These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Missions & Complexes

 
  • Topic is locked indefinitely.
123Next page
 

A question about Machariel tank for lvl 4's in minmatar space...

Author
Maureen Biologist
Sebiestor Tribe
Minmatar Republic
#1 - 2011-10-30 12:51:53 UTC  |  Edited by: Maureen Biologist
Hi guys.

So people have gone on at me that I should try a machariel if I want to move on up from the maelstrom.

I'm having problems fitting it though. I fly in minmatar space so most of my missions are against Angels. I've been looking through battleclinic and trying to EFT warrior a fit that works (well, pyfa as i'm on my mac) and I am wondering why all the highly rated pve machs are essentially omni tanked, with a 1x invul 1x photon scattering field hardener set up?

Whenever I have done missions against angels before In caldari ships I have simply taken a single explosive hardener and a single kinetic hardener.

Here is the setup:

[Machariel, Chika Mach 01]

800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
[Empty High slot]

Invulnerability Field II
Pith A-Type X-Large Shield Booster
Caldari Navy Shield Boost Amplifier
Pith A-Type Photon Scattering Field
Gist A-Type 100MN Afterburner

Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell II


Valkyrie II x5
Hobgoblin II x5
Warrior II x5
Warrior II x1
Valkyrie II x2

Though I've only just started using pyfa, so I cant seem to find options for editing damage spreads or seeing an actual defense number like in EFT, here are some stats (I dont have crystals):

1:55 cap with booster on, stable at 55.8% without it.

665hp/s shield recharge with the booster on.

71 em, 44 therm, 58 kin, 65 explo resists (again a reason why this hardener setup seems odd for fighting angels, unless people really do just omni tank machs?)

Speed with my skills 536m/s.

The pith hardener is there because I would need a 1% pg implant to fit a regular one.

After messing about with it, the rigs give me more cap duration... I'm not sure if it would be better to have more cap duration, or to have less duration but higher recharge for when im not boosting to regain a bit. any thoughts?

So yea, I'm not sure how to fit a mach.

(all the above stats are given with my current skills, NOT all V)


also: everyone seems to suggest using EMP for angels pve, but that doesnt seem to make sense either as EMP is mainly EM damage... clearly barrage will do well but what else? what t1 ammo should be used on a mach for angels missions?
Lyrrashae
Hellstar Towing and Recovery
#2 - 2011-10-30 13:52:28 UTC  |  Edited by: Lyrrashae
Angels do primarily Explosive damage, with a secondary Omni-damage component.

Use Fusion ammo against them, as their main weakness is to explosive, with a secondary weakness to Kinetic (if bonussed, like with a Tengu or Drake) and/or slightly to Thermic. Barrage for anything outside 55-65km, depending on your skills and fit.

3-slot shield hardener tank for Angels: 2x Explosive 1x Invulnerability field, or 1 Explo, 2 Invuln (the latter will use a bit more capacitor.)

Drop one of the gyros (the stacking penalty only makes it about 10-12% effective...I misremember the exact number, but it's not adding much, in actual use vs. on-paper) for a Damage Control II--the extra (non-stacking penalised!) resists will make a lot of difference, especially if you screw up a spawn- or aggro-trigger.

(It''s saved my ship at least once: The extra armour- and structure-resists gave me enough time for my drones to eat a scrambling frigate and warp out when I accidentally shot the spawn trigger on "Stop the Thief" too early, and got webbed by like 5 of the little buggers--make no mistake, I would have lost the ship without the DCU!)

I have two SMC rigs on mine, and CDF Cap safeguard, and yes, those do help--the Machi is a speed-tank--and to a small degree, a sig-tank (its' sig-radius is a good 100-150m smaller than a Mael, and it's 2 times faster at least), that plus your gank are your main tanks--the shield-tank is nowhere near strong enough to sit and tank the beating like some other ships, you must keep moving fast ('burner on), and keep range at all times--use that tremendous falloff, even with "heavy" ammunition, IE Fusion, and kill stuff at range before it gets to you (Angels orbit and attack up fairly close), kill webbers first, then any target-painters that are in range...Assuming you can keep speed up, then any non-webbing "little Pointies" can be eaten by your drones at leisure, whilst you 3-4 shot the heavy damage dealers at range.

In the last High-power slot, you should fit a Heavy Nosferatu, and try to always be NOS'ing something that's within the NOS' range, it does make a difference, from what I can see.

That, and learn to watch the "Transversal" column on your overview, and fly manually to minimise this when it's time to kill something...

Hell, just fly it like a giant kiting Assault-frigate, it makes even missions almost fun! Again, be careful of triggers, especially proximity-aggro triggers whilst whipping and kiting all over the room, and keep a close eye on your capacitor--the Machi actually has a good capacitor-buffer, especially with the SMC rigs, but its' recharge-rate is a bit slower than I'd like.

