Difference between revisions of "Slasher"

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(Published fits discussed at Fitting Hangar)
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==Summary==
 
==Summary==
The Slasher is 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.
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The Slasher is the Minmatar [[Frigates#Fast_Frigates|Attack Frigate]]. The Slasher's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Slasher tricky to predict and counter. The Slasher also has bonuses to projectile weapons, though Slasher tacklers are sometimes too far from their targets to apply much damage with them. The Slasher is the most versatile of the four racial Attack Frigates, and can be flown in a number of different ways. But the job of a Slasher pilot is typically the same as that of any tackler: to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver the punch.
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The Slasher’s versatility makes it an excellent hull for new pilots learning different approaches to tackling and scouting. Flying the Slasher provides great practice for eventually flying fleet interceptors (such as the [[Stiletto]]), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Slasher isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Slasher pilots are strongly advised to read the [[Tackling|UniWiki guide to tackling]], and to attend a [[Tackling 101]] practical.
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The Slasher has relatively low base HP, which is evenly spread between hull, armor and shield. As a result, the Slasher is difficult to tank, and is the flimsiest of the four racial Attack Frigates after fitting. The ship makes up for its poor tank with a low signature radius and high speed, which makes the Slasher tough to hit. Like other tackle frigates, the tackle Slasher is typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots. But the other two mids can be fit with a variety of different modules—a shield extender, a warp scrambler (“scram”), a stasis webifier (“web”), a signal amplifier for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Slasher pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.
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Some inherent limitations make the Slasher less effective as a damage dealer, PvE, or solo PvP ship. The Slasher receives bonuses to projectile damage and tracking, but the short range of small projectiles means that the ship must fly close to an enemy to apply damage. This puts the Slasher within range of an opponent’s scram, web, and neuts, which spell danger for the nimble Slasher. The Slasher can avoid this by kiting the enemy, if it is fit with longer-range small artillery, but the damage output of artillery is lower. Minmatar characters interested in a PvE frigate may be better off flying one of the two Minmatar Combat Frigates (the [[Breacher]] or [[Rifter]]). And Minmatar PvP pilots might wait to skill into the [[Republic Fleet Firetail]], which is an exceptional PvP ship.
  
 
==Skills==
 
==Skills==

Revision as of 17:03, 25 July 2017

EVE University Database
 
Ship Database
Slasher
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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
36 MW
CPU
cpu output
140 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
3.37 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
No drone bay.
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 the Minmatar Attack Frigate. The Slasher's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Slasher tricky to predict and counter. The Slasher also has bonuses to projectile weapons, though Slasher tacklers are sometimes too far from their targets to apply much damage with them. The Slasher is the most versatile of the four racial Attack Frigates, and can be flown in a number of different ways. But the job of a Slasher pilot is typically the same as that of any tackler: to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver the punch.

The Slasher’s versatility makes it an excellent hull for new pilots learning different approaches to tackling and scouting. Flying the Slasher provides great practice for eventually flying fleet interceptors (such as the Stiletto), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Slasher isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Slasher pilots are strongly advised to read the UniWiki guide to tackling, and to attend a Tackling 101 practical.

The Slasher has relatively low base HP, which is evenly spread between hull, armor and shield. As a result, the Slasher is difficult to tank, and is the flimsiest of the four racial Attack Frigates after fitting. The ship makes up for its poor tank with a low signature radius and high speed, which makes the Slasher tough to hit. Like other tackle frigates, the tackle Slasher is typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots. But the other two mids can be fit with a variety of different modules—a shield extender, a warp scrambler (“scram”), a stasis webifier (“web”), a signal amplifier for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Slasher pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.

