Thursday 24 April 2014

Know Your Wormhole Enemy: Hurricane

In the Know Your Wormhole Enemy series (name shamelessly stolen from the Eve Altruist series of posts and then mutilated) I'm going to look at a variety of different ships, how they are often fit and flown in wormhole space, and what they mean to you. This may include, but will not necessarily be limited to; example fits, engagement scenarios, how you should react to their presence on directional scan, at a POS or on grid, what good counters to them are, and how you can potentially use them.

This post will cover the Hurricane.




Overview

The Hurricane is a Minmatar Battlecruiser that has bonuses to both Damage and Rate of Fire for Medium Projectile Turrets. This double damage bonus can result in some dangerously high dps figures with - thanks to the projectile turrets - selectable damage types. It can field a single flight of light drones.

Hurricanes are seen often with both shield and armour tanks in known and wormhole-space thanks to both the slot layout and base hitpoint values being well balanced. They are one of the faster Battlecruisers around, although that takes a hit with the armour variants. Hurricanes will almost always be passively tanked, and their effective hit point totals will generally be around that of the Harbinger, and lower than that of the Brutix or Drake.

The Eve Altruist post covering the Hurricane and the other Battlecruisers can be found here.

What is it used for in wormhole space?

The Hurricane is used for both PvE and PvP in lower class wormhole systems. While they are far from the ideal PvE boat even for lower class wormholes, they can hold their own in class 1-2 systems and can run as part of a fleet in class 3 wormhole systems. As with the other Battlecruisers, they are often used by pilots without the wallet or skill points required to fly Tech 3 ships for PvP, and are seen in both shield and armour PvP fleets.

How is it typically fit?

There is no standard PvE fit for Hurricanes; they are significantly worse for running sites than Harbingers or Drakes and I would put them on par with the Brutix. As with the Brutix there is a damage application issue with the weapons systems that the Hurricane can use; Autocannons have excellent tracking but a relatively short range, and Artillery has excellent range but relatively poor tracking. A sample passive shield recharge Autocannon fit is below;

[Hurricane, PvE Passive Shield]
Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II

Large Shield Extender II
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II

425mm AutoCannon II, EMP M
425mm AutoCannon II, EMP M
425mm AutoCannon II, EMP M
425mm AutoCannon II, EMP M
425mm AutoCannon II, EMP M
425mm AutoCannon II, EMP M
Core Probe Launcher I, Core Scanner Probe I

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
The fit above can kick out ~520dps using vanilla EMP ammunition, excluding drones, but only out to a range of 1.5km. At 13.5km it will be much closer to 270dps - but it can close range at a reasonable 1.3km/s. The tank of 215dps omni is enough for Class 1 and 2 wormhole sites, but will struggle in Class 3's - even when running in a fleet the damage kicked out can mean that a shield Hurricane has to warp away repeatedly. The energy neutralizers fielded by the Sleeper NPCs can rapidly turn the shield hardeners off, as the Hurricane's capacitor recharge is crippled by the Shield Power Relays. Artillery fits are also viable, but suffer somewhat due to the lack of a tracking bonus on the Hurricane hull. Active armour tanks are also possible, but tend to kick out less damage, and tank less damage, and do it with an increased reliance on capacitor. So I wouldn't use them unless you don't have any other option. Expect site running Hurricanes to have a flight of ECM drones for a getaway.

The PvP fit I'm going to show below is an armour example, for variety. If you convert the PvE fit above to a PvP fit you will need to:
  1. Swap out the Core Defense Field Purgers for Core Defense Field Extenders
  2. Swap the Core Probe Launcher for a Medium Neut
  3. Switch out two 425mm Autocannons for 220mm Autocannons
  4. Swap the two Shield Power Relays for two Tracking Enhancers, or one and a Nanofiber
That will give you 587dps using Republic Fleet EMP M with really nice tracking and 1.4km/s when running MWD if you chose the Nanofiber option. With the maximum drone damage loadout the damage will peak at a shade off of 700dps - but the majority of the time the Hurricane will be in falloff and not living up to it's full potential. Note that my preferred fit for a PvP shield Hurricane in wormhole space does not include a point. This gives it an omni tank of about 60k EHP - the Hurricane is likely to be primaried fairly early on and it will find it hard to make use of the speed advantage over other Battlecruisers in wormhole systems. Rely on some friends bringing tackle with them, and ensure the Fleet Commander knows that you don't have any!

