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How to go about a thrasher fit?

Author
Nicholas Lafisques
Dark Matters Retail and Distribution
#1 - 2013-11-17 19:29:16 UTC
Working my way up to a maelstrom/mach. just wondering whats a good direction for a mission thrasher (plan on runnin lvl 2s with it)

Stuck with 250mm artillery as i dont have enough powergrid for the 280mms.

Im thinking a gyro and a tracking enhancer for the lows (thought im not sure how good if an idea this is)

not sure what to throw in the mids besides general "shield tank" mods

also rather clueless on the rigs, not sure if i should go shield, cap or guns, or a combination of 2/3

any input is greatly appreciated
Thanks!
Zhilia Mann
Tide Way Out Productions
#2 - 2013-11-17 19:53:22 UTC
I think you're on the right track. Something like this might work depending on fitting skills:

[Thrasher, mishin arties]
Gyrostabilizer II
Tracking Enhancer II

Experimental 1MN Afterburner I
Medium Shield Extender II
Adaptive Invulnerability Field II

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

Small Ancillary Current Router I
Small Projectile Collision Accelerator I
Small Ancillary Current Router I


Note that those are the ideal mids but that wedging in the T2 MSE is tough. Technically I only need a single ACR for it but you almost certainly need 2.
Caleidascope
Republic Military School
Minmatar Republic
#3 - 2013-11-17 20:23:43 UTC
Nicholas Lafisques wrote:
(plan on runnin lvl 2s with it)

You can.

I prefer cruiser.

Life is short and dinner time is chancy

Eat dessert first!

Nicholas Lafisques
Dark Matters Retail and Distribution
#4 - 2013-11-17 21:11:35 UTC
Zhilia Mann wrote:
I think you're on the right track. Something like this might work depending on fitting skills:

[Thrasher, mishin arties]
Gyrostabilizer II
Tracking Enhancer II

Experimental 1MN Afterburner I
Medium Shield Extender II
Adaptive Invulnerability Field II

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

Small Ancillary Current Router I
Small Projectile Collision Accelerator I
Small Ancillary Current Router I


Note that those are the ideal mids but that wedging in the T2 MSE is tough. Technically I only need a single ACR for it but you almost certainly need 2.



basically what I was gonna shoot for in the mid slots.
I like that route with the rigs too.

Caleidascope wrote:
Nicholas Lafisques wrote:
(plan on runnin lvl 2s with it)

You can.

I prefer cruiser.


have thought about goin straight for that... wanna get the hang of it though.


thanks guys!
Taoist Dragon
The Flying Dead.
#5 - 2013-11-18 01:30:18 UTC
tbh don't bother with cruiser for lvl 2's as the vast majority of your targets are frigs and destroyers just murder them like it's going out of fashion.

the fit above is probably the way I'd go if I were doing lvl 2 with minnie ships. that or a wolf maybe.

That is the Way, the Tao.

Balance is everything.

Nicholas Lafisques
Dark Matters Retail and Distribution
#6 - 2013-11-18 02:49:23 UTC
Taoist Dragon wrote:
tbh don't bother with cruiser for lvl 2's as the vast majority of your targets are frigs and destroyers just murder them like it's going out of fashion.

the fit above is probably the way I'd go if I were doing lvl 2 with minnie ships. that or a wolf maybe.


what im going for! heard this a couple places and it seems like a good direction for now
Nicholas Lafisques
Dark Matters Retail and Distribution
#7 - 2013-11-18 03:24:33 UTC
just looked up the republic fleet ammo and i wasnt expecting that much of a difference from the regular phased plasma. im not all that worried about the isk im spending to make it more efficient... but 575 vs 30 for a rather small fraction of damage(when considering the price difference) seems like a heck of a lot.

Am I seeing this wrong or is it actually worth the cost?
Zhilia Mann
Tide Way Out Productions
#8 - 2013-11-18 03:36:02 UTC
Nicholas Lafisques wrote:
just looked up the republic fleet ammo and i wasnt expecting that much of a difference from the regular phased plasma. im not all that worried about the isk im spending to make it more efficient... but 575 vs 30 for a rather small fraction of damage(when considering the price difference) seems like a heck of a lot.

