Slasher

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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

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
34 MW
CPU
cpu output
135 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
2.85 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
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 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

Fleet scout/tackle
Slasher: Fleet scout/tackle
EFT
[Slasher, Fleet scout/tackle]
125mm Gatling AutoCannon II, Republic Fleet EMP S
125mm Gatling AutoCannon II, Republic Fleet EMP S
125mm Gatling AutoCannon II, Republic Fleet EMP S

Limited 1MN Microwarpdrive I
Medium Shield Extender II
Warp Disruptor II
X5 Prototype Engine Enervator

Micro Auxiliary Power Core I
Pseudoelectron Containment Field I

Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I



Republic Fleet EMP S x1

Fitting template high slot label.png
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Icon hi slot.png
Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
PHOEBE 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Swap out the Disruptor for a Scram if you want. This is a great scouting ship for frig/dessie roams and for getting first point on things in plexes.
  • T1 this entire fit if you want. Change out the Small Core Defense Field Extender's for Anti-thermal and anti-kinetic for mega cheap.
Fleet point/scram Inty
Slasher: Fleet point/scram Inty
EFT
[Slasher, Fleet point/scram Inty]
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



Fitting template high slot label.png
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Icon hi slot.png
Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
PHOEBE 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • If you drop 2 guns, you can fit a Damage Control II
  • Downgrade to meta if ISK/SP is a problem
Solo Sig Tanking
Slasher: Solo Sig Tanking
EFT
[Slasher, Solo Sig Tanking]
5W Infectious Power System Malfunction
150mm Light AutoCannon II, Republic Fleet EMP S
150mm Light AutoCannon II, Republic Fleet EMP S
150mm Light AutoCannon II, Republic Fleet EMP S

J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster, Navy Cap Booster 50
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
1MN Afterburner II

Pseudoelectron Containment Field I
Nanofiber Internal Structure II

Small Polycarbon Engine Housing I
Small Anti-EM Screen Reinforcer I
Small Projectile Burst Aerator I



Navy Cap Booster 50 x1
Tracking Speed Disruption Script x1
Republic Fleet EMP S x1

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
PHOEBE 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Meta the guns to 'scout's and/or the AB if you have fitting problems, the fit is still just as effective. Bring all the Ammos. Bring both scripts. Navy Cap Booster 50's are mandatory. You can switch out the TD for a web based on what you are engaging.

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.