Typhoon

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Ship Database
Typhoon
Typhoon
Minmatar Republic
Minmatar Republic
Standard Battleships
Typhoon Class
Highlight
High Amount of High Slots
HIGHLIGHTS
Highlight
High Amount of Low Slots
HIGHLIGHTS
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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.

SHIP BONUSES

Minmatar Battleship bonuses (per skill level):
5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
7.5% bonus to Cruise Missile and Torpedo explosion velocity
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Required Skills
Training Time what's this?
3d 20h 55m 10s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Panther
Panther.jpg
CornerT2s.png
Panther
Black Ops Typhoon Class
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png8 (0/5) Icon mid slot.png5 Icon low slot.png6
Icon powergrid.png12,750 MW Icon cpu.png510 tf
Icon velocity.png182 m/sec
Icon capacity.png825 m³
,
Typhoon Fleet Issue
Typhoon Fleet Issue.jpg
CornerTFs.png
Typhoon Fleet Issue
Faction Battleships Typhoon Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (6/6) Icon mid slot.png5 Icon low slot.png7
Icon powergrid.png13,000 MW Icon cpu.png660 tf
Icon velocity.png138 m/sec
Icon capacity.png750 m³

Ship Attributes

Fittings
Powergrid
powergrid
12,500 MW
CPU
cpu output
640 tf
Capacitor
capacitor
5,400 GJ
High
high slots
7
Launchers
launcher slots
6
Turrets
turret slots
6
Medium
medium slots
5
Low
low slots
7
Rig
rigs
3
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
130 m/sec
Inertia Modifier
inertia modifier (agility)
0.11
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
15.34 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
125 m³
Drone Bandwidth
drone bandwidth
100 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
82.50 km
Max Locked Targets
max. locked targets
7
LADAR Sensor
LADAR sensor strength
19 points
Sig. Radius
signature radius
330 m
Scan Res.
scan resolution
150 mm
Structure
Structure Hitpoints
structure hitpoints
6,600 HP
Mass
ship mass
100,600,000 kg
Volume
ship volume
414,000 m³
Cargo Capacity
cargo capacity
780 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
6,600 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
7,150 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Typhoon (or "Phoon") is the missile-focused Minmatar Tech 1 battleship. For a Tech 1 battleship, it is especially fast and has a small signature radius. Due to its 5 mid / 7 low slot layout, it is often armour tanked.

The Typhoon can be used in big PvP fleets, where it usually carries cruise missiles. In this role, it competes with cruise missile fitted Ravens. While the Raven has a range bonus, unbonused faction cruise missiles already have a range of nearly 150 km, which can be raised to about 180 km with a guidance computer, and this is enough range for many scenarios. As the mid slots are not filled with tanking modules, they can be used for various utilities such as target painters or other EWAR. Due to the Typhoon’s good speed and small radius it, also has a better chance to dissipate incoming damage from capitals, especially if mounting a signature radius suppressor.

In in solo or small gang PvP, the Typhoon can bring substantial DPS, and its mid slots comfortably allow for tackle modules and webs. In these contexts the Typhoon often brawls with torpedoes, which benefit greatly from its damage application bonus. Due to its speed, the Typhoon is also one of the few Tech 1 battleships which can realistically kite.

The Typhoon can also be used in PvE. It does well in Level 4 missions due to the selectable damage types of missiles, and its typical armour tank has naturally high EM/thermal resists, suiting it to DED sites with a lot of incoming EM/thermal damage. However, it lacks the clear progression to a better ship which the Raven has, because the Minmatar marauder, the Vargur, uses turrets.

Skills

As a battleship, the Typhoon deserves good fitting skills and support skills, and the ability to fit a full Tech 2 tank. For PvP, pilots will also want Tech 2 large missiles. Missile support skills are obviously important to the hull, with Target Navigation Prediction and Guided Missile Precision letting pilots get even more out of the ship's bonus for missile damage application.

Tactics

No sub-article about Typhoon roles or piloting tactics. You can write them here.

Notes

Although it is stated in the ship description that the Typhoon class has sufficient assembly margin and freedom for the pilot, and has high slots for 6 guns, it is still not recommended to load any type of turret on it. The reason is obvious: it has no bonuses to any type of turret.

So unless you're very clear about what you're doing, or plan to surprise the enemy, don't put six guns on the Typhoon.

I have tried six 800mm autocannons, super pulse lasers in PVP, and found that the Machariel and Catastrophe should be more suitable carriers.

Patch History

See Also