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− | <br />
| + | ==Artillery Thrashers== |
− | {{FCC Links}}
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− | {{FCC Doctrine Links}}
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− | ==Combat 'Ceptors== | |
| {| style="padding:0px;" | | {| style="padding:0px;" |
− | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;"></div> | + | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:thrasher.jpg|128px|]]</div> |
− | [[File:4races.jpg|128px|]]</div> | + | | valign="middle" style="padding:4px;" | Gate-camping Artillery Thrashers are the bane of many solo Low Sec and Null Sec pilots. Fitted for insta-locking, and delivering up to 1.5k volleys of damage, a couple of these ships can remove a frigate from the field in seconds. A small fleet of them can remove even Cruisers in the same way |
− | | valign="middle" style="padding:4px;" |Interceptors are incredibly fun ships. Their immunity to bubbles, and insane warp speeds mean they are unique in their ability to cover vast areas of Null Sec rapidly and relatively safely. The Combat variants of these ships (Combat Interceptors) also pack a surprisingly good punch for their size. This makes them ideal for Null Sec raiding fleets, aiming to go deep into enemy territory to pick off lone ratting ships | + | |
| + | It is possible, if generally sub-optimal, to add tank to an Artillery Thrasher and fly this doctrine with Logi support, however the most common and effective way to fly the Thrasher remains as a roaming gate camp – similar to [[Longbow Cormorants]] – catching and devastating single ships moving through gates. It’s low effort PvP, but it’s a fun casual fleet because of that, and it can rapidly get more interesting if you can annoy nearby residents sufficiently to provoke a response fleet for a proper fight |
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| ==Implementation== | | ==Implementation== |
| + | Like all Destroyers, the Thrasher is designed for pure damage dealing. Bonuses to tracking, damage and range make it a deadly force with Artillery – able to hit for 1.5k volleys up to 30km away |
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− | The basic tactic is to move very quickly between systems, and, once approaching a promising system where ratting activity is suspected (due to Dotlan intel or otherwise) the fleet will jump into system en-masse, and immediately “Shotgun” the system - where each pilot chooses a random combat anomaly site and warps to it. Any ship which finds a ratting ship at their destination immediately tackles it, then calls for reinforcements by putting “www” in fleet chat
| + | Impressive as that is though, it doesn’t quite match the exceptional ranges of [[BLAP Talwars]] or [[Longbow Cormorants]] which make them the preferred option for skirmishing with other fleets. What the Thrasher does excel at however, is in having the joint-highest scan resolution of any T1 destroyer, and in delivering its damage in an instantaneous volley of damage. The Talwar’s missiles need time to deliver their volley, and Comorants deliver sustained rather than volley damage. A Thrasher however can simply delete an opponent as soon as it can lock it. And with such a high base scan resolution, combined with modules and rigs designed to maximize this, a Thrasher can lock and fire almost faster than your fingers can move on the keyboard |
− | | |
− | As most scouts already know, with the ridiculous speed and tiny signature radius of an Interceptor, most ships will struggle to hit an un-tackled Interceptor orbing them at 20km, letting the fleet grind down their prey at their leisure
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− | | |
− | The Combat Ceptors are generally long range fitted. This reduces the overall DPS slightly, however is overall more survivable than brawling in close, where a single scram can deactivate your MWD, and leave you vulnerable
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− | | |
− | For efficiency, at least 20-30 Interceptors is encouraged, so as to quickly kill any ratting ship smaller than a Carrier, before swiftly moving on to the next system. Moving quickly is key to circumvent the Intel chats which most major Alliances maintain in their Sovereign space in order to warn their members of incoming fleets such as this
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− | A Combat Ceptor fleet should avoid any kind of pitched fleet battle, unless there is the option to harass and pick off stragglers. Your low damage and tank means that you will get decimated by any actual fleet or small gang who is equipped to fight. Your ideal targets are a lone ratting cruisers such as a [[Vexor Navy Issue]] or [[Gila]]. With enough numbers you might think about a ratting [[Rattlesnake]], however this is generally a tough opponent for any fleet less than 50
