| Pages: 1 [2] 3 4 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Imhotep Khem
|
Posted - 2005.04.20 16:18:00 -
[31]
Range guns seem to be the safe bet when fighting against another frigate.
Like I always say, prefer the smaller gun + damage mod over the bigger gun + power mod, unless your trying to be a sniper.
250s all the way. ____ If your not dyin' your not tryin'. |

Hast
|
Posted - 2005.04.20 16:41:00 -
[32]
a small tip to you guys loading different ammo and stuff.
You get the most bang for your $ if you stick to either one gun type with the same ammo or different gun with ammo that gives you similar range.
What I mean is that choose ammo for ranges. Carb lead for long, emp for short etc. Always avoid mixing ranges especially like haveing two guns with a 25km optimal and 3 guns with 10km optimal 
|

Gwarnina
|
Posted - 2005.04.28 22:06:00 -
[33]
Okay, I tweaked my setup a little - this is deadspace PVE only, mind you, but may also do well in PVP if you swapped out the cap recharger for a scrambler and the AB for an MWD. This setup rips ships apart faster than I can target them, and is pretty much deadly under 4000m. The trick lies in surviving long enough to get in range.
6x named 200mm ACs (don't have the skill for tech2) with EMP ammo 1x rocket launcher with Defenders 1x small nosferatu (helps with keeping the webber, the AB and the armor rep going for longer. Can't keep it up forever, though)
1x AB 1x webber 1x cap recharger
1x tech2 small armor repair 1x 400mm armor
I've found that the 200mm ACs do the best damage over time. The larger artilleries don't track fast enough for my close combat habits and I don't go as fast as an interceptor to need better tracking 150s or even 125s.
Generally I select the missile spawning rat or the one with the highest bounty first, light up the burners, set orbit at 1000m, target all six targets the ship can handle. Open fire at 4500m with the guns and the nos, web if needed. Just slam F1-F7, boom, click orbit next target, check armor, open fire on new target, repeat.
If you run into cap problems, turn off the afterburner once you're in range. Set the armor repair to auto and get it going once you're down to about 20% shield - though this point really depends on who you're facing. I warp out if I'm at about 30% armor - means my armor tank is being chewed through and can't sustain the net damage for much longer, even with the repairer going. The 400mm armor with the repairer should keep you alive as long as you need to rip through the enemy.
Missile spawning rats may still be a problem, especially if they spawn rockets and heavy missiles at the same time, the one Defender launcher may prove to be insufficent.
Most cases you're better of with a long range wingman (preferably with missiles) to help you pick out the tougher opponents - long and short range ships complement each other nicely.
When facing drones, always web your target - those little buggers are fast and have a small sig radius, making them harder to hit. .
EVE University is committed to helping newcomers to EVE get settled right in. Join our ingame channel EVE University to learn more. |

Krulla
|
Posted - 2005.04.28 22:17:00 -
[34]
Originally by: Hast a small tip to you guys loading different ammo and stuff.
You get the most bang for your $ if you stick to either one gun type with the same ammo or different gun with ammo that gives you similar range.
What I mean is that choose ammo for ranges. Carb lead for long, emp for short etc. Always avoid mixing ranges especially like haveing two guns with a 25km optimal and 3 guns with 10km optimal 
This is not entirely true for minmatar, whilst it is for amarr and gallente.
Minnies have the unique ability to mix their damage types, whilst the other guns just do either kin/therm or em/therm. This can be a great boon.
Recently, for instance, I fought a corpmate in her stabber, I was in a rupture. We had about equal skills, we both armor tanked, she used 4 220mms, I used 4 425mms. Neither of us were hardened. She won with 40% armor. "Why?" you asked? Simple. I loaded all my guns with EMP, whilst she had one with EMP, some with fusion, some with depleted uranium, some with phased plasma. The result was, she was doing mostly kinetic thermal and explosive, so she was hitting low armor resists, whilst I was chipping away at her 70% EM resistance.
So yes, mixing ammo on projectiles is definetely useful. 
|

