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Cyrus Gideon
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Posted - 2006.02.13 17:49:00 -
[1]
Im finally going to get myself a Thrasher in the next days. I spend some time playing around with differend setups, can someone please give me some advice? I thought of the following:
7 * 250mm Artillery 1 * standard Missle Launcher 1 * Webifier 1 * Shieldbooster 1
Thar would leave me with 3MW/42tf, 1 medium and 2 low slots to play with. I thought of an afterburner, but I would have to throw out the Missle launcher to fit one in . Another alternative would be to use autocannons instead of the artillery and make it a close combat ship. Any suggestions?
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Dark Shikari
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Posted - 2006.02.13 17:52:00 -
[2]
Originally by: Cyrus Gideon Im finally going to get myself a Thrasher in the next days. I spend some time playing around with differend setups, can someone please give me some advice? I thought of the following:
7 * 250mm Artillery 1 * standard Missle Launcher 1 * Webifier 1 * Shieldbooster 1
Thar would leave me with 3MW/42tf, 1 medium and 2 low slots to play with. I thought of an afterburner, but I would have to throw out the Missle launcher to fit one in . Another alternative would be to use autocannons instead of the artillery and make it a close combat ship. Any suggestions?
280mms are generally much better than 250mms. See if you can up your engineering skills and fit an RCU to possibly fit them instead. -- Proud member of the [23].
The Tachikomas are DEAD! Click sig for video.
<3 Tachikomas -Eldo But I'm the cutest of them all, and I'm not even a blue robot - Wrangler I have seen you. You cannot deny it anymore - Vanamonde You used to be one of the twenty three, now you are a part of me - Cortes Immy > You All - Imaran Tachikomas > All ~kieron POKEMON -eris Jacques was 'ere Capsicum still is | Jorauk was, but got hungry and left |

Caleb Paine
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Posted - 2006.02.13 18:07:00 -
[3]
Edited by: Caleb Paine on 13/02/2006 18:10:42 If yourT going to use it for missions don't use autocannons, their range is too short and your ship isn't fast/agile enough to make up for it.
Get your engineering/electronics up to 3 at least, preferably 4 and check the other PG/CPU related skills in the itemdatabase on this site.
On the 250-280 thing, see if you notice a big difference in hitting/tracking stuff when they get close to you. If you can hit with the 280's and fit them without having too much problems then yeah 280's will do the job better. On my catalyst I tried em both (well, the railgun variant ofc) and found the smaller version more to my liking, but I'm on low SP.
----------------- Death smiles at us all, all a man can do is smile back. |

Cyrus Gideon
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Posted - 2006.02.13 18:09:00 -
[4]
Edited by: Cyrus Gideon on 13/02/2006 18:12:44
Originally by: Dark Shikari
280mms are generally much better than 250mms. See if you can up your engineering skills and fit an RCU to possibly fit them instead.
Thought of that too, but they need 12MW power, thats way to much, even with a 10% RCU there wouldn't be enough power to feed 7 of these monsters. If I fit 2 10% RCU's It would fit, but I wouldn't have a single MW left for other equipment.
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Swamp Zero
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Posted - 2006.02.13 18:10:00 -
[5]
Edited by: Swamp Zero on 13/02/2006 18:12:40 Edited by: Swamp Zero on 13/02/2006 18:10:59 AC's are TOTALLY worth it for missions, believe me. TOTALLY. (I use this myself)
Try this setup.
high 7x 150mm's, 1x Rocket launcher
mid 1x AB, 2x MEDIUM shield extenders
low 1x gyrostab, 1x pdu.
If you have fitting probs, replace the gyro with a second pdu, for extra survavibility and fits
I ratted 0.1 killing 3xBC spawns, and doing lvl2 missions like silence the informant in one go. This setup is 3 kinds of awesome.
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Cyrus Gideon
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Posted - 2006.02.13 19:01:00 -
[6]
Edited by: Cyrus Gideon on 13/02/2006 19:03:49 Edited by: Cyrus Gideon on 13/02/2006 19:02:32 Edited by: Cyrus Gideon on 13/02/2006 19:01:42 I just came up with the following: my setup from above + 2 RCU's and one Afterburner. If I have to fight something to fast for the turrets I could nail it with the webifier. There are some guys in the ships and equipment forum that somehow managed to get 280mm's in a thrasher, but I really don't know how the did it, is there any skill that enhances the poweroutput?
@ Swamp zero: Sounds like a good close combat setup, but I really want to try out artillery's after doing so much close combat in my frigatte . May be I try yours if I don't like the arties.
Another question, has anybody ever tried a mixed turret setup? For example 5 artillery turrets and 2 autocannons for defense against frigattes etc.
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Swamp Zero
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Posted - 2006.02.13 19:11:00 -
[7]
Edited by: Swamp Zero on 13/02/2006 19:13:12 Mixed turrets = You don't have an optimal situation and never do 100% of your potential.
A webber would be cool, but you don't even have to use that. Just running away from them in a straight line, with AB's, is enough most of the times.
Also, there are about a TON of skills that increase your cpu and grid, either through bonuses, or through cost lessening of modules.
But let me tell you, arty is very annoying sometimes, you have to micro all the time, if you cant warp at 15km you 're in trouble, and missions that have spawns near the entrance point will rough you up good. All in all, it's a bit tiring, but the feeling you get from those f1 f2 f3 -death- f4 f5 -death- f6 f7 f8 -death- is unrivaled =D
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Charlotte Gallfour
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Posted - 2006.02.13 19:27:00 -
[8]
Webifiers don't work to well for what you asking. I tried them for keeping rats from flying inside my optimal range. It was a waste of a slot. They cut off at 10km. If you're fighting at 10K+ you'll have to keep clicking them on. They seem much better for close-range combat.
Keep up your destroyer skills they give bonuses to tracking. --- "Let me do the buying while you do the dying." |

