Difference between revisions of "Slasher"

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==Notes==
 
==Notes==
''You can write additional notes for Slasher here.''
+
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
 
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
 
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]

Revision as of 01:50, 9 May 2012

EVE University Database
 
Ship Database
Slasher
Slasher
Minmatar Republic
Minmatar Republic
Standard Frigates
Slasher Class
RELATED UNI-WIKI REFERENCES

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.

Required Skills
  • Minmatar Frigate II1h 34m
    • Spaceship Command I8m
Training Time what's this?
0d 1h 42m
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
20 MW
CPU
cpu output
100 tf
Capacitor
capacitor
156.3 GJ
High
high slots
3
Launchers
launcher slots
1
Turrets
turret slots
2
Medium
medium slots
2
Low
low slots
1
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
419 m/s
Inertia Modifier
inertia modifier (agility)
2.83
Warp Speed
inertia modifier (agility)
6 AU/s
Base Time to Warp
base time to warp
4.51 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
Drone Capacity
drone capacity
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
17 km
Max Locked Targets
max. locked targets
4
LADAR Sensor
LADAR sensor strength
5 points
Sig. Radius
signature radius
30 m
Scan Res.
scan resolution
750 mm
Structure
Structure Hitpoints
structure hitpoints
188 HP
Mass
ship mass
1,150,000 kg
Volume
ship volume
17,400 m³
Cargo Capacity
cargo capacity
120 m³
Armor
Armor Hitpoints
armor hitpoints
243 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
235 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


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

This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.