tenp1
|
Posted - 2005.04.28 23:11:00 -
[35]
Edited by: tenp1 on 28/04/2005 23:21:13 This is my thrasher
7xDual Light beam II, Arb Rocket launcher small Shield booster II, Fleeting web, 1 MN AB II 2x Heat sink II.
It has no problem running the lasers, and they have a 2.51 rof. This setup makes the thrasher a much better laser platfom than the Coercer, as u can web, AB and use defenders. u can even drop the launcher and replace a heatsink with a MPC to fit 7xMedium Pulse II. Infact I see no reason to use projectiles at all unless u want that big hit 1 volley and hope u kill your target. This on the other hand will chew through most frigs and intys in no time.
|

Kusotarre
|
Posted - 2005.04.29 04:08:00 -
[36]
2 small neut, 6 small nos, mwd, -4 scrambler, 2 overdrives!
It actually sucks, but kinda fun to suck as much cap as 2 best named large nos while tackling a BS.
|

Cracken
|
Posted - 2005.04.29 04:15:00 -
[37]
use an ammo mix roughly 50% of guns emp the other 50% fusion or another hi explosive damage type ammo. I took out an inties shield and armor in 1 volley with relatively crappy skills in projectiles.
|

Gierling
|
Posted - 2005.04.29 04:25:00 -
[38]
I think the Thrasher is the destroyer that most closely resembles CCP's stated intention.
In small fleets it can wipe out tacklers rapidly, I've seen engagements where inties got taken out by Thrashers guarding larger ships the Inties were trying to tackle.
Also, in small groups the Thrasher actually does bring a respectable amount of damage to the table and can make a noticable difference in the amount of time it takes to destroy a battleship.
Bastards we are lest Bastards we become. |

Sir Wakka
|
Posted - 2005.04.30 00:11:00 -
[39]
Edited by: Sir Wakka on 30/04/2005 00:12:55 Just got myself a thrasher and i am experimenting with the setup. I was thinking of the following
High: 7x 280mm howitzer Artillery I 1x ???? (possibly rocket launcher)
Mid: 1x Small Shield Booster 1x Sensor Booster (Beats **** locking range and allows for CL S at max range) 1x Target Painter (Help the 280's hit)
Lows: 2x Power Diagnostics
Any thoughts! My skills are skill very noobish (under 200'000 total) and i have small projectile lvl 1 and destroyers lvl 1 and got a wrecking hit of 201 with EMP (6.3x Damage Mod)
|

Skelator
|
Posted - 2005.04.30 00:24:00 -
[40]
Edited by: Skelator on 30/04/2005 00:24:44
Originally by: Shamis Orzoz If you want to do anti frigate in a thrasher its really simple.
Just put as many 280's as you can fit on it, then put 1 warp disruptor and as many dmg mods as you can fit. Enemy frigs should go down in one volley...the disruptor is mostly for the pods :)
I would change that to 250's and EMP ammo. The 250's track Much Better. And one rocket launcher fitted with Defenders
You will WTFPWN any FRIG you meet if you add a damage mod and a tracking Computer.
Just my 2@
They have us Surrounded again.. the Poor Bastards |

Zooron
|
Posted - 2005.05.02 11:37:00 -
[41]
well i took out a caracel in my thrasher the first day i flew it the player was a new player tho, but still a good kill
as for set up i cant say as still testing but nothing like the set up so far
|

Imhotep Khem
|
Posted - 2005.05.02 17:28:00 -
[42]
Edited by: Imhotep Khem on 20/05/2005 10:41:51 I redid my calcs on 250 + gyro vs. 280 + PDS.
No skills, no ammo.
250 + Gyrostabilizer: DPS = .609679 280 + PDS: DPS = .613333
With a named Gyro, its better to use the 250s, without a named gyro its better to use the 280s.
In any event, I lost mine in a l3 complex. My Stiletto did much better. ____ If your not dyin' your not tryin'. |

