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How to best fit a Hurricane with T1 stuff for level 3 missions?

Author
Jakob Fischer
Veni Vidi Vici
#1 - 2012-07-10 01:30:19 UTC  |  Edited by: Jakob Fischer
Hey there.

I recently got my hands on a Hurricane and I've tried fitting it out a la several of the most-liked fits on Battleclinic. Unfortunately they're mostly fully T2 fitted, and since I've got very low overall skillpoints (obviously), thats not an option for the next weeks.

How would you fit a Hurricane for level 3 missions, if you can only use T1 stuff?

Currently I've done a few missions, and tried both 6 x ACs and 6 x Artillery (with 2 light missile launchers), and I'm running passive shield. I could handle the L3 missions I tried, but my setup just doesnt feel overwhelmingly good. Is it just simply lack of skillpoints, ie., should I go afk and come back in 3 months and then I'd rock?

Cool

For the med slots im running an invul field, 2 large shield extenders and 10MN Afterburner.
Low I got 3 Shield Power Relays, 1 Power Diagnostic System and 2 Counterbalanced Weapon Mounts.
Rig Slots: 3 x Medium Core Defens Field Purger.

How would you run a Hurricane as a newb for L3 missions?

Any suggestions welcome.
Mallak Azaria
Caldari Provisions
Caldari State
#2 - 2012-07-10 01:47:18 UTC
Sounds pretty good. You can use either arties or AC's for missions & you don't really need too much tank if you're killing stuff fast. I'd drop the PDU for a 3rd gyrostab if you have the PG for it.

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DeMichael Crimson
Republic University
Minmatar Republic
#3 - 2012-07-10 02:56:00 UTC  |  Edited by: DeMichael Crimson
Well, your fit up sounds pretty good for starter, could be improved though. Just remember that the higher Meta Level Tech 1 modules have better attributes and are easier to fit. Of course they also cost more isk as well. Best to get T2 asap.

I used Artillery Hurricane for level 3 missions set up similar to what you have. Never had any problems with it but it was T2 fit. The best thing to remember is to train up the Core Fitting Skills asap. That will make it easier to fit up and will give easy access to most T2 modules.

There's also Hardwiring Implants that help make it easier to fit up and can also increase your ship stats. I use Slot 6 to reduce the powergrid need of shield upgrades such as Extenders, Slot 7 to increase shield capacity, Slot 9 to boost shield recharge rate and Slot 10 to boost the rate of fire on all missile launchers.

EFT is a good program to test out ship fits based on your skills. Use Battleclinic to get a rough idea for a ship fit and then build on it in EFT (Eve Fitting Tool).

Artillery is great for helping your defensive tank due to being long range. Just make sure to 'keep at range' any NPC's that get close. If some Frigates happen to close in quickly, your drones should be able to take them out.


Basic Hurricane fit.

High slots :
6x 650mm Artillery - Long range projectile ammo (+50% range)
2x Heavy Missile Launcher

Mid slots :
2x Large Shield Extender
1x Invulnerability Field
1x 10mn Afterburner

Low slots :
3x Shield Power Relay
1x Power Diagnostic System
1x Gyrostabilizer
1x Damage Control

Rigs :
1x Medium Anti-EM Screen Reinforcer
2x Medium Core Defense Field Purger

Drones :
4x Light Scout
1x Medium Scout
Bunolagus
Pator Tech School
Minmatar Republic
#4 - 2012-07-10 05:12:50 UTC
I would drop one of the extenders for a mission specific hardener. I fly something very similar in lvl 3's. Keep an eye on your loot for higher meta level equipment and upgrade accordingly.
Jakob Fischer
Veni Vidi Vici
#5 - 2012-07-10 13:49:24 UTC
Thanks a lot for the answers, very useful advice for me. Definitely grabbing EFT too, I've already messed around with EVEHQ too for skillplanning and fitting, and I really like awesome programs like that.

About the ammo though, as far as I can see, of the 3 long-range ammos (proton, nuclear and lead) none seem to have thermal damage. Is that a problem? In level 2/3s so far Ive been switching for mission specific short-range ammo, according to missions.

