The Hurricane and PVE
The following is a reliable Passive Shield Tank fitting for solo lvl 3 agent missions. This fitting is capable of doing lvl 4's, but it is recommended that you have backup, since this fitting lacks the DPS needed to quickly take out enemy battleships, nor does it have the tank to survive many level 4's.
This fitting should be cap stable at no less than 50% max capacitor with mediocre fitting skills.
All fittings should be either T2, or meta level 3+ named modules, depending upon your skills and budget.
4x 720mm Artillery
2x 425mm Repeating cannons
2x Heavy Missile Launcher
1x Heavy Missile Launcher, 1x Salvager module
1x YS8 Hydrocarbon 1 Afterburners
2x Large Shield Extender
1x Shield resistance module (see below)
- Invulnerability Field if you are expecting multiple damage types, or do not want to frequently refit your ship.
- Shield Hardener, or Shield Resistance Amplifier that boosts your resistances against the expected damage type you need to tank.
2-3 Power Diagnostic System (Depending on your skills and preferences )
2-3 Shield Power Relay (Depending on your skills and preferences )
1x Gyrostabilizer (Optional)
3x Medium Core Defence Field Extender
6x Light Scout Drones. Use drones that deal the most effective damage against your expected target.
Tips when playing with this fitting.
Try to keep your distance from large groups of cruiser/frigate-sized enemies. Use your afterburners to keep them within artillery/missile range and pick them off one at a time. The slower tracking speed of your artillery makes it ineffective against small, fast targets once they are within ~ 15 km. Use your drones and your autocannons to fend off enemy frigates/drones that get too close.
Know Your Enemy by Azual Skoll, The Altruist
Versatility is the watchword of the minmatar, and few ships embody that as well as the hurricane. The hurricane's 8/4/6 slot layout allows it to mount a stiff armour tank, however you'll also notice that this is very similar to the layout on the vagabond (the cane has one more low slot), making a kiting fit with a moderate shield tank equally viable. This is backed up by perhaps the cane's greatest asset - it's speed. I like to jokingly refer to the hurricane as the best t1 cruiser in the game, and when it comes to speed this isn't far wrong - the base speed of the cane is already higher than that of some of the slower cruisers, and with a nano or two a shield cane can easily keep pace with most cruiser gangs.
Offensively, the hurricane is very strong. It only has 6 turrets - one less than most other ships in its class, however as with the rupture this is compensated by a double damage bonus bringing its on-paper damage output roughly in its peers while providing a second utility high slot. Most of the time, this means a pair of medium neuts, which fit handily on most setups. The cane also has plenty of missile hardpoints, however these tend not to be used as ofen either due to the difficulty of fitting or simply due to the utility offered by medium neuts. Finally, the cane gets the same 30m3 drone bay as the rupture - enough for a flight of lights plus one spare, or 4 lights and one medium. As with the drake, these could be either damage drones or ECM.
Right now, the shield cane is the more popular of the two common fits. While the armour cane is a very capable ship, it's not the only brawler available. The nano cane on the other hand offers something that's hard to find elsewhere - a really effective, relatively tough kiter that's available on a budget. In terms of fit, most shield canes will mount a two slot shield tank (2 LSEs or LSE and invuln) along with MWD and point, with low slots used to buff damage output, range, and speed. Most nanocanes opt for 425mm autocannons and medium neuts, giving a falloff with barrage of around 30km - not too shabby, although bear in mind damage output is greatly diminished at this range. Some shield canes forego the neuts and switch their autocannons for artillery - while this makes them more vulnerable up close, if both increases their range (falloff remains roughly the same, but optimal is boosted by about an extra 20km with close range ammo, or up to 70k with tremor) as well as giving them a fairly fearsome alpha strike.
Armour canes tend to be a little more conventional, with a 1600mm plate and a few hardeners backed up by additional mid slot EWAR (there's no standard setup for the mid slots, but a point, web and tracking disruptor is probably the most common choice). This offers a substantially stronger tank than the shield variant, however increased grid consumption means the guns are usually downgraded to 220s or dual 180s - not necessarily a bad thing considering they have better tracking and the armour cane typically engages at close range. While the ship's damage output is generally lower than its shield tanked cousin, it's still substantial - the main difference is reduced falloff range (down to around 15km) since it's no longer using any of its low slots for tracking enhancers. Occasionally you'll encounter an armour cane with an active tank, however without a tanking bonus it shouldn't be too difficult to overcome that rep with a comparable ship.
In terms of difficulty as an opponent, the armor cane is probably the more challenging to fight - it's much tougher, and its mid slot ewar (in particular webs and tracks) can make your life quite difficult depending on what you're flying. It's also likely to be much more liberal with its neuts, since it will be engaging both in range and without running its MWD heavily. You can reduce its damage output to an extent by holding range - if the cane is using close range ammo its damage will begin to drop off when you get close to 10km. The plate shows this ship down noticeably, so if you're able to hold outside web range you may find you're able to avoid the majority of its damage. Lighter ships are obviously better off close-in, however with two medium neuts most frigs are likely to have their work cut out for them simply to stay alive. As with most t1 armour tanks, explosive or kinetic damage are your best choices (explosive hardeners aren't uncommon, but are far from guaranteed).
The shield cane on the other hand is a very different beast - it's one of the few ships which engages effectively both as a kiter and a brawler. If you lack its range or its speed, the cane pilot is likely to make use of their generous falloff and hold you at range; this is especially true if you have backup, and nano canes are excellent for dragging out gangs and picking off stragglers. Unlike the shield rupture and vagabond however, the shield cane is not fragile - it's more than capable of weathering the damage of a comparable ship and coming out, and it's not uncommon for shield canes to charge in close against a target they're confident they can simply out-dps (such as a HAC for example). That said, shield canes are very unlikely to have a web, and once they're in close if you can web and/or scram them the chances are they aren't going anywhere unless they can neut out the ship(s) tackling them. This makes shield canes an easier target for gangs of lighter ships, providing you can actually catch them in the first place rather than simply be strung out and killed - no mean feat by any means. Due to their excellent range and larger calibre guns, you're generally better off getting close against a shield cane than trying to hold range (especially against an arty cane), however as with the armour cane you should be wary of those medium neuts and manage your cap carefully. An anti-EM rig is fairly standard on a shield cane, so thermal damage is usually your best bet followed by EM. Due to their strong damage output and moderate tank, hurricanes are typically a good primary target when engaging a battlecruiser gang, particular if you suspect they are shield tanked.
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