Difference between revisions of "User:Breeze one/sandbox2"

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{{FCC Links}}
 
{{FCC Links}}
 
{{FCC Doctrine Links}}
 
{{FCC Doctrine Links}}
==Rail Moas==
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==FCC Hurricanes==
 
{| style="padding:0px;"
 
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[File:Moa.jpg|128px|]]</div>
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| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:hurricane.jpg|128px|]]</div>
| valign="middle" style="padding:4px;" | You would be forgiven for thinking that Rail Moas would be another Caldari Sniper doctrine, in the tradition of [[Longbow Cormorants]], or Rail Feroxes. However the Moa lacks any range bonus, unlike the other two ships, making the Rail Moa more of a mid-range brawling ship than a pure sniper
+
| valign="middle" style="padding:4px;" | The Artillery Hurricane has been a staple of EVE for almost as long as the game has existed, and continues to shine even now, as a mainline doctrine for groups such as Pandemic Horde. The Doctrine is essentially the [[Artillery Ruptures]] taken to their highest degree, focusing on Alpha strike to remove ships from the field even in the face of overwhelming Logistics support
 
+
The Uni’s own FCC Hurricanes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017
While the Moa can be fitted with Blasters as a pure close range brawler, its relatively low speed, and lack of range projection in this form makes it relatively unimpressive versus alternatives such as Thoraxes or Omens. Fitting Rails however allows the Moa some flexibility in range, while still benefitting from its good tank and damage bonus
+
|}
 +
{{FCC Links}}
 +
{{FCC Doctrine Links}}
 +
==FCC Hurricanes==
 +
{| style="padding:0px;"
 +
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:hurricane.jpg|128px|]]</div>
 +
| valign="middle" style="padding:4px;" | The Artillery Hurricane has been a staple of EVE for almost as long as the game has existed, and continues to shine even now, as a mainline doctrine for groups such as Pandemic Horde. The Doctrine is essentially the [[Artillery Ruptures]] taken to their highest degree, focusing on Alpha strike to remove ships from the field even in the face of overwhelming Logistics support
 +
The Uni’s own FCC Hurricanes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017
 
|}
 
|}
 
==Implementation==
 
==Implementation==
 +
Like Ruptures and Thrashers, Artillery Hurricanes are all about the alpha strike. A good Hurricane pilot can reach 2-3k damage in a single volley, with a range of up to 60km. 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]]
  
The Rail Moa does its best damage at around 10-15km, with Antimatter ammunition. The twist for the Rail Moa though is that by loading T2 Spike ammunition, it can also project equally good damage out to 40-50km. T1 fit variants can match the range with Tungsten or Iron ammunition, however the falloff in damage is significant for T1 fitted ships
+
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
 
 
This flexibility makes Rail Moas a solid T1 Cruiser option for Null Sec combat, where range control can be difficult, and the flexibility to engage at long range is arguably more important than having the good tracking to deal with small ships, which will be a less frequent opponent in this space. In comparison to [[BLAP Caracals]], which are the closest comparable for this style of fighting, the Moa carries a heavier tank, and more sustained (and instantly applied) damage, versus the Caracals’ high burst damage, and excellent application to small ships, but long reload times between clips
 
 
 
The Moa, like most T1 Cruisers, struggles for capacitor stability with a MWD fitted. While some fleets will fit an Afterburner to avoid this issue, this is usually a tactic used for fixed objective fights, and is less useful for roaming fleets where the speed to reposition on-grid and escape bubbles is very useful. Instead, a capacitor booster can be fitted in the mid slots to address the capacitor issues. This does detract from your shield tank, however the Moa’s innate tank bonus means that even with this compromise, its tank remains one of the best in its class, at around 42k EHP without overheating (47k with heat)
 
 
 
The tactics for the Rail Moas are largely an extrapolation from that of [[Good Omens]]. When facing larger, or equally sized opponents such as Battlecruisers, you will want to fight at relatively close range, aim to use your higher damage, better tracking Antimatter ammunition, and take advantage of your mid-range to switch targets within a large fleet very quickly and easily, to break Logistics reps, or to target logistics ships themselves. Depending on the size of ship you are engaging, you may wish to try and get under their guns, or to maximize your own damage application by minimising transversal
 
