Difference between revisions of "Slasher"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
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<!-----------------------------------------------------------
 
<!-----------------------------------------------------------
* SHIP ATTRIBUTES SECTION (last update : 01.04.2013)
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* SHIP ATTRIBUTES SECTION (last update : 12.09.2015)
 
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* on editing the attributes, please make sure that you don't  
 
* on editing the attributes, please make sure that you don't  
* leave/misstype any tags required. please follow the same  
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* leave/mistype any tags required. please follow the same  
 
* format below and edit only the values (after the = sign).
 
* format below and edit only the values (after the = sign).
 
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|shipid=585
 
|shipid=585
 
|shipimg=Slasher.jpg
 
|shipimg=Slasher.jpg
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|faction=Minmatar Republic
 
|faction=Minmatar Republic
 
|race=Minmatar
 
|race=Minmatar
|roles=unspecified
 
 
|variations={{Ship|Claw}}, {{Ship|Stiletto}}
 
|variations={{Ship|Claw}}, {{Ship|Stiletto}}
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|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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|powergrid=36 MW
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|cpu=140 tf
|powergrid=34 MW
 
|cpu=135 tf
 
 
|capacitor=240 GJ
 
|capacitor=240 GJ
 
|highs=4
 
|highs=4
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|mediums=4
 
|mediums=4
 
|lows=2
 
|lows=2
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|mass=1,075,000 kg
 
|mass=1,075,000 kg
|volume=17,400 m&#179;
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|volume=17,400
|cargohold=120 m&#179;
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|cargohold=120
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|dronebay=0 m&#179;
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|dronebay=
|bandwidth=0 Mbit/sec
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|bandwidth=
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        |quote=Move fast, strike true.
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        |quote_attribution=Thukker pilot motto
 
|info=The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.
 
|info=The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.
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|bonuses=<b>Traits:</b><br><b>Minmatar Frigate skill bonus per level:</b><br>5% bonus to Small Projectile Turret damage<br>7.5% bonus to Small Projectile Turret tracking speed<br><br><b>Role bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost
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|bonuses='''Traits:'''<br>'''Minmatar Frigate skill bonus per level:'''<br>5% bonus to Small Projectile Turret damage<br>7.5% bonus to Small Projectile Turret tracking speed<br><br>'''Role bonus:'''<br>80% reduction in Propulsion Jamming systems activation cost
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|structurehp=300 HP
 
|structurehp=300 HP
 
|shieldhp=350 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
 
|shieldhp=350 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
 
|armorhp=300 HP |armorem=60 |armorexp=10 |armorkin=25 |armortherm=35
 
|armorhp=300 HP |armorem=60 |armorexp=10 |armorkin=25 |armortherm=35
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|maxvelocity=430 m/s
 
|maxvelocity=430 m/s
 
|inertia=2.83
 
|inertia=2.83
 
|warpspeed=5 AU/s
 
|warpspeed=5 AU/s
|warptime=2.85 s
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|warptime=4.22 s
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|targetrange=22.5 km
 
|targetrange=22.5 km
 
|sigradius=30 m
 
|sigradius=30 m
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|sensorvalue=7 points
 
|sensorvalue=7 points
 
|scanres=940 mm
 
|scanres=940 mm
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|reqskills=*Minmatar Frigate I<small>16m</small>
 
|reqskills=*Minmatar Frigate I<small>16m</small>
**Spaceship Command I<small>8m</small>
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** Spaceship Command I<small>8m</small>
 
|totaltraintime=0d 0h 24m
 
|totaltraintime=0d 0h 24m
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|forumlinks=
 
|forumlinks=
 
|wikireferences=
 
|wikireferences=
|externallinks=[http://wiki.eveonline.com/en/wiki/Slasher Slasher on Eve Online Wiki]<br>
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|externallinks=<br>
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|highlights1=
 
|highlights1=
 
|highlights2=
 
|highlights2=
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==Summary==
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== Summary ==
The Slasher is a the tech one Minmatar tackle frigate. It receives a bonus to the cap usage of tackle mods. It has the fastest base speed of the tier one frigates. Four mid slots also allow a great deal of flexibility in fitting.
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The Slasher is the Minmatar [[Frigates#Fast Frigates|Attack Frigate]]. The Slasher's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Slasher tricky to predict and counter. The Slasher also has bonuses to projectile weapons, though Slasher tacklers are sometimes too far from their targets to apply much damage with them. The Slasher is the most versatile of the four racial Attack Frigates, and can be flown in a number of different ways. But the job of a Slasher pilot is typically the same as that of any tackler: to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver the punch.
 +
 
