Cyclone

Cyclone

Cyclone The Cyclone was created in order to meet the increasing demand for a vessel capable of providing muscle for frigate detachments while remaining more mobile than a battleship. To this end, the Cyclone's eight high-power slots and powerful thrusters have proved ideal.

Battlecruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to shield boosting per level

99% reduction in the CPU need of Warfare Link modules.

Structure

Structure HitpointsStructure Hitpoints
3,419 HP
Max VelocityMax Velocity
165 m/sec
Inertia ModifierInertia Modifier
0.704
MassMass
12,500,000 kg
VolumeVolume
216000 m3
CapacityCapacity
475 m3

Fitting

powergrid Outputpowergrid Output
1,210 MW
Low SlotsLow Slots
4
Med SlotsMed Slots
5
High SlotsHigh Slots
8
CPU OutputCPU Output
425 tf
Launcher hardpointsLauncher hardpoints
3
Turret hardpointsTurret hardpoints
5
CalibrationCalibration
400 points
Upgrade HardpointsUpgrade Hardpoints
3

Capacitor

Recharge timeRecharge time
583.33 s
Capacitor CapacityCapacitor Capacity
2187.5 GJ

Targeting

Maximum Targeting RangeMaximum Targeting Range
45 km
Max  Locked TargetsMax Locked Targets
6
LADAR Sensor StrengthLADAR Sensor Strength
16 points
Signature RadiusSignature Radius
240 m
Scan ResolutionScan Resolution
220 mm

Shield

Shield CapacityShield Capacity
4395 HP
Shield Em Damage ResistanceShield Em Damage Resistance
0 %
Shield Explosive Damage ResistanceShield Explosive Damage Resistance
50 %
Shield Kinetic Damage ResistanceShield Kinetic Damage Resistance
40 %
Shield Thermal Damage ResistanceShield Thermal Damage Resistance
20 %
Shield recharge timeShield recharge time
1400 s

Armor

Armor HitpointsArmor Hitpoints
3,906 HP
Armor Em Damage ResistanceArmor Em Damage Resistance
60 %
Armor Explosive Damage ResistanceArmor Explosive Damage Resistance
10 %
Armor Kinetic Damage ResistanceArmor Kinetic Damage Resistance
25 %
Armor Thermal Damage ResistanceArmor Thermal Damage Resistance
35 %

Drones

Drone CapacityDrone Capacity
40 m3
Drone BandwidthDrone Bandwidth
40 Mbit/sec

Miscellaneous

CPU Need BonusCPU Need Bonus
-99 %
Tech LevelTech Level
1
Rig SizeRig Size
Medium
 

Blueprint

Cyclone Blueprint i Cyclone Blueprint

Required skills

Primary Skill required
Minmatar Cruiser Minmatar Cruiser III
Spaceship CommandSpaceship Command III
Minmatar FrigateMinmatar Frigate IV
Spaceship CommandSpaceship Command I
Secondary Skill required
Battlecruisers Battlecruisers I
Spaceship CommandSpaceship Command IV

Material Requirements

Skill / Industry
Industry Industry
1
Material / Mineral
Tritanium Tritanium
1,785,815
Pyerite Pyerite
445,501
Mexallon Mexallon
107,628
Isogen Isogen
31,875
Zydrine Zydrine
1,917
Megacyte Megacyte
752
Waste
? Waste Factor
10%

Variations

Tech I
i Cyclone
Tech II
i Claymore
i Sleipnir

Contents

Azual skoll icon.png Know Your Enemy by Azual Skoll, The Altruist

The cyclone is unusual for a tier 1 battlecruiser in that relatively little separates it from its tier 2 cousin - the brutix and ferox are split from their counterparts by weapon system, while the prophecy and harbinger are differentiated by being tank and gank respectively. The cyclone and hurricane however, don't have all that much that splits them apart - both are turret (and most commonly autocannon) ships, and both are commonly shield tanked (probably not the intention when the hurricane was designed, but it's the way things have turned out). Where there is a difference (such as with the ship's turret layouts), it usually favours the hurricane. There's really just one thing that the cyclone does far better than the hurricane - I mention this not to demean the ship, but because when someone chooses to fly a cyclone they very often do it because of this attribute. That thing is active shield tanking.

