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Marlinea
Minmatar
United Front Alliance
Posted - 2010.07.03 04:17:00 - [1]
 

Edited by: Marlinea on 03/07/2010 04:19:12
i am currently trainning for this superb ship : the Hurricane.

Here the projected fit :
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

Warp Scrambler II
Stasis Webifier II
Sensor Booster II
10MN MicroWarpdrive 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
Medium Energy Neutralizer II
Medium Energy Neutralizer II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Sure the ammo are Barrage, Republic EMP and fusion, and drone will be T2 warrior :)

But now what I'm asking is what combat strategy would be good using this.

I believe this could be used in 1v1, in a fleet escort, in a fleet battle etc.

Like what i need to do in a 1v1, what i need to do in an fleet protection and being intercepted.

Tips will be very appreciated :)

*accepting critism about the fit aswell*

Cartheron Crust
Matari Exodus
Posted - 2010.07.03 05:58:00 - [2]
 

You'd be better off changing the sensor booster for something else. A 24k point, tracking disruptor, second web, eccm or even small cap booster (think it will fit, if not change the mwd to a y-t8 they are cheap enough now). Ecm drones handy aswell, but personal preference between them and warriors.

Mael Sechnaill
Posted - 2010.07.03 11:06:00 - [3]
 

Edited by: Mael Sechnaill on 03/07/2010 11:06:34
Nvm, got it.

Lightningshade
Caldari
Spiritus Draconis
Posted - 2010.07.03 13:06:00 - [4]
 

I prefer to go to the all by dropping an ENAM and rpelacing it with a Gyro - If im already up in the enemys face, I was as well apply more DPS and just hope I dont die.

Barrage is a beautiful ammo to have access too. I generally keep fusion or emp loaded, and barrage in hold.

I like to have 24[t, scram, web and mwd in the mids as ill likely be in the mix anyway, and it's not a terribly slow locker.


Darcon Kylote
Posted - 2010.07.03 15:12:00 - [5]
 

It's a good fit, but I've always felt that armor tanking a cane throws away it's primary advantage over the other BCs, which is speed, agility and the ability to disengage when it all goes bad.

You'll have more fun in this:

[Hurricane, shield gank]
Nanofiber Internal Structure II
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II

Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive

425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
Medium Energy Neutralizer II
Medium Energy Neutralizer II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Anti-EM Screen Reinforcer I


Warrior II x5

Use a scram if you like to close in and commit, use a disruptor and barrage if you really want to preserve your ability to gtfo.

Smabs
Posted - 2010.07.03 15:12:00 - [6]
 

Might want to swap the t2 MWD for a YT8. They went down a lot in price lately and you'll save a bit of fitting.

Marlinea
Minmatar
United Front Alliance
Posted - 2010.07.03 16:23:00 - [7]
 

Edited by: Marlinea on 03/07/2010 16:36:27
Ok ill check those change on EFT, i love that tool :D but that might be a noob question but what is 24k point ( since I'm not used to be a pvp player )

and sadly I don't have shield trained yet, but its will come, for the maelstrom :)

and well about the fit I showed here some stats :


DPS:
With republic EMP and fusion : 418 dps
with barrage : 340 dps

Volley with RF EMP and fusion : 965 damage
volley with barrage : 769

( those dmg was taken from medium auto cannon specialization level 3 but its currently training to level 4 )

EHP : 68,193

Armor resistance:
( with armor compensation level 4 for the 4 dmg type )
EM: 79.5%
thermal : 66.8%
Kinetic : 61.7%
explosive: 54%

Capacitor:

everything on : 1 minute 14 second
Without MWD : 2 minute 14 second
with out 1 neuts and MWD : 5 minute and 33s
without MWD, and the 2 neuts : stable at 73%

so to what i heard most of the PVP battle don't last over 2 minute so I'm fine even with all the module on :} i love the minmatar advantage that gun don't use cap, so even with out cap I still can shoot you >:)

now I'm gonna see which change i could do to make it even better, since most of you said that the sensor booster is not needed :)

Cartheron Crust
Matari Exodus
Posted - 2010.07.03 16:26:00 - [8]
 

Originally by: Marlinea
Ok ill check those change on EFT, i love that tool :D but that might be a noob question but what is 24k point ( since I'm not used to be a pvp player )

and sadly I don't have shield trained yet, but its will come, for the maelstrom :)


It's a warp disruptor that has a range of twenty-four kilometres. It doesn't turn off a ships mwd though.

