Editor’s Note: This is the first article by corp member Amy Austrene. He’s a good guy and wants to get into writing theorycrafting articles and more. The quality shouldn’t drop and he knows his stuff with fits. Enjoy!
The fits described in this article were created before the resistance nerf in April 2020. Post-patch revised fits will be marked with a ++ at the start of each fitting name although screenshots will not always be updated.
Now, while I personally felt that the Typhoon was in a fairly nice spot as a cheap battleship, the Rapid Fire patch saw it get even better. CCP have made a nice few changes to several Minmatar ships and that includes an application bonus to everybody’s favourite bucket of rust, the Typhoon. Let’s take a look, shall we?
Minmatar Battleship bonuses (per skill level):
5% bonus to Rapid Heavy Missile, Cruise Missile, and torpedo Launcher rate of fire
7.5% bonus to Cruise Missile and Torpedo explosion velocity (originally 5%)
I’ll preface this article by stating that I don’t view the buff for the Typhoon as particularly meaningful, but a buff is welcome nonetheless. In reality, it results in a tiny (very tiny) application increase to the cruise and torpedo platforms. If only we saw a bonus to explosion radius instead of explosion velocity, but that would be silly and sliiightly OP.
Before I start with the fits I’ve devised for this sexy ship, I want to mention that I have a bias towards faster warp speeds. So most of the fits here will include a Hyperspatial Velocity Optimizer, despite the recent warp changes. If you, however, don’t mind the base warp speed that battleships provide then feel free to change it out for a rig more suitable for.
Before the buff, I found the cruise missile Typhoon rather lacklustre with regards to application and didn’t particularly see a strong use for cruises over other long-range DPS platforms. Especially outside of large null bloc engagements. And honestly, my opinion really hasn’t changed as the cruise missile platform has shown a minimal increase in application with and without EWAR support.
However, while the patch didn’t do much for cruise missile Typhoons, you could technically fly a cruise fit in a nano gang by foregoing tackle modules. Instead, relying on dedicated on-grid tackle and support to help apply your damage. The only issue with this is the massive delay in applied damage at longer ranges (approximately 14 seconds at 100km on a stationary target, not including the acceleration period) as well as the fact that you would struggle to receive boosts. Whereas an Oracle can apply as much instantaneous damage from over 60km for cheaper and be within range of friendly on-grid boosts.
Still, if you feel the need to launch literal space Tomahawk missiles from roughly 100km away, this fit might be your jam:
[Typhoon, Cruise Kite Typhoon] Nanofiber Internal Structure II Ballistic Control System II Damage Control II Large Ancillary Armor Repairer, Nanite Repair Paste Ballistic Control System II Ballistic Control System II Energized Adaptive Nano Membrane II 500MN Quad LiF Restrained Microwarpdrive Medium Capacitor Booster II, Navy Cap Booster 800 Missile Guidance Computer II, Missile Precision Script Missile Guidance Computer II, Missile Precision Script Large Micro Jump Drive Cruise Missile Launcher II, Nova Fury Cruise Missile Cruise Missile Launcher II, Nova Fury Cruise Missile Cruise Missile Launcher II, Nova Fury Cruise Missile Medium Energy Neutralizer II Cruise Missile Launcher II, Nova Fury Cruise Missile Cruise Missile Launcher II, Nova Fury Cruise Missile Cruise Missile Launcher II, Nova Fury Cruise Missile Large Polycarbon Engine Housing I Large Polycarbon Engine Housing I Large Hyperspatial Velocity Optimizer I Hornet EC-300 x5 Warden II x2 Warden II x2 Quafe Zero Standard Crash Booster
Doesn’t look too bad on paper, right? Adequate tank for a nanogang with the immense utility of a Micro Jump Drive which can be used defensively and offensively, 688 cold missile DPS with faction ammo, rising to 994 when your Wardens are out. This jumps up further to 1,171 hot with Fury Cruise Missiles. Compared to other nano DPS focused ships, it can be a little slow with Quafe Zero at 1.47km/s // 2.1km/s. There is also limited room for improvement as you’ll really struggle to be skirmish boosted while at such extreme ranges.