  
Be aware that ships such as Feroxes or Harbingers will easily out DPS you at longer ranges, or simply out-range you entirely if allowed to, and therefore if they pull range, you should be looking to disengage, or at the least, reposition
+
In a sustained battle, your tank and DPS is comparably weak versus equivalent doctrines such as Feroxes, so if you do not have the ships to volley opponents off the grid quickly, then skirmish tactics become the order of the day. You are fairly fast and agile for your size, so it remains a valid tactic to use tactical warps to pick off smaller, weaker support ships in the enemy comp without fully committing to a fight, potentially weakening them for a full on assault, or alternatively just satisfying yourself with these harassment tactics
  
Against smaller sized ships such as Frigates or Destroyers, where tracking could be a concern, or against rarer fleets of brawling fit battlecruisers, the Moas will most often burn away from an opponent, to minimize transversal, force them to chase you, and allow you to apply your medium guns from range
+
For the Uni, while fleets of 50+ is achievable for special events, 20-30 is your usual roaming fleet size, so FCC Hurricanes for the Uni are unlikely to be picking fights with other Battlecruiser fleets. Instead they can be used to devastate smaller ships. Fleets of T3 Destroyers such as Jackdaws, or T1 Cruisers such as Rail Moas or Caracals are prime targets for a fleet such as this
  
In either situation, the fleet will want to be anchored on a single anchor or the FC in order to ensure the fleet stays together, and remains at the preferred range for the engagement
+
Having said this, while your tank and sustained DPS may be lacking, if you have a numbers or tactical advantage, then you can still successfully fight a pitched battle, particularly with sufficient logistics support, albeit the Hurricanes do not shine in such an engagement
 
+
Like most long range doctrines, anchoring on the FC or a designated DD Anchor is optimal, and given the awful tracking of Artillery, the anchor will want to work to minimize transversal to let the volleys delivery the most damage possible. As always, aligning out and letting an opponent chase you is a very viable tactic for skirmish doctrines, letting you warp out quickly if you find yourself unable to volley off any targets, or if they are closing range on you
The Moas do not carry any tackle of their own, due to the lack of mid slot space, plus the tendency of the doctrine to fight on the edge of tackle range. This means you rely on Interceptors, and Interdictors to prevent an opposing ship or fleet from leaving the grid. Once again, this makes Rail Moas optimal in Null Sec, while in Low Sec the lack of bubble mechanics means this fleet may struggle to catch opponents
 
  
 
==Fleet Composition and Fits==
 
==Fleet Composition and Fits==
 +
====Primary DD Fit====
 +
The primary focus is on maximizing your volley damage at range. 3 Gyrostabilizers maximize your damage output, while the tracking enhancers help maximize application. The Hurricanes are fast, but aren’t cap stable, and fitting a cap booster reduces your already sub-par tank, so careful module management is necessary from the FC to maintain range without perma-running the MWD. Orders such as “prop mods on, 2 cycles” are a common feature of Hurricane fleets
  
====Mainline DD====
+
Given the need to maximize your volley damage, fitting command bursts onto some of the Hurricanes themselves rather than a dedicated command destroyer or similar, is very useful. Your priority is skirmish boosts for speed and reduced signature radius, with shield tanking boosts as a secondary priority
 
 
T2 Guns are strongly preferred due to the excellent damage which Spike gives you at long range. T1 fits lose a lot of DPS at the longer ranges when using Thorium or Iron ammunition, reducing your flexibility slightly
 
 
 
By switching a Magnetic Field Stabilizer for a Reactor Control Unit, it is possible to fit a rack of 250mm rails instead of the 200mm rails. The 250mm guns provide some nice additional range, but lower tracking, and by dropping a Magnetic Field Stabilizer, you lose DPS. FC's preference will vary, however for the Uni, the 200mm variation is easier to fit, and the additional range will very rarely make a significant difference in your engagements, as you should generally be aiming to fight at closer range than the edge of 50-60km
 
