Saturday 30 August 2014

Know Your Wormhole Enemy: Hurricane Fleet Issue and Brutix Navy Issue

This post will cover two of the four of the (relatively) new Navy Battlecruisers. As they are variations of the Battlecruiser hulls that they are based on, I will be providing a relatively short summary for each with an example PvP fit alongside a comparison to it's non-Navy alternative.


Overview

The Navy Battlecruisers were introduced in the Odyssey expansion and are created using loyalty points with the various empire factions to obtain blueprints. The hulls that emerge on the open market end up costing between 70 and 150 million isk more than the base hulls; approximately 2.5 to 4 times the original. The advantages that they provide over the base hulls are not massive - in line with the general EVE balancing trend of exponential cost increase providing a linear power increase - but they have opened up a new avenue for lower skilled pilots with flush wallets to get an increase in effectiveness over the base hulls without any additional skill requirements.

Hurricane Fleet Issue

Immediately after a significant nerf to the base Hurricane hull, the Hurricane Fleet Issue was released with the following tongue-in-cheek description;

In YC 115, after much heated discussion, CONCORD issued a decree stating the Hurricane-Class Battlecruiser was far too effective to stay under its current technological label, and demanded the Minmatar Republic to either cease production or sort it as a more technologically advanced craft. The Tribal Council grudgingly complied by releasing a simplified version of the Hurricane, then quickly exploited a loophole in the legislation and began using the original overpowered hull as part of its active fleet force. And that is how, after a new paint coat and renaming fees that the Hurricane Fleet Issue came to be.

Hmmm. Yes. The end result is that most historical Hurricane fits will work pretty well on the new Hurricane Fleet Issue. The HFI has exactly the same hull bonuses, speed, lock range, and capacitor as the base hull. The advantages are slightly more sensor strength, higher values for raw hull, armour and structure hitpoints, and an additional high-slot - though no extra turret slots. This means that the extra high slot is almost inevitably used for a Medium Energy Neutralizer - like it typically was on the base hull before it was rebalanced.

Using the Armour PvP fit in the KYWE: Hurricane post as a base gives us;

[Hurricane Fleet Issue, WH PvP]
1600mm Reinforced Steel Plates II
Gyrostabilizer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Gyrostabilizer II
Damage Control II

10MN Microwarpdrive II
ECCM - Ladar II
Stasis Webifier II
Warp Scrambler II

220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Of course, what is important is what this additional cost gives us over the base hull, and the answer in real terms is 'not an awful lot'. The two most significant changes are the 68k effective hit points tank of the original gets upped to a more formidable 94k, and two Medium Energy Neutralizers are now available for putting capacitor pressure on more cap-dependent ships. As there is no extra capacitor recharge on the Fleet Issue hull, sustained use of the two Medium Neuts will need a capacitor booster in the mids. The extra power grid that it provides allows upgrading either both of the 180mm autocannon on the original fit to 220mm, or just upgrading one of them and switching the 1600mm plate to a Tech II variant, which buys you more hitpoints. Given the tiny damage advantage that the 220mm autocannon provide, I'd almost always go for upgrading the plate.

The Hurricane Fleet Issue occupies exactly the same niche as it's older brother with a few small tweaks - tweaks that I have problems recommending given the massive price differential. Just buy and fit two vanilla Hurricanes for the price of the HFI hull.

Brutix Navy Issue

It's a goddamn monster. The base hull is pretty ferocious, but the Navy Issue swaps the often-unused local armour repairer bonus for a tracking bonus on Medium Hybrid Turrets, allowing the 10% damage bonus that it carriers over to apply much more effectively. As with the Hurricane, there are more raw shield, armour and hull hitpoints, and increased sensor strength. The extra slot however is a low slot instead of a high, allowing either more tank or even more damage output.

Using the armour PvP fit from KYWE: Brutix as a base and giggling as we add yet more damage gives us:

[Brutix Navy Issue, PvP WH]
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

ECCM - Magnetometric II
Experimental 10MN Microwarpdrive I
Stasis Webifier II
Warp Scrambler II

Drone Link Augmentor I
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Hammerhead II x5
The price of Brutix Navy Issues have been varying quite wildly, but even at the upper end of the price bracket, I'm quite the fan. Sacrificing the plugging of the explosive damage hole and replacing it with a Magnetic Field Stabilizer, then using the extra low for another Magnetic Field Stabilizer, plus taking advantage of the increased fitting to upgrade the guns to an Ion/Neutron mix means that it's kicking out 878dps with Caldari Navy Antimatter. It's 'civilian' cousin can only manage 668dps, and that's with significantly worse tracking. If you want to look at shiney numbers, slap Void M into the blasters, overheat them, and watch the total hit 1082dps - though in practice you're unlikely to see this outside of hitting Battleships. The total EHP goes up by 12k, from 82k to 94k, equalling the Hurricane Fleet Issue fit described above. The ECCM stacked on top of the increased base sensor strength means it ends up with a formidable 51.7 points before overheating.

The Brutix Navy Issue occupies the same niche as the hull it is based on - but unlike the Hurricane Fleet Issue, the upgrade over it's older relative is significant and allows the weapons system the ship is designed around to absolutely shine.

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