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Revision as of 14:39, 14 January 2014
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
Traits:
Ship Attributes
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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.
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
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Warp Disruptor II
Faint Epsilon Warp Scrambler I
Medium F-S9 Regolith Shield Induction
Limited 1MN Microwarpdrive I
Pseudoelectron Containment Field I
Micro Auxiliary Power Core I
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
- If you drop 2 guns, you can fit a Damage Control II
- Downgrade to meta if ISK/SP is a problem
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II
Small Unstable Power Fluctuator I
1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster
DDO Photometry Tracking Disruptor I
Pseudoelectron Containment Field I
Overdrive Injector System II
Small Projectile Burst Aerator I
Small Projectile Metastasis Adjuster I
Small Projectile Metastasis Adjuster I
Navy Cap Booster 50 x18
Hail S x960
Barrage S x960
Republic Fleet Fusion S x960
Republic Fleet Phased Plasma S x960
- 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
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.
- 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.
- 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.
- 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.
- 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.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.