{{ShipFitting
 
| ship=Moa
 
| shipTypeID=623
 
| fitName=Rail Moa
 
| fitID=Rail-Moa
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Magnetic Field Stabilizer II
 
| low2typeID=10190
 
| low3name=Magnetic Field Stabilizer II
 
| low3typeID=10190
 
| low4name=Magnetic Field Stabilizer II
 
| low4typeID=10190
 
| mid1name=Large Shield Extender II
 
| mid1typeID=3841
 
| mid2name=Small Electrochemical Capacitor Booster I
 
| mid2typeID=5011
 
| mid3name=Adaptive Invulnerability Field II
 
| mid3typeID=2281
 
| mid4name=Adaptive Invulnerability Field II
 
| mid4typeID=2281
 
| mid5name=50MN Quad LiF Restrained Microwarpdrive
 
| mid5typeID=35660
 
| high1name=200mm Railgun II
 
| high1typeID=12346
 
| high2name=200mm Railgun II
 
| high2typeID=12346
 
| high3name=200mm Railgun II
 
| high3typeID=12346
 
| high4name=200mm Railgun II
 
| high4typeID=12346
 
| high5name=200mm Railgun II
 
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| fleetup=
 
| alphacanuse=N
 
}}
 
{{ShipFitting
 
| ship=Moa
 
| shipTypeID=623
 
| fitName=Rail Moa T1
 
| fitID=Rail-Moa-T1
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Magnetic Field Stabilizer II
 
| low2typeID=10190
 
| low3name=Reactor Control Unit I
 
| low3typeID=1353
 
| low4name=Magnetic Field Stabilizer II
 
| low4typeID=10190
 
| mid1name=Large Azeotropic Restrained Shield Extender
 
| mid1typeID=8419
 
| mid2name=Small Electrochemical Capacitor Booster I
 
| mid2typeID=5011
 
| mid3name=Limited Adaptive Invulnerability Field I
 
| mid3typeID=9632
 
| mid4name=Limited Adaptive Invulnerability Field I
 
| mid4typeID=9632
 
| mid5name=50MN Quad LiF Restrained Microwarpdrive
 
| mid5typeID=35660
 
| high1name=200mm Prototype Gauss Gun
 
| high1typeID=14278
 
| high2name=200mm Prototype Gauss Gun
 
| high2typeID=14278
 
| high3name=200mm Prototype Gauss Gun
 
| high3typeID=14278
 
| high4name=200mm Prototype Gauss Gun
 
| high4typeID=14278
 
| high5name=200mm Prototype Gauss Gun
 
| high5typeID=14278
 
| rig1name=Medium Anti-Thermal Screen Reinforcer I
 
| rig1typeID=31754
 
| rig2name=Medium Anti-EM Screen Reinforcer I
 
| rig2typeID=31718
 
| rig3name=Medium Core Defense Field Extender I
 
| rig3typeID=31790
 
| drone1name=Warrior I x3
 
| drone1typeID=2486
 
| charge1name=Federation Navy Thorium Charge M x2000
 
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| skills=
 
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| fleetup=
 
| alphacanuse=N
 
}}
 
 
 
====Logistics====
 
  
Given you are, or should be, anchored on one ship when fighting, cap chaining Logi such as Ospreys can work well here, and in general, are more forgiving of low skills than independent Logi such as Scimitars. Either can work, however Uni FCs may wish to call for Osprey Logi to fit with the BLAP Skillplan which many pilots will have trained
+
====Logi====
{{ShipFitting
+
Due to their light tank, and poor resists, Hurricanes do not scale as well with Logi as some other doctrines, however a small Logi wing is still very useful to repair light damage. BLAP Ospreys are the E-Uni standard and work perfectly well, although you should be wary of compromising your DD wing (and therefore alpha strike) in order to get more Logi
| ship=Osprey
 
| shipTypeID=620
 
| fitName=E-UNI BLAP Osprey T2
 
| fitID=E-UNI-BLAP-Osprey-T2
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Signal Amplifier II
 
