Difference between revisions of "Slasher"
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When flying a slasher as an intercepter 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 prefered 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> | When flying a slasher as an intercepter 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 prefered 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> | ||
* Long Point: With the warp disruptor your orbit should be set to approcimately 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 untill somone calls a replacement point (someone else has a scram) and move onto your next target.<br><br> | * Long Point: With the warp disruptor your orbit should be set to approcimately 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 untill somone 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 achive 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 | + | * 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 achive 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 watchfull 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 eliptical orbit may be large enough to push you outside of scram range.<br><br><br> |
* 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 taget 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 clikc half way. Do this untill you feel you can safely dive onto the target (scramblers) or start you long distance orbit (disruptors) safely.<br><br> | * 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 taget 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 clikc half way. Do this untill 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 you 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. | * 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 you 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. |
Revision as of 04:17, 29 October 2011
RELATED UNI-WIKI REFERENCES
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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
Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to Small Projectile Turret tracking speed per skill level.
Ship Attributes
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Summary
The Slasher is a very cheap combat oriented frigate. It has the fastest base speed of any T1 frigate (the Vigil is actually faster because of its hull bonus to speed), but the Slasher is not nearly as useful a fighter as the Rifter, mainly due to its lack of a third midslot and only having a single lowslot.
Skills
- From the ship description:
- Core Competency - Basic [Certificate]
- Frigate Projectile Turrets - Basic [Certificate]
- Propulsion Jammer Operator - Basic [Certificate]
- High Velocity Helmsman - Basic [Certificate]
Fitting
Template:FittingsTemplate:Fittings
Tactics
When flying a slasher as an intercepter 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 prefered 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.
- Long Point: With the warp disruptor your orbit should be set to approcimately 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 untill somone calls a replacement point (someone else has a scram) and move onto your next target.
- 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 achive 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 watchfull 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 eliptical orbit may be large enough to push you outside of scram range.
- 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 taget 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 clikc half way. Do this untill you feel you can safely dive onto the target (scramblers) or start you long distance orbit (disruptors) safely.
- 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 you 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.
Notes
You can write additional notes for Slasher here.