 +
The Slasher’s versatility makes it an excellent hull for new pilots learning different approaches to tackling and scouting. Flying the Slasher provides great practice for eventually flying fleet interceptors (such as the [[Stiletto]]), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Slasher isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Slasher pilots are strongly advised to read the [[Tackling|UniWiki guide to tackling]].
 +
 
 +
The Slasher has relatively low base HP, which is evenly spread between hull, armor and shield. As a result, the Slasher is difficult to tank, and is the flimsiest of the four racial Attack Frigates after fitting. The ship makes up for its poor tank with a low signature radius and high speed, which makes the Slasher tough to hit. Like other tackle frigates, the tackle Slasher is typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots. But the other two mids can be fit with a variety of different modules—a shield extender, a warp scrambler (“scram”), a stasis webifier (“web”), a signal amplifier for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Slasher pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.
 +
 
 +
Some inherent limitations make the Slasher less effective as a damage dealer, PvE, or solo PvP ship. The Slasher receives bonuses to projectile damage and tracking, but the short range of small projectiles means that the ship must fly close to an enemy to apply damage. This puts the Slasher within range of an opponent’s scram, web, and neuts, which spell danger for the nimble Slasher. The Slasher can avoid this by kiting the enemy, if it is fit with longer-range small artillery, but the damage output of artillery is lower. Minmatar characters interested in a PvE frigate may be better off flying one of the two Minmatar Combat Frigates (the [[Breacher]] or [[Rifter]]). And Minmatar PvP pilots might wait to skill into the [[Republic Fleet Firetail]], which is an exceptional PvP ship.
 +
 
 +
== Tactics ==
 +
Fleet Slasher pilots should read the UniWiki articles on [[Scouting]] and [[Tackling]]; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Slasher:
 +
 
 +
* '''Choose your targets wisely.''' The Slasher is especially effective against large ships, because they have trouble tracking the Slasher with their larger weapons systems. Slasher pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours.
 +
 
 +
* '''Keep an appropriate distance.''' If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
 +
 
 +
:If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range.
 +
 
 +
* '''Spiral in.''' Because the Slasher is poorly tanked, the Slasher pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Slasher pilots should just fly straight at these targets.
 +
 
 +
* '''Anticipate your opponent.''' Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
 +
 
 +
* '''Call your point in comms.''' Let your fleetmates know when they should warp to you!
 +
 
 +
== Notes ==
 +
 
 +
The Slasher has highest base speed and lowest signature of all T1 tackle friagtes.
 +
 
 +
The Slasher seem to be loosely based around a X-wing, having the same wing folding mechanism, general layout and number of engines.
 +
 
 +
== Patch History ==
 +
{{expansion past|
 +
'''YC119.3 V.1.0 – Build: 1132976 – 14.03.17'''
 +
*Corrected the asymmetrical arrangement of turrets on the Minmatar Frigate Slasher.
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'''YC119.2 v.1.0 – Build: 1121744 – 14.02.17'''
 +
*Corrected Minmatar Frigate Slasher mining laser turret targeting accuracy.
 +
 
 +
'''YC118.8 v.1.0 – Build: 1077233 – 13.09.16'''
 +
*Slasher, Stiletto & Claw Ship Model Redesign
 +
 
 +
'''March 2016 v.1.0 – Build: 1030955 – 08.03.16'''
 +
*Removed black artifacts from the sails of the Minmatar Frigates Slasher, Stiletto and Probe.
 +
 
 +
'''December v1.0 – Build: 995003 – 08.12.15'''
 +
*Slasher: +5 CPU, +2 PWG
 +
 
 +
'''Retribution v.1.0 – Build: 476047 – 04.12.12'''
 +
*''The Frigates (Atron, Executioner, Condor and Slasher) and all their tech2 variants now have their fourth high-slot turret locator visible on the ships hull.''
 +
*Missing lights have been added to the Slasher and its Tech variants.
  