Marlinea
Minmatar
United Front Alliance
Posted - 2010.07.03 16:37:00 - [9]
 

Edited by: Marlinea on 03/07/2010 16:48:03
Edited by: Marlinea on 03/07/2010 16:46:34
Edited by: Marlinea on 03/07/2010 16:40:18
Edited by: Marlinea on 03/07/2010 16:39:42
Edited by: Marlinea on 03/07/2010 16:38:14
Originally by: Cartheron Crust
Originally by: Marlinea
Ok ill check those change on EFT, i love that tool :D but that might be a noob question but what is 24k point ( since I'm not used to be a pvp player )

and sadly I don't have shield trained yet, but its will come, for the maelstrom :)


It's a warp disruptor that has a range of twenty-four kilometers. It doesn't turn off a ships mwd though.


ok so i could use 2 kind of warp scrambler? the disruptor for long range and the scrambler for short range and mwd disabling?

or that would would be 2 web instead? :o

and btw lol i already got the 24k point fitted :P

*As you can see i never really fitted a PVP fit glad i asked here :) seem only checking battleclinic is not best lol :D*

well checking some of the suggestion, i could fit a tracking disruptor, or a ECCM for more sensor strength so less changed to be jammed ( that kind make me smile that i hate being jammed ) i could use 2 web T2, could fit a second warp scrambler ( mean i would have the 24k point and a scrambler = 3 point for warp disruptor + no MWD for my victim ) and i could fit a t2 small cap booster, but look like a bit useless maybe I'm wrong thought, just that the only +1 in energy giving give me doubt about it

Amanda Mor
Gallente
Posted - 2010.07.04 04:32:00 - [10]
 

Originally by: Marlinea
Edited by: Marlinea on 03/07/2010 16:48:03
Edited by: Marlinea on 03/07/2010 16:46:34
Edited by: Marlinea on 03/07/2010 16:40:18
Edited by: Marlinea on 03/07/2010 16:39:42
Edited by: Marlinea on 03/07/2010 16:38:14
Originally by: Cartheron Crust
Originally by: Marlinea
Ok ill check those change on EFT, i love that tool :D but that might be a noob question but what is 24k point ( since I'm not used to be a pvp player )

and sadly I don't have shield trained yet, but its will come, for the maelstrom :)


It's a warp disruptor that has a range of twenty-four kilometers. It doesn't turn off a ships mwd though.


ok so i could use 2 kind of warp scrambler? the disruptor for long range and the scrambler for short range and mwd disabling?

or that would would be 2 web instead? :o

and btw lol i already got the 24k point fitted :P

*As you can see i never really fitted a PVP fit glad i asked here :) seem only checking battleclinic is not best lol :D*

well checking some of the suggestion, i could fit a tracking disruptor, or a ECCM for more sensor strength so less changed to be jammed ( that kind make me smile that i hate being jammed ) i could use 2 web T2, could fit a second warp scrambler ( mean i would have the 24k point and a scrambler = 3 point for warp disruptor + no MWD for my victim ) and i could fit a t2 small cap booster, but look like a bit useless maybe I'm wrong thought, just that the only +1 in energy giving give me doubt about it


Cap Booster is low on the list of things you can effectively put in that spare mid-slot. Better would be the extra web, ECCM, another point, even a tracking disruptor.

The extra web is probably most important tho - it turns the Hurricane into a "kill everything below battleship" type of ship. Not alot of people use dual webs on their battlecruisers (or anything tbh), and it gives you a huge advantage to be able to control range. Frigates you can slow down enough with the neuts/webs to one or two shot them, cruisers you can immobilize and pound on them, BC's you can pick your ideal range against (depending on the enemies ship) and outlast.

