Hurricane
RELATED UNI-WIKI REFERENCES
|
The force with which this ship hits is more than sufficient to leave a trail of shattered enemies, floating around like so much lifeless debris. An adaptable vessel, it has enough turret hardpoints for a full-scale assault while remaining versatile enough to allow for plenty of missile fire, and has both sufficient speed to outrun its enemies and sufficient capacitor charge to outlast them. SHIP BONUSES
Battlecruiser Skill Bonus: Role Bonus:
Ship Attributes
|
Summary
The Hurricane (often simply the Cane) has a long history of positive PvP and PvE performance and is one of the most versatile ships in the game. It can deal impressive DPS and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their L3 mission ship, fitting either a passive shield tank or an active armor tank. In PvP the Hurricane can be fitted as a simple, armor-buffered short-range bruiser; a fast shield-tanked "Nanocane"; or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield tanked Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.
For Incursions the Hurricane is not ideal, but can serve as a starting point for trying them out and to use while training into a more suitable ship. See Minmatar ship progression for more information on where to go from here.
Skills
- Battlecruisers to at least IV to properly take advantage of the Hurricane's massive DPS buff that comes with every extra level in the skill.
- Gunnery V, Medium Projectile Turret V and Medium Autocannon Specialization/Medium Artillery Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, along with the ability to use T2 ammo types.
- Rapid Firing, Surgical Strike, skills which increase DPS and are thus vital to all turret-based damage dealing ships, should all be trained to at least IV.
- Along with the obvious Engineering and Electronics fitting skills required for fitting most ships, Weapon Upgrades and Advanced Weapon Upgrades should be trained to V and at least II respectively to help alleviate fitting problems associated with the ship's powergrid.
- Sharpshooter is important for artillery fitted Hurricanes, though due to autocannons' small optimals it isn't as important for autocannon fits.
- Drones V, Combat Drone Operation V, Drone Interfacing IV and Gallente Drone Operation I/Minmatar Drone Operation I are all are important for getting as much DPS out of the 25m3 dronebay as possible.
- The appropriate skills required for fitting a Full T2 Armour or Shield Tank.
Fitting
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
Prototype 'Arbalest' Rapid Light Missile Launcher
Large Shield Extender II
Explosive Deflection Field II
Adaptive Invulnerability Field II
10MN Afterburner II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Hobgoblin II x6
EMP M x1
Mjolnir Light Missile x1
- Minmatar Frigate IV
- Minmatar Cruiser III
- Spaceship Command IV
- Battlecruisers II
- Gunnery III
- Sharpshooter IV
- Small Projectile Turret V
- Small Artillery Specialization IV
- Energy Systems Operation V
- Energy Management IV
- Engineering V
- Electronics V
- Electronics Upgrades V
- Long Range Targeting IV
- Signature Analysis IV
- Medium Projectile Turret V
- Medium Artillery Specialization I
- Missile Launcher Operation I
- Shield Upgrades IV
- Tactical Shield Manipulation IV
- Afterburner IV
- Energy Grid Upgrades IV
- Targeting V
- Multitasking I
- Navigation IV
- Evasive Maneuvering III
- Warp Drive Operation III
- Hull Upgrades IV
- Shield Management IV
- Mechanic V
- Gunnery V
- Rapid Firing IV
- Motion Prediction IV
- Trajectory Analysis IV
- Weapon Upgrades IV
- Mechanic III
- Jury Rigging III
- Shield Rigging I
- Scout Drone Operation V
- Drones V
- Gallente Drone Specialization I
- This is a passive shield tanked PvE fit. Swap the hardeners depending on mission enemies.
- It's less complicated to fly than the active armour tanked alternative, and shields' higher explosive resistance comes in useful in missions against the Angel Cartel.
- You need Advanced Weapon Upgrades or 'Squire' Engineering EG-602 or better implant or you have to replace one lowslot module with Power Diagnostic System.
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Large Shield Extender II
Adaptive Invulnerability Field II
Experimental 10MN Microwarpdrive I
Warp Scrambler II
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I
Warrior II x6
Republic Fleet EMP M x1
Republic Fleet Fusion M x1
- Minmatar Frigate IV
- Minmatar Cruiser III
- Spaceship Command IV
- Battlecruisers II
- Gunnery III
- Motion Prediction IV
- Small Projectile Turret V
- Small Autocannon Specialization IV
- Energy Systems Operation V
- Energy Management IV
- Energy Grid Upgrades IV
- Engineering V
- Electronics V
- Electronics Upgrades V
- Long Range Targeting IV
- Medium Projectile Turret V
- Medium Autocannon Specialization I
- Energy Emission Systems IV
- Shield Upgrades IV
- Tactical Shield Manipulation IV
- Propulsion Jamming II
- Hull Upgrades IV
- Signature Analysis IV
- Targeting V
- Multitasking I
- Navigation IV
- Evasive Maneuvering III
- Warp Drive Operation III
- Shield Management IV
- Mechanic V
- Repair Systems IV
- Gunnery V
- Rapid Firing IV
- Sharpshooter III
- Trajectory Analysis IV
- Weapon Upgrades IV
- Mechanic III
- Jury Rigging III
- Shield Rigging I
- Scout Drone Operation V
- Drones V
- Minmatar Drone Specialization I
- This is a very conventional fast shield fit. With the lowslots cleared for tracking enhancers and gyrostabilizers it can really pump out DPS.
- Although it's not as fast or agile as a Vagabond, it has a fair turn of speed and can successfully take advantage of the long falloff of T2 Barrage ammo to kite slower targets.
- In a large fleet and want more tank? Swap out the Warp Scrambler II for another Large Shield Extender II.
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
Small Energy Neutralizer II
Stasis Webifier II
Stasis Webifier II
Warp Scrambler II
Experimental 10MN Microwarpdrive I
1600mm Reinforced Steel Plates II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Medium Anti-Explosive Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Warrior II x5
Arch Angel EMP M x1
- 68k ehp (eft) with 550dps
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
425mm AutoCannon II
Stasis Webifier II
Stasis Webifier II
Warp Scrambler II
Experimental 10MN Afterburner I
1600mm Reinforced Rolled Tungsten Plates I
Armor Explosive Hardener II
Armor Kinetic Hardener II
Damage Control II
Armor Thermic Hardener II
Energized Adaptive Nano Membrane II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Warrior II x5
Barrage M x1
- This fit gives 89k ehp (eft).
- A tech 2 1600mm plate can be fit with a 5% pg implant.
- Dropping down to tech 2 220mm Vulcans allow for both a tech 2 1600mm plate and mwd to be fitted.
Tactics
No sub-article about Hurricane roles or piloting tactics. You can write them here.
Notes
- This vessel qualifies for the University PYOS and BYOM programs.
- For artillery you most likely need Power Diagnostic Systems, Reactor Control Unit modules or Powergrid implants.