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Sarmaul
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Posted - 2006.07.02 13:16:00 -
[31]
Originally by: Ortu Konsinni
Originally by: Sarmaul 280mm II x 7 with Quake Sensor Booster II x 2 Hypnos Multispec x 1 Gyrostab II x 2
Almost runs forever (cap use is under 1 cap more than the max recharge), and if the **** hits the fan you can try and jam your target and run away.
No web? Just wondering (little to no experience with destroyers, let alone Thrashers).
Not with a multispec unless you fit a co-pro. You could do one or the other, but when your attack on a rocket crow goes **** up and he's mwding around you at 15km, you're gonna curse yourself for not having a jammer :P
TEAM MINMATAR FORUMS - In Rust We Trust - Suvetar, care to confirm these rumours about you being an unstoppable sex machine? LOL -Suvetar |
Ortu Konsinni
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Posted - 2006.07.02 13:29:00 -
[32]
Ok, I see your point. I've been contemplating trying out the Thrasher (and Minmatar ships in general) for a while now, this may be an occasion. --- High quality pics of ALL EVE ships!
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Uncle Evil
Minmatar White Nova Industries Interstellar Starbase Syndicate
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Posted - 2006.09.24 11:59:00 -
[33]
Artillery Thrasher even with best gunnery skills wont kill interceptor if it is orbiting you above 1,000km+/s speeds. So...
Only use Thrasher (arty) to gate camp or shoot them right off the bat, before they start moving.
IMPORTANT: People who post all those 7x 280mm tech2 setups forget to mention, that to fit all that you need: Engeneering 5, Weapon Upgrades 5, Advanced Weapon Upgrades 5!(that one takes long).
Without Adv Weapons Upgrade lvl5 you can't fit 1 slot (unless its basic item, no powergrid).
7x 280mm tech 2 howitzers(Quake S or EMP S if target moving,better tracking), 1(empty) 2x sensor boosters I, 1 tracking computer (for range and tracking) 2x Gyrostabilizers (tech 2 is expencive, use Pneumatics)
Setup is cheap (around 2mil + ship), fair trade even you die after killing 1 interceptor.
280mm arty has damage modifier around x16 with close to maxed gunnery skills. Range is 13-18km with Quake S, With Tremor S, upto 50, but bad damage and tracking.
It hurts all small targets alot, will kill even some AFs with 2-3 volleys.
Again, to be really efficient need really high gunnery skills.
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Eldous
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Posted - 2006.10.02 08:45:00 -
[34]
For a very new player (under 1 month) I found that this set-up will do good (at least in QuickFit) at 20 km range:
HIGH-SLOTS : ~~~~~~~~~~~~ - [ 2 | 4] 150mm Light Prototype I Automatic Cannon [80xEMP S] - [ 2 | 4] 150mm Light Prototype I Automatic Cannon [80xEMP S] - [ 8 | 9] 250mm Light Prototype I Siege Cannon [40xDepleted Uranium S] - [ 8 | 9] 250mm Light Prototype I Siege Cannon [40xDepleted Uranium S] - [ 8 | 9] 250mm Light Prototype I Siege Cannon [40xDepleted Uranium S] - [ 8 | 9] 250mm Light Prototype I Siege Cannon [40xDepleted Uranium S] - [ 8 | 21] TE-2100 Standard Missile Bay [46xFlameburst Light Missile] - [ 0 | 0] Turret Slot - free
MED-SLOTS : ~~~~~~~~~~~~ - [ 10 | 15] Cold-Gas I Arcjet Thrusters - [ 1 | 8] Prototype I Sensor Booster - [ 23 | 25] Medium F-S9 Regolith Shield Induction
LOW-SLOTS : ~~~~~~~~~~~~ - [ 1 | 33] Pneumatic Stabilization Actuator I - [ 0 | 0] Shield Power Relay I
and the skills required: SKILLS REQUIRED ~~~~~~~~~~~~~~~ Lvl 2 Electronics Lvl 1 Navigation Lvl 1 Destroyers Lvl 1 Science Lvl 1 Shield Upgrades Lvl 2 Energy Grid Upgrades Lvl 3 Minmatar Frigate Lvl 3 Spaceship Command Lvl 1 Small Projectile Turret Lvl 2 Gunnery Lvl 2 Engineering Lvl 1 Missile Launcher Operation Lvl 1 Weapon Upgrades Lvl 1 Long Range Targeting Lvl 1 Afterburner
Can anyone give me some ideea for improvements ? To use this for doing lvl 2 mish.
