====== Hurricane ====== Looking for **[[military:doctrines:start|DOCTRINE FITS]]**? ---- {{https://image.eveonline.com/Render/24702_256.png?nolink}} ===== Description ===== The Hurricane is a versatile ship which rewards those who invest some time in gunnery skills. Most often seen as an anti-support sniper with a rack of six 720mm howitzers the Hurricane can obliterate frigates in one volley and larger ships with two or three volleys if the target is foolish enough not to make his escape. For small gang warfare the Hurricane fits 220mm autocannons and heavy assault missile launchers to function as a damage dealer. In PvE the Hurricane makes for a middling ratter or mission running vessel and is an outstanding salvaging platform ====Helpful Information==== So you finally skilled up enough to use those T2 TC's and Sebo's and you want to take your rusty new Cane out with the big boys, well let me give you a few tips on how to not end up as a wreck outside of an enemy POS. We use 2 types of Canes, the Anti-Support Cane and the Beta Fleet Cane. It's important to know the difference between them and when to use them. The major difference is tank, the Anti-Support Cane has none, the Beta Cane has some. The Anti-Support Cane was designed for killing fast small stuff in one volley. It's excellent for killing Stealth Bombers attempting a run on your fleet and for killing anything that tries to sneak into a system while gate camping. For gatecamps you'll want to situate yourself 20~30 off the gate, load both sensor boosters with scan res scripts and go with a tracking speed script in the TC. Load your mid range ammo, this will give you better tracking and range. You should be able to hit comfortably to your lock range like this. When you're camping gates make sure to have an unfucked overview, having one with no gates on it and only hostiles is actually quite handy so you don't accidentally lock the gate. Switching overview tabs can in fact be too much :effort: so I just hold down the ctrl button when I see the gate flash, this will make anything new on the overview appear at the bottom. This is also nice since you have to hold ctrl to lock anyway, so just sit there and hold ctrl for ~30 seconds waiting for them to decloak, double click them and pre-fire your guns ( guns should be grouped for max damage naturally ). If you're in a fleet you have to remember you have no tank whatsoever, that damage control is just there as a safety blanket, it isn't going to help much. The best way to stay alive is to always be aligned to something ( once again never warp at 0 or 100 something might be waiting for you ). Once you see you're being targeted it's time to gtfo. If you find yourself on a POS (hint you really should be camping a gate unless there are known bombers in system) then it's a good idea to be using an overview that shows pos mods and warp out once you get targeted. While you're in the main blob during a fleet battle you're really not supposed to be following primaries, you're there to kill enemy dictors/inties/frigs. Load up an anti-support overview and have fun kill mail whoring. ---- ===== Overview ===== Minmatar Battlecruiser bonuses (per skill level): * 5% bonus to Medium Projectile Turret damage * 5% bonus to Medium Projectile Turret rate of fire Role Bonus: * Can use one Command Burst module * 25% bonus to Medium Projectile Turret optimal range and falloff * 50% bonus to Command Burst area of effect range ---- ===== Requirements ===== * Minmatar Battlecruiser I * Spaceship Command III * Minmatar Cruiser III * Spaceship Command II * Minmatar Destroyer III * Minmatar Frigate III * Spaceship Command I ---- ===== Non Reimbursable Fits ===== NONE AVAILABLE – Feel free to make one and add it, or contact someone in the wiki-office channel in the Discord for help.