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Dorian Tormak
M0N0LITH
Posted - 2011.08.13 18:17:00 - [1]
 

Anyone got any good fits for a solo pvp arty Thrasher?

Like, not just SEBOS + HOWIES, I mean like a real solo fit with AB/MWD and a tank and stuff like that... I can't seem to come up with a good fit :(

Loraine Gess
Posted - 2011.08.13 18:22:00 - [2]
 

arty

MWD + long point + sebo

damage mods



This is not a hard concept to grasp.

Zarnak Wulf
Posted - 2011.08.13 18:29:00 - [3]
 

This used to work before Dramiels:

High:
280II x 7 with RF EMP/Phased Plasma/Fusion
Med:
MWD I
Tracking Computer II w/ Tracking Script or No Script
Named Target Painter
Low:
Gyro II
TE II
Rigs:
Ancillary Current Router x 2
Projectile Collision Rig

1825 Alpha with two cheap damage implants - Gunslinger SX-1 and CX-0
1754 without implants. Yes, I know it doesn't have a point. Two salvoes is usually enough though. They either bug out after the first or believe they are under your guns for the second. I used this with great success for a while. Lots of fun being chased by multiple interceptors and playing cat and mouse in a system. Now days though people will just dock up and get out their Recons when they see you enter the system. And AB Dramiels are one of the few ships an arty thrasher can't track. The thrasher for me is retired until they either buff destroyers or nerf the dramiel.

Dorian Tormak
M0N0LITH
Posted - 2011.08.13 20:20:00 - [4]
 

Thanks for the fit, I'll take it and switch some things around.

It should still work, just don't fight Drams and the like.

Dub Step
Minmatar
Death To Everyone But Us
Posted - 2011.08.13 21:25:00 - [5]
 

[Thrasher, 250]
Damage Control II
Gyrostabilizer II

Stasis Webifier II
J5b Phased Prototype Warp Scrambler I
Catalyzed Cold-Gas I Arcjet Thrusters

250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
250mm Light Artillery Cannon II, Republic Fleet Phased Plasma S
[empty high slot]

Small Projectile Collision Accelerator I
Small Projectile Collision Accelerator I
[empty rig slot]

Really good fun but if anything gets under your tracking you are toast. Dramiels will most likely get under your tracking unless they are morons but at 10m a go, these are great fun.

Awoxina Dojona
Posted - 2011.08.16 15:16:00 - [6]
 

so what would be a list of ships a Thrasher of this type can traditionally kill?


Man Barthelme
The Tuskers
Posted - 2011.08.16 22:03:00 - [7]
 

Edited by: Man Barthelme on 16/08/2011 22:13:38

Originally by: Awoxina Dojona
so what would be a list of ships a Thrasher of this type can traditionally kill?




frigates, assault frigates, faction frigates, interceptors, bombers, destroyers, some pirate frigs, and noob cruisers

Be careful of other arty thrashers, coercers flown by competent pilots, and dramiels

In general, orbit at 18-20k, pulsing your mwd to conserve cap until target dies

Vs fast and aggressive ships don't orbit, but align and mwd away, firing as they trail you--this technique is great vs inties as they will not realize they are going to die until too late. This is also the way to fight off (not necessarily kill) dramiels. In this type of fight you also want to occasionally change your alignment by 60-90 degrees if they begin to close on you, preferably toward a celestial to maintain a gtfo option. But be ready to overload point & burn back at him if he looks like he wants to escape. Here ends kiting 101, though I realize no one asked..

edit: also i think dub step wants a burst aerator instead of a second collision accel

and imo the projectile changes were a bigger problem for the arty thrasher than the dramiel-

Dorian Tormak
M0N0LITH
Posted - 2011.08.16 23:02:00 - [8]
 

Nice write-up, Man. About exactly right.

Some AF will really mess you up though, be warned, your dps and tracking won't mean too much :D

Still, gotta agree with him about everything.

s0lar pulse
Posted - 2011.08.16 23:03:00 - [9]
 

Originally by: Awoxina Dojona
so what would be a list of ships a Thrasher of this type can traditionally kill?




Every Frigate and Destroyer in-game. Infact! The Coercer and Thrasher make all other frigates obsolete, in-terms of direct combat and price to performance. similar to arguments made with regards to battles-cruisers > cruisers. After flying most frigates in-game, I just tend to fly whatever works best and other than the Taranis and Ishkur. I pretty much only fly t1 destroyers, when I want to go small.

I agree with most of what Bart has stated. I use the Artillery-Thrasher to kite and go close range. Unlike the Coercer, it can point things and I have esploded cruisers with it in the past. Tracking Dramiels has not been a issue for me, but that might have more to do with my setup and pilots I have engaged with it. Also, Titanium does increase tracking.


[Thrasher, Money!]
Gyrostabilizer II
F85 Peripheral Damage System I

Catalyzed Cold-Gas I Arcjet Thrusters
Warp Disruptor II
X5 Prototype I Engine Enervator

250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
[empty high slot]

Small Projectile Locus Coordinator I
Small Projectile Metastasis Adjuster I
Small Projectile Collision Accelerator I


-proxyyyyy

Man Barthelme
The Tuskers
Posted - 2011.08.17 01:23:00 - [10]
 

i like those rigs

Sable Schroedinger
Jericho Fraction
The Star Fraction
Posted - 2011.08.17 08:26:00 - [11]
 

oddly, I'm not convinced by putting a point on an arty thrasher.

You're pretty much looking at 2 volleying anything (with no tank, you're unlikely to survive anything you can't 2 volley). If they want to run after your first volley (be it the start of the fight or your answer to being attacked), then the cycle time is unlikely to mean you'll get them with the second volley - they'll escape out of tackle range and warp out.

Therefore I tend to favour an honour tackle approach and a tracking computer + shield extender - though could see myself being talked into a painter.

s0lar pulse
Posted - 2011.08.17 11:50:00 - [12]
 

Same concept with the Coercer. Damage falloff is massive @ 20k though. Thrasher is one of my most used ships, for as long as I've played the game. Coercer will be up there too. Thrasher should be able to beat a Coercer if it gets on it in time, with a auto cannon setup. When it comes to artillery. It's best to kite it in overheated warp disruption range. Slicers are not a issue, but Retributions are. Dramiels, Daredevils, Ishkurs (ecm-drones) may be able to take you down provided they get on you quick enough (both eat Slicers). Kinda why I prefer the Coercer to deal with those ships, instead of the Thrasher. Atleast with Artillery. Not a fan of the Alpha-Thrasher, with the high alpha. I know it works, but for my uses. Dealing with multiple frigates or destroyers @ once. I prefer the Artillery-Thrasher and Pulse-Coercer. They both give you the ability to, for example; kite things like multiple Sabres in null and pwn them both. Same in low security space. Mind you! The Alpha-thrasher can do the same, but with less staying power I find.

[Coercer, Compel]
Heat Sink II
Heat Sink II
Damage Control II
Tracking Enhancer II

1MN MicroWarpdrive I

Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S

Small Energy Locus Coordinator I
Small Energy Metastasis Adjuster I
Small Energy Collision Accelerator I


-proxyyyy


 

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