What types do you keep in your ship hold for long range, and do you never switch?
Atreus Kadeyooh
Doomheim
#6 - 2012-07-10 19:36:49 UTC
Jakob Fischer wrote:
Thanks a lot for the answers, very useful advice for me. Definitely grabbing EFT too, I've already messed around with EVEHQ too for skillplanning and fitting, and I really like awesome programs like that.

About the ammo though, as far as I can see, of the 3 long-range ammos (proton, nuclear and lead) none seem to have thermal damage. Is that a problem? In level 2/3s so far Ive been switching for mission specific short-range ammo, according to missions.

What types do you keep in your ship hold for long range, and do you never switch?


I run similar hurricane set-up, being also a low SP newbie. I can fit a bunch of passive T2 (such as damage control or gyrostabilizers), but havent noticed a major difference in L3. Tried both passive and active armor tank with even slightly better skills than I have for shield tanking, but I just couldnt tank bigger groups. I could fit a lot more dps though and the mission generally went faster.

Id recommed using mission specific shield hardeners over invul field. Id also drop damage control for another gyrostabilizer. Getting enginnering V soon will help you mount 720mm artillery that has both better alpha damage and better dps (at least for me its roughly 8% more dps over equal 650mm). I only run one HM launcher, but since my missile skills generally suck, it doesnt matter much.

As for ammo, I operate in angel space and tend to use carbonized lead all the time. Despite mission descriptions, this one seems to kill fastest.

I would also suggest dropping the AB for another shield hardener in missions where you have difficulties tanking larger pulls, since the hurricane doesnt seem to be good at speed tanking anyway.

Just my 2c.




Jakob Fischer
Veni Vidi Vici
#7 - 2012-07-11 11:46:29 UTC
Thanks for the pointers. Regarding carbonized lead ammo, don't you get much lower DPS using that ? From my understanding, using fusion/plasma/emp gives much higher dps, and a lot of the baddies are "in your face" in many of the missions anyway?
Michael Alyksander
Doomheim
#8 - 2012-07-11 12:18:51 UTC
Perhaps Im odd, but Im using an active armor setup in a cane. Im sure I could improve my fittings some, but really havent had too many issues

hi: 6x 425mm auto, 2x heavy missile launchers
mid: 10mn after, 2 or 3x cap recharger
lo: dam control, armor rep, energized adaptative, other slots swap out for mission type energized plates
rigs: one rig speeds up rep cycle, other increases it repair amount, last rig increases cap recharge

with tech 2 cap rechargers, can run stable, if I throw in a second repair mod I think I drop down to 10ish minutes on cap with all mods running
DeMichael Crimson
Republic University
Minmatar Republic
#9 - 2012-07-11 12:21:43 UTC  |  Edited by: DeMichael Crimson
I used Nuclear ammo with my arty set up until I got T2 weapons. Never really had a problem with the tank due to hardwiring implants being installed and constantly training up defensive skills first. Rarely had rats constantly in my face. Some missions will drop you right next to rat pack but usually can start getting range before the rats even aggro, just have to be attentive when you warp into the site and power away from the pack.

650mm Arty's have better tracking and faster rate of fire than 720's, also use less powergrid and CPU. For NPC's that get too close, Drones and Missiles can take care of them. I mainly try to set up an Omni Tank since I don't like having to swap out modules.

Another thing is to check out Eve Survival Mission Reports before accepting the agents mission. Proper management of the NPC spawn triggers will also help a lot, not watching the triggers can easily have you being overwhelmed by a large amount of NPC's.
Mallak Azaria
Caldari Provisions
Caldari State
#10 - 2012-07-11 12:29:09 UTC
DeMichael Crimson wrote:
I mainly try to set up an Omni Tank since I don't like having to swap out modules.


This is great advice. Omni-tanks are the way to go for L3's as you don't have to spend time switching out modules (That time adds up) & can focus on blitzing missions as fast as possible.

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