==Skills==
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'''Inferno v.1.2 – Build: 404131 – 08.08.12'''
* From the ship description:<br><br>
 
* Core Competency - Basic [Certificate]<br>
 
* Frigate Projectile Turrets - Basic [Certificate]<br>
 
* Propulsion Jammer Operator - Basic [Certificate]<br>
 
* High Velocity Helmsman - Basic [Certificate]<br>
 
  
==Fitting==
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''The next step in the ongoing removal of ship Tiers (as described in this Dev Blog) affects the Attack Frigates: the Executioner, Condor, Atron and Slasher.''
{{ShipFitting|
 
ship=Slasher|
 
shipTypeID=585|
 
fitName=Long point/Inty|
 
fitID=Long-point-Inty|
 
high1name=125mm Gatling AutoCannon II|
 
high1typeID=2873|
 
high2name=125mm Gatling AutoCannon II|
 
high2typeID=2873|
 
high3name=125mm Gatling AutoCannon II|
 
high3typeID=2873|
 
high4name=open|
 
mid1name=Warp Disruptor II|
 
mid1typeID=3244|
 
mid2name=Faint Epsilon Warp Scrambler I|
 
mid2typeID=5443|
 
mid3name=Medium F-S9 Regolith Shield Induction|
 
mid3typeID=8517|
 
mid4name=Limited 1MN Microwarpdrive I|
 
mid4typeID=5973|
 
low1name=Pseudoelectron Containment Field I|
 
low1typeID=5837|
 
low2name=Micro Auxiliary Power Core I|
 
low2typeID=11563|
 
rig1name=Small Anti-EM Screen Reinforcer I|
 
rig1typeID=31716|
 
rig2name=Small Anti-EM Screen Reinforcer I|
 
rig2typeID=31716|
 
rig3name=Small Anti-Thermal Screen Reinforcer I|
 
rig3typeID=31752|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RUBI 1.0|
 
shipDNA=585:2873;3:3244;1:5443;1:5973;1:8517;1:5837;1:11563;1:31716;2:31752;1::|
 
skills=|
 
notes=If you drop 2 guns, you can fit a Damage Control II</li><li>Downgrade to meta if ISK/SP is a problem}}{{ShipFitting|
 
ship=Slasher|
 
shipTypeID=585|
 
fitName=Solo PvP|
 
fitID=Solo-PvP|
 
high1name=150mm Light AutoCannon II|
 
high1typeID=2881|
 
high2name=150mm Light AutoCannon II|
 
high2typeID=2881|
 
high3name=150mm Light AutoCannon II|
 
high3typeID=2881|
 
high4name=Small Unstable Power Fluctuator I|
 
high4typeID=4475|
 
mid1name=1MN Afterburner II|
 
mid1typeID=438|
 
mid2name=J5b Phased Prototype Warp Scrambler I|
 
mid2typeID=5439|
 
mid3name=Medium Ancillary Shield Booster|
 
mid3typeID=32772|
 
mid4name=DDO Photometry Tracking Disruptor I|
 
mid4typeID=5322|
 
low1name=Pseudoelectron Containment Field I|
 
low1typeID=5837|
 
low2name=Overdrive Injector System II|
 
low2typeID=1236|
 
drone1name=open|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Navy Cap Booster 50 x18|
 
charge1typeID=33332|
 
charge2name=Hail S x960|
 
charge2typeID=12608|
 
charge3name=Barrage S x960|
 
charge3typeID=12625|
 
charge4name=Republic Fleet Fusion S x960|
 
charge4typeID=21906|
 
charge5name=Republic Fleet Phased Plasma S x960|
 
charge5typeID=21924|
 
rig1name=Small Projectile Burst Aerator I|
 
rig1typeID=31668|
 
rig2name=Small Projectile Metastasis Adjuster I|
 
rig2typeID=31704|
 
rig3name=Small Projectile Metastasis Adjuster I|
 
rig3typeID=31704|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RUBI 1.0|
 
shipDNA=585:2881;3:4475;1:438;1:5322;1:5439;1:32772;1:1236;1:5837;1:31668;1:31704;2:12608;960:12625;960:21898;960:21906;960:21924;960:29005;1:29007;1:33332;18:21906;1:29005;1:33332;1::|
 
skills=|
 
notes=CPU is extremely tight on this fit, you'll need CPU management to V in order to fly it and even so, some of the modules have been downgraded to meta to make the fit work. Even without a web the slasher's natural speed combined with an AB will ensure that it can dictate range inside of scram. The ASB ensures a cap free tank to allow you to make use of your neut, and your TD will ensure that other turret ships will have great difficulty applying damage to you.}}
 