| + | With these advantages, Gate Camping for individual unsuspecting targets is the name of the game. A full gate camping Thrasher in Low Sec will maximize its scan resolution, and usually not fit a propulsion module. Pre-aligned out, it can lock, tackle and fire within a single server tick. Assuming sufficient numbers to instantly kill an opponent on that first volley, the Thrasher can hit warp and leave the grid on the next server tick - before gate guns even lock them |
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− | It should be noted that there are slight variations on this fleet which use T3 Destroyers as their base to add more firepower, with Logi, EWAR and Combat Probers to provide more comprehensive options for hunting down ratters. These fleets are often able to punch up to kill even Carrier sized ratting ships, however they move slower (typically around 4.5AU vs the 8AU of an Interceptor) and lose the flexibility of bubble immunity. While equally fun, they are generally slightly less suited for roaming deep in enemy Sov Null
| + | To do this effectively, pre-cycling modules is essential. Make sure fleet members are familiar with this technique (click an offensive module with no target locked and it will start flashing – once you lock a target, those flashing modules will now activate immediately and automatically as soon as you have a target locked that they can apply to) |
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− | ==Fits and Fleet Composition==
| + | Pilots should fly independently on this fleet – waiting for a fleet warp or command will likely get you killed. Thrashers should be pre-aligned and hit warp themselves as soon as they unleash their first volley |
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− | ===Mainline Ships===
| + | If fighting on a gate in Null, or if engaging flashy suspect targets on Low Sec gates, where Gate Guns aren’t a concern, the pre-alignment tactics don’t apply, and the Thrashers can remain on grid and usually deliver several volleys before an opponent has time to react |
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− | Fleet composition is generally just a combination of Combat Interceptors from the 4 races, fitted with their racial long range weapon
| + | If you cannot kill an opponent rapidly in a couple of volleys, then you will want to avoid the fight – the Thrashers are extreme glass cannons due to their focus on maximizing scan resolution and damage and as soon as an opponent starts fighting back, it is likely you will rapidly lose ships. For the same reason, engaging a fleet or small gang is inadvisable unless you have overwhelming numbers. This is a true ganking fleet |
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− | ===Support===
| |
| | | |
− | Given no other ship (except T3Cs) share the Interceptors bubble immunity, it is quite acceptable to have a fleet of only Interceptors. However should you want to add some support, it needs to have a similar (8 AU) warp speed in order not to slow down the fleet. Luckily a Sabre (for bubbles) and a Bifrost (for boosh) can achieve this quite comfortably with the right rigs, providing some nice additional options for catching prey, if you have pilots who can fly them
| + | It is unlikely that you will be allowed to gate camp a single site indefinitely. Eventually, nearby residents will usually form a response fleet, either due to irritation, or hoping for some cheap Thrasher kills. Be aware of this and keep your eyes and scouts watching both sides of the gate for such a threat. If you are close to a home station, then this may be a good chance to re-ship into a more combat efficient fleet to take the fight they bring |
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| |
− | | alphacanuse=N
| |
− | }}
| |
| | | |
− | ==Fozzie Claws/Windrunners==
| + | If you get chased off a gate and don’t want/cant re-ship to fight them off, then simply re-position your Thrashers to another gate with high traffic (look on Dotlan for systems with high numbers of jumps) |
| | | |
− | A more focused variant of the Combat Interceptor fleet is often seen flown by Sov Null alliances which focuses exclusively on the Claw. The doctrine has been called “Fozzie Claws” due (apparently) to CCP Fozzie who introduced the Interceptor bubble immunity which makes this doctrine possible. Most Null Sec corps have slight variations of this doctrine, however the below is a common fit:
| + | ==Fleet Composition and Fits== |
− | {{ShipFitting
| |
− | | ship=Claw
| |
− | | shipTypeID=11196
| |
− | | fitName=FozzieClaw
| |
− | | fitID=FozzieClaw
| |