Icarus Starkiller
|
Posted - 2005.05.20 06:40:00 -
[43]
Originally by: Liz Bathory destryers i have killed, are what lead me to beleive that a destroyer is SERIOUSLY underpowered, and almost certainly dead vs a good interceptor pilot
I would tend to agree. The main advantage of the homely Thrasher is it's long-range warp ability, raw speed, and decent maneuverability.
But when it comes to staying power in a fight, it falls short of an inty-killer. While it can be done, it's not this vessel's strong point (slaughtering T1 frigs/destroyers is). It lacks the ability to shield or armour tank, or the cap for effective repairer usage.
1 effective setup I use, which most seem to favor:
7 T2 250mm (or standard) 1 rocket launcher w/ defenders or rockets - but against an inty like a crow the launcher lacks the ROF and ammo capacity to defend effectively.
MWD, scram or web.
cap relay repair or damage mod.
|

Imhotep Khem
|
Posted - 2005.05.20 10:46:00 -
[44]
im using a nos instead of defenders. I dont expect to be hanging around too long. using the nos does not match using 250s, but i cant find anything else to put there. RL not doing much for me.
+ 1 medium shield booster. ____ If your not dyin' your not tryin'. |

Xaat Xuun
|
Posted - 2005.07.24 11:04:00 -
[45]
very very usefull thread .. well now I have some changes to make, but here is what I currently have (till the changes)
High Slot
1-standard missile launcher 3- 280mm howizter artillery I 4- 200mm light carbine repeating cannon
Mid slot
1MN afterburner small shield booster Target Painter
Low Slot
Marked modified SS overdrive (+30m/s) Cross Lateral Gyrostabilizer (+3% damage)
this character is only (almost) a month old, mainly was working on the gunnery skills so I lack some of the skills to help . .like lowering powergrid use and such. The set up I have there works so far on the Level II kill missions I get , 'cept for damsel in Distress, with the lack in the targeting range in the destroyer. being only a month old I am not going to jump right in the PVP arena, yet. I always go after the biggest NPC first . and try and kite him at the 280's optium range . . the 200's are for his lil dogs that are nipping at my heals, or him if he is in their range, norm has been he has always been slower to reaching me. I have never got a straigt answer if I should use defenders, instead of the light missiles, now that I have read this thread I think I will get the skill for defenders, but I never that often have missiles shot at me, and I have heard that after the patch the defenders are not working as well. Missile skills is my weakness at the moment . . as I mentioned I am consentraiting on the gunnery skills, about 6 hours after this post I'll be able to start training the small projectile specialize skills , meaning Ill be able to fit the T2 guns on there soon. my only worries is the T2's use more powergrid, I may be better off going with named T1's. I ahve never used a webber before I hear about them and it seems to be on almost everyones set up in here, guess I should give it a try, I alwys got the impression they were more for PvP then fighting NPC's. but very very good thread.
|

R31D
|
Posted - 2005.07.24 12:53:00 -
[46]
I've heard about people insta-popping frigs using thrashers with artillery, but even whilst using 7x 280mm I seem to only get about 300 damage per volley (using EMP ammo at optimal against an untanked caracal). Anything I'm doing wrong? I currently have small projectile lvl4, detroyers lvl2
Free bumpage for all |

Wear
|
Posted - 2005.07.25 15:11:00 -
[47]
Originally by: R31D I've heard about people insta-popping frigs using thrashers with artillery, but even whilst using 7x 280mm I seem to only get about 300 damage per volley (using EMP ammo at optimal against an untanked caracal). Anything I'm doing wrong? I currently have small projectile lvl4, detroyers lvl2
You are using the wrong ammo.
Allthough emp eats through untanked shield quickly most people are using EM hardeners. In that case it is 50% EM against 60% Explosive. When you get into armor on the other hand....
Use fusion or mix it with Phased Plasma. You could even put emp in 1 gun and use 3x fusion/3x Phased combination that's what's so nice abiout having 7 guns of the same type.
Just watch your optimal range and falloff. That's also one of the reasons i wouldn't choose emp in the first place.
>>input sig here<< |

