Posted Fri, Feb 18, 2011 by Space Junkie
Battlecruisers are where affordability and utility converge into a single easy to use package. The hurricane is a Minmatar battlecruiser worth particular note because it is an effective PvP ship, but can be flown by characters with relatively low skillpoints.
This is a guide to using the hurricane in PvP, especially as would be useful during empire wars or forays into low-security space.
Why Fly The Hurricane
The hurricane is first and foremost a damage dealer. It has the slot layout and offensive capabilities to tackle targets before blowing them up. Amongst all the tech one battlecruisers, it is likely the best "gank" ship suited to cruising around space looking for random targets to engage.
Because it is such an easy ship to get into, and is very forgiving with regards to fittings, the hurricane is one of the better entry-level PvP ships. This is especially true for many players that don't want to fly frigates or cruisers. In any case, it will certainly add a meaningful chunk of damage to any fleet that it is in, something that most players new to PvP will appreciate.
The guns are for close-range encounters of the PvP kind. EMP M ammo is great for chewing through shields, and is well-suited for orbiting targets at close range. Phased Plasma and Fusion are about as good, dealing more thermal and explosive damage, respectively.
Mostly gank with just a dash of tank makes this one mean battlecruiser.
The neutralizers are also an essential line of defense against frigates with warp scramblers. Such a frigate can deactivate your microwarpdrive and leave you dead in the water. Zap that frigate's capacitor to keep your options open.
Getting to the right range and staying there is the name of the game with gank ships, so the microwarpdrive is essential. The warp disruptor is equally essential, as without it your targets will simply warp off. The latter may be eschewed if there is a superior tackler in your fleet, but when flying solo or in a fleet with relatively few ships it is best to have a tackling module.
Having achieved your desired orbit distance from your target, it may be judicious to periodically pulse your microwarpdrive to reduce damage rather than leave it auto-repeating. This way you can use your capacitor for your neutralizers without having to worry about running out.
The two shield extenders are for a nice buffer tank, and make the hurricane tougher than most cruisers. An invulnerability field module will give a slightly better hit point advantage, but is not a good idea for newer pilots because of the capacitor it uses and the problems that players can get into if they run out of cap. It is also one less button to worry about pressing in the heat of combat.