Hands of Justice

What we have played => EVE Online => Topic started by: Warcold on May 26, 2009, 09:27:51 AM

Title: Thrasher pvp
Post by: Warcold on May 26, 2009, 09:27:51 AM
This is my try for a pvp destroyer.
no tank, good speed and decent dam
will operate in approx 20 km orbit

could switch out cap recharger with a passive shield resistance thingy, as it doesnt add much (1m3s to 1m10s)
cap stable with either MWD or 'point' turned off

(http://handsofjustice.co.uk/forum/gallery/18_26_05_09_10_25_35.jpg)
Title: Re: Thrasher pvp
Post by: Warcold on May 26, 2009, 02:33:05 PM
hmm, can also change the MWD for an AB. will get me capstable too...
but slow (717 m/s)
Title: Re: Thrasher pvp
Post by: Warcold on May 26, 2009, 03:28:07 PM
also, can go for fusion s ammo - less range (13+11), but more damage (104 - 684), more explo dam for penetration armor (fusion: 2 kin, 8 explo; tremor: 3 kin, 5 explo) and better tracking (fusion: base; tremor: 0.25 x base)

ideas?
Title: Re: Thrasher pvp
Post by: Mangala on May 26, 2009, 05:17:16 PM
Whatever gives high alpha really :)

Thats more important in a gang of destroyers than sustained dps :)

Title: Re: Thrasher pvp
Post by: Warcold on May 26, 2009, 05:38:14 PM
well, fusion gives both more alpha as dps, however, optimal range is 11 in stead of 31, so I might not always be able to deliver the alpha.

so that makes it hard to decide for me really   :-\
Title: Re: Thrasher pvp
Post by: Warcold on June 09, 2009, 11:41:41 AM
switched out my signal amp for a CPU enhancer to be able to fit a tracking disruptor (replacing the caprecharger)
-> enhanced survivability for all of us
Title: Re: Thrasher pvp
Post by: Warcold on June 11, 2009, 11:31:00 AM
hmm, i might switch out the standard launcher for a rocket launcher with defender missiles.
i know everyone says defender missiles suck, but i think with adequate spamming they may have their use, esp in combination with tracking disruption
also, rocket launcher has a cycletime of about 3 secs, which means i can even kill small volleys of missiles, esp since i will be operating at >10km range ideally

and well, if it doesnt work i will switch back to the original plan
Title: Re: Thrasher pvp
Post by: peo on June 11, 2009, 01:04:14 PM
[Thrasher, pvp]
Beta Reactor Control: Diagnostic System I
Counterbalanced Weapon Mounts I

1MN MicroWarpdrive I
Alumel-Wired I Sensor Augmentation, Targeting Range
Warp Disruptor II

250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
[empty high slot]

[empty rig slot]
[empty rig slot]
[empty rig slot]

My fit :)
1 min 24 sec of cap with the warp disruptor running. Cap stable without it :)
Title: Re: Thrasher pvp
Post by: Warcold on June 11, 2009, 01:24:54 PM
I also bought a short range AC fit, with MWD, warp scrambler and web, in case we need to change tactics or something.

[Thrasher, pvp copy 1]
Tracking Enhancer II
Gyrostabilizer II

Fleeting Propulsion Inhibitor I
Catalyzed Cold-Gas I Arcjet Thrusters
Warp Scrambler II

200mm AutoCannon II, Barrage S
200mm AutoCannon II, Barrage S
200mm AutoCannon II, Barrage S
200mm AutoCannon II, Barrage S
200mm AutoCannon II, Barrage S
200mm AutoCannon II, Barrage S
200mm AutoCannon II, Barrage S
OE-5200 Rocket Launcher, Gremlin Rocket

[empty rig slot]
[empty rig slot]
[empty rig slot]
Title: Re: Thrasher pvp
Post by: Warcold on June 11, 2009, 01:28:33 PM
and my final arty fit:

[Thrasher, pvp]
Gyrostabilizer II
Overdrive Injector System II

DDO Photometry I Targeting Interference, Tracking Speed Disruption
1MN Afterburner II
Faint Warp Disruptor I

