Lasher

From Starsector Wiki
Jump to navigation Jump to search
Icon check.png
Up to date for latest version, 0.97a.

A favorite of pirates and private armies due to the ubiquity of the blueprints and its non-demanding support profile, Lasher-class frigates pack a respectable amount of ballistic firepower.

Lasher captains are usually no-nonsense types who let their weapons do the talking, and pick through the debris of enemy ships as opposed to trying more diplomatic or covert means of getting the job done. More often than not, that job involves quickly and effectively striking at (or guarding) small or medium-sized trade convoys. The light fighter and frigate escorts usually found guarding such convoys are hardly a match for the hail of projectiles a Lasher can quickly unleash. If that does not get the job done, the Lasher has another nasty surprise in wait - two missile hardpoints, more often than not fitted with "finisher" types of missile, such as the Harpoon MRM.

–In-game description


LasherLasher (LC)Lasher (LP)

Overview

A solid, logistically undemanding frigate with a top-notch offensive ship system that can be configured for many roles.

Acquisition

The lasher can be found abundantly in many markets across the sector and is amongst the only military vessels consistently available on the open market.

Strategy and tips

Damagetype energy.png The following section contains user-submitted suggestions, these may be inaccurate or outdated.

Fighting against the Lasher

  • The lasher is quite slow for a frigate and has a frontally focused shield that leaves it's sides exposed to energy missiles and fighters.

Loadout Tips

  • The Lasher's frontal hardpoints are good areas to mount weapons that generally have poor accuracy such as Light Dual Autocannons and Light Mortars.
  • The Lasher's role dramatically shifts the later the campaign goes. Early on, it is an excellent pirate hunting vessel due to it's heavy ballistic firepower and low armor of most pirate vessels. By the mid-game it's fragility starts to show and it is instead relegated to a cost efficient fire support escort craft for larger vessels like cruisers and destroyers. For the latter, primarily focus on kinetic based weaponry to help support larger vessels such as Railguns and Light Needlers.
  • Due to the Lasher's low speed, Salamanders can help force engagements.
  • While lacking the Rugged Construction built-in hullmod of other low tech frigates, the Lasher still has a 90% chance of avoiding dmods with the Hull Restoration industry skill due to it's incredibly low Deployment cost.
  • The Lasher's Ballistic Rangefinder provides a base increase to all small ballistic weapon ranges. This notably scales with %increases to range such as Gunnery Implants and integrated Targeting Unit. With sufficiently high ECM rating, officered lashers can outrange even cruisers while having a significant edge in speed and mobility as a frigate class.

Autofit/Campaign Variants

Standard Variant

The Standard variant comes with 2 Salamander MRM 's, and 3 Light Machine Guns for point defense and 2 Light Assault Guns for anti-ship combat. Utilizes the basic idea of slugging it out with other ships. Salamanders can be used against fleeing fighters or in an attempt to cause a flameout (The Salamander will naturally target enemy engines). If you can get a flameout on an enemy, use the ability to wreak havoc on from all directions as they spin.

  • Advanced Strategies - While the Standard variant is equipped for any situation, its secondary armaments, the Light Machine Gun and Salamanders, can be used to great effect against ships as well. When outmatched, one can bring the ship in close and use the accelerated ammo feeder with LMG for massive burst damage on the enemy's shields, creating an opening to damage the hull. The Salamander, while undeniably powerful against an escaping enemy, can also be fired in a head-on fight to force the enemy's shields behind them, allowing for an attack.

Assault Variant

A rarely seen stock variant due to the relative weakness of the Light Mortar, the Assault variant sacrifices point defense capabilities to bring great anti ship firepower. It is equipped with 3 Light Mortar turrets, 2 Light Dual Machine Gun hardpoints, and Sabot SRM's. The restricted firing arcs of the Dual LMG makes them poorly suited for point defense but allows finer control in firing, these weapons should be focused to a single target and overload all but the toughest frigates within one ammo feeder cycle if they can get in range. The Sabot missiles further compliment its shield breaking capabilities and can be used to deplete hull after armor has been stripped away by the mortars.

  • Advanced Strategies - The Assault variant, in exchange for better weapons, is equipped with powerful armor for close range combat. When moving in for an attack, it may be advisable to drop shields while accelerated ammo feeder is active to ensure flux can dissipate fast enough to fire all weapons optimally. Also, while this ship is not specialized against fighters, the mortars can be used in a pinch against those with no shields.

Close Support Variant

This is a common variant encountered in the campaign. Their harpoon missiles, combined with the long range shield-draining Light Dual Autocannons makes them one of the more difficult opponents early on in the game. Despite their high damage output at range, it should be noted that their Vulcan Cannon turrets do minuscule damage to other ships so long as shield or armor is up. When encountering them in combat, don't be afraid to move in close if you have weapons to bring to bear. In the same vein, when commanding one, take care to remain at a safe distance. 

Full Machine Guns [Custom]

This specialized layout works very well against slower ships and in 1 vs 1 scenarios. Equipped with 5 Light Machine Guns and 2 Annihilator Rocket Launcher can rip through shields of cruisers in seconds when enabling Accelerated Ammo Feeder. The small firing cost of the machine guns will let you use all the flux to keep the shields up. Once the target shields are down firing the rockets will take care of the armor. This loadout can disable most destroyer class ships easily and has plenty of shields and protection from missiles. With some skill it is possible to destroy cruisers with multiple hit and run attacks. The loadout is very vulnerable to long range fast frigates and fast ships in general.

Safety Override LP Lasher

Special attention should be paid to the benefits of using Safety Overrides on a short ranged, high DPS Lasher. This is particularly true if the player is able to salvage a Luddic Path Lasher, which comes with them built-in.

Changelog

  • Patch 0.95.1a: Added built-in "Ballistic Rangefinder" hullmod
  • Patch 0.8a: Accelerated Ammo Feeder: now reduces ballistic flux cost by 50% (was: 30%)