Yes, nice! Happy to see you so passionate about the Slasher and glad to have a discussion going.
(1) First and foremost I agree with you completely, the Atron and Slasher are by far the best T1 tackle frigates.
(2) I love your input, but would have wanted to read more on why you believe the concepts are garbage. Q: Is there more than rigs?
What I can see:
Low Slots
- here we have the same concept, damage control and a nanofiber OR a overdrive (nanofiber vs overdrive is a seperate discussion, i've done extensive testing and almost too heated discussions on this, but I leave this to it, because the fundamental idea is the same)
High Slots
- seems we have the same concept here as well, smallest iteration of gatlings and utility high that fits (i'll post my web scram version for reference)
Mid Slots
- again, pretty similar... 5mn MWD, Medium Shield Extender, than either 2x Tackle Mods vs 1x Tackle Mod and 1x Disruptor.
So, we are talking about the rigs, correct?
Well, let's look at the web-scram version. Here is mine:
[Slasher, M-SB ✈ | AC3 | ★ 117 DPS ✈ 4'240m/s | 2.85s ✚ 4'917 + 20.3 EHP | Fleet Warfare - Light Tackle (-8.33 GJ/s)]
Micro Auxiliary Power Core I
Overdrive Injector System II
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
X5 Enduring Stasis Webifier
Faint Epsilon Scoped Warp Scrambler
200mm AutoCannon II, Hail S
200mm AutoCannon II, Hail S
Small Gremlin Compact Energy Neutralizer
200mm AutoCannon II, Hail S
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Hail S x225
Barrage S x390
Republic Fleet EMP S x390
Republic Fleet Phased Plasma S x390
Let's compare stats (my stats listed first):
DPS: 117 DPS at 750+4.84km vs 105 DPS at 600+4.03km <-- 12% more DPS, slightly better range 22-ish%
Utility High: Neutralizer vs Nosferatu <-- matter of preference, both work well and can be exchanged
EHP: 4,92k vs 4.11k <-- 19% more Tank, 0.1k EHP less in EM, but almost 1k EHP more in the most used damage profile: Thermal
(lowest resist) EM Resist: 4.25k vs 4.35
(most used damage type) Thermal Resist: 4.58k vs 3.62k
(highest resist) Shrapnel Resist: 6.49k vs 4.78k
Velocity: 4'240m/s vs 4'324m/s <-- 2% less Velocity
Agility MWD Off: 2s vs 2s
Agility MWD On: 4s vs 3s <-- 1s less aligntime
In this case, using a web scram combination I'll prefer the beefier (more tank, more dps) version, trading off the 76m/s and 1s agility bonus with MWD on, since you want to approach into web scram range as quickly as possible, this doesn't weight in much.
Hence, why my first scram tackle has 8k EHP. It has twice the staying power than the example you posted. Drones will chew through 4k quickly, especially if we talk Hobgoblins.
Further, my second scram tackle uses tracking disruption, if you have at least 2 maybe 3 tacklers, they completely take away hostile turrets and have 6k EHP staying power.
And last but not least, if you put a point on a Slasher, you want it to go fast, lock long range, and stay at range. I am not fond of mixing T1 tacklers with long point and scrams, they do have a too high signature and should either be point ewar and survive, or web scram to go all in...
So, the long point version put next to our previous comparison:
DPS: 105 DPS vs (117 DPS vs 105 DPS) <-- it won't close in, but it can use the good tracking to kill nasty drones
Utility High: ATS for +2 maximum targets locked vs (Neutralizer vs Nosferatu) <-- it wont close in, neuts and nos are exchanged for having more targets available for pre-lock, especially useful if it want to lock 5 drones and a couple of targets
EHP: 4.24k vs (4,92k vs 4.11k) <-- staying at range, good piloting, and being fast is the tank it need to rely on
Velocity: 4'582m/s (4'240m/s vs 4'324m/s) <-- almost 4.6km/s, which is surprisingly fast, especially with heat or links
Agility MWD Off: 2s (2s vs 2s) <-- same
Agility MWD On: 3s (4s vs 3s) <-- same
Targeting range: 35.2km vs (28.1km vs 28.1km) <-- now this is a usually overlooked one, but a very significant one: to effectively apply your long points (especially if it overheats, have links, or heat AND have links, it will never make use of that increased range! even with no help, it will only be able to lock targets after they have come into warp disruption range and it will lose lock again quickly against fast slingshot targets. valuable seconds might get lost and the target might warp off until range and new lock is established.
So, my thought process is completely from a FC perspective. I wan't my fleet Slashers / Atrons to either be "survivable long pointers" or "all-in web-scramers" for each role I want them to max out their stats to do best what they are meant for. and control is so powerful, that not using warp disruption with tracking disruption on a increased targeting range Slasher is a crime in my eyes.
Do any of my points correlate with your ideas K950?
PS: I like the modularity you have in the mid slots. it's perfect if you want to have just that one fit for everything.