As previously mentioned, your DPS is also delayed a fair amount if you decide to exploit the range cruise missiles provide. Nevertheless, if you bring two or three of these to the field with a larger gang that can screen for tackle, your volleys will be glorious. It’s also quite nice being so far away from the 20 caps that land on your nanogang. Thank Fraternity.
Back to the topic of application, the graphs below express the damage numbers you’d expect out of Precision and Fury missiles alone, including Standard Crash on a range of targets. I’ve also tested a support ship being present to help with application if you have a spare alt/friend to sit in a Hyena.
Again, to stress the importance of application, this fit needs to be paired with some kind of long-range support for webs and paint and a dedicated tackle ship due to the lack of point. If you choose to forego any kind of support then the application will be absolutely abysmal and you will be laughed at.
Moving onto something a little more fun and rather more dangerous, the torpedo Typhoon provides the average pilot with EVE’s version of a $20 Amsterdam special. Do you want to sit on someone’s face with your 1600mm rolled tungsten balls out and shove a beautiful amount of DPS down their throat? Yes? Well take a look at this monstrosity:
[Typhoon, Armour Torpedo Buffer] Ballistic Control System II Ballistic Control System II 1600mm Steel Plates II Damage Control II 1600mm Steel Plates II Adaptive Nano Plating II Adaptive Nano Plating II 500MN Y-T8 Compact Microwarpdrive Warp Scrambler II Target Painter II Heavy Stasis Grappler II Target Painter II Torpedo Launcher II, Nova Rage Torpedo Torpedo Launcher II, Nova Rage Torpedo Torpedo Launcher II, Nova Rage Torpedo Heavy Energy Neutralizer II Torpedo Launcher II, Nova Rage Torpedo Torpedo Launcher II, Nova Rage Torpedo Torpedo Launcher II, Nova Rage Torpedo Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I Acolyte II x5 Hammerhead II x5 Hornet EC-300 x5 Warrior II x5 Standard Crash Booster
The heavy armour torpedo Typhoon has pretty decent stats for a brawling battleship, whether you use it for solo roaming or for a kitchen sink gang on a gate. Tank-wise, you can get a comfortable 108k EHP to brick your way through a fair bit of damage. While it’s not as much of a brick as the max bulkhead Megathron or some of the crazier faction battleship fits, that’s still pretty ok.
Additionally, even without the new buff to its explosion velocity, the Typhoon was able to get reliably high DPS on a wide range of targets. Fit with two target paints (No missile guidance computers mind you, to take full effect of its role bonus), you can expect 843 cold DPS with faction, rising to 1,167 hot with Rage torpedoes when you really want to show off. Add 158 DPS from the Hammerheads and you can get a maximum theoretical damage output of 1,325 DPS on top of a utility high for a heavy neut!
To put the Typhoons abilities into perspective, the following graphs show the missile-only DPS using faction and Rage missiles on a range of targets using standard crash.
Tasty amount of damage, right? While some might prefer to active tank their battleships to try to have a longer-lasting presence during a fight, the fitting requirements of the torpedos heavily affect the Typhoon’s ability to active tank at all.
All in all, the buffer torpedo Typhoon can be a brawling beast if you want a cheap, solo roaming battleship that simply throws DPS without worrying about transversal. Talking about splurging DPS, how about those Rapid Heavies huh?
The following fit lovingly expresses the art of sitting still, popping some Exile, Hardshell, and going ham on whatever you’ve managed to lock up first. But before I go into the details, have a look at this beauty.
