made to sit on a station and camp people i have a few repping domis around and guardian so im not affriad of loosing this amount of money__next step buy commander stuff

  4. [Hurricane, Sard's Mix – Shield Gank]
    Damage Control II
    Overdrive Injector System II
    Inertia Stabilizers II
    Gyrostabilizer II
    Gyrostabilizer II
    Gyrostabilizer II

    10MN MicroWarpdrive II
    Warp Scrambler II
    Large Shield Extender II
    Large Shield Extender II

    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    Heavy Assault Missile Launcher II, Caldari Navy Torrent Assault Missile
    Heavy Assault Missile Launcher II, Caldari Navy Torrent Assault Missile

    Anti-EM Screen Reinforcer I
    Anti-Thermal Screen Reinforcer I
    Anti-Kinetic Screen Reinforcer I

    Hobgoblin II x4
    Hammerhead II x1

    [Hurricane, Sard's Mix – Gank 2]
    Damage Control II
    1600mm Reinforced Rolled Tungsten Plates I
    Energized Adaptive Nano Membrane II
    Energized Adaptive Nano Membrane II
    Gyrostabilizer II
    Gyrostabilizer II

    10MN MicroWarpdrive I
    Warp Disruptor II
    X5 Prototype I Engine Enervator
    Sensor Booster II, Scan Resolution

    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    425mm AutoCannon II, Republic Fleet EMP M
    Heavy Assault Missile Launcher II, Caldari Navy Torrent Assault Missile
    Heavy Assault Missile Launcher II, Caldari Navy Torrent Assault Missile

    [empty rig slot]
    [empty rig slot]
    [empty rig slot]

    Hobgoblin II x4
    Hammerhead II x1

    One for shields, one for armor. Honestly, If I were to go the active tanking route, I'd use a Cyclone. They're fun and highly underestimated ships.

    I have most experience with the shield tanked version. It's a highly ganky ship with decent buffer; definitely needs a partner to apply extra tackle. It flies much like a slow, in your face Vagabond with a little more damage and little more tank. Lastly, I often swap the HAMs for medium neuts, as once you're in range there's little need for all that cap.

  5. – The 800mm plate gives you 13.335% more armor EHP then a second EANM but you lose 21.801% of your active armor repair amount, while losing some speed in the process.
    – Fitting 220mm + a gyro gives you more dps then 425mm with a reactor control. The 220mm has 5.123% less dps while gaining 11.265% tracking and more fitting room for other stuff, the range reduction is negligible(who cares about 300m when your total range is over 10km). A gyrostabilizer adds 10% damage and reduces rate of fire but 10.5%, a total dps boost of 22.905%, ending up with the 220's actually doing 17.052% more dps then 425mm without gyro.

    -So I would say: drop the plate, add a 2nd EANM, drop the RCU, drop down to 220mm, add a gyro. Using a named warp disruptor frees up enough cpu to fit a 2nd launcher as well.

  6. SO based on the comments I edited this for a much more 'realistic' setup, that of an Active tank, with dual armor reps. I have added them to the edited setup above

  7. My setup is pretty similar to Reatu's, except with T2 AB or MWD, and Warp Disruptor (or Scrambler, since my optimal requires me to get so close and faster frigates in fleet usually do the initial tackle). I'll sometimes opt for ECM or Warrior II drones depending on the situation. I love the Hurricane.

  8. OK! well I have run a dual rep setup before so that certainly make MUCH more sense! Thanks a TON!

  9. Seeing as you have a warp disruptor fitted I can only assume this is intended for PVP.
    For PVP this is honestly not that good of a fit, tank is too weak to have much survivability.
    That Adaptive Nano plating II only adds a small amount of resists, reducing incoming damage by about 11%, increases your EHP/active tank by 12 ish percent. A second repairer would double your active tank and you would barely lose any EHP. Alternatively you could fit an 800mm plate and have a drastic increase of EHP but effectively the same active tank as without plate(keep in mind you do MWD slower with the plate).
    Of course when you add another repper you'll need more capacitor, so a Medium Capacitor Booster is necessary, I would even advise it when only having 1 repper, makes you neut-resistant for a limited time.

    My suggestion:
    [Hurricane, x]
    2x Medium Armor Repairer II
    2x Energized Adaptive Nano Membrane II
    Damage Control II
    Gyrostabilizer II

    Medium Capacitor Booster II, Cap Booster 800
    10MN MicroWarpdrive II
    Warp Disruptor I
    Fleeting Propulsion Inhibitor I

    6x 220mm Vulcan AutoCannon II, Republic Fleet EMP M
    2x Heavy Assault Missile Launcher II, Caldari Navy Terror Assault Missile
    3x [empty rig slot]

    Hobgoblin II x5

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