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Tsual
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Posted - 2006.01.26 19:47:00 -
[91]
Edited by: Tsual on 26/01/2006 19:46:36 Anyone yet tested out the handy effect of similar optimals with a combination of 250/280 and the right ammos in PvP?
f.ex phased plasma in 250 and emp in 280
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Tsual - Highly ore adddicted.
Imaran strikes you perfectly, wrecking your signature
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Myz Toyou
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Posted - 2006.02.15 09:56:00 -
[92]
Hi folks, after some try and error experiences with my Trasher I come 2 days ago in this forum and used the input for a new fitting. Yesterday a guy with a Punisher scrambled me in 0,4 sec and start fireing with his lasers but then my new fitting starts to work ( for his surpise ;-) ).
Highslots: 7 x Arti 1 250mm ( different Ammo ); 1 Misslelauchner with Bloodclaws
Medslots: Some named AB ( + 129% ), Shieldbooster 1 , 3rd slot is atm empty cos grid is not enough for more
Lowslots: Small Armor Repair 1 , Reactor Control
First salve raped his shield down, second one half his armor ;-), after that he wharped away and congrats for that fitting.
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Drolnori
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Posted - 2006.07.06 19:49:00 -
[93]
lots of info here.. going this route next..
/bow
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Gwarnina
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Posted - 2006.07.07 10:18:00 -
[94]
Oh look, the good old Thrasher thread surfaced again.
Lately I've been playing around with a fleet support destroyer setup:
7x t2 280mm arties with Tremor ammo
2x sensor boosters 1x tracking computer
1x gyrostabilizer 1x micro aux power core
Pops t1 frigates in a single salvo, puts tanked t2 frigs into armor or even hull, though it will most possibly not instapop them. Instalocks pods, not many got away from this setup.
With the 50% optimal range bonus the Thraser gets, the long range tech2 ammo and the tracking computer, my optimal is 47km. Changing one sensor booster for a second tracking computer pushes the optimal up to 53km.
I generally orbit the gate at 30km, so even if a ship appears on the opposite side of the gate, it's still way inside my optimal, even when it starts to make a run for it. With the destroyer skill bonuses, the arties get a bonus to tracking, which is even better.
This is by no means a solo ship. It does one thing alone: support a larger fleet. It does that very well. It will die to a sniper or a lucky t2 frig that gets close. It will die to drones. It's a sitting duck, with rather sharp teeth. .
Dedicated to helping newcomers to EVE - join ingame channel EVE UNIVERSITY and ask your question!
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Drolnori
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Posted - 2006.07.07 15:03:00 -
[95]
hi all..
just got this last nite and stuck whatever my noob person could put on it and took it out for a test drive. bunch of guns and one rocket..(figures i trained in using a rocket launcher, but needed to train on the rockets themselves)anyway, once i got that up and running.. went to a low lvl area and took out a few easy fighters..
not use to hitting them from afar. this post/topic will become a bible to me in the near future. working on training up most of these things.. keeping them at range is gonna be fun and tuff to do. i kinda like the up close and gank method.
thanks for all the help in this topic.. might be nice to see a specific forum for either each class of ship or faction ships.. you know..
anyway, new to the game.. this takes on a whole new meaning of pvp..
/bow
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EadTaes
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Posted - 2007.03.04 10:14:00 -
[96]
I use 2 setup for Destroyers nowa days for PVP. and a 3rd for PvE.
PvP Arty: Highs: 7x 280MM II Meds: 1x 20k Scram 2x Sensor Bosters Lows: 1x Gyro II 1x PDU
If you add rigs: (and got money to spend) replace PDU with a RCU and teh rigs are. Projectile Collision Accelerator Projectile Metastasis Adjuster Ancilliary Current router
This setup si made for escorting your large ships that are vulnerable to enemy ceptors. You'll shooo them away quite quickly. Wich might make you primary.
PvP AC: Highs: 7x 200MM 1x Small nos Meds: 1x MWD 1x 7.5 scram 1x webber Lows: 1x small armor reper 1x 400MM plate
Rigs of you go cash. Explosive, Kenitic and Thermal pumps.
This is mostly a roaming setup. Of for when you know youll need to get in close and personal to the enemy. This setup also works wonderds againts goonswarms T1 frig blobs. 