My fit:

"Lyrrashae's Rifter," Angels mission-tanked

HI:

7x Dual 650mm tech II Autocannon (almost as good range and DPS as 800s, much better tracking at speed when you're orbiting things)
1x Nosferatu (the meta 4 one, I can't use large T II versions yet)

MID:

100MN Afterburner II
Large Shield-Booster II
2x Explosive Hardener II
1x Invulnerability Field II

LO:

1x Damage Control II
3x Gyrostabiliser II
3x Tracking Enhancer II

RIG:

2x Semiconductor Memory Cell I
1x Core Defense Capacitor Safeguard I

DRONES:

5x Hobgiblin II
5x Hammerhead II
(extra Hobs in the spare space, so having one or two shot down doesn't matter too much--those webbing frigates need to die, ASAP!)

So far, I haven't needed anything pimped, but RF gyros, a complex shield booster, and T II rigs are just extra gravy, but I myself prefer to avoid flying suicide-gank bait, especially nowadays.

Ni.

I Accidentally YourShip
Ronin ONE
Ronin Reloaded
#3 - 2011-10-30 14:00:14 UTC  |  Edited by: I Accidentally YourShip
Maureen Biologist wrote:
Hi guys.

So people have gone on at me that I should try a machariel if I want to move on up from the maelstrom.

I'm having problems fitting it though. I fly in minmatar space so most of my missions are against Angels. I've been looking through battleclinic and trying to EFT warrior a fit that works (well, pyfa as i'm on my mac) and I am wondering why all the highly rated pve machs are essentially omni tanked, with a 1x invul 1x photon scattering field hardener set up?

Whenever I have done missions against angels before In caldari ships I have simply taken a single explosive hardener and a single kinetic hardener.

Here is the setup:

[Machariel, Chika Mach 01]

800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
800mm Repeating Artillery II, EMP L
[Empty High slot]

Invulnerability Field II
Pith A-Type X-Large Shield Booster
Caldari Navy Shield Boost Amplifier
Pith A-Type Photon Scattering Field
Gist A-Type 100MN Afterburner

Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell II


Valkyrie II x5
Hobgoblin II x5
Warrior II x5
Warrior II x1
Valkyrie II x2

Though I've only just started using pyfa, so I cant seem to find options for editing damage spreads or seeing an actual defense number like in EFT, here are some stats (I dont have crystals):

1:55 cap with booster on, stable at 55.8% without it.

665hp/s shield recharge with the booster on.

71 em, 44 therm, 58 kin, 65 explo resists (again a reason why this hardener setup seems odd for fighting angels, unless people really do just omni tank machs?)

Speed with my skills 536m/s.

The pith hardener is there because I would need a 1% pg implant to fit a regular one.

After messing about with it, the rigs give me more cap duration... I'm not sure if it would be better to have more cap duration, or to have less duration but higher recharge for when im not boosting to regain a bit. any thoughts?

So yea, I'm not sure how to fit a mach.

(all the above stats are given with my current skills, NOT all V)


also: everyone seems to suggest using EMP for angels pve, but that doesnt seem to make sense either as EMP is mainly EM damage... clearly barrage will do well but what else? what t1 ammo should be used on a mach for angels missions?


Whoa, someone forgot a lesson or five on their way to the Machariel. http://wiki.eveonline.com/en/wiki/Damage_types read that. For the Machariel part of tanking is damage it does as well as the speed. Most missions you won't need to abuse transversal and instead use your AB to approach and blow it up asap (I fit an MWD instead for missions like this but it's harder to use) and you have the option of speed tanking by keeping up your angular velocity in comparison to the NPCs.

As for the hards, fit exactly the same way except I use specific hards, almost never invuls. Unless you have CN invuls which aren't cheap it's usually better to use two specific hardeners. Capacitor Control Circuit rigs are better than Semiconductor cell rigs and you should use a gist type XL booster, not Pith. The Gist type is more efficient than the Pith type. The pith type burst tank is higher but the XL burst tank gist or pith is high enough for all L4 missions anyway, so use the Gist type for ease of fitting and more efficient cap use.

Edit: A fit isn't set in stone unless you have a very expensive fit that can do everything without making changes. You need to change them to adapt your need at the time, be it match the enemy weakness with the proper ammunition and match the damage they put out with the proper hards.
I Accidentally YourShip
Ronin ONE
Ronin Reloaded
#4 - 2011-10-30 14:11:09 UTC  |  Edited by: I Accidentally YourShip
Lyrrashae wrote:


Drop one of the gyros (the stacking penalty only makes it about 10-12% effective...I misremember the exact number, but it's not adding much, in actual use vs. on-paper) for a Damage Control II--the extra (non-stacking penalised!) resists will make a lot of difference, especially if you screