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Morepew Lesque
Rage Cats Inc
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Posted - 2011.04.25 15:27:00 -
[1]
Which do you prefer, and why?
I'm having difficulty seeing any reason to fit arty outside a gang. mwding frigates should be able to escape or get under arty before you pop them.
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Batelle
do you
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Posted - 2011.04.25 15:53:00 -
[2]
it only takes one shot.
--------------------------------------------- EC-P8R... You will never find a more wretched hive of scum and villainy. |

NoLimit Soldier
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Posted - 2011.04.25 16:01:00 -
[3]
Originally by: Batelle it only takes one shot.
WTB arty thrasher that one shots frigates. 
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Batelle
do you
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Posted - 2011.04.25 16:09:00 -
[4]
Originally by: NoLimit Soldier
Originally by: Batelle it only takes one shot.
WTB arty thrasher that one shots frigates. 
Okay maybe not. But this is why people run arty thrasher gangs.
--------------------------------------------- EC-P8R... You will never find a more wretched hive of scum and villainy. |

Cindy Marco
Minmatar The Warp Rats Apotheosis of Virtue
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Posted - 2011.04.25 16:33:00 -
[5]
Edited by: Cindy Marco on 25/04/2011 16:34:45 I would generally always say that a arty fit thrasher is the way to go. The optimal bonus does alot more for arty then is does for autocannons.
The Thrasher can get a 1300-1400 damage alpha with a realistic fits and skills.
T1 frigs have 1500 to 2400 ehp with level 5 skills.
ôLife is only a dream and we are the imagination of ourselves.ö - Bill Hicks |

Caleidascope
Minmatar Republic Military School
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Posted - 2011.04.25 16:37:00 -
[6]
Arti thrasher. Because I hate micromanagement.
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Patient 2428190
DEGRREE'Fo'FREE Internet Business School
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Posted - 2011.04.25 16:45:00 -
[7]
Originally by: NoLimit Soldier
Originally by: Batelle it only takes one shot.
WTB arty thrasher that one shots frigates. 
Arty Thrasher can onevolley a less-tanky frigate fairly easily. EAFs, Tackle Ceptors and some of the less tanky T1 frigates come to mind.
Usually, however, it takes 2-4 shots. ...Then when you stopped to think about it. All you really said was Lalala. |