  
==Tactics==
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''Attack Frigates are designed as high speed damage dealing and tackling vessels.''
  
When flying a slasher as an interceptor you need to take a little time to understand how your ship operates under high speed conditions, and set up your orbit ranges appropriately. Your preferred ships to tackle are anything bigger than you (Cruisers, Battle Cruisers, Battlships), as you have a chance to effectively speed tank any guns that may be on their ships.  If you are scram fitted you might be able to assist your other frigate pilots in catching another MWD frigate such as a Dramiel or Interceptor. <br>
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*Frigate skill bonuses: +5% to small projectile turret damage and +7.5% to small projectile turret tracking per level
* Long Point: With the warp disruptor your orbit should be set to approximately 14-17 KM.  This will allow you to stay at 16-18 km, inside of your warp disruption range and outside of medium energy neutralizing range.  Hold point (keep the module) active for as long as possible or until someone calls a replacement point (someone else has a scram) and move onto your next target.<br><br>
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*Role bonus: 80% reduction in Propulsion Jamming systems activation cost
* Short Point: Set your orbit to 500 meters and shut off your MWD once you get within 8-11 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially loose your scramble and allow a watchful pilot to instapop your fragile frigate as you re-approach.  Leaving your MWD on for a low skilled pilot can cause issues with maintaining cap, make it very easy for other ships to shoot you (huge signature radius), and your elliptical orbit may be large enough to push you outside of scram range.<br><br><br>
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*Slot layout: 4 H, 4 M, 2 L, 3 turrets, 0 launchers
* Spiraling: In both cases you will need to learn how to spiral onto targets.  This requires a bit of 'manual' flying.  Manual flying is where you double click in space to set your ship trajectory rather than using the approach or orbit command buttons.  In the case of spiraling, you want to fly into the target ship at angles when possible.  Place the target ship in the center of your screen and double click in space halfway been the ship and the edge of your screen.  Once you start getting closer reposition the target ship to the center of your screen and again, double click half way.  Do this until you feel you can safely dive onto the target (scramblers) or start you long distance orbit (disruptors) safely.<br><br>
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*Fittings: 34 PWG, 135 CPU
* Call your point: When you turn your warp disruption module on the target you can briefly call out over com's, "+1 Thorax" if you managed to put a warp disruptor on a thorax, or "+2 Drake" if you managed to put a scrambler on a drake. +1 is for Warp disruptors +2 is for scramblers.  Do not say anything else.  If your ship is going down and you are about to be blown up, do not call out over coms  "I'm gonna die!"  That is bad.  Simply call out briefly over com's "-1 Thorax" or "-2 Drake" and warp your pod off so you can reship.
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*Defense (shields / armor / hull) : 350 / 300 / 300
 +
*Capacitor (amount / recharge rate / cap per second): 240 / 120 s / 2
 +
*Mobility (max velocity / agility / mass / align time): 430 / 2.83 / 1075000 / 2.85s
 +
*Drones (bandwidth / bay): 0 / 0
 +
*Targeting (max targeting range / scan resolution / max locked targets): 22.5km / 940 / 4
 +
*Sensor strength: 7 Ladar
 +
*Signature radius: 30
 +
*Cargo capacity: 120
  
==Notes==
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}}
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
 
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
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[[Category:Ship Database]]
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[[Category:Standard Frigates]]

Latest revision as of 23:53, 17 November 2024

EVE University Database
 
Ship Database
Slasher
Slasher
Minmatar Republic
Minmatar Republic
Standard Frigates
Slasher Class
RELATED UNI-WIKI REFERENCES
Move fast, strike true.
– Thukker pilot motto


The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.