Ominus Decre
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Posted - 2006.02.13 19:39:00 -
[9]
Replace the webifier with an afterburner. That should assist with gaurenteeing that your NPC targets are better suited to your tracking #'s.
I use a Coercer Destroyer.
5 Medium Pulse Tech2 lasers with Multifrequency crystals ; optimal about 5.1km 3 "knave" energy vampires.
My powergrid is currently 112/114.44 and the CPU is 184/196. I seldomly have trouble with my capacitor while it's not relevent to your race's ship. I am able to push my armor upwards of 1100 and handle 2-3 "Blood Bishop" Battlecruisers!! 
*the tech2 medium pulse are hitting high around 160 with the multi and 225 with conflagration.
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Charlotte Gallfour
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Posted - 2006.02.13 19:53:00 -
[10]
About armor. Does thicker armor plating slow your ship down? --- "Let me do the buying while you do the dying." |

Swamp Zero
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Posted - 2006.02.13 20:25:00 -
[11]
yes i think it does.
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Dark Shikari
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Posted - 2006.02.13 20:26:00 -
[12]
It doesn't slow your ship down directly, but since it raises your mass, it makes ABs/MWDs less effective. -- Proud member of the [23].
The Tachikomas are DEAD! Click sig for video.
<3 Tachikomas -Eldo But I'm the cutest of them all, and I'm not even a blue robot - Wrangler I have seen you. You cannot deny it anymore - Vanamonde You used to be one of the twenty three, now you are a part of me - Cortes Immy > You All - Imaran Tachikomas > All ~kieron POKEMON -eris Jacques was 'ere Capsicum still is | Jorauk was, but got hungry and left Everytime you turn down a duel, 1 unit of chicken appears on market -zhuge liang |

Swamp Zero
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Posted - 2006.02.13 20:33:00 -
[13]
is there an exact formula I can use to find this out exactly?
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Cukogra
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Posted - 2006.02.13 21:27:00 -
[14]
Edited by: Cukogra on 13/02/2006 21:27:37 Here's the set up I use. It works in .2 space (sansha mind you). It works even with the 3 x 175k BC spawn as long as you warp in, target a roid that's 15km away from the sansha's and then warp in on top of them. Anyways, the theory is that the thrasher has an optimal armor set up for sansha's and currentl I'm in the derelik region. Later in the next two weeks, I am moving to an angel region so may have to shield tank. The setup is slightly skill intensive though.
7 x 150mm AC II 1 x named nosferatu
1 x named webber (got Fleeting 90% off a drop recently ) 1 x cold arc jet afterburner 1 x capacitor booster fitted with 150 shots
1 x small armor repairer II 1 x 400mm steel plate II or 400mm rolled tungsten plate
Damage is pretty solid, it's a bit sluggish (about 570 m/s), but once you're in close, it's nooo problem. The cap booster allows you to run everything as long as you want. I may use a rocket launcher but I don't have a damage problem and once I'm in close, I rarely need to use the cap booster cause the nos takes care of my cap. When ratting, you get free charges anyways so it works out great. When I'm going in for the BC spawn, I turn the repairer at 1/2 shield damage. If timed right, you can absorb the first volley. The rest is praying you get in close. Once you're in orbit range, you're fine to go. Anyways good luck, I have a weird destroyer fetish and can't wait to train interdicotrs to have a new different toy 
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Charlotte Gallfour
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Posted - 2006.02.13 21:50:00 -
[15]
Destroyers are pretty fun. They remind me of rangers in other RPGs that get hated on. All the criticisms they get just brings out the underdog in me.
But regarding armor and mass. Do you think evasive manuvering or acceleration control would negate the penalty to AB/MWD? --- "Let me do the buying while you do the dying." |