250mm Light Artillery Cannon II, Republic Fleet Fusion S
250mm Light Artillery Cannon II, Republic Fleet Fusion S
250mm Light Artillery Cannon II, Republic Fleet Fusion S
250mm Light Artillery Cannon II, Republic Fleet Fusion S
250mm Light Artillery Cannon II, Republic Fleet Fusion S
250mm Light Artillery Cannon II, Republic Fleet Fusion S
250mm Light Artillery Cannon II, Republic Fleet Fusion S
OE-5200 Rocket Launcher, Defender I

[empty rig slot]
[empty rig slot]
[empty rig slot]
Title: Re: Thrasher pvp
Post by: Warcold on January 14, 2010, 03:30:28 PM
Inspired by the skillrequirements of Agony Wolfpack course, but... Arty thrashers with sensor dampeners (+ targeting range script)... must be awesome. Sensor dampener T1 meta 0 gives 15.2% penalty to targeting range. Add script, get double: 30.4%
Four mods (with stacking penalties) put on multiple ships will give 1+.86+.57+.28 = 2.71 times that ~ 80% penalty on targeting range. 90% with T2 mods.
Nice! If you slam that down fast enough even drones are useless on most ships. All that can hit you are drones and missiles of long range BSs and FOF missiles (which barely anyone uses outside AT).
Curious if this is one of the tactics I'll learn next week  8)

Also... Larger fleets could be divided into multiple squads, each consisting of 5 or 6 ships putting their ewar on their own ship, but focussing fire on the primary. This way you can prevent fire from multiple ships while killing one by one. Might be hard to FC though...
Title: Re: Thrasher pvp
Post by: Warcold on January 14, 2010, 03:45:58 PM
This might be a good setup for the flyby shooting op I wanted to organize.
Although now I think again, for flybys the whole idea might be crap because you either want to be away or victorious before the other even has the chance to lock you...

Ah well... This is a setup even a char 1 day old could fly (so no excuses bar "I cant fly Minnie dessies yet", and even that...)

-----------------

[Thrasher, pvp copy 2 no skills]
Tracking Enhancer I
Photonic CPU Enhancer I

Remote Sensor Dampener I, Targeting Range Dampening
1MN Afterburner I
Warp Disruptor I

250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
[empty high slot]

[empty rig slot]
[empty rig slot]
[empty rig slot]

-------------

More advanced stuff (though as cheap as possible, ppl are free to isk up), free high could hold anything from remote reppers to salvagers to a standard missile launcher:

[Thrasher, pvp copy 2]
Tracking Enhancer I
Gyrostabilizer I

Remote Sensor Dampener I, Targeting Range Dampening
1MN Afterburner I
Warp Disruptor I

250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
250mm Light Artillery Cannon I, EMP S
[empty high slot]

[empty rig slot]
[empty rig slot]
[empty rig slot]
Title: Re: Thrasher pvp
Post by: Mangala on August 01, 2010, 10:54:44 AM
Playing about with this:

(http://handsofjustice.co.uk/forum/index.php?action-gallery;sa=view;id=288)

(Heres the eft if you want to compare with your skills):

[Thrasher, RVBArtyMSEMWDLpt]
Gyrostabilizer II
Micro Auxiliary Power Core I

Catalyzed Cold-Gas I Arcjet Thrusters
Medium Shield Extender II
J5 Prototype Warp Disruptor I

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

Small Projectile Collision Accelerator I
Small Auxiliary Thrusters I
Small Core Defence Field Extender I

As you can see nice and fast, long point to grab as I hit my falloff, then KAPOW!!! Cycle the MWD tbh after pointing will get in range and this much volley can rip down a frig sharpish. Overheating ups the dps to 230ish or so, so even nicer.
Title: Re: Thrasher pvp
Post by: Warcold on August 02, 2010, 08:17:30 AM
cant fit this one without implant atm, will need AWU V and proj rigging V

for fleet work, i'd change the MSE for a sensor booster I think, but for one-vs-one-ish kinda stuff this seems like a very good fit