Am I seeing this wrong or is it actually worth the cost?


Whether it's worth it to you is... up to you. The only ship I didn't really use faction ammo on was a Machariel and that was more due to logistics than it was cost. But you're right: a marginal damage gain for a significant increase in cost is pretty typical for Eve and this is no exception.

The normal justification goes something like this: NPCs recharge and repair. If you just barely exceed their rep rate, it will take a very long time to kill them. The greater the margin by which you exceed the repair rate, the faster you can chew through their additional pool of hit points. The faster you can chew through those hit points, the more missions you can turn in and the more money you make.

In L4s this absolutely works out in the long run. I couldn't tell you on L2s. But I will say that artillery isn't exactly hungry for ammo and that you might as well. It's not like you're firing ACs and have to constantly resupply ammo.
Caleidascope
Republic Military School
Minmatar Republic
#9 - 2013-11-18 03:36:46 UTC
Nicholas Lafisques wrote:
just looked up the republic fleet ammo and i wasnt expecting that much of a difference from the regular phased plasma. im not all that worried about the isk im spending to make it more efficient... but 575 vs 30 for a rather small fraction of damage(when considering the price difference) seems like a heck of a lot.

Am I seeing this wrong or is it actually worth the cost?

Well, there is always your backup plan. Will you get Stabber or Rupture?

Life is short and dinner time is chancy

Eat dessert first!

Taoist Dragon
The Flying Dead.
#10 - 2013-11-18 04:26:22 UTC
Nicholas Lafisques wrote:
just looked up the republic fleet ammo and i wasnt expecting that much of a difference from the regular phased plasma. im not all that worried about the isk im spending to make it more efficient... but 575 vs 30 for a rather small fraction of damage(when considering the price difference) seems like a heck of a lot.

Am I seeing this wrong or is it actually worth the cost?


TBH I can't recall the last time I used faction ammo in missions really. especially not lvl 2's.

That thrasher above will murder lvl 2's with just standard ammo. so keep your isk IMO.

I have on occasion used T2 ammo in mission. Scorch is a nasty thing for amarr pulse laser to have Twisted

That is the Way, the Tao.

Balance is everything.

Nicholas Lafisques
Dark Matters Retail and Distribution
#11 - 2013-11-18 04:32:29 UTC  |  Edited by: Nicholas Lafisques
Taoist Dragon wrote:
Nicholas Lafisques wrote:
just looked up the republic fleet ammo and i wasnt expecting that much of a difference from the regular phased plasma. im not all that worried about the isk im spending to make it more efficient... but 575 vs 30 for a rather small fraction of damage(when considering the price difference) seems like a heck of a lot.

Am I seeing this wrong or is it actually worth the cost?


TBH I can't recall the last time I used faction ammo in missions really. especially not lvl 2's.

That thrasher above will murder lvl 2's with just standard ammo. so keep your isk IMO.

I have on occasion used T2 ammo in mission. Scorch is a nasty thing for amarr pulse laser to have Twisted


well, most of the damage stuff i have is still T1, such as the weapons. gonna be getting these things skilled up asap but im sure i can use whatever i can get my hands on at this point

e/ also dont have the powergrid for the projectile rig, may go with something for shields, checkin out the rigs now
Auduin Samson
Sebiestor Tribe
Minmatar Republic
#12 - 2013-11-18 14:31:26 UTC
Faction ammo is excellent in a 1400mm artillery ship for mission running, as the rate of fire is so slow that the cost is easy to stomach in exchange for the damage increase. Anything else though, I wouldn't bother (Once tried running with faction ammo on an AC Mael.... Never again).

As for everything else though, I'd say you're on the right track. T1 will get you into missioning, T2 and better skills will make it go quicker which means more money. Using a destroyer in L2s means you get more experience with damage projection and mitigation which will come in handy later on. Cruisers will clear them quicker, sure, but the ability to be under gunned and still come out on top may be the difference between completing a mission and losing hundreds of millions of isk down the line.