Morepew Lesque
Rage Cats Inc
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Posted - 2011.04.25 16:55:00 -
[8]
Originally by: Cindy Marco Edited by: Cindy Marco on 25/04/2011 16:34:45 I would generally always say that a arty fit thrasher is the way to go. The optimal bonus does alot more for arty then is does for autocannons.
The Thrasher can get a 1300-1400 damage alpha with a realistic fits and skills.
T1 frigs have 1500 to 2400 ehp with level 5 skills.
I prefer to kill fitted pvp frigates :) looks like AC is better for solo. I understand the alpha argument, but it seems to only work in gangs or against unfitted frigates.
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NoLimit Soldier
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Posted - 2011.04.25 17:57:00 -
[9]
Originally by: Morepew Lesque
Originally by: Cindy Marco Edited by: Cindy Marco on 25/04/2011 16:34:45 I would generally always say that a arty fit thrasher is the way to go. The optimal bonus does alot more for arty then is does for autocannons.
The Thrasher can get a 1300-1400 damage alpha with a realistic fits and skills.
T1 frigs have 1500 to 2400 ehp with level 5 skills.
I prefer to kill fitted pvp frigates :) looks like AC is better for solo. I understand the alpha argument, but it seems to only work in gangs or against unfitted frigates.
Congrats on reading between the crap on the forum. Now get off here and go kill stuff.
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Small Steamed Bun
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Posted - 2011.04.25 21:10:00 -
[10]
AC Thrasher can be a great ship solo vs many frigs. I used to use them to great effect in lowsec when they had a worse reputation. I'd fit a nuet and medium extender but I've also seen the plate and web type be effective.
Sure you might get kited but more frigs tend to fight up close anyway and since so many people fit arty thrashers a fair ammount of frig pilots will try to get under your guns regardless of what youve fit.
It can be hard to get tackle if they dont want to engage/try to run. I've fit ac thrashers with long point/mwd before to fight ab frigs with some success.
Arty can be fine solo but I find it more limiting personally. |
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McRoll
Minmatar Brutor Tribe
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Posted - 2011.04.25 21:43:00 -
[11]
Arties, no exception and here's why:
-Thrashers optimal range bonus of 50% is useless on autocannons -Tracking bonus is not really needed on small AC's, arties benefit way more from it -Artillery is the only weapon system which lets you kill frigs in 2-3 volleys, one should take advantage of that -The Thrasher is pretty fast- you can kite many frigs because many use an afterburner and you will be faster with an MWD -The tracking on small 250 arties is pretty good- you can even track frigs in orbit, with some manual piloting
Start the engagement from further out, align away from a closing frig and give him. If he has an AB fitted, he is dead meat because he wont be able to catch you. With MWD he has a big signature if active, so you can hit him at least on approach and squeeze a volley or two in him when hes in orbit (it works, I did it myself on an orbiting Rifter).
[Thrasher] Gyrostabilizer II Damage Control II
Catalyzed Cold-Gas I Arcjet Thrusters Medium F-S9 Regolith Shield Induction 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 [empty high slot]
Small Ancillary Current Router I Small Core Defence Field Extender I Small Core Defence Field Extender I
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Vicker Lahn'se
Minmatar STRAG3S STRAG3S.INC
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Posted - 2011.04.26 00:30:00 -
[12]
A rifter fit with meta4s and two weeks of skills can kill an artillery thrasher very easily.
There is no reason to use artillery in solo work. The advantage of artillery is the alpha. Alpha is only useful if you can kill the target in one volley. You will only kill frigates in one volley if they are poorly fit or if you have multiple thrashers firing at once.
If you don't kill the target in one hit, alpha becomes a moot point and dps should be your concern. Autocannons have much higher dps than artillery. Autocannons can track better than artillery, so they're more useful against frigates.
Originally by: McRoll Edited by: McRoll on 25/04/2011 21:51:39 Arties, no exception and here's why:
-Thrashers optimal range bonus of 50% is useless on autocannons -Tracking bonus is not really needed on small AC's, arties benefit way more from it -Artillery is the only weapon system which lets you kill frigs in 2-3 volleys, one should take advantage of that -The Thrasher is pretty fast- you can kite many frigs because many use an afterburner and you will be faster with an MWD -The tracking on small 250 arties is pretty good- you can even track frigs in orbit, with some manual piloting
Start the engagement from further out, align away from a closing frig and give him. If he has an AB fitted, he is dead meat because he wont be able to catch you. With MWD he has a big signature if active, so you can hit him at least on approach and squeeze a volley or two in him when hes in orbit (it works, I did it myself on an orbiting Rifter).
1684 alpha, enough said
-Optimal range isn't useful for ships that are faster than you and are going to choose to fight up close. A frigate is going to be able to dictate range, especially if you're beyond webbing range. No intelligent frigate pilot is going to choose to fight an artillery trasher from far away. -The tracking bonus is just as useful for autocannons as it is for artillery. With artillery, the tracking bonus helps fill in a weakness. With autocannons, the tracking bonus bolsters a strength. -If it takes 2 or 3 volleys to kill your target then alpha is meaningless. Unless you're one shotting your target, dps should be your concern. Artillery has terrible dps. Autocannons will kill your targets faster than it will take for your artillery to fire of 2 or 3 volleys. -The thrasher is a destroyer. As such, it is less maneuverable than any decently fit frigate. -Autocannons have better tracking than 250mm artillery. With autocannons, you can track anything in tight orbit, without manual piloting.
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Aamrr
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Posted - 2011.04.26 00:33:00 -
[13]
You don't need a point when the target doesn't survive the first volley. 1854 alpha.
[Thrasher, Alpha Gang]
280mm Howitzer Artillery II, Republic Fleet EMP S 280mm Howitzer Artillery II, Republic Fleet EMP S 280mm Howitzer Artillery II, Republic Fleet EMP S 280mm Howitzer Artillery II, Republic Fleet EMP S 280mm Howitzer Artillery II, Republic Fleet EMP S 280mm Howitzer Artillery II, Republic Fleet EMP S 280mm Howitzer Artillery II, Republic Fleet EMP S [Empty High slot]
Target Painter II F-90 Positional Sensor Subroutines, Scan Resolution Tracking Computer II, Optimal Range
Gyrostabilizer II Gyrostabilizer II
Small Ancillary Current Router I Small Projectile Collision Accelerator I Small Projectile Metastasis Adjuster I
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Vicker Lahn'se
Minmatar STRAG3S STRAG3S.INC
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Posted - 2011.04.26 00:47:00 -
[14]
Originally by: Aamrr You don't need a point when the target doesn't survive the first volley. 1854 alpha.
Nobody's going to run around with a frigate with less than 2k ehp. You'll fire off your one shot and then they'll just tackle you and orbit you at 1km where they will never be hit again.
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Aamrr
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Posted - 2011.04.26 00:59:00 -
[15]
Edited by: Aamrr on 26/04/2011 01:00:19 I'd intended it as a gang fitting. While a single thrasher might not have the alpha to kill the frigate in question, a group will.
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Kyo Haku
Minmatar Gradient
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Posted - 2011.04.26 01:52:00 -
[16]
Arty for gangs and some PVE, but I prefer autos when solo and most PVE. If you get a point/web on anything smaller than a cruiser (and some of those with the right fit/skills), it isn't getting out of there in one piece. With good skills you can reasonably get 300+ dps out of an AC Thrasher. -- "Far be it from me to stand in judgment. I prefer to sit." -Stephen Colbert |