[Typhoon, Dual Rep Rapid Heavy] Large Armor Repairer II Ballistic Control System II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Ballistic Control System II Large Ancillary Armor Repairer, Nanite Repair Paste 500MN Quad LiF Restrained Microwarpdrive Heavy Stasis Grappler II Target Painter II Warp Scrambler II Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800 Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Heavy Gremlin Compact Energy Neutralizer Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Large Anti-Explosive Pump I Large Auxiliary Nano Pump I Large Hyperspatial Velocity Optimizer I Acolyte II x5 Hammerhead II x5 Hornet EC-300 x5 Warrior II x5 Standard Exile Booster Standard Crash Booster Agency 'Hardshell' TB7 Dose III
This fit can output 1,027 DPS hot plus drones, and that will be a near enough constant output between reloads if you repair during your reload cycle! If you have the chance to use Fury missiles with proper application, your paper DPS can rise up to 1,176. And trust me, you’d be surprised at how well heavy missiles can actually apply under a paint and grappler. For reference purposes, it’s also worth knowing that Rage does about 50k work of damage before you hit reload. This isn’t always going to be an issue, but might affect time to kill a tanky/repping target if you need to escape.
Armour wise, this particular Typhoon can reliably tank up to 1,028 omni DPS before running out of paste about 600 afterwards. Buffer EHP plus ancillary rep totals 104.7k EHP, making for an easy comparison to several other battleships. At that point, the Large T2 Rep is only a bonus.
Do note that as I’ve mentioned in the introduction of the article, one of the rig slots does use a hyperspatial. Additional tank rigs are a possibility, but having that extra mobility could make the difference between landing on the gate and hitting a sabre bubble at 20km. Likewise, your friends will appreciate not having to wait around too long for you.
Again, to put the Typhoons abilities into perspective, the following graphs express the typical, missile only damage output on a range of targets with Standard Crash, using faction and Fury missiles.
Talking about heavy missiles, I’ve left my favourite Typhoon fit to last, a beautifully cheap, yet timeless classic.
Party Like It’s 2007
[Typhoon, Missile Kite] Nanofiber Internal Structure II Nanofiber Internal Structure II Damage Control II Large Ancillary Armor Repairer, Nanite Repair Paste Ballistic Control System II Ballistic Control System II Energized Adaptive Nano Membrane II 500MN Quad LiF Restrained Microwarpdrive Heavy Capacitor Booster II, Navy Cap Booster 800 Warp Disruptor II Federation Navy Stasis Webifier Large Micro Jump Drive Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Heavy Energy Neutralizer II Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Rapid Heavy Missile Launcher II, Nova Fury Heavy Missile Large Hyperspatial Velocity Optimizer I Large Polycarbon Engine Housing I Large Polycarbon Engine Housing I Acolyte II x5 Hammerhead II x5 Hornet EC-300 x5 Warrior II x5
This fit is an absolute baller if you can fly it properly. Drop it into the mainline DPS role of a small gang with skirmish links, some Quafe Zero and, if you’re feeling it, some Snakes and you can go silly quick. With a beautiful defensive web range of 22.1km thanks to Interdiction Manoeuvres, Ramjags just don’t even get close. Honestly, you don’t know how beautiful a battleship going 3.4km/s and shitting nearly a thousand DPS across the field actually is until you actually see it. All for a cheap price of approximately 231 million ISK plus optional implants. Bloody pennies, that is.
I do have to note, however, that this is a fairly operator skill-intensive fit to fly. Without proper situational awareness, knowledge of ship matchups, and when to be aggressive, you yourself can crash and burn just as easily. Only fly this if you are confident in your abilities with kiting and you have proper support from your nanogang. Then again, it is cheap.
Finally, here are the expected missile only damage outputs for a range of targets like before, with faction, Fury, and standard crash.
The Typhoon in my opinion has always been capable of being a strong contender for small gangs and solo PvP. With CCP’s recent patch, it has been aided ever so slightly with an application buff but hasn’t exactly been lifted into a higher bracket in terms of viability.
There isn’t much else to say about this ship really, other than that the Cruise variant is weaker in a small gang setting than the Rapid Heavy variant albeit with the benefit of continuous over burst DPS. But hey, extreme range needs a trade-off and it’s still possible to make it work with the right ingredients. Some of the most interesting PvP happens with weird fits, and you can always try and pull of an MJD alpha strike by timing your missiles.