| low2typeID=1987
 
| low3name=Signal Amplifier II
 
| low3typeID=1987
 
| mid1name=Adaptive Invulnerability Field II
 
| mid1typeID=2281
 
| mid2name=Large Shield Extender II
 
| mid2typeID=3841
 
| mid3name=50MN Y-T8 Compact Microwarpdrive
 
| mid3typeID=35659
 
| mid4name=Sensor Booster II
 
| mid4typeID=1952
 
| mid5name=Adaptive Invulnerability Field II
 
| mid5typeID=2281
 
| high1name=Medium S95a Scoped Remote Shield Booster
 
| high1typeID=8585
 
| high2name=Medium 'Regard' Remote Capacitor Transmitter
 
| high2typeID=16495
 
| high3name=Medium S95a Scoped Remote Shield Booster
 
| high3typeID=8585
 
| high4name=Medium 'Regard' Remote Capacitor Transmitter
 
| high4typeID=16495
 
| high5name=Medium S95a Scoped Remote Shield Booster
 
| high5typeID=8585
 
| rig1name=Medium Anti-EM Screen Reinforcer I
 
| rig1typeID=31718
 
| rig2name=Medium Anti-Thermal Screen Reinforcer I
 
| rig2typeID=31754
 
| rig3name=Medium Anti-EM Screen Reinforcer I
 
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| charge1name=ECCM Script x1
 
| charge1typeID=41155
 
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| drone5name=open
 
| skills=
 
| showSKILLS=N
 
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| showNOTES=N
 
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| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=620:2048;1:1987;2:2281;2:3841;1:35659;1:1952;1:8585;3:16495;2:31718;2:31754;1:41155;1::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
 
====Support Ships====
 
====Support Ships====
 +
Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles. A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns
  
Your primary scouts and tackle remain Interceptors as always. However due to this being an almost exclusively Null Sec doctrine, and given the tactics noted above, it would be frankly negligent to not have at least 2 Interdictors with the fleet. Sabres are (as usual) your best bet, due to the combination of speed, shield tank, and low signature radius
+
Should you wish to add a dedicated Command Burst ship rather than using the Feroxes themselves, a Command Ship is the optimum choice, with the Vulture the natural fit given its rail gun bonuses. However a Command Ship is an expensive and SP intensive option in a Uni fleet, and you may wish to dedicate the role to a Command Destroyer. In this case, given the importance of Information Command bursts for lock range, the Stork is the optimal choice
{{ShipFitting
 
| ship=Sabre
 
| shipTypeID=22456
 
| fitName=Standard Sabre
 
| fitID=Standard-Sabre
 
| low1name=Nanofiber Internal Structure II
 
| low1typeID=2605
 
| low2name=Damage Control II
 
| low2typeID=2048
 
| mid1name=5MN Quad LiF Restrained Microwarpdrive
 
| mid1typeID=35658
 
| mid2name=Medium Azeotropic Restrained Shield Extender
 
| mid2typeID=8433
 
| mid3name=Medium Shield Extender II
 
| mid3typeID=3831
 
| mid4name=Initiated Compact Warp Scrambler
 
| mid4typeID=5445
 
| high1name=125mm Light Prototype Automatic Cannon
 
| high1typeID=8789
 
| high2name=125mm Light Prototype Automatic Cannon
 
| high2typeID=8789
 
| high3name=125mm Light Prototype Automatic Cannon
 
| high3typeID=8789
 
| high4name=Prototype Cloaking Device I
 
| high4typeID=11370
 
| high5name=Interdiction Sphere Launcher I
 
| high5typeID=22782
 
| high6name=125mm Light Prototype Automatic Cannon
 
| high6typeID=8789
 
| high7name=125mm Light Prototype Automatic Cannon
 
| high7typeID=8789
 
| high8name=125mm Light Prototype Automatic Cannon
 
| high8typeID=8789
 
| rig1name=Small Core Defense Field Extender I
 
| rig1typeID=31788
 
| rig2name=Small Core Defense Field Extender I
 
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| fleetup=
 
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}}
 
Your second best support ship (after a Sabre) is a Command Destroyer. The MJFG helps with fleet repositioning, and the command bursts can increase tank, or decrease signature radius, amplifying the existing strengths of the doctrine. The Bifrost offers better flexibility of Command Bursts, with a useful bonus to Skirmish boosts as well as the standard Shield boosts, while the Stork generally carries a larger DPS threat. There is little to choose from, however if you already have sufficient DPS in fleet, the Bifrost is probably marginally more suitable
 