Cukogra
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Posted - 2006.02.13 21:54:00 -
[16]
Originally by: Charlotte Gallfour Destroyers are pretty fun. They remind me of rangers in other RPGs that get hated on. All the criticisms they get just brings out the underdog in me.
But regarding armor and mass. Do you think evasive manuvering or acceleration control would negate the penalty to AB/MWD?
I wouldn't say negate (but you can definately compensate for it). I have my essential nav/AB skills to IV (evasive to V for inty's, turns out I like my destroyer more than my inty haha). Also, I think the webber is invaluable. I tried taking out the webber but I noticed I did alot more chasing than anything else. Luckily, the NPC's tend to MWD towards me, then try to run when they get close. Once they're at 10km, they're screwed and I can just orbit.
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R Dan
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Posted - 2006.02.13 22:47:00 -
[17]
Originally by: Cyrus Gideon
I just came up with the following: my setup from above + 2 RCU's and one Afterburner. If I have to fight something to fast for the turrets I could nail it with the webifier. There are some guys in the ships and equipment forum that somehow managed to get 280mm's in a thrasher, but I really don't know how the did it, is there any skill that enhances the poweroutput?
skill for more Powergrid?: yes. engineering skill for more CPU? yes. electronics
skill do reduce the PG and CPU need of guns/ mods? : Yes! weapon upgrades (cpu on guns) Advanced weapon upgrades (PG on guns) -but requires weapon upgrades 5 to learn.
to get the most out of a ship, and to use the majority of the setups listed in the ships and modules forum you'l need atleast level 4 in electronics and engineering (most likely 5) and weapon upgrades 4 as well. Of course if you are even remotely half -serious about going for combat you'l eventualy want to get them all at 5 (except maybe the advanced weapon upgrades)
I will save you, but make sure you bring beer - Wrangler and cAKe - Imaran I thought it was bREe, omgi'mgivingawaymodroomsecwetsftl - Cortes when come back ... bring PIE. Me like PIE. -Capsicum |

Cukogra
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Posted - 2006.02.14 00:28:00 -
[18]
figured out it will take me about 1 month and a week to train advanced weapons upgrades... luckily I go on a long vacation in the summer :D
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Cyrus Gideon
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Posted - 2006.02.14 09:13:00 -
[19]
Edited by: Cyrus Gideon on 14/02/2006 09:14:39 Edited by: Cyrus Gideon on 14/02/2006 09:14:18 Wow, lots of helpfull replys over the night here! 
Quote: to get the most out of a ship, and to use the majority of the setups listed in the ships and modules forum you'l need atleast level 4 in electronics and engineering (most likely 5) and weapon upgrades 4 as well. Of course if you are even remotely half -serious about going for combat you'l eventualy want to get them all at 5 (except maybe the advanced weapon upgrades)
Ok, Im going to train them up to five then. Luckily I already got all the learning skills up to 4 (except the charisma one).
Thanks for the help to anyone, I think Im going to overwork my setup a bit.
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Swamp Zero
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Posted - 2006.02.14 12:22:00 -
[20]
You don't have to.
Ppl tend to forget how it is when you 're still a noob, and tend to give advice like "ok get these 10 skills at lvl 4 and this skill at lvl 5 and you're cool"
With engineer mechanic electronic at 3 you're good enough for a good thrasher fit.
Also, with the thrasher, I'd passive shield tank, but that's just me. I'm a week old char and that fit I use seems perfect.
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Hard Hat
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Posted - 2006.02.16 15:15:00 -
[21]
My thrasher right now is outfitted as a close range pounder. 7 200mm autocannons and 1 rocket launcher and in 3/10 deadspace and even .6 asteroids I am taking on 3-4 rats and not having my shields drop below .25% with just a Civvie shield booster.
Got jammed last night and that was the only time I was worried.
Took me a bit to figure out that the rats were using MWD or something when I would target them at 25 and suddenly they were under 10km.
One question about the Arty setup. Doesnt the reload/time between salvos hurt ALOT?
IIRC a 10.25 sec between salvos seems like it would make you hope for a 1 salvo kill or keep at range and hope for the best.
Is this the best setup for some PVPer that jumps in on me? No way and I know that but for PVE its more fun even if I am using a destroy as a close range fighter that it isnt meant to be.
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Livia Tarquina
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Posted - 2006.02.16 18:54:00 -
[22]
You can see if you can adapt my catalyst setup to your ship.
I use:
5 125mm Rails 3 75mm Rails
1MN MWD Small Capacitor Booster
Magnetic Field Stabilizer I Small Armor Repairer I Nanofiber Internal Structure
You can drop the nano since you don't have the extra slot and its optional. I just like it there for personal preference.
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Harfang Neige
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Posted - 2006.02.17 14:44:00 -
[23]
I had a thrasher setup for longish range, but I found taking on clusters of missile NPC's just did not work. Went back to Rifter - it works fairly well until I am up against - clusters of missile NPC's - even with a named AB I cannot get close enough before they tear me apart. Now reading this makes me think a Thrasher setup for close range might just be able to survive long enough to get in close, and with all that firepower - nothing could lost long. I have 300k SP and about 4m ISK - was just finishing fitting my 6th rifter (a glutton for punishment I am ) - maybe I am gonna fit out a thrasher again with AC's and give it a shot.
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