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Hurricane Advice

Author
Zero Neutral Revenge
Bleeding Hearts United
#1 - 2013-12-02 22:31:05 UTC  |  Edited by: Zero Neutral Revenge
I am currently using a Hurricane build as seen here: http://eve.battleclinic.com/loadout/65355-Hurricane-Terror.html#loadout

I am wondering what other people think of this fit, their other recommendations for Hurricane fits, and how to improve this fit.

I am running level 3 missions with this fit, for context. (I use meta 4 instead of tech 2 in most cases.)
Taoist Dragon
x Never Regret x
#2 - 2013-12-02 22:52:51 UTC
Zero Neutral Revenge wrote:
I am currently using a Hurricane build as seen here: http://eve.battleclinic.com/loadout/65355-Hurricane-Terror.html#loadout

I am wondering what other people think of this fit, their other recommendations for Hurricane fits, and how to improve this fit.

I am running level 3 missions with this fit, for context. (I use meta 4 instead of tech 2 in most cases.)


That fit will blitz through lvl 3 really easily. I'd keep using that until you have more fitting experience so you can tailor your ship fits to how you like to fly tbh.

That is the Way, the Tao.

Balance is everything.

Zero Neutral Revenge
Bleeding Hearts United
#3 - 2013-12-02 23:03:45 UTC
It fits mission specific Armor Hardeners. How can I determine which Hardeners to fit prior to launching a mission?
Dato Koppla
Spaghetti Militia
#4 - 2013-12-02 23:22:28 UTC
Zero Neutral Revenge wrote:
It fits mission specific Armor Hardeners. How can I determine which Hardeners to fit prior to launching a mission?


You use Eve Survival ( http://eve-survival.org/wikka.php?wakka=MissionReports ) to find out which damage type to tank for beforehand.
Zero Neutral Revenge
Bleeding Hearts United
#5 - 2013-12-02 23:43:40 UTC
Dato Koppla wrote:
Zero Neutral Revenge wrote:
It fits mission specific Armor Hardeners. How can I determine which Hardeners to fit prior to launching a mission?


You use Eve Survival ( http://eve-survival.org/wikka.php?wakka=MissionReports ) to find out which damage type to tank for beforehand.


Thank you, that is a useful resource.
Caleidascope
Republic Military School
Minmatar Republic
#6 - 2013-12-03 01:19:16 UTC
Armor tank is kinda useless on pve sniper fits.

Life is short and dinner time is chancy

Eat dessert first!

Zero Neutral Revenge
Bleeding Hearts United
#7 - 2013-12-03 02:53:40 UTC
Caleidascope wrote:
Armor tank is kinda useless on pve sniper fits.


It seems to work just fine.

Since I do not gain any signature radius, the damage that I receive is not increased.

I like to build each ship with a tanking method that it was designed for. The Hurricane happens to have been designed to armor tank.
Caleidascope
Republic Military School
Minmatar Republic
#8 - 2013-12-03 02:58:39 UTC
Zero Neutral Revenge wrote:
Caleidascope wrote:
Armor tank is kinda useless on pve sniper fits.


It seems to work just fine.

Since I do not gain any signature radius, the damage that I receive is not increased.

I like to build each ship with a tanking method that it was designed for. The Hurricane happens to have been designed to armor tank.

Oh, don't get me wrong, it does work.

I just don't see the point in having armor tank when my shield tank works fine. I mean: Why put armor tank mods in low slots when rats never damage my armor in the first place? Exactly, not point in having them. Might as well fit more dps mods.

Life is short and dinner time is chancy

Eat dessert first!

Zero Neutral Revenge
Bleeding Hearts United
#9 - 2013-12-03 03:06:50 UTC  |  Edited by: Zero Neutral Revenge
Caleidascope wrote:
Zero Neutral Revenge wrote:
Caleidascope wrote:
Armor tank is kinda useless on pve sniper fits.


It seems to work just fine.

Since I do not gain any signature radius, the damage that I receive is not increased.

I like to build each ship with a tanking method that it was designed for. The Hurricane happens to have been designed to armor tank.

Oh, don't get me wrong, it does work.

I just don't see the point in having armor tank when my shield tank works fine. I mean: Why put armor tank mods in low slots when rats never damage my armor in the first place? Exactly, not point in having them. Might as well fit more dps mods.