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david1024
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Posted - 2006.10.05 00:35:00 -
[35]
Originally by: Eldous Edited by: Eldous on 02/10/2006 12:03:05 For a very new player (under 1 month) I found that this set-up will do good (at least in QuickFit) at 20 km range:
HIGH-SLOTS : ~~~~~~~~~~~~ - [ 2 | 4] 150mm Light Prototype I Automatic Cannon [80xEMP S] - [ 2 | 4] 150mm Light Prototype I Automatic Cannon [80xEMP S] - [ 2 | 4] 150mm Light Prototype I Automatic Cannon [80xEMP S] - [ 8 | 9] 250mm Light Prototype I Siege Cannon [40xDepleted Uranium S] - [ 8 | 9] 250mm Light Prototype I Siege Cannon [40xDepleted Uranium S] - [ 8 | 9] 250mm Light Prototype I Siege Cannon [40xDepleted Uranium S] - [ 8 | 21] TE-2100 Standard Missile Bay [46xFlameburst Light Missile] - [ 0 | 0] Turret Slot - free
MED-SLOTS : ~~~~~~~~~~~~ - [ 10 | 15] Cold-Gas I Arcjet Thrusters - [ 1 | 8] Prototype I Sensor Booster - [ 23 | 25] Medium F-S9 Regolith Shield Induction
LOW-SLOTS : ~~~~~~~~~~~~ - [ 1 | 33] Pneumatic Stabilization Actuator I - [ 0 | 0] Shield Power Relay I
and the skills required: SKILLS REQUIRED ~~~~~~~~~~~~~~~ Lvl 2 Electronics Lvl 1 Navigation Lvl 1 Destroyers Lvl 1 Science Lvl 1 Shield Upgrades Lvl 2 Energy Grid Upgrades Lvl 3 Minmatar Frigate Lvl 3 Spaceship Command Lvl 1 Small Projectile Turret Lvl 2 Gunnery Lvl 2 Engineering Lvl 1 Missile Launcher Operation Lvl 1 Weapon Upgrades Lvl 1 Long Range Targeting Lvl 1 Afterburner
Can anyone give me some ideea for improvements ? To use this for doing lvl 2 mish.
I'd either go full autocannon, or full arty. Keep in mind that I'm usually a shield-tanking caldari, but....
Generally, I fit the thrasher as follows: Highs 5x 250mm 'scout' arty 2x named NOS 1x named rocket launcher mids (you can fit T1 here... just a little less tankage and speed) small T2 cap injector small T2 shield booster 1mn T2 AB lows (lots of flexibility here) 2x gyro, 1x gyro and 1x nano, or 2xnano
Even when I was T1 fitted with this I could take out NPC cruisers pretty easy.
You have to use the cap-booster to shore up your cap-levels to keep the small booster running, and once you close, shift over to just the NOS's to keep your cap up.
The rocket launcher should fit some defenders to use against the heavy missile spamming cruisers, but once you close, defenders don't work that well so switch to rockets after you start the NOS running.
You can play with shield amps and hardeners, but the speed of the AB (the only non-tank mid) comes in really handy. Most frig rats are dead after two rounds of arty hit them. (close to 100dmg/shot per gun) Cruisers take longer... and you generally wind up orbiting them at high speed. So even a full autocannon setup could work, but if you get webbed, you need to be able to kill the webber--FAST and at range... hence the arty in this setup.
Even with Destroyer 4 and gunnery skills at lvl4, lvl 2's can require some warpouts. But generally you should be able to just drive out of range due to the thrasher's insane speed. (well, insane by destroyer standards...)
Also, you can semi-shield/armor tank. I find with the T2 cap booster + NOS, the small shield booster is the bottleneck in my tank, so a T2 small repper is sometimes useful. I have not been able to get a decent armor-only-tank running on this ship, two lows just seem like 'not enough', and the 3 mids just beg for a booster/booster/AB setup.