The booster just gives you a bit more cap, in the one BC that has the least need for it - once you're in scram range (and you should be with an armor Cane), neither your DPS nor your tank has any need for cap. The only thing less useful than a cap booster would be a sensor booster - oh wait...j/k

Marlinea
Minmatar
United Front Alliance
Posted - 2010.07.04 06:13:00 - [11]
 

lol thx for your useful advce Amanda Mor i think ill go for a dual webb :) so there my fit is done :D now the only thing missing is:

tips for combat :o!

AtheistOfFail
AoF Lottery Services
Posted - 2010.07.05 14:05:00 - [12]
 

Originally by: Marlinea
lol thx for your useful advce Amanda Mor i think ill go for a dual webb :) so there my fit is done :D now the only thing missing is:

tips for combat :o!


Tip 1) Shoot the enemy.
Tip 2) Don't die.
Tip 3) Find another enemy.
Tip 4) Go to Tip 1. YARRRR!!

Marlinea
Minmatar
United Front Alliance
Posted - 2010.07.05 18:50:00 - [13]
 

Originally by: AtheistOfFail
Originally by: Marlinea
lol thx for your useful advce Amanda Mor i think ill go for a dual webb :) so there my fit is done :D now the only thing missing is:

tips for combat :o!


Tip 1) Shoot the enemy.
Tip 2) Don't die.
Tip 3) Find another enemy.
Tip 4) Go to Tip 1. YARRRR!!


lol ok well to tip 2) how to dont die? what i have to do to dont die, and what to NOT do to dont die :P

Joe Starbreaker
M. Corp
Posted - 2010.07.05 19:06:00 - [14]
 

I have two Hurricane setups in my hangar. One is much like your original fit, except with a capacitor booster instead of a sensor booster in the mid-power rack. The other is much like Darcon's suggestion -- a shield tanky speed fit with a 24km warp disruptor. The two are used very differently.

The close-range armor tanked Hurricane is clearly meant for battle against large or relatively immobile enemies, such as you might catch if you're gatecamping. The short-range scram and web are only useful if you can get in close -- i.e. you are the attacker.

The long-range shield tanker is meant for fighting outside of web range, at high speed so it's good either for piracy (speed gives you the option to escape if the target has teeth) or for counter-piracy (chasing down nano ships without becoming the victim).

Amanda Mor
Gallente
Posted - 2010.07.06 06:28:00 - [15]
 

Edited by: Amanda Mor on 06/07/2010 06:34:20
Originally by: Marlinea
lol thx for your useful advce Amanda Mor i think ill go for a dual webb :) so there my fit is done :D now the only thing missing is:

tips for combat :o!


Scouting and intel are your friend - have an idea of what you're going up against before you go up against it.

Against frigates: they'll try to get really close, but your scram, dual webs and neuts will shut all they're speed mods off pretty much instantly, so they're dead pretty quick. If they try to kite you from range (there's very few frigates that do this), then switch to barrage (or titanium sabot for the increased tracking) and allow your buffer to outlast them.

Against cruiser-sized ships: use your dual webs to get to your guns optimal range (1200 or so meters) and fire away - there isn't a t1 cruiser that will give you any trouble (you can likely kill 3 or 4 of them at a time before they kill you).

In short, against smaller stuff you don't need to get fancy - hold them down and punch them in the face until they aren't breathing anymore.

Against T2 cruisers (HAC's Recons): anything that gets close to you you'll kill fairly easily (again, you have more dmg and buffer); for things like Rapiers, Vagabonds and other ranged ships, switch to Barrage and hope for the best. If that isn't working, then burn away from them, then quickly turn 180 and burn back at them; you may be able to catch them with an overheated scram/web. Good luck...

Against other Battlecruisers:

Brutix: get out to 6500m+ where his blasters can barely hit you, and use barrage ammo.