SHIP BONUSES

Traits:
Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed

Role bonus:
80% reduction in Propulsion Jamming systems activation cost

Required Skills
  • Minmatar Frigate I16m
    • Spaceship Command I8m
Training Time what's this?
0d 0h 24m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Claw
Claw.jpg
CornerT2s.png
Claw
Interceptors Slasher Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png4 (1/3) Icon mid slot.png2 Icon low slot.png4
Icon powergrid.png45 MW Icon cpu.png125 tf
Icon velocity.png480 m/sec
Icon capacity.png94 m³
, Stiletto
Stiletto.jpg
CornerT2s.png
Stiletto
Interceptors Slasher Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png3 (1/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png30 MW Icon cpu.png150 tf
Icon velocity.png435 m/sec
Icon capacity.png92 m³

Ship Attributes

Fittings
Powergrid
powergrid
36 MW
CPU
cpu output
140 tf
Capacitor
capacitor
240 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
4
Low
low slots
2
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
430 m/s
Inertia Modifier
inertia modifier (agility)
2.83
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.22 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
22.5 km
Max Locked Targets
max. locked targets
4
LADAR Sensor
LADAR sensor strength
7 points
Sig. Radius
signature radius
30 m
Scan Res.
scan resolution
940 mm
Structure
Structure Hitpoints
structure hitpoints
300 HP
Mass
ship mass
1,075,000 kg
Volume
ship volume
17,400 m³
Cargo Capacity
cargo capacity
120 m³
Armor
Armor Hitpoints
armor hitpoints
300 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
350 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Slasher is the Minmatar Attack Frigate. The Slasher's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Slasher tricky to predict and counter. The Slasher also has bonuses to projectile weapons, though Slasher tacklers are sometimes too far from their targets to apply much damage with them. The Slasher is the most versatile of the four racial Attack Frigates, and can be flown in a number of different ways. But the job of a Slasher pilot is typically the same as that of any tackler: to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver the punch.

The Slasher’s versatility makes it an excellent hull for new pilots learning different approaches to tackling and scouting. Flying the Slasher provides great practice for eventually flying fleet interceptors (such as the Stiletto), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Slasher isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Slasher pilots are strongly advised to read the UniWiki guide to tackling.

The Slasher has relatively low base HP, which is evenly spread between hull, armor and shield. As a result, the Slasher is difficult to tank, and is the flimsiest of the four racial Attack Frigates after fitting. The ship makes up for its poor tank with a low signature radius and high speed, which makes the Slasher tough to hit. Like other tackle frigates, the tackle Slasher is typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots. But the other two mids can be fit with a variety of different modules—a shield extender, a warp scrambler (“scram”), a stasis webifier (“web”), a signal amplifier for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Slasher pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.

Some inherent limitations make the Slasher less effective as a damage dealer, PvE, or solo PvP ship. The Slasher receives bonuses to projectile damage and tracking, but the short range of small projectiles means that the ship must fly close to an enemy to apply damage. This puts the Slasher within range of an opponent’s scram, web, and neuts, which spell danger for the nimble Slasher. The Slasher can avoid this by kiting the enemy, if it is fit with longer-range small artillery, but the damage output of artillery is lower. Minmatar characters interested in a PvE frigate may be better off flying one of the two Minmatar Combat Frigates (the Breacher or Rifter). And Minmatar PvP pilots might wait to skill into the Republic Fleet Firetail, which is an exceptional PvP ship.

Tactics

Fleet Slasher pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Slasher:

  • Choose your targets wisely. The Slasher is especially effective against large ships, because they have trouble tracking the Slasher with their larger weapons systems. Slasher pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours.
  • Keep an appropriate distance. If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range.
  • Spiral in. Because the Slasher is poorly tanked, the Slasher pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Slasher pilots should just fly straight at these targets.
  • Anticipate your opponent. Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
  • Call your point in comms. Let your fleetmates know when they should warp to you!

Notes

The Slasher has highest base speed and lowest signature of all T1 tackle friagtes.

The Slasher seem to be loosely based around a X-wing, having the same wing folding mechanism, general layout and number of engines.

Patch History