McRoll
Minmatar Brutor Tribe
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Posted - 2011.04.26 05:49:00 -
[17]
Originally by: Vicker Lahn'se A rifter fit with meta4s and two weeks of skills can kill an artillery thrasher very easily.
There is no reason to use artillery in solo work. The advantage of artillery is the alpha. Alpha is only useful if you can kill the target in one volley. You will only kill frigates in one volley if they are poorly fit or if you have multiple thrashers firing at once.
If you don't kill the target in one hit, alpha becomes a moot point and dps should be your concern. Autocannons have much higher dps than artillery. Autocannons can track better than artillery, so they're more useful against frigates.
-Optimal range isn't useful for ships that are faster than you and are going to choose to fight up close. A frigate is going to be able to dictate range, especially if you're beyond webbing range. No intelligent frigate pilot is going to choose to fight an artillery trasher from far away. -The tracking bonus is just as useful for autocannons as it is for artillery. With artillery, the tracking bonus helps fill in a weakness. With autocannons, the tracking bonus bolsters a strength. -If it takes 2 or 3 volleys to kill your target then alpha is meaningless. Unless you're one shotting your target, dps should be your concern. Artillery has terrible dps. Autocannons will kill your targets faster than it will take for your artillery to fire of 2 or 3 volleys. -The thrasher is a destroyer. As such, it is less maneuverable than any decently fit frigate. -Autocannons have better tracking than 250mm artillery. With autocannons, you can track anything in tight orbit, without manual piloting.
I dont know if you actually have flown a Thrasher because this is just rubbish. Firstly, an AB frigate is way slower than you with MWD. Many frigates are flown with afterburner. The only frigate which is faster than you with MWD is a Dramiel.
Secondly, why is artillery useless if it doesnt kill from the first volley? Ever heard of the concept called "kiting"? The thrasher has some odd 1800 m/s speed with MWD without overheating.
Thirdly, you cannot always choose the range of your engagement but neither can the frigate pilots. If you start from farther away, you will have a huge advantage. The frigate pilot will already have eaten 1-2 volleys till he can start shooting and by that time he will be in low armor at least.
And finally: I have flown the "glasscannon" fit a while ago when my old corp decced RvB. I regularly one- and two shot various T1 frigs, they didnt even know what happened to them, much less than getting under my guns. I never had tracking problems of any kind and that was with 280's. You will have to worry even less with 250's.
Flying with AC's and wasting/not properly utilizing 2 bonuses is kinda meh. If you want an AC platform, try the Wolf.
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Sidus Isaacs
Gallente
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Posted - 2011.04.26 07:33:00 -
[18]
My AC Thrasher makes shorter work of frigs then Arty, when solo. --------------------------------------------------------------------------------
http://desusig.crumplecorn.com/sigs.html |