I get better tracking with a tech 2 Tracking Computer and armor tanking then I would by going shield tank. Shield tank would fill all of my medium slots and I would have to slot tracking enhancement in low slots. This would net me less tracking enhancement than a single tech 2 Tracking Computer.

The rats get through to my armor all of the time because I don't have any shield tank. Once I get my skills to an appropriate level, this fit will be faster, tank better, and have better tracking than if I were to have gone shield tank. Edit: Well, maybe not faster, I meant have a lower sig.

I can't take it out in to null sec, though, because the amount of healing it receives from a single armor repair is just not enough for PVP. Edit: I doubt a sniper would be effective alone in PVP... am I wrong there?
Caleidascope
Republic Military School
Minmatar Republic
#10 - 2013-12-03 03:16:19 UTC
Zero Neutral Revenge wrote:
Caleidascope wrote:
Zero Neutral Revenge wrote:
Caleidascope wrote:
Armor tank is kinda useless on pve sniper fits.


It seems to work just fine.

Since I do not gain any signature radius, the damage that I receive is not increased.

I like to build each ship with a tanking method that it was designed for. The Hurricane happens to have been designed to armor tank.

Oh, don't get me wrong, it does work.

I just don't see the point in having armor tank when my shield tank works fine. I mean: Why put armor tank mods in low slots when rats never damage my armor in the first place? Exactly, not point in having them. Might as well fit more dps mods.


I get better tracking with a tech 2 Tracking Computer and Armor Tanking. They get through to my armor all of the time because I don't have any shield tank. Once I get my skills to an appropriate level, this fit will be faster, tank better, and have better tracking than if I were to have gone shield tank.

I can't take it out in to null sec, though, because the amount of healing it receives from a single armor repair is just not enough for PVP.

When I fit for sniper, I follow these tactics:
1) Kite anything smaller than you. Orbit anything same size or bigger than you.
2) At the beginning I use ammo that gives me more range, this same ammo is generally has less dps, so the mission might take longer. Once I know what I am doing, I might switch ammo to less range more dps variety or stay with my original long range less dps variety.

With these tactics, I was usually 30-40km from rats. Frig rats at these ranges do pretty much zero dps. Cruiser and bc rats do some, but they miss a lot too so shield generally stays up. So my mid slots are ab, shield extender, primary shield resist, the last slot is sort of utility, can do another shield resist or tracking comp. Low slots 3 gyros, 2 te, last low slot is utility, can use pds or dc or nano or odi.

Life is short and dinner time is chancy

Eat dessert first!

Zero Neutral Revenge
Bleeding Hearts United
#11 - 2013-12-03 03:27:29 UTC
Caleidascope wrote:
Zero Neutral Revenge wrote:
Caleidascope wrote:
Zero Neutral Revenge wrote:
Caleidascope wrote:
Armor tank is kinda useless on pve sniper fits.


It seems to work just fine.

Since I do not gain any signature radius, the damage that I receive is not increased.

I like to build each ship with a tanking method that it was designed for. The Hurricane happens to have been designed to armor tank.

Oh, don't get me wrong, it does work.

I just don't see the point in having armor tank when my shield tank works fine. I mean: Why put armor tank mods in low slots when rats never damage my armor in the first place? Exactly, not point in having them. Might as well fit more dps mods.


I get better tracking with a tech 2 Tracking Computer and Armor Tanking. They get through to my armor all of the time because I don't have any shield tank. Once I get my skills to an appropriate level, this fit will be faster, tank better, and have better tracking than if I were to have gone shield tank.

I can't take it out in to null sec, though, because the amount of healing it receives from a single armor repair is just not enough for PVP.

When I fit for sniper, I follow these tactics:
1) Kite anything smaller than you. Orbit anything same size or bigger than you.
2) At the beginning I use ammo that gives me more range, this same ammo is generally has less dps, so the mission might take longer. Once I know what I am doing, I might switch ammo to less range more dps variety or stay with my original long range less dps variety.

With these tactics, I was usually 30-40km from rats. Frig rats at these ranges do pretty much zero dps. Cruiser and bc rats do some, but they miss a lot too so shield generally stays up. So my mid slots are ab, shield extender, primary shield resist, the last slot is sort of utility, can do another shield resist or tracking comp. Low slots 3 gyros, 2 te, last low slot is utility, can use pds or dc or nano or odi.


I use high DPS ammo so I am usually firing at around 28km currently. I let my armor tanking do its' job...

