[AGENT] Update: ships/cruisers/faction/hurricane-fleet-issue
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content/ships/cruisers/faction/hurricane-fleet-issue.md
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content/ships/cruisers/faction/hurricane-fleet-issue.md
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---
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esi_data:
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fitting_stats:
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cpu_output: 420
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high_slots: 8
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low_slots: 6
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med_slots: 4
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powergrid_output: 1380
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rig_slots: 3
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group: Combat Battlecruiser
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hull_stats:
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hp_armor: 6750
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hp_shield: 6750
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hp_structure: 5250
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name: Hurricane Fleet Issue
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race: Unknown
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skill_requirements:
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- level: 2
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skill_id: 33098
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type_id: 33157
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velocity: 185
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faction: Minmatar Republic
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faction_group: Empire
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image: /33157.png
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last_updated: '2026-04-21T01:01:39.424965'
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ship_class: Combat Battlecruiser
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source: eve-university
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source_stats:
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armorem: 60
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armorexp: 10
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armorhp: 6750
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armorkin: 25
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armortherm: 35
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bandwidth: 50 Mbit/sec
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bonuses: "<b>Minmatar Battlecruiser bonuses (per skill level):</b><br>10% bonus\
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\ to Medium Projectile Turret damage<br>10% bonus to Medium Projectile Turret\
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\ tracking speed<br><b>Role Bonus:</b><br>\u2022 Can use one Command Burst\
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\ module<br>50% bonus to Command Burst area of effect range<br>25% bonus to Medium\
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\ Projectile Turret optimal range and falloff<br>"
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capacitor: 2,300 GJ
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cargohold: "425 m\xB3"
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class: Combat Battlecruiser
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cpu: 420
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dronebay: "50 m\xB3"
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externallinks: ''
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extrahold: ''
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extraholdtype: ''
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faction: Minmatar Republic
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forumlinks: ''
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grouping: Faction Battlecruisers
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highlights1: Can use Command Burst module
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highlights2: ''
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highlights3: ''
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highlights4: ''
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highs: 8
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hulltype: Hurricane Class
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inertia: 0.61
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info: In YC 115, after much heated discussion, CONCORD issued a decree stating the
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Hurricane-Class Battlecruiser was far too effective to stay under its current
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technological label, and demanded the Minmatar Republic to either cease production
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or sort it as a more technologically advanced craft. The Tribal Council grudgingly
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complied by releasing a simplified version of the Hurricane, then quickly exploited
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a loophole in the legislation and began using the original overpowered hull as
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part of its active fleet force. And that is how, after a new paint coat and renaming
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fees that the Hurricane Fleet Issue came to be.
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launchers: 3
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lows: 6
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mass: 12800000
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maxlockedtargets: 6
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maxvelocity: 185
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mediums: 4
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powergrid: 1380
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quote: Let them try to curtail our prowess. Envy makes for a poor shield.
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quote_attribution: Brutor Chief Wkumi Pol
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reqskills: '*{{RequiredSkill|Minmatar Battlecruiser|II}}
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** {{RequiredSkill|Spaceship Command|III}}
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** {{RequiredSkill|Minmatar Cruiser|III}}
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*** {{RequiredSkill|Spaceship Command|II}}
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*** {{RequiredSkill|Minmatar Destroyer|III}}
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**** {{RequiredSkill|Minmatar Frigate|III}}
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***** {{RequiredSkill|Spaceship Command|I}}'
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scanres: 220 mm
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sensortype: LADAR
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sensorvalue: 20 points
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shieldem: 0
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shieldexp: 50
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shieldhp: 6750
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shieldkin: 40
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shieldtherm: 20
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shipid: 33157
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shipimg: Hurricane Fleet Issue.jpg
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shipname: Hurricane Fleet Issue
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sigradius: 250 m
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structurehp: 5250
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targetrange: 65.00 km
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tech: F
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totaltraintime: 2d 1h 9m 40s
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turrets: 6
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variations: '{{Ship|Sleipnir}},{{Ship|Hurricane}}'
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volume: 216000
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warpspeed: 3.5 AU/s
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warptime: 10.82 s
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wikireferences: ''
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source_url: https://wiki.eveuniversity.org/Hurricane Fleet Issue
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tech_level: Faction
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title: Hurricane Fleet Issue
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type_id: 33157
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validation_score: 1.0
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---
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<img src="/33157.png" alt="Hurricane Fleet Issue" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
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<div style="display: flow-root;">
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## Summary
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</div>
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The Hurricane Fleet Issue is a faction battlecruiser. It has been likened to the old Hurricane before the Retribution nerfs, with 8 high slots, 6 turrets and sufficient powergrid for two medium energy neutralizers. With some extra EHP to boot, it's a nice upgrade over the standard Hurricane, though the high price means older characters may be wanting to look into the higher DPS Sleipnir instead.
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<div style="display: flow-root;">
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## Skills
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</div>
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Minmatar Battlecruiser to V to properly take advantage of the Hurricane Fleet Issue's massive DPS buff that comes with every extra level in the skill.
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Gunnery V, Medium Projectile Turret V and Medium Autocannon Specialization/Medium Artillery Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, along with the ability to use T2 ammo types.
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Rapid Firing, Surgical Strike, skills that increase DPS and are thus vital to all turret-based damage dealing ships, should all be trained to at least IV.
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Along with the obvious Engineering and Electronic Systems fitting skills required for fitting most ships, Weapon Upgrades and Advanced Weapon Upgrades should be trained to V and at least II respectively to help alleviate fitting problems associated with the ship's powergrid.
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Sharpshooter is important for artillery fitted Hurricanes, though due to autocannons' small optimal range it isn't as important for autocannon fits.
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Drones V, Light Drone Operation V, Medium Drone Operation V, Drone Interfacing IV, and Gallente Drone Specialization I/Minmatar Drone Specialization I are all are important for getting as much DPS out of the 50m3 bandwidth as possible.
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The appropriate skills required for fitting a Full T2 Armour or Shield Tank.
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<div style="display: flow-root;">
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## Tactics
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</div>
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No sub-article about Hurricane Fleet Issue roles or piloting tactics. You can write them here.
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<div style="display: flow-root;">
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## Notes
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</div>
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No notes for the Hurricane Fleet Issue.
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## Patch History
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