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cheese390
Minmatar Four Horsemen
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Posted - 2006.10.05 02:17:00 -
[36]
never rule out the effects of a target painter on a MWD interceptor. was able to hit a very close-orbiting MWD claw in my arty thrasher with surprising accuracy when it was painted. ----------------------------------------------------------------------------------------------
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Ka'kelam
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Posted - 2006.12.13 04:42:00 -
[37]
Okey dokey, this is a theoretical setup. I don't have AWU, so i can't actually fit all this stuff, but i think it could be an interesting setup....
7 X 150mm 'Scout' AC's 1 X Malkuth Rocket
1 X Mwd, best named 1 X Web, best named 1 X HULL repair (Yes, HULL reapier)
2 X DCM
Now, someone correct me if i'm wrong, but 2 DCM's should give you a resist of 75% against everthing across the board for structure. Yes, it's structure
If ANYTHING can survive 7 AC's firing away at them long enough to kill you with a hull reppy and 75% resists, you really, really shouldn't be there anyway. Otherwise, 7 AC's is more damage output that any frig in existence me thinks...
I usually go for arty setups, but i'm curouse as to how the thrasher would hold up as a close range AC boat, especially after discovering how much of a killer the wolf is with only 4 AC's....
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Kyrgyz
Asgard Protectorate Interstellar Starbase Syndicate
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Posted - 2006.12.24 23:38:00 -
[38]
Originally by: Ka'kelam Okey dokey, this is a theoretical setup. I don't have AWU, so i can't actually fit all this stuff, but i think it could be an interesting setup....
7 X 150mm 'Scout' AC's 1 X Malkuth Rocket
1 X Mwd, best named 1 X Web, best named 1 X HULL repair (Yes, HULL reapier)
2 X DCM
Now, someone correct me if i'm wrong, but 2 DCM's should give you a resist of 75% against everthing across the board for structure. Yes, it's structure
If ANYTHING can survive 7 AC's firing away at them long enough to kill you with a hull reppy and 75% resists, you really, really shouldn't be there anyway. Otherwise, 7 AC's is more damage output that any frig in existence me thinks...
I usually go for arty setups, but i'm curouse as to how the thrasher would hold up as a close range AC boat, especially after discovering how much of a killer the wolf is with only 4 AC's....
IIRC, you can only run 1 DCM on a ship at a time. For your information, the best named DCM provides 58% resists on the hull.
In any case, for PVP setups, keep in mind that Thrashers are very fragile. For PVP I don't worry about putting tank setups on my Thrashers. In a PVP situation, by the time you Thrasher is into structure you should already be warping out or planning the escape route for your pod.
My favorite Thrasher setup for PVP is what you have probably already seen a lot of on this thread; the 7 x 280mm II's in the highs and 2 x sensor booster and 1 x tracking computer in the mids. With this setup, the Thrasher rules for anti-frigate work in a gang.
For PVE setups, I recommend going with artillery again, and using an AB and SB in the mids to enable you to get some distance from the npcs and fire on them well out of their optimal ranges while keeping your transversal speed to a minimum.
P.S. I started with the Thrasher my second week in the game and at that time I did not have the skills to mount 7 x 280 mm artys, let alone tech II's. However, I did find a shortcut till I trained up the necessary skills. For you newer players, you can place reactor controls and PDU's in the low slots of your Thrasher to help you get that additionaly power grid for the 280's. Of course, that is just a temporary fix until you train up the appropriate skills.
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Makkita
Caldari Sabre Inc Center for Disease Creation
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Posted - 2006.12.25 06:42:00 -
[39]
The be all, end all... I've fallen in love with what I like to call the "Trasher Thrasher" I mostly use it for solo frig ganking and as a drone popper/ceptor pwner in small fleet.
-This setup is cheap! and effective and I highly recommend you give it a try!