Dominik
|
Posted - 2005.07.25 15:53:00 -
[48]
I usually go artillery on my thrasher (usually is a relative term..I don't like flying it when I don't have to..) but once I went autocannon/nos/web. It was a pleasant change and worked surprisingly well but the thing is far too fragile for me to repeat that experience.
|

Imhotep Khem
|
Posted - 2005.07.25 16:27:00 -
[49]
Did math again, and new values considering -25% rof
280 dps = .50381 250 + gyro II dps = .50826
This puts the DPS very close to each other, so best to go for the high volley. The ROF is bad as 1400 Howitzers, lol.
H - 7x280mm Howitzer II M - target painter M - Small shield booster L - MAPC L - Tracking module (optional)
Sit about 30k from the gate with Depleated Uranium. When they come through you lock them, start your engines, Paint them, then fire with all 7 guns.
You do not warp away. They die or you die. Either way they will think twice before jumping into that system next time. At about 3M investment and probably 1M back in insurance your cool. ____ If your not dyin' your not tryin'. |

R31D
|
Posted - 2005.07.25 19:43:00 -
[50]
Originally by: Wear
Originally by: R31D I've heard about people insta-popping frigs using thrashers with artillery, but even whilst using 7x 280mm I seem to only get about 300 damage per volley (using EMP ammo at optimal against an untanked caracal). Anything I'm doing wrong? I currently have small projectile lvl4, detroyers lvl2
You are using the wrong ammo.
Allthough emp eats through untanked shield quickly most people are using EM hardeners. In that case it is 50% EM against 60% Explosive. When you get into armor on the other hand....
Use fusion or mix it with Phased Plasma. You could even put emp in 1 gun and use 3x fusion/3x Phased combination that's what's so nice abiout having 7 guns of the same type.
Just watch your optimal range and falloff. That's also one of the reasons i wouldn't choose emp in the first place.
Strange that I specifically said it was untanked. Oh, and a caracal which is tanked also has Kin/Therm hardeners so Plasma is a big waste. Also, 50% em resistance, 60% exp resistance.......which would you go for. Obviously attack him with exp
Thanks for reading my post 
Free bumpage for all |

Zyyrus
|
Posted - 2005.08.09 13:15:00 -
[51]
Edited by: Zyyrus on 09/08/2005 13:22:40 well do i ever need to upgrade i basicly brought everything i had on my rifter across and bought 2 new 200mm autocannon I's
so i have: 7x 200mm autocannons I (nuke ammo) 1x standard launcher (piranha)
2x civillian shield boost
2x cpu upgrade (smallest one you can get, can't remember what it's called)
while im at it whats the best ammo for both the autocannons and the standard launcher(will upgrade to better launcher when i can afford it, down to $9000 after purchasing the new ship weapons and ammo)
|

Boris2k
|
Posted - 2005.08.11 12:29:00 -
[52]
i ran mine with 5 125's i think and 3 small nos's that kept my T2 Med shield booster going, also AB and dmg/tracking mods in low slots damn shame there's no drone bay
|

DrunkenOne
|
Posted - 2005.08.11 15:20:00 -
[53]
Edited by: DrunkenOne on 11/08/2005 15:20:40
Originally by: Skelator I would change that to 250's and EMP ammo. The 250's track Much Better. And one rocket launcher fitted with Defenders
You will WTFPWN any FRIG you meet if you add a damage mod and a tracking Computer.
Just my 2@
I swear I need to make a post showing why 250s are the worst gun in the game and they need to sticky it.
Originally by: Hast a small tip to you guys loading different ammo and stuff.
You get the most bang for your $ if you stick to either one gun type with the same ammo or different gun with ammo that gives you similar range.
What I mean is that choose ammo for ranges. Carb lead for long, emp for short etc. Always avoid mixing ranges especially like haveing two guns with a 25km optimal and 3 guns with 10km optimal 
You noob. Mixed EMP + Fusion for short range = 4tw. I Die A lot in this vid
|