Ferox: nobody uses this, for good reason (it sucks), but you can outlast it if you come upon one

Cyclone: neuts will be your friend here; shut down the tank, get to your optimal and fire away; use EMP ammo

Harbinger: get in close; your tracking should be better than his, which hopefully should allow you to get thru his likely larger-than-your's buffer. Use Fusion ammo, unless he's shield tanked, in which case use EMP

Myrmidon: much like the Cyclone; use the neuts and hope his tank shuts down early enough for you to kill him before he kills you; don't waste time shooting his drones, he's got plenty of backups; his guns are likely to be the same as yours (AC 220's), but unbonused so get to your optimal range. Use Fusion ammo.

Drake: tough to tell what will happen here - the majority of pilots who fly Drakes don't know how to properly fit them (true of all ships I suppose, but especially true with Drakes for some reason), so it can be as simple as "click fire and wait for him to die"; however, a well fit Drake will likely outlast you, but you can always run away if things go bad, b/c his dmg will be fairly low (and you have dual webs). Use EMP ammo.

EDIT: BTW, if you know that you're going to be facing a laser or blaster boat, then fitting a thermic hardener in place of one of those EANM's will give you a good EHP boost against them. It's a bit more risky, but it can prove the difference in a close fight. It does, however, leave you particularly vulnerable to Drakes (kinetic missiles) and AC ships (if they use fusion/emp ammo).

Marlinea
Minmatar
United Front Alliance
Posted - 2010.07.06 16:15:00 - [16]
 

Originally by: Amanda Mor
Edited by: Amanda Mor on 06/07/2010 06:34:20
Originally by: Marlinea
lol thx for your useful advce Amanda Mor i think ill go for a dual webb :) so there my fit is done :D now the only thing missing is:

tips for combat :o!


Scouting and intel are your friend - have an idea of what you're going up against before you go up against it.

Against frigates: they'll try to get really close, but your scram, dual webs and neuts will shut all they're speed mods off pretty much instantly, so they're dead pretty quick. If they try to kite you from range (there's very few frigates that do this), then switch to barrage (or titanium sabot for the increased tracking) and allow your buffer to outlast them.

Against cruiser-sized ships: use your dual webs to get to your guns optimal range (1200 or so meters) and fire away - there isn't a t1 cruiser that will give you any trouble (you can likely kill 3 or 4 of them at a time before they kill you).

In short, against smaller stuff you don't need to get fancy - hold them down and punch them in the face until they aren't breathing anymore.

Against T2 cruisers (HAC's Recons): anything that gets close to you you'll kill fairly easily (again, you have more dmg and buffer); for things like Rapiers, Vagabonds and other ranged ships, switch to Barrage and hope for the best. If that isn't working, then burn away from them, then quickly turn 180 and burn back at them; you may be able to catch them with an overheated scram/web. Good luck...

Against other Battlecruisers:

Brutix: get out to 6500m+ where his blasters can barely hit you, and use barrage ammo.

Ferox: nobody uses this, for good reason (it sucks), but you can outlast it if you come upon one

Cyclone: neuts will be your friend here; shut down the tank, get to your optimal and fire away; use EMP ammo

Harbinger: get in close; your tracking should be better than his, which hopefully should allow you to get thru his likely larger-than-your's buffer. Use Fusion ammo, unless he's shield tanked, in which case use EMP

Myrmidon: much like the Cyclone; use the neuts and hope his tank shuts down early enough for you to kill him before he kills you; don't waste time shooting his drones, he's got plenty of backups; his guns are likely to be the same as yours (AC 220's), but unbonused so get to your optimal range. Use Fusion ammo.

Drake: tough to tell what will happen here - the majority of pilots who fly Drakes don't know how to properly fit them (true of all ships I suppose, but especially true with Drakes for some reason), so it can be as simple as "click fire and wait for him to die"; however, a well fit Drake will likely outlast you, but you can always run away if things go bad, b/c his dmg will be fairly low (and you have dual webs). Use EMP ammo.

EDIT: BTW, if you know that you're going to be facing a laser or blaster boat, then fitting a thermic hardener in place of one of those EANM's will give you a good EHP boost against them. It's a bit more risky, but it can prove the difference in a close fight. It does, however, leave you particularly vulnerable to Drakes (kinetic missiles) and AC ships (if they use fusion/emp ammo).


thx so much me im doing right now a copy of your post for future reference! :D


 

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