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FCC Hurricanes: Difference between revisions

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m Implementation: corrected some numbers
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==Implementation==
==Implementation==
Like Ruptures and Thrashers, Artillery Hurricanes are all about the alpha strike. A good Hurricane pilot can reach 3.7k damage in a single volley at close range (22km + 38km falloff), or 2k with a range of up to 80km (+38km falloff) using T2 Tremor ammunition. This lets you delete ships at range before their logistics wing can apply their repairs to a targeted ship. This is particularly useful when facing a fleet with an overwhelming Logistics support wing, which you would be unable to break through with more sustained damage doctrines such as [[FCC Feroxes]]
Like Ruptures and Thrashers, Artillery Hurricanes are all about the alpha strike. A good Hurricane pilot can reach 3.9k damage in a single volley at close range (21km + 33km falloff), or 2.3k with a range of up to 74km (+33km falloff) using T2 Tremor ammunition. This lets you delete ships at range before their logistics wing can apply their repairs to a targeted ship. This is particularly useful when facing a fleet with an overwhelming Logistics support wing, which you would be unable to break through with more sustained damage doctrines such as [[FCC Feroxes]]


Naturally however, to reach this stage, Hurricanes rely on numbers to achieve a large enough alpha strike. Rough numbers would be 20 Hurricanes to safely volley off enemy T1 Cruisers, and around 50 to volley off similar Battlecruisers or T3 Cruisers. Bear in mind as well that you will lose ships through the fight as well, and some additional buffer of ships is needed to maintain a sufficiently high alpha strike through a fight
Naturally however, to reach this stage, Hurricanes rely on numbers to achieve a large enough alpha strike. Rough numbers would be 20 Hurricanes to safely volley off enemy T1 Cruisers, and around 50 to volley off similar Battlecruisers or T3 Cruisers. Bear in mind as well that you will lose ships through the fight as well, and some additional buffer of ships is needed to maintain a sufficiently high alpha strike through a fight