Some inherent limitations make the Slasher less effective as a damage dealer, PvE, or solo PvP ship. The Slasher receives bonuses to projectile damage and tracking, but the short range of small projectiles means that the ship must fly close to an enemy to apply damage. This puts the Slasher within range of an opponent’s scram, web, and neuts, which spell danger for the nimble Slasher. The Slasher can avoid this by kiting the enemy, if it is fit with longer-range small artillery, but the damage output of artillery is lower. Minmatar characters interested in a PvE frigate may be better off flying one of the two Minmatar Combat Frigates (the Breacher or Rifter). And Minmatar PvP pilots might wait to skill into the Republic Fleet Firetail, which is an exceptional PvP ship.

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 PvP - Day 1 Tackle
Slasher: Fleet PvP - Day 1 Tackle
EFT
[Slasher, Fleet PvP - Day 1 Tackle]
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I

Medium Shield Extender I
Faint Scoped Warp Disruptor
Faint Epsilon Scoped Warp Scrambler
5MN Cold-Gas Enduring Microwarpdrive

Type-D Restrained Nanofiber Structure
Damage Control I

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Ancillary Current Router I



Proton S x1

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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Guns exist purely to tag targets for killmails. Your damage is negligible, and not the purpose of the fit.
Instalocker
Slasher: Instalocker
EFT
[Slasher, Instalocker]
Festival Launcher
200mm Light Prototype Automatic Cannon
200mm Light Prototype Automatic Cannon
200mm Light Prototype Automatic Cannon

F-90 Compact Sensor Booster
F-90 Compact Sensor Booster
5MN Y-T8 Compact Microwarpdrive
Warp Disruptor II

Damage Control II
F-89 Compact Signal Amplifier

Small Targeting System Subcontroller I
Small Targeting System Subcontroller I
Small Auxiliary Thrusters I



Titanium Sabot S x1000
EMP S x2000
Scan Resolution Script x2
Snowball x50

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Fitting template drone slots label.png
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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Get tackle for fleet and as soon as secondary tackle confirmed - warp away!
Fleet Tackle
Slasher: Fleet Tackle
EFT
[Slasher, Fleet Tackle]
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II

Warp Scrambler II
Warp Disruptor II
Medium Shield Extender II
5MN Y-T8 Compact Microwarpdrive

Damage Control II
Nanofiber Internal Structure II

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



Republic Fleet EMP S x1200

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Fitting template drone slots label.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Downgrade T2 modules to meta if not enough PWG or CPU in the following sequence: Guns (least important), Scram , Shield Extender, Disruptor (most important)
Hulltank Scram Kiter
Slasher: Hulltank Scram Kiter
EFT
[Slasher, Hulltank Scram Kiter]
Small Gremlin Compact Energy Neutralizer
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I

Baker Nunn Enduring Tracking Disruptor I
Fleeting Compact Stasis Webifier
Faint Epsilon Scoped Warp Scrambler
1MN Y-S8 Compact Afterburner

Counterbalanced Compact Gyrostabilizer
IFFA Compact Damage Control

Small Projectile Burst Aerator I
Small Transverse Bulkhead I
Small Transverse Bulkhead I



Barrage S x720
Republic Fleet EMP S x720
Republic Fleet Fusion S x720
Republic Fleet Phased Plasma S x720
Optimal Range Disruption Script x1

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Fitting template drone slots label.png
Fitting template charge slots label.png
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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Solo PvP
Slasher: Solo PvP
EFT
[Slasher, Solo PvP]
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II

Medium Ancillary Shield Booster
1MN Afterburner II
X5 Enduring Stasis Webifier
J5b Enduring Warp Scrambler

Damage Control II
Type-D Restrained Nanofiber Structure

Small Projectile Collision Accelerator I
Small Projectile Burst Aerator I



Republic Fleet EMP S x720
Republic Fleet Fusion S x720
Republic Fleet Phased Plasma S x720
Barrage S x720

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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Very tight on CPU fitting requirements. Needs Weapon Upgrades V and CPU Management V
  • AB/Scram/Kite archetype for Faction Warfare PVP


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, 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.

  • 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

You can add notes here.

Patch History