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Slasher: Difference between revisions

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Tactics: edited for language and format
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==Tactics==
==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:


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, Battleships), 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>
* '''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.
* 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>
 
* 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>
* '''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.
* 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>
 
* 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.
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!
 
Slasher pilots can learn more about tackling by attending [[Tackling 101]].


==Notes==
==Notes==