{{ShipFitting
 
| ship=Bifrost
 
| shipTypeID=37480
 
| fitName=BiBiFrost
 
| fitID=BiBiFrost
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Nanofiber Internal Structure II
 
| low2typeID=2605
 
| low3name=Nanofiber Internal Structure II
 
| low3typeID=2605
 
| mid1name=Micro Jump Field Generator
 
| mid1typeID=37479
 
| mid2name=Adaptive Invulnerability Field II
 
| mid2typeID=2281
 
| mid3name=J5b Enduring Warp Scrambler
 
| mid3typeID=5439
 
| mid4name=Republic Fleet Medium Shield Extender
 
| mid4typeID=31928
 
| mid5name=5MN Cold-Gas Enduring Microwarpdrive
 
| mid5typeID=5971
 
| high1name=Skirmish Command Burst II
 
| high1typeID=43556
 
| high2name=Shield Command Burst II
 
| high2typeID=43555
 
| high3name=Arbalest Compact Light Missile Launcher
 
| high3typeID=8089
 
| rig1name=Small Command Processor I
 
| rig1typeID=43894
 
| rig2name=Small Core Defense Field Extender II
 
| rig2typeID=31794
 
| charge1name=Caldari Navy Nova Light Missile x2000
 
| charge1typeID=27381
 
| charge2name=Caldari Navy Mjolnir Light Missile x2000
 
| charge2typeID=27387
 
| charge3name=Nanite Repair Paste x75
 
| charge3typeID=28668
 
| charge4name=Active Shielding Charge x120
 
| charge4typeID=42694
 
| charge5name=Shield Harmonizing Charge x120
 
| charge5typeID=42695
 
| charge6name=Shield Extension Charge x120
 
| charge6typeID=42696
 
| charge7name=Evasive Maneuvers Charge x120
 
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| charge9name=Rapid Deployment Charge x120
 
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| fleetup=
 
| alphacanuse=N
 
}}
 
Finally, as tracking is a constant concern for this doctrine, webbing ships can be very useful to maximize damage application. The Hyena is your best option here, as it can hold a decent shield tank, compared to an Ashimmu. A Huginn would also be viable, but is a considerable cost investment compared to the rest of the fleet
 
{{ShipFitting
 
| ship=Hyena
 
| shipTypeID=11387
 
| fitName=Shield Hyena
 
| fitID=Shield-Hyena
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Nanofiber Internal Structure II
 
| low2typeID=2605
 
| low3name=Nanofiber Internal Structure II
 
| low3typeID=2605
 
| mid1name=5MN Microwarpdrive II
 
| mid1typeID=440
 
| mid2name=Medium Shield Extender II
 
| mid2typeID=3831
 
| mid3name=Stasis Webifier II
 
| mid3typeID=527
 
| mid4name=Stasis Webifier II
 
| mid4typeID=527
 
| high1name=125mm Gatling AutoCannon II, Barrage S
 
| high1typeID=2873
 
| charge1name=Barrage S x1
 
| charge1typeID=12625
 
| high2name=125mm Gatling AutoCannon II, Barrage S
 
| high2typeID=2873
 
| rig1name=Small Core Defense Field Extender I
 
| rig1typeID=31788
 
| rig2name=Small Polycarbon Engine Housing II
 
| rig2typeID=31183
 
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| charge2name=open
 
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| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
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| warsop=A
 
| warsopReason=
 
| version=LATEST
 
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| fleetup=
 
| alphacanuse=N
 
}}
 

Revision as of 11:37, 27 November 2017

Template:FCC Links Template:FCC Doctrine Links

FCC Hurricanes

Logo faction minmatar republic.png
Hurricane.jpg
The Artillery Hurricane has been a staple of EVE for almost as long as the game has existed, and continues to shine even now, as a mainline doctrine for groups such as Pandemic Horde. The Doctrine is essentially the Artillery Ruptures taken to their highest degree, focusing on Alpha strike to remove ships from the field even in the face of overwhelming Logistics support