− | | low1name=Gyrostabilizer II
| |
− | | low1typeID=519
| |
− | | low2name=Gyrostabilizer II
| |
− | | low2typeID=519
| |
− | | low3name=Inertial Stabilizers II
| |
− | | low3typeID=1405
| |
− | | low4name=Inertial Stabilizers II
| |
− | | low4typeID=1405
| |
− | | mid1name=5MN Y-T8 Compact Microwarpdrive
| |
− | | mid1typeID=5973
| |
− | | mid2name=Initiated Compact Warp Disruptor
| |
− | | mid2typeID=5405
| |
− | | high1name=280mm Howitzer Artillery II
| |
− | | high1typeID=2977
| |
− | | high2name=280mm Howitzer Artillery II
| |
− | | high2typeID=2977
| |
− | | high3name=280mm Howitzer Artillery II
| |
− | | high3typeID=2977
| |
− | | rig1name=Small Low Friction Nozzle Joints II
| |
− | | rig1typeID=31171
| |
− | | rig2name=Small Projectile Collision Accelerator II
| |
− | | rig2typeID=31686
| |
− | | charge1name=Republic Fleet EMP S x180
| |
− | | charge1typeID=21898
| |
− | | charge2name=Republic Fleet Fusion S x180
| |
− | | charge2typeID=21906
| |
− | | charge3name=Republic Fleet Phased Plasma S x180
| |
− | | charge3typeID=21924
| |
− | | charge4name=Republic Fleet Depleted Uranium S x180
| |
− | | charge4typeID=28336
| |
− | | charge5name=Nanite Repair Paste x100
| |
− | | charge5typeID=28668
| |
− | | high4name=open
| |
− | | skills=
| |
− | | showSKILLS=N
| |
− | | notes=
| |
− | | showNOTES=N
| |
− | | difficulty=0
| |
− | | warsop=A
| |
− | | warsopReason=
| |
− | | version=LATEST
| |
− | | showTOC=Y
| |
− | | shipDNA=11196:519;2:1405;2:5973;1:5405;1:2977;3:31171;1:31686;1:21898;180:21906;180:21924;180:28336;180:28668;100::
| |
− | | fleetup=
| |
− | | alphacanuse=N
| |
− | }}
| |
− | These ships take advantage of the Claw’s volley damage with Artillery, which is quite impressive for its size (1k+ Damage per volley), combined with two Inertia Stabilizers in its lows alongside 2 Gyrostabilisers. Combined with a single rig slot devoted to agility, a Claw fit this way can achieve a sub 3s align time, which is close to insta-warp, while still being immune to bubbles, and packing fairly short range, but high volley damage which can be instantly applied to an opponent
| |
| | | |
− | A good Fozzie Claw fleet will rarely stay still, using their interdiction immunity, plus insta-warp align times, to land on grid, volley off a ship or two, then immediately shift into warp to reposition for another volley. They combine very well therefore with a combat prober who can provide warp-ins directly onto enemy ships
| + | ====Primary DD Fit==== |
| + | The full insta-locking Thrasher reaches 2k signature strength, letting it insta-lock almost anything – including Interceptors. However this does leave the Thrasher with a tissue paper tank. Depending on the purpose (and location) of the fleet, FC’s may wish to go full insta-locking, or to mix a few insta-lockers with a main fleet of more robust ships which can survive at least one volley of gate guns if a pilot is slow to warp off |
| | | |
− | As Fozzie Claws generally do not fit any tank, they are incredibly fragile as soon as they are targeted, which makes them utterly unsuitable for a pitched battle, and they rely on being able to quickly volley an opponent within 1-2 volleys then leave before the opponent has time to react – meaning that large numbers is the hallmark of the Fozzie Claw fleet
| + | ====Logi==== |
| + | Logistics ships are of little use here – limited tank and terrible resists means you’re almost always going to benefit more from additional DPS than Logistics support |
| | | |
− | For third partying a fight however, given the unrivalled warp speed and align times, Fozzie Claws in large numbers are fantastic skirmishers, harassing larger fleets with ease, and picking them apart over multiple jumps as they try to flee back to their own sovereign space
| + | ====Support Ships==== |
− | Due to Fozzie Claw’s being used primarily for Sov Null warfare, and the large numbers required to be effective, this is not a common doctrine for EVE University , and FCs may want to stick to the standard Combat Ceptor fleet above. However it is an interesting fleet concept to note
| + | T1 Frigate scouts can be useful to watch for incoming targets on either side of a gate, and watch for possible response fleets, and if gate guns aren’t an issue, then ECM ships can help keep a larger target from firing back while the Thrashers take a few more volleys to finish them off. Otherwise, support ships are minimal |
Artillery Thrashers
|
Gate-camping Artillery Thrashers are the bane of many solo Low Sec and Null Sec pilots. Fitted for insta-locking, and delivering up to 1.5k volleys of damage, a couple of these ships can remove a frigate from the field in seconds. A small fleet of them can remove even Cruisers in the same way