I'm mostly interested on ways to improve this fit.
Caleidascope
Republic Military School
Minmatar Republic
#12 - 2013-12-03 03:30:16 UTC
Zero Neutral Revenge wrote:

I use high DPS ammo so I am usually firing at around 28km currently. I let my armor tanking do its' job...

I'm mostly interested on ways to improve this fit.

Ok.

T2 or faction mods. Hardwire implants.

Carry on.

Life is short and dinner time is chancy

Eat dessert first!

Zero Neutral Revenge
Bleeding Hearts United
#13 - 2013-12-03 03:43:39 UTC
Caleidascope wrote:
Zero Neutral Revenge wrote:

I use high DPS ammo so I am usually firing at around 28km currently. I let my armor tanking do its' job...

I'm mostly interested on ways to improve this fit.

Ok.

T2 or faction mods. Hardwire implants.

Carry on.


Hmm, I guess that is all that is left to do for this ship... Gotta ride the Hurricane for quite some time to be able to afford a Battleship.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#14 - 2013-12-03 05:32:13 UTC
Don't group all your guns into 1 group. Have either 2 or 3 guns in each group so you don't waste alpha as much on targets with lower HP. Don't send your drones too far away in case they get aggro and get webbed like 70km away from you (trust me they die then).

Also make sure you switch ammo as mentioned. You should try to learn what enemies to which type of damage in time, that way you don't really need to look at a website for each mission. Often the icon for the faction is displayed on the mission, or the faction is mentioned by name in the description. Sometimes though you either need to remember what that specific mission is against or look it up.
Lucretia DeWinter
Sebiestor Tribe
Minmatar Republic
#15 - 2013-12-03 13:52:04 UTC  |  Edited by: Lucretia DeWinter
Fiddled about with it some:

[Hurricane, Hurricane: Terror copy 1]
Gyrostabilizer II
Gyrostabilizer II
Energized Adaptive Nano Membrane II
Armor Explosive Hardener II
Armor Kinetic Hardener II
Medium Ancillary Armor Repairer, Nanite Repair Paste

Tracking Computer II, Tracking Speed Script
Tracking Computer II, Tracking Speed Script
Cap Recharger II
10MN Afterburner II

650mm Artillery Cannon II, Republic Fleet EMP M
650mm Artillery Cannon II, Republic Fleet EMP M
650mm Artillery Cannon II, Republic Fleet EMP M
650mm Artillery Cannon II, Republic Fleet EMP M
650mm Artillery Cannon II, Republic Fleet EMP M
650mm Artillery Cannon II, Republic Fleet EMP M
Auto Targeting System II

Medium Anti-Explosive Pump I
Medium Auxiliary Nano Pump I
Medium Capacitor Control Circuit I

Hobgoblin II x5





Changelog:
720s changed out for 650s - they don't lose much range, track better and are generally more effective in PVE (IMO) The very high volley damage and alpha of 720s means that a lot of the time you'll be waiting for guns to cycle and doing a lot of overdamage, reducing efficiency.
With 2 TCs you can adapt more effectively to the range you're fighting at and manage smaller targets better. As scripts can be changed instantly, you can vary between 2x tracking or 2x range or a mix to improve performance.
Medium Armour Repper switched for Ancillary Repper. Nanite Paste is pretty cheap and this bumps your repair amount significantly.
Drone Augmentor dropped (you should be in drone control range pretty much all the time you're in gun range) for an Auto Targeter - this increases your number of locked targets by 3 up to 9, although this slot is largely personal taste for a utility module.


Comparison to original fit:

A slight reduction in EHP and resist profile gains a 60% increase in repair amount.
A reduction in DPS and Volley gains much improved tracking and efficiency, resulting in better damage application at almost the same maximum range, should provide better overall time-to-kill versus almost all targets in L3 missions and improve completion times.
Cap usage provides 9 minutes with everything on - as repper and prop mod wont be always on, it will likely be cap stable in normal use and 9 minutes should be plenty to finish the mission pocket anyway. It can run the AB and hardeners at 84%. You can make it cap stable with all on by dropping the active hardeners to passive membranes at the cost of lower resists.

I think that's the best I can do and retain an armour/artillery fit. The only further fit improvements then come by changing to autocannons and shield setups, which is where I would recommend looking as it's more likely you'll be looking at shield tanked ships for level 4 missions. You can fit up a pretty mean Typhoon or Tempest with almost the same fitting concept as this armour hurricane though...