PvE: Highs: 7x 250MM 1x Missile luncher Meds: 1x AB 1x Painter/web (what ever you wish) 1x small sheild boster Lows: 2x Gyros
In mission and I spend most ofve my time locking targets they pop with just a few shots. And you can rat all teh way to .3 dunno about .2 havent tried it. Also for rattin in low sec if you ahve you skill evasive manevering trained to lvl 5. You can warp out before your hostile has finished warping in. that is if your paying attention.
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Grierson Kain
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Posted - 2007.03.04 12:52:00 -
[97]
Hello all.
Firstly can I say what an eye opener this thread has been. I'm glad I was most of the way there as I used a mix of 250 and 280 arty but cringe a little at how much I relied on a huge shield tank The past tense id due to being caught ratting in 0.4 system by a PVP spec who joined in and after scrambling me to buggery, finshed me off
I had been aware of my setup shortfalls but this really did help me realise that after a month of play and starting out as a Prospector, PVP isn't for me.
Whilst I can appreciate the posts here there are a couple of things I want to ask and point out.
Firstly, there is always going to be someone with the perfect setup vs you. That being every weakness in your setup is a strength in his. So that said, every setup has it's strengths and weaknesses and therefore each setup needs to be taylored to the job in hand. EADTAES, to name but one, did the right thing in listed various setups for different roles. This is really just a statement of my understanding, I hope it about right?
Secondly, I've noticed several instances of setups employing multiples of devices that state they will be penalised if more than one is used. How does that work? As an example employing 2 Sensor Boosters or Tracking Enhancers would appear to be a good idea on an Arty weilding Thrasher but both items specifically state "Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
The setup I employed below (as I can remember it) worked well ratting in a 0.4 sec system and rarely ever taken down to less than 70% shields. I made good money Salvaging the wrecks and enjoyed the increase in threat rating but the safety margin the shields offered only now suggests that it wasn't particularly well optimised.
hi 2 x 280mm Scout Arty; 2 x 250mm Light Carbine Arty; 1 x Salvager I; 2 x 125mm Prototype AC med 1 x Medium Shield Extender; 1 x named 1MN AB; Invulnerability Field I lo 1 x Damage Control I; 1 x Gyrostabalisers I
I used Depleted Uranium in everything which appeared to work well enough.
As the skills aren't up to much I've been limited to 4 arty pieces but if I lost the huge shield tank and optimised it a bit better, along with better skills, I'm sure I'd do better. I think getting a better hit, more often and at greater range is the direction to follow but I really struggle with passive tanking.
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EadTaes
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Posted - 2007.03.04 21:03:00 -
[98]
The way teh penalty system works is that for example you have 2 gyros.
The first gyro give your 100% ofve the bost. And for each aditional gyro you lose a certain percent ofve post on all you gyros. So evently youll have multyple gyros doing the same bonus amount as 1 gyro. and after that youll start doing lest damage. And putting 2 ofve teh same modual in is prety much the only amount you can stack without being penalised to much. I am prety sure their si a penalty tread out there that explains it very clearly.
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Ali villain
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Posted - 2007.04.16 19:17:00 -
[99]
I use a destroyer mainly for mission running and salvaging all the loot, it gets me loads of cash so i can fit my beasty little destroyer out with loads of t2 goodness:
High slots: 5x 250mm light Arty II 3x Salvaging modules
Med Slots: 1mn AB II F-90 sensor booster Cap Booster II
Low Slots: Small Armour Repair II 100mm Rolled Tungsten Plates
This would be useless PVP but it's great for lvl II kill missions even the hardest ones! I start with Tremor ammo to pop the small frigs then change to Phased plasma to get the tougher ones all the while orbitting at about 11k. When everyones dead i then loot and salvage, makes a nice bit of cash and tears through the missions, need quite decent skills for this lot, but it's worth it, i've only been playing for a few months now :p
I just bought a Stabber but i'm not hugely impressed by it, might have to have a play, but untill then it's my Thrasher all the way!
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Ungrim Redmane
Phoenix Logistics Industries
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Posted - 2007.04.16 19:39:00 -
[100]
Great little ship that doesn't take much in the way of skills. Great salvager too ;-)
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Hannobaal
Gallente Utopian Frontier
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Posted - 2007.04.16 20:24:00 -
[101]
Originally by: Liz Bathory Damien vox, i would love to know where you get that idea from
i have fought, and killed several destroyers. not once have i been in an real danger of losing my ship to the destroyer thus, my comments that destroyers are somewhat underpowered
3 reasons for that:
1. A large chunk of people who fly destroyers are newbies with poor skills. 2. The vast majority of people who fly destroyers don't know how to fit them right. 3. The vast majority of people who fly destroyers don't know how to fly them right.