-High (7)280mm Artillary (EMP). (1) Standard Launcher (Thermal)
-Mid (2) Webbers. (1) 20k Scram
-Low (1)Nanofiber. (1) RCU(if you dont AWU)
Tactic is to dual web and use "keep at distance" 9km. or just pop'em in 2 salvo's
I really don't know why people are fitting sensor boosters because it already has a good enough scan resolution to lock frigs in no time!
Close range ceptors + dual webbed = X_x and long range fast ceptors = X_x with regular EMP ammo. You also pop them damn drones thats become so popular as of late(and almost everyone flys). Goodluck and don't worry as the whole setup costs.....LIKE NOTHING!
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Helene Troi
Gallente HellBrothers Industries ORION FEDERATION
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Posted - 2006.12.25 09:40:00 -
[40]
Edited by: Helene Troi on 25/12/2006 09:46:16 Recently trained destroyer 5...
I love this boat.
280's are kinda redundant because of fitting and the max targeting range being 27kms without skills kinda defeats the point... So I use t2 250's for fitting and rof, they hit good up to late 40kms range and thats enough...
A webber is kinda redundant for anything except a player inty and if you let one of those get that close, you're already dead...
I wouldn't bother with a scrambler either, take a gang, let someone else do it...
Nuclear ammo is handy for its range bonus and it doesn't have the tracking nerf of t2 tremor ammo... Up close, nothing beats emp bullets...
Always carry a few defender missiles...
Mission setup:-
7x 250 artys, 1 missile launcher abII, medium shield booster, named sensor booster PDU, mapc (Nicely handled the human cattle series, best fun ship for silence the informant, snipes away stop the thief- use defender missiles)
Gank set up:-
7x 250 artys, missile launcher ab, sensor booster, tracking comp, gyrostab, nano
Sniping:-
7x 280's 2 sensor booster, tracking comp 2x gyrosytabs
??? Gotta try that sometime...
Salvage:-
4x tractor beams, 4x salvager1's 1 abII, small cap battery 2x cargo expanders...
Shame on me...
Thrasher for level Three Missions! Rogue drone harrassment. Portal to War 1 and 5. The Missing Convoy. |
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Kyrgyz
Asgard Protectorate Interstellar Starbase Syndicate
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Posted - 2006.12.30 20:05:00 -
[41]
Originally by: Makkita I really don't know why people are fitting sensor boosters because it already has a good enough scan resolution to lock frigs in no time!
The reason I suggest sensor booster(s) is because that extra second of lock time can make all the difference in the world when the other ship is attempting to deny the engagement and warp away. From experience I have found that a 1 or 2 second lock time is preferable to a 3 or 4 second lock time. This is especially true when the other ship is a frigate class ship with a small sig radius.
Plus, the sensor boosters give your ship a bonus to range, so when using artillery with say carbonized lead ammo, with its 60% bonus to range, you can lock and shoot ships far away from the destroyer.
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Kyrgyz
Asgard Protectorate Interstellar Starbase Syndicate
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Posted - 2006.12.30 20:10:00 -
[42]
Originally by: Helene Troi 280's are kinda redundant because of fitting and the max targeting range being 27kms without skills kinda defeats the point...
If you can fit them, 280's are well worth it. Not only do they allow you a decent mid range engagement with the destroyer, but they also give a bigger bonus to damage than the 250's. Obviously, more damage is good. Couple the 280's with a sensor booster, and you can fully utilize the 280's range and falloff capabilities.
Originally by: Helene Troi Salvage:-
4x tractor beams, 4x salvager1's 1 abII, small cap battery 2x cargo expanders...
Shame on me...
What an awesome idea. I told some of my corpmates about this setup and they like it.
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Makkita
Caldari Sabre Inc Center for Disease Creation
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Posted - 2006.12.30 21:18:00 -
[43]
Originally by: Kyrgyz
The reason I suggest sensor booster(s) is because that extra second of lock time can make all the difference in the world when the other ship is attempting to deny the engagement and warp away. From experience I have found that a 1 or 2 second lock time is preferable to a 3 or 4 second lock time. This is especially true when the other ship is a frigate class ship with a small sig radius.
Plus, the sensor boosters give your ship a bonus to range, so when using artillery with say carbonized lead ammo, with its 60% bonus to range, you can lock and shoot ships far away from the destroyer.