Vicker Lahn'se
Minmatar STRAG3S STRAG3S.INC
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Posted - 2011.04.26 12:04:00 -
[19]
Originally by: McRoll Stuff.
What does your artillery do for you against frigates that you don't get with autocannons? I'm talking solo.
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McRoll
Minmatar Brutor Tribe
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Posted - 2011.04.26 12:15:00 -
[20]
For example blowing it up before it can reapproach the gate or killing it with one blow, so the warp core stabs are rendered useless (some people transport valuable stuff in warpcore stabs fitted frigs).
Also, more range means farther away from nasty things like warp scramblers and webs. Sometimes, you can escape a hairy situation you couldnt otherwise, because you were too close and got warp scrambled and webbed. This is basically the same as Vagabond on a frigate scale. Vagabond was or is very popular because it has speed and range and the ability to GTFO when **** hits the fan, you can do the same with arty Thrasher. If you fit AC's on it, you are always in scram and web range which means you are way more vulnerable to potentional friends of your victim.
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Jaik7
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Posted - 2011.04.26 14:08:00 -
[21]
i know for a fact that autocannon thrashers are really lethal in solo pvp. i was attacked by one and managed to catch it on an asteroid, then got range on it. when it exploded, the killmail showed it had t2 medium autocannons in the cargo, which implied that it had just killed a decently skilled minmatar cruiser.
true story, veldspar saved my life.
as for arties, you'd better alpha them, because even if you get them down to 1% structure in your alpha, you won't hit them again.
Originally by: CCP Shadow The trolls have been vanquished.
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McRoll
Minmatar Brutor Tribe
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Posted - 2011.04.26 14:25:00 -
[22]
Edited by: McRoll on 26/04/2011 14:27:38 But you do. You only won't hit them if they orbit you very close with afterburner on. If they come in that range it means that you screwed up, as you are faster than them with MWD.
I could hit a Rifter orbiting me without afterburner on with 250's, I only dont know the exact range anymore, but it was inside scram range. If somebody orbits you with MWD, he can't maintain a close orbit and his sig is blown up which means you will hit him. Also, dont just sit there and no nothing- you can still move and turn around even when scrambled.
Basically, you are only in trouble if you have 280's fitted, if you fail at maintaining range and let him come under your guns and if the frig pilot manages to orbit you in a very tight orbit without making a mistake. Those are many "if's" and you should be able to hit him in most cases.
And remember- you dont have to hit him often. You need 1-3 volleys with 280's for most T1 frigs. They will have eaten the first one or two on approach ideally, which means you only have to hit him one more time.
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BolsterBomb
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Posted - 2011.04.26 18:30:00 -
[23]
The kiting thing is a very very valid point. I fly glasscannon ceptors with mwd and ktiing. I have killed many thigns with it. The problem is that if you get in scram range your are so S.O.L. It happens, maybe not in high sec, (im in low) and fw and pirates know how to pvp. They can rubber band you to get withing that 10k scram range. If you are going to kite, I have learned the best way is to burn away from the target ALWAYS and not hold point until he is almost dead, that way you can get out and he cant catch you. If you try orbiting and kiting you will die more then you kill. Its a learning thing. The flip side is if you burn away from them while killing them the higher chance that they get away from you. (this happens a lot to me)
Kiting is an odd tactic without having very low interia, so you can turn very well, it is very difficult to stay alive if fighting competent pilots.
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Pharos Pharos
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Posted - 2011.04.26 20:33:00 -
[24]
Edited by: Pharos Pharos on 26/04/2011 20:35:25 Try dual web arty fits. I prefer AB dual webs since many pilots don't even realize they're not pointed when they're webbed - sure you'll lose out on some kills but the ones you get are hilarious. You can also roll disruptor/web/web if you're feeling that, but I like my prop mod.
*Edit: This is for killing pvpers, so poke them at range first with arty so they know you're arty fit and dive in to get under your tracking. Apply OH webs, profit.
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Russel Williams
Minmatar Percussive Diplomacy
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Posted - 2011.04.26 20:37:00 -
[25]
ITT: People who don't know how to fly Arty Thrashers properly.
Pro tip: Get some brains and skill then discuss this.
OP, go Arty Thrasher. It is quite good and is still my most used ship even though I haven't used it in 10+ months, lol. [url=http://gallente.eve-kill.net?a=pilot_detail&plt_id=178287] [/url] |

Cattegirn
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Posted - 2011.04.27 08:13:00 -
[26]
Get a Coercer instead. :P Cheap Low Budget Corp Startup Service - 5m isk gets you 150 member limit and Ethnic Relations Level 4. References available, contact via Evemail pls. |

DARTHxFREE
Aliastra
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Posted - 2011.04.30 23:33:00 -
[27]
21:03:37 Combat Group of 280mm Howitzer Artillery II hit Trebor Quadrillion (Hurricane) for 2055 damage
Ah the old days of the cheep disposable 280mm Thrasher are all but gone though.. /join Cheeze & Whine Club
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Ruah Piskonit
Amarr PIE Inc.
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Posted - 2011.05.01 08:58:00 -
[28]
here is a hint - ac thrashers are better irl, arti are better eft, pve does not count since basically anything can pve with enough patience.
I face a lot of thrashers in FW (where they are used most often for pvp by a long shot) and I simply do not fear the arti thrasher, if I survive its first or if I am particularly unlucky second volley, then I win because I will crack it open like a tin can. You see, it does crappy damage at range and it has no tank or speed or really anything but massive alpha (great in packs - but then again - most things are great in packs) With an AC thrasher, its usually better tanked, harder to get under its guns (impossible), and it usually can up up a fair bit of fight. . . and sometimes (although not with me yet) it can win. Arti = easy kill.
but don't listin to the local slaver 
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