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Arty or AC Machariel

Author
Altessa Bank
Emergency Response One
#1 - 2012-08-16 13:35:04 UTC
Hey everyone!

I started this Char to focus train into a Machariel (all beneficial/required skills lvl 5). Auto Cannons are a must in PvP, but I was wondering if Artillery would be more adequate for lvl 4 missions and Incursions? If so, would an active or passive tank fair better on an Artillery platform? I assumed a passive tank would do fine because the gap kept in engagement distance, but I may be mistaken. Would be great to get feedback from other Mach pilots out there. Thanks! Big smile
Marc Callan
Center for Advanced Studies
Gallente Federation
#2 - 2012-08-16 15:13:30 UTC
Altessa Bank wrote:
Hey everyone!

I started this Char to focus train into a Machariel (all beneficial/required skills lvl 5). Auto Cannons are a must in PvP, but I was wondering if Artillery would be more adequate for lvl 4 missions and Incursions? If so, would an active or passive tank fair better on an Artillery platform? I assumed a passive tank would do fine because the gap kept in engagement distance, but I may be mistaken. Would be great to get feedback from other Mach pilots out there. Thanks! Big smile


I don't personally fly a Machariel at the moment, but from all I've read, incursion fits are a wildly different beast from mission fits. For missions, I think the Mach generally relies on speed and an active shield tank - there are very few ships that can passive-tank a Level 4 mission, and they're generally Caldari-based (you need heavy shield resists to pull off a passive tank). The Mach's slot arrangement may be heavy on lows, but since it depends on speed, that argues against armor tanking, which generally slows a ship down. Autocannons will give you better DPS at close range than artillery, and the Mach's speed generally means you can dictate the range. (Plus which, even if you've only got the Minmatar and Gallente battleships skills up to III, your autocannons' 50% falloff can still be 60 km away even with short-range ammo; even Guristas don't kite far beyond that.)

For incursions, the general fit is rather different; an incursion fleet generally won't roll out without logistic ship support, so defenses are largely shield buffer and resists, with active tanking coming via the logis. Again, autocannons provide much more raw DPS than artillery, and the Mach's bonuses give additional falloff range to the autocannons, which is further magnified when you use Tech-II Barrage ammunition. Mobility isn't as big a deal in incursions, at least not for the battleships.

You can't really use the same fit for L4's and incursions, unfortunately. L4's are generally solo fits, while incursion fits are utterly dependent on fleet support.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Aptenodytes
Reckless Abandon
#3 - 2012-08-16 15:18:09 UTC
For missions fit T2 800mm autocannons. 4x damage mods and 3x tracking enhancers, afterburner and shield tank in mids, cap rigs if you find you're running short.
Can hit out to 70km with EMP/phased plasma and melt everything in seconds.
nat longshot
The Scope
Gallente Federation
#4 - 2012-08-16 15:21:22 UTC
Aptenodytes wrote:
For missions fit T2 800mm autocannons. 4x damage mods and 3x tracking enhancers, afterburner and shield tank in mids, cap rigs if you find you're running short.
Can hit out to 70km with EMP/phased plasma and melt everything in seconds.


hes got it right. with t2 800mm autos i hit over 1355 dps with guns and drones. you can fit 1400's but i dont know why for a mission fit mach given the 800's can fire as far as you can lock.

 [13:12:18] CCP Punkturis nat longshot you're a cutie.. OH YAH I WIN!!

Altessa Bank
Emergency Response One
#5 - 2012-08-16 16:16:13 UTC
Thank you for the replies. I knew the Auto cannons were versatile. was just curious how well a Arty platform would perform. Will definitely make the changes needed, as well as getting Large AC Specialization to 5 first. I guess I'll have to do some more research into Incursion fits as far as what shield fleets require.
Gabrielle Lamb
Pator Tech School
Minmatar Republic
#6 - 2012-08-16 16:43:04 UTC
Machariel is autocannons all the way and usually people fit 800's.

Possibly the most awesome ship in game, most certainly the most beautiful one.
Shereza
Center for Advanced Studies
Gallente Federation
#7 - 2012-08-16 17:24:36 UTC
Honestly, the only scenario I can think of where fitting 1200mm artillery on a machariel would be a good idea is when you're flying a machariel as a DPS support ship, you're getting a lot of missions where the rats spawn 50km+ out from you, and for whatever reason MWD'ing in close to them to drop them with ACs is impractical.

That scenario is fairly rare, one might say nearly non-existant, unless you're actively worried about chaining the whole room's aggro onto the machariel.
ShiftyMcFly's Second Cousin
Doomheim
#8 - 2012-08-16 17:33:24 UTC
Due to the bonuses the Mach gets for falloff, AC is always the best choice.