I was speaking for solo, which your setup cannot do.(you got no scram fitted!) Even in fleet you must have a tackler for your setup to work. Meaning you'll need fast lock to scram him anyways. Try taking and inty in your setup and your toast, as I can sit pretty relaxed because A) He's pop or B) he's gonna run with his tail between his legs, and I'm going to call victory on that one. Destroyer FTW!
Oh and BTW it is my experiance that a frigate isn't going to insta warp away scared from A destoyer,(fleet ganking a frigate just looks bad) maybe until now
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Nstfgl
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Posted - 2007.02.20 16:29:00 -
[44]
My character is less than 3 days old and I've been doing level 2 missions for a security agent with this fit:
High: 7 250mm galium artillery with depleted uranium s
Medium: Shield Booster II Small Cap booster with 75 charge ammo Cold-gas afterburner
Low: 2 named gyros
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Nian Banks
Minmatar Sebiestor tribe
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Posted - 2007.02.25 14:06:00 -
[45]
Edited by: Nian Banks on 25/02/2007 14:03:27 wrong thread...
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Raul Khan
Minmatar Igneus Auctorita
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Posted - 2007.02.27 20:46:00 -
[46]
as far as insta-popping frigates and other small ships goes, what scan resolution is reccommended? i can get a frigate up to 1800, but do i really need it?
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Graalum
Foundation R0ADKILL
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Posted - 2007.02.27 21:19:00 -
[47]
7 280mm II 2 Tracking comp II, 1 sensorbooster II or 1 Tracking comp II, 3 sensorbooster II 2 gyro II
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Satanyc
Minmatar Sebiestor tribe
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Posted - 2007.03.06 17:31:00 -
[48]
Any updates for this all these builds seem to use to much PG Thanks
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Dammar
Amarr Ephorate
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Posted - 2007.03.06 18:13:00 -
[49]
Originally by: Satanyc Any updates for this all these builds seem to use to much PG Thanks
..or you could actually read the year old thread you just bumped.
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Phish1
Liberty Forces Ratel Alliance
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Posted - 2007.03.06 18:26:00 -
[50]
heh, i forgot i made this...
7 280mm II 1-3 SB II, 0-2 tracking comp II 1-2 gyro II, 0-1 PDU (for noobs without AWU)
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heheheh
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Posted - 2007.03.07 01:10:00 -
[51]
Originally by: Makkita
I was speaking for solo, which your setup cannot do.(you got no scram fitted!) Even in fleet you must have a tackler for your setup to work.
no, he doesnt need a scram to solo an inty because he locks and pops it before it even gets moving.
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David Devant
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Posted - 2007.03.14 08:54:00 -
[52]
Hey there people, wanting some adivice. I've been playing around with the 280II setups in this thread as I'm currently training Minnie Frig V for a sabre. I have Destroyer lvl 5 and fairly decent gunnery skills, but I've yet to experience the insta poppage I'd been led to expect from this ship.
With EMP I've managed to get a crusader down to 50% armour and with fusion loaded I didn't do much of anything to a crow, excellent hit of 75. I realise that these were the 'wrong' ammo types for these ships i.e. vs. armour tanks and sheild tanks, but still I don't think I would have got through the crusader's sheild's with the 'armour' ammo. Anyone tell me what I'm doing wrong? What ammo do you have in as standard? Are insta-pops largely a roll of the dice, if so can I improve my chances? Perhaps by adding 3rd Sensor Booster i'll nab em before they start to move thereby getting better quality hits? Might quake be a possiblilty despite the lack of range?
Thanks very much for the input guys and gals....
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Phish1
Liberty Forces Ratel Alliance
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Posted - 2007.03.14 09:41:00 -
[53]
lock em before they move, use Tremor ammo for longer range stuff. I carry EMP, tremor and quake.
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Lich Anama
Gallente
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Posted - 2007.03.14 16:38:00 -
[54]
Originally by: Ka'kelam
7 X 150mm 'Scout' AC's 1 X Malkuth Rocket
1 X Mwd, best named 1 X Web, best named 1 X HULL repair (Yes, HULL reapier)
2 X DCM
Worst setup ever posted in eve?
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Distilled Insanity
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Posted - 2007.03.20 06:33:00 -
[55]
Edited by: Distilled Insanity on 20/03/2007 06:33:16 Edited by: Distilled Insanity on 20/03/2007 06:30:40 as many before said, quake ammo. even with transversals and whatever, these are small guns on a destroyer, they get tracking boosts. Taranis jumps into my gate i lock he locks, i SWITCH (10 seconds) to quake, fire one shot (his armor approx 30% my shield is 30%) his 20 man gang jumps in, i pop him with the second volley, gang decloaks, im locking both the wreck and the pod, 3 guns on the wreck and 4 on the pod, boom boom, gang kills me. i did do 20 mil of damage: ship, insurance, mods, cargo, pod. in 3 volleys. 6x 280mm, 3x Sensor boosters, 2x gryrostab tech 1
quake wins. but remember to have tremor for gatecamps, gets you on the mails.
**edit: ship costs 5 mil, guns, ammo, insurance, ship, and named sensor boosters ***Edit: reply to that david guy up there asking about ammos: USE T2 ammo! any non hardened frig (t2 or not) is dead vs. quake, tremor t1 instapop, t2 2 volley
---------------- "pretty much" -Me |
Sabatour
Minmatar Sabatour Frigate Navy
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Posted - 2007.04.15 22:59:00 -
[56]
level 3 mission (Republic Fleet) running Thrasher:
6 x 250mm light artillery cannon 1 1 x 250mm light carbine howitzer 1 malkuth rocket launcher
1mn AB 1 tracking PC 1 stasis webifier 1
small armor rep 1 200mm reinforced titanium plates
may have to warp off occasionally, but i have done all my level 3 missions with it so far Oh, and always have a web just in case of inty with mwd. But simply put, anyless than 3 intys or af's on you and you win
Our website http://www.blood-inquisition.net |
Ki'ymmuriel Ad'avare'nym
Minmatar Vereinigte Intergalaktische Freibeuter
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Posted - 2007.09.12 02:09:00 -
[57]
Some more Setups?
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DeathsEmbrace
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Posted - 2007.10.15 23:50:00 -
[58]
I've been using a target painter instead of a targeting comp. on the snipers setups as an alternative and to be honest I get better results due to the increase in sig radius. To live is to die, and to die is to give life. Thus pain is a form of euphoria.
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Kelbesque Crystalis
Minmatar
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Posted - 2007.10.16 00:12:00 -
[59]
Originally by: DeathsEmbrace I've been using a target painter instead of a targeting comp. on the snipers setups as an alternative and to be honest I get better results due to the increase in sig radius.
An increase in sig radius and increase in tracking are equivalent in terms effect on your chance to hit. A TP can give a better result (+37.% vs 30%) if you skill up for it, and it helps everyone hit and not just you. The main reason people use a TC is that it also gives 15% to optimal and doesn't have to be retargetted.
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Yolos1
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Posted - 2007.10.29 18:23:00 -
[60]
Edited by: Yolos1 on 29/10/2007 18:25:43 Edited by: Yolos1 on 29/10/2007 18:24:21 Hi. I'm a relatively new player, and I would like to have some inputs on Lvl1-2 Mission setups for my Thrasher. I did review the thread, but most of these were made back in 2006. Are these still valid or have any changed since latest expansions?
My current setup is:
[High-Slots] 6x200mm Autocannons 1x200mm Light Scout1 1 Markuth Missile Launcher EMP S ammo Piranha missiles [Med-Slots] Shield Extender 1 1MN AfterBurner Shield Booster [Low-Slots](not at home, so will update later) A damage reducer(looks like a suitcase) Some type of power analyzer(friend gave to me and said add it)
I do win with my current setup, but I cannot really do any gunnery damage until they are about 8500m. Is this where sensor booster comes in? What will help me shoot them further with my setup or should I have a different setup or is it just me lacking skills?
Here's my current bios: Weapon upgrade level 1 turret level 3 rapid fire level 3 gunnery level 3 std missiles level 2 destroyers level 1.
Any and all help is appreciated. Thanks.
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