Gabby05
|
Posted - 2005.08.11 17:15:00 -
[54]
Originally by: DrunkenOne I swear I need to make a post showing why 250s are the worst gun in the game and they need to sticky it.
Stupid question, why are 250's worse than 280's?
(Think you do need to post it)
|

R31D
|
Posted - 2005.08.11 22:54:00 -
[55]
Originally by: Gabby05
Originally by: DrunkenOne I swear I need to make a post showing why 250s are the worst gun in the game and they need to sticky it.
Stupid question, why are 250's worse than 280's?
(Think you do need to post it)
Here's some math for you
250mm Artillery: 4/8.50 = 0.47058823529412 DPS
75mm Gatling Railgun: 1.5/2.60 = 0.57692307692308 DPS
Also, antimatter does more base damage to both shields and armour than EMP so the different damage types won't really help that much
Free bumpage for all |

Vishnej
|
Posted - 2005.08.12 02:06:00 -
[56]
These make excellent Empire suicide ganks.
|

Craven Waycrest
|
Posted - 2005.09.10 17:24:00 -
[57]
Edited by: Craven Waycrest on 10/09/2005 17:28:32 I see a lot of talk about Interceptor and assault frig being impossible..so I wanted to throw out a setup I've used on fellow corp members with success before.
In my highs I had 2x250mm arty and 3x200mm AC, 1xmissile, 1xEnergy Vamp and 1xEnergy Destab. Mids had 1xAB, 1xWarp Scramb, and 1xWeb Lows had 1 small armor rep and a PDU.
The Small Destabalizer neutralizes 40 energy grid, which is all an inty or Assault Frig have. In a battle with a claw, he had me down to half-shields in the first volley. Once I turned on the Nos and destab, all damage stopped and I had him to armor so fast I was worried about being able to turn the guns off before I accidently destroyed the ship.
This setup is entirely useless for any range over 5k (better with more arty) and against cruisers of any sort. I'd question whether this would be appropriate for fleet battle as well. I would only fit this if I had an intended target and knew what I was up against. (As in border patrols where intel has already provided ship class)
Right after I did this with a claw, I intercepted a Munin and did surprisingly well with help from another cruiser. I was immediately destroyed when a Taranis flew in and both switched firepower on me.
I've never had this one-on-one with an inty in a real PvP fight, so take it for what it is.
|

AlphaVVolf
|
Posted - 2005.09.19 04:00:00 -
[58]
Ok, so I dont know how to post.
I've been reading through trying to figure out how to equip my Thresher. I started out with 150mm Railguns prior to reading anything, then because everyone and their brother swore by 280mm Artillery I went that route. Having started slugging it out at 10k range I found myself taking more damage with the 280Æs in closer quarters. I was still running a level 2 shield booster and Shield Extender so I was not able to max out my 7 slots.
So then I tried 250mm Artillery thinking more guns even close up might keep me from an ass beating. No again.
After doing lots of math and this whole last weekend of trial and error I somehow tweaked my Thresher to what I understand is called a ôSniperö. More to my style of combat I now sit 20k back and pick one ship apart at a time. No, IÆve not done PVP so I donÆt know how this would hold up. Hover in running missions and pirate hunting I am now about as satisfied as I have been.
7 150mm Prototype I Gauss GunÆs loaded with Tungsten
Eutectic I Capacitor Charge Array Small Shield Booster II 1 MN Afterburner I
Beta Reactor Control: Reaction Control I Co Processor I
I would be most curious to see a thread on Sniper configurations for the Thresher and read what others are using.
|

Elgwapo
|
Posted - 2005.09.19 04:33:00 -
[59]
ANy one know how a properly set up cormorant stacks up to a thresher for taking out frigs and inties in pvp? Is the thresher the king of the hill because of its 280s?
|

M00dy
|
Posted - 2005.10.11 15:05:00 -
[60]
What's the lowest sec that a Thrasher can fight NPC rats?
|
| |
|
| Pages: 1 [2] 3 4 :: one page |
| First page | Previous page | Next page | Last page |