On with a sample PvP armour fit:

[Hurricane, PvP Armour]
1600mm Reinforced Rolled Tungsten Plates I
Gyrostabilizer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Gyrostabilizer II
Damage Control II

10MN Microwarpdrive II
ECCM - Magnetometric 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
Dual 180mm AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M
Medium Unstable Power Fluctuator I

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

Hammerhead II x1
Hobgoblin II x4
The fit above has a tonne of different options available to tweak it, but the headline figures are 609dps including a full flight of damage drones, a 68k EHP tank, and a top speed of just over 1km/s. You can easily drop one or both Gyrostabilizers for more tank, possibly going for hardeners instead of energized plating, but that does take away one rather significant advantage that this ship has going for it - it has an entirely passive tank and weapons that use no capacitor either. The only modules that use any capacitor are the midslots and if you are worried about being under heavy energy neutralizer pressure, you can always switch the Medium Neutralizer for a Medium Nosferatu. If it's being used for bait in a PvP engagement the size of the guns can be dropped a size, the medium Neut dropped a size, and double plating put on for a surprisingly large EHP total.

The ECCM in the mid-slots can be switched for any other electronic warfare module that you might find useful, giving the 'cane quite a bit of flexibility. If you're going heavy on tank and using active hardeners it may well be worth switching the ECCM for a capacitor booster.

How much of a threat is it?

Running a site: Site running Hurricanes should not be regarded as a significant threat, and are almost certainly not bait. The number of slots they have to dedicate to get a reasonable shield tank precludes having any tackle, and unlike a Drake they cannot make do with Core Defense Field Extenders in their rig slots - they need to use Core Defense Field Purgers to increase the passive recharge and so have significantly lower total EHP. If the Hurricane is using an active armour fit for site running it similarly won't have the total EHP to be bait, and will easily be neuted out and killed.

As backup in a POS:
The Hurricane is a good backup ship for PvP in wormhole space. Inexpensive enough to be thrown away if needed, and the pilot can make a good guess as to damage type while in warp to the location of the combat - so there's a decent chance it will be your resistance hole that will be being hit when it arrives. If there's a manned Hurricane sat at a player owned station in a lower-class wormhole system, it's even odds as to whether it's PvP fit or not - and that won't necessarily govern whether it comes to assist with any fight or not.

On the field in a fight:
The Hurricane with Autocannons has a deficit in pure DPS compared to a Brutix with Blasters, but that is offset by better tracking, better damage projection and selectable damage types. In my experience the Brutix is probably a more important target than an armour Hurricane if logistics are on the field and targets are taking a while to die, as it can travel to closer range and then apply it's damage. In a fight where logistics is not present and targets are dying quickly, or where the action is spread over a slightly larger range, the Hurricane will generally be the better target.

How do I counter it?

In it's PvP armour fit the Hurricane is less susceptible to both capacitor warfare and tracking disruption than the Brutix or Harbinger, so the Gallente and Amarr Battlecruisers are better targets for those particular e-war types. Shield fits can have their hardeners shut off with energy neutralizer pressure, so a may still be a viable target for neuts if you suspect it is shield fit. Pure damage is the most effective way of dealing with the Hurricane; it's often a good idea to put a bit of fire onto a Hurricane to see how it's shield holds up; if any shield tank is present, it's a good primary target as it will be kicking out significantly more damage than the armour variant, with a significantly weaker tank. Drawing it into the fight by switching sides of a wormhole link is also a good way to get it into a position where it's Autocannons will have their range advantage over Blasters reduced.

Final note: If you encounter any inaccuracies on this page, please contact me ingame with an EVEMail to "Fellblade" or on twitter @OV_Fellblade and I'll try and get them sorted.

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