The Uni’s own FCC Hurricanes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017

Template:FCC Links Template:FCC Doctrine Links

FCC Hurricanes

Logo faction minmatar republic.png
Hurricane.jpg
The Artillery Hurricane has been a staple of EVE for almost as long as the game has existed, and continues to shine even now, as a mainline doctrine for groups such as Pandemic Horde. The Doctrine is essentially the Artillery Ruptures taken to their highest degree, focusing on Alpha strike to remove ships from the field even in the face of overwhelming Logistics support

The Uni’s own FCC Hurricanes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017

Implementation

Like Ruptures and Thrashers, Artillery Hurricanes are all about the alpha strike. A good Hurricane pilot can reach 2-3k damage in a single volley, with a range of up to 60km. 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

In a sustained battle, your tank and DPS is comparably weak versus equivalent doctrines such as Feroxes, so if you do not have the ships to volley opponents off the grid quickly, then skirmish tactics become the order of the day. You are fairly fast and agile for your size, so it remains a valid tactic to use tactical warps to pick off smaller, weaker support ships in the enemy comp without fully committing to a fight, potentially weakening them for a full on assault, or alternatively just satisfying yourself with these harassment tactics

For the Uni, while fleets of 50+ is achievable for special events, 20-30 is your usual roaming fleet size, so FCC Hurricanes for the Uni are unlikely to be picking fights with other Battlecruiser fleets. Instead they can be used to devastate smaller ships. Fleets of T3 Destroyers such as Jackdaws, or T1 Cruisers such as Rail Moas or Caracals are prime targets for a fleet such as this

Having said this, while your tank and sustained DPS may be lacking, if you have a numbers or tactical advantage, then you can still successfully fight a pitched battle, particularly with sufficient logistics support, albeit the Hurricanes do not shine in such an engagement Like most long range doctrines, anchoring on the FC or a designated DD Anchor is optimal, and given the awful tracking of Artillery, the anchor will want to work to minimize transversal to let the volleys delivery the most damage possible. As always, aligning out and letting an opponent chase you is a very viable tactic for skirmish doctrines, letting you warp out quickly if you find yourself unable to volley off any targets, or if they are closing range on you

Fleet Composition and Fits

Primary DD Fit

The primary focus is on maximizing your volley damage at range. 3 Gyrostabilizers maximize your damage output, while the tracking enhancers help maximize application. The Hurricanes are fast, but aren’t cap stable, and fitting a cap booster reduces your already sub-par tank, so careful module management is necessary from the FC to maintain range without perma-running the MWD. Orders such as “prop mods on, 2 cycles” are a common feature of Hurricane fleets

Given the need to maximize your volley damage, fitting command bursts onto some of the Hurricanes themselves rather than a dedicated command destroyer or similar, is very useful. Your priority is skirmish boosts for speed and reduced signature radius, with shield tanking boosts as a secondary priority

Logi

Due to their light tank, and poor resists, Hurricanes do not scale as well with Logi as some other doctrines, however a small Logi wing is still very useful to repair light damage. BLAP Ospreys are the E-Uni standard and work perfectly well, although you should be wary of compromising your DD wing (and therefore alpha strike) in order to get more Logi

Support Ships

Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles. A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns

Should you wish to add a dedicated Command Burst ship rather than using the Feroxes themselves, a Command Ship is the optimum choice, with the Vulture the natural fit given its rail gun bonuses. However a Command Ship is an expensive and SP intensive option in a Uni fleet, and you may wish to dedicate the role to a Command Destroyer. In this case, given the importance of Information Command bursts for lock range, the Stork is the optimal choice