With 5 mids and a 7.5% per level bonus to shield boost amount, the cyclone can mount a strong active tank. We're not talking myrmidon levels here (more like the brutix), however as a shield tanker it can do this without compromising its speed or damage output. While it can't tank enough to be significant against an opposing gang (excepting small frig gangs and the like), it's strong enough to turn the tide in a 1v1 engagement (in fact active tanked cyclones often beat their big brother the hurricane in such a scenario). The cyclone can also mount a fairly beefy shield buffer, which is an equally viable option, although this is less common on account of the hurricane's effectiveness in that role.

Offensively, the cyclone suffers from a partially split weapon system. It only gets 5 turret hardpoints and a single damage bonus, while the remainder of its dps is provided by up to three launchers, and 40m3 of drone bay/bandwidth. Combined these actually offer roughly similar dps to the hurricane, however getting maximum effectiveness out of all three weapon systems together is both player skill and character skill intensive. Additionally, the cyclone (assuming it fits launchers to provide comparable dps) lacks both the free high slots of the hurricane and it's additional low slots for tracking enhancers and speed mods.

If this writeup has given you the impression that the cyclone is a poor ship, I should probably clarify that it isn't - it's very capable especially when your character skills are well developed. It's main problem is existing in the shadow of such a popular ship as the hurricane, and it's difficult to talk about the cyclone without drawing comparisons. As with underdog of course, there's always the advantage of being constantly underestimated by your opponent - a valuable trait for solo PVP.

Fighting a cyclone can be tough - most will try to kite, taking advantage of their long falloff range and also reducing they amount of dps they are forced to tank. The cyclone has a similar base speed to the hurricane, although with fewer low slots it tends to be slightly slower than a shield cane in practice. While many cyclones will fill their spare high slots with launchers, neuts are still fairly common and should be expected. The biggest disadvantage of the (active tanked) cyclone is probably its lack of mid slots - it has just enough to make it work, but it still feels the pinch; cyclones will very rarely fit webs or any additional ewar other than a point or scram, leaving them with three slots - one for a cap booster, and two for a shield booster and a hardener. The result is a tank which while fairly strong, but can break quite easily under cap pressure leaving relatively little EHP behind. Especially if the cyclone is running a neut, cap warfare, a drawn out fight, or simply bad piloting can quite easily break it. You're usually best fighting close and maximising your own dps, since mitigating the damage it receives (and thus taking pressure off their active tank) is exactly what they cyclone pilot wants. Since active tanks more often use shield boost or cap rigs rather than resist rigs, EM is generally the best damage type to use against the cyclone, with thermal second.


Used by permission under Creative Commons / Azual Skoll / CC BY-NC-SA 3.0

Additional Images

Below are additional ships images. Click the image below for a larger version:


Minmatar Starships

Frigates Tech 1 Frigates: BurstSlasherVigilBreacherReaperRifterProbe | Faction Frigates: Republic Fleet Firetail
Tech 2 Assault Ships: WolfJaguar | Interceptors: StilettoClaw | Covert Ops: CheetahHound | Electronic Attack Ships: Hyena
Destroyers Tech 1 Destroyers: ThrasherTalwar
Tech 2 Interdictors: Sabre
Cruisers Tech 1 Cruisers: ScytheBellicoseStabberRupture | Faction Cruisers: Stabber Fleet IssueScythe Fleet Issue
Tech 2 Heavy Assault Ships: VagabondMuninn | Recon Ships: RapierHuginn | Heavy Interdictors: Broadsword | Logistics: Scimitar
Tech 3 Strategic Cruisers: Loki
Battlecruisers Tech 1 Combat Battlecruisers: CycloneHurricane | Attack Battlecruisers: Tornado | Faction Battlecruisers: Hurricane Fleet Issue
Tech 2 Command Ships: SleipnirClaymore
Battleships Tech 1 Battleships: TyphoonTempestMaelstrom | Faction Battleships: Typhoon Fleet IssueTempest Fleet IssueTempest Tribal Issue
Tech 2 Black Ops: Panther | Marauders: Vargur
Industrials Tech 1 Industrials: WreatheHoarderMammoth | Freighter: Fenrir
Tech 2 Transport Ships: Mastodon | Blockade Runners: Prowler | Jump Freighters: Nomad
Capitals Tech 1 Carrier: Nidhoggur | Dreadnought: Naglfar | Supercarrier: Hel | Titan: Ragnarok

Factions with unique Spacecraft

Amarr EmpireCaldari StateGallente FederationMinmatar RepublicJove EmpireAngel CartelBlood Raider CovenantGuristas PiratesSansha's NationSerpentis Corporation