It is possible, if generally sub-optimal, to add tank to an Artillery Thrasher and fly this doctrine with Logi support, however the most common and effective way to fly the Thrasher remains as a roaming gate camp – similar to Longbow Cormorants – catching and devastating single ships moving through gates. It’s low effort PvP, but it’s a fun casual fleet because of that, and it can rapidly get more interesting if you can annoy nearby residents sufficiently to provoke a response fleet for a proper fight
|
Implementation
Like all Destroyers, the Thrasher is designed for pure damage dealing. Bonuses to tracking, damage and range make it a deadly force with Artillery – able to hit for 1.5k volleys up to 30km away
Impressive as that is though, it doesn’t quite match the exceptional ranges of BLAP Talwars or Longbow Cormorants which make them the preferred option for skirmishing with other fleets. What the Thrasher does excel at however, is in having the joint-highest scan resolution of any T1 destroyer, and in delivering its damage in an instantaneous volley of damage. The Talwar’s missiles need time to deliver their volley, and Comorants deliver sustained rather than volley damage. A Thrasher however can simply delete an opponent as soon as it can lock it. And with such a high base scan resolution, combined with modules and rigs designed to maximize this, a Thrasher can lock and fire almost faster than your fingers can move on the keyboard
With these advantages, Gate Camping for individual unsuspecting targets is the name of the game. A full gate camping Thrasher in Low Sec will maximize its scan resolution, and usually not fit a propulsion module. Pre-aligned out, it can lock, tackle and fire within a single server tick. Assuming sufficient numbers to instantly kill an opponent on that first volley, the Thrasher can hit warp and leave the grid on the next server tick - before gate guns even lock them
To do this effectively, pre-cycling modules is essential. Make sure fleet members are familiar with this technique (click an offensive module with no target locked and it will start flashing – once you lock a target, those flashing modules will now activate immediately and automatically as soon as you have a target locked that they can apply to)
Pilots should fly independently on this fleet – waiting for a fleet warp or command will likely get you killed. Thrashers should be pre-aligned and hit warp themselves as soon as they unleash their first volley
If fighting on a gate in Null, or if engaging flashy suspect targets on Low Sec gates, where Gate Guns aren’t a concern, the pre-alignment tactics don’t apply, and the Thrashers can remain on grid and usually deliver several volleys before an opponent has time to react
If you cannot kill an opponent rapidly in a couple of volleys, then you will want to avoid the fight – the Thrashers are extreme glass cannons due to their focus on maximizing scan resolution and damage and as soon as an opponent starts fighting back, it is likely you will rapidly lose ships. For the same reason, engaging a fleet or small gang is inadvisable unless you have overwhelming numbers. This is a true ganking fleet
It is unlikely that you will be allowed to gate camp a single site indefinitely. Eventually, nearby residents will usually form a response fleet, either due to irritation, or hoping for some cheap Thrasher kills. Be aware of this and keep your eyes and scouts watching both sides of the gate for such a threat. If you are close to a home station, then this may be a good chance to re-ship into a more combat efficient fleet to take the fight they bring
If you get chased off a gate and don’t want/cant re-ship to fight them off, then simply re-position your Thrashers to another gate with high traffic (look on Dotlan for systems with high numbers of jumps)
Fleet Composition and Fits
Primary DD Fit
The full insta-locking Thrasher reaches 2k signature strength, letting it insta-lock almost anything – including Interceptors. However this does leave the Thrasher with a tissue paper tank. Depending on the purpose (and location) of the fleet, FC’s may wish to go full insta-locking, or to mix a few insta-lockers with a main fleet of more robust ships which can survive at least one volley of gate guns if a pilot is slow to warp off
Logi
Logistics ships are of little use here – limited tank and terrible resists means you’re almost always going to benefit more from additional DPS than Logistics support
Support Ships
T1 Frigate scouts can be useful to watch for incoming targets on either side of a gate, and watch for possible response fleets, and if gate guns aren’t an issue, then ECM ships can help keep a larger target from firing back while the Thrashers take a few more volleys to finish them off. Otherwise, support ships are minimal