But it's not the ship itself that is poor.
------------------ "If you ever need anything, please don't Hesitate to ask someone else first." |

RuleoftheBone
Minmatar UK Corp FATAL Alliance
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Posted - 2007.04.17 23:48:00 -
[102]
Whee...posting in a necro thread but I love Thrashers 
Not easy to fit and fly properly without decent skills. And I really hate using any PG mods where I can avoid them.
Fun gang ship:
7xAC200 II, 1 named small NOS Named MWD, 7.5k scram, webber DC, Gyro II
I have also been experimenting with a proto cloak in place of the NOS for solo work. Lock time gets dinged but the ability to get safe and cloak for a refreshing beverage is priceless .
"Lead Me..Follow Me..Or get the **** out of my way" General George Patton USA
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Prysidt
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Posted - 2007.05.25 01:55:00 -
[103]
As far as outfitting goes....6 280mm Prototype things (cant remember the name exactly), 1 missile launcher and salvager (useful as always, can make +1Mil from missions at early lvl 1)
Mid AB with cap rechargers, or you can go for shield amp with booster and cap recharger,
low i have a power grid boost (as I'm a noob) and if you're using shields, go for a power manager (recharges cap faster and lets ur shield be on always), if you're using the AB, got for a Gyrostabiliser.
That's about as much as I can offer atm, with updates as i figure out more.
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MotherMoon
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Posted - 2007.05.25 05:35:00 -
[104]
A great ship to take on cruisers if you senor damp them to hell and come in close
However don't be expecting to out dps a jag, or out do it when it comes to long range.
they both have a great 50% bonus to range and the thrasher is faster but unless you have a MWD thrasher and the poor jag is set up to snip only and that's it and he's not running dmg mods and your tank holds untill you can circle him.
the thrasher is not able to kill a t2 frig so easily.
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Cadman Weyland
Sunshine Carebear Crew
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Posted - 2007.05.25 07:55:00 -
[105]
wooo Thread Necro 
u realise i 1st posted this in 2005, someone musta been bored 2 go dig this up lol. But yeah Thrasher pwns 
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Unfamed II
FinFleet
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Posted - 2007.05.25 09:51:00 -
[106]
I've succesfully used this one:
7*280mm t2 3*sensor booster t2 2*gyro t2
1on1 vs sabre = dead sabre gotta admit tho, got extremely lucky and 2% structure left.
This is great for killing pods, frigs and other small crap like that, works somewhat well in gangs and its not expensive to lose. Always have few fitted and ready to go.
Switch one gyro to mapc and you might be able to fit mwd, or not. No clue really, haven't tested. - - Seriously, it's not that great being an amarr, is it?
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Taryar
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Posted - 2007.11.19 16:37:00 -
[107]
I'm a proud and happy pilot of a few Thrashers. Have been flying them for almost two months now and love them as a ship class for ratting and missions, down to 0.3.
Here is my setup:
3x 250mm Prototype I autos loaded with depleted uranium 3x 280mm Scout I autos usually loaded with faction carbonized lead 1 Malkuth missile launcher (less damage but lower CPU need) 1 salvager
Mids: multi-dmg shield active shield hardener, a cold-gas ab, another hardener fitted to the enemy weakness
Lows: Emergency damage control I, CPU upgrade
I honestly believe that the best way to run a Thrasher is to shield tank it, so you can keep it fast. With AB on, my top speed is 587/ms.
I kick serious arse in this setup. I often kill 0.4 and 0.5 rats in a single volley, and with my current skills, I rarely go below 65% of shields. Only issue on this ship is CPU management, which I'm working to compensate with skills. My favourite range in this damage boat is about 18km out, with more than my fair share of perfect hits. And this on a toon that came into game as a trader, so doesn't have the best combat skills.
I sometimes sacrifice two of the 250s for a 2nd salvager and a tractor beam for ratting in areas where newbs donĘt bother to salvage their own wrecks.
People can diss dessies all they want, but if they have, they've never seriously tried to fly a Thrasher :-)
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