I've used a Mach in missions for a few years now and even though I bought Arties to fit, I've never used them on TQ, only Sisi.

The ship is built for speed tank, which negates any advantage Arty would have since you can always close with and destroy the rats quicker than Arty could in most cases. The tracking issues of Arty far outweigh any range benefits, especially since the best tank for it is a speed tank.
Arazel Chainfire
Aliastra
Gallente Federation
#9 - 2012-08-16 17:34:39 UTC
There is only 1 reason to use arty on a mach for PvE purposes. Oneshotting mission battleships with 1400's. For everything else, AC are better.

-Arazel
Altessa Bank
Emergency Response One
#10 - 2012-08-16 19:21:02 UTC
All valid points. Thank you. Looking forward to getting my Mach out of the Hanger. Big smile
Sexy Cakes
Have A Seat
#11 - 2012-08-16 19:38:02 UTC
Tech 2 artillery are more prefered in incursions from my experience.

Possibly because lots of people only have tech 2 autocannons.

Probably because you can alpha frigates (see jammers) off the field as soon as they spawn.

Not today spaghetti.

CorInaXeraL
The Dresdeneers
#12 - 2012-08-16 19:41:21 UTC
I used to tote around a 1400mm fitted Mach for Lv4's, but mainly because there was a contest to see who could Alpha the most targets out of existence. Losing range was always an issue if you could not let someone else nab aggro and open the gap between you and them. Still, it was fun as hell. And the numbers it pumped out were outright impressive.
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#13 - 2012-08-16 20:41:52 UTC
The Falloff bonus on the Machariel is perfect for Auto-cannons.

Artillery is sort of a waste on any ship with Falloff bonus.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Zhilia Mann
Tide Way Out Productions
#14 - 2012-08-16 21:12:37 UTC
I used an arty fit in two missions: Smash the Supplier (blitz; you just want to take down the station from long range anyhow) and Dread Pirate Scarlet (gate key in cargo, alpha Scarlet in room 2 and room 3 for 10mil bounty and an implant in almost no time). That annoying one with all the drone bombs also seemed to work better with split groups of arties but I had to stop accepting it or lose access to my Amarr agents.

Otherwise, ACs win in missions.
Altessa Bank
Emergency Response One
#15 - 2012-08-16 23:55:31 UTC
A bit off topic, but still on the Mach with ACs....

My shield skills are almost lvl 5 along with all my Navigation being lvl 5 as well. How well does an active tank hold up with full aggro in a pocket? I know the mobility helps, but the Mach still has a fairly large sig radius since it's a BS. Reason I'm asking is I like to solo a lot.
Marc Callan
Center for Advanced Studies
Gallente Federation
#16 - 2012-08-17 02:09:30 UTC
Altessa Bank wrote:
A bit off topic, but still on the Mach with ACs....

My shield skills are almost lvl 5 along with all my Navigation being lvl 5 as well. How well does an active tank hold up with full aggro in a pocket? I know the mobility helps, but the Mach still has a fairly large sig radius since it's a BS. Reason I'm asking is I like to solo a lot.


If you've got good shield skills and good mobility skills, you can probably slip past a decent amount of hostile battleship gunfire by keeping your transverse velocity up against them, and tank most anything battlecruiser and below - the Mach won't tank like a Maelstrom, but you only need to hold up the tank long enough to wipe the heavy DPS throwers off the field, and that is where a ship like the Mach excels. (The colloquial term for it is "DPS tank".) You'll be able to get under a battleship's guns fairly easily, and believe it or not, your signature won't be much worse than a battlecruiser's.

Actually, thinking about it, if you've flown a shield-tanked autocannon Hurricane, that might (correct me if I'm wrong, forumites) give you a good feel for how to fly the Machariel.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Arazel Chainfire
Aliastra
Gallente Federation
#17 - 2012-08-17 02:11:18 UTC
Altessa Bank wrote:
A bit off topic, but still on the Mach with ACs....

My shield skills are almost lvl 5 along with all my Navigation being lvl 5 as well. How well does an active tank hold up with full aggro in a pocket? I know the mobility helps, but the Mach still has a fairly large sig radius since it's a BS. Reason I'm asking is I like to solo a lot.


Full aggro in the pocket? don't recommend doing that. That being said, you can quickly alpha all the frigs off the field (leaving no webs/scrams) and then proceed to demolish the rest of the ships fairly fast with AC - as long as you keep moving the long range ships hit for little, and you can kite outside the range of shortrange ships.

Do note though that I rarely get guristas missions, but the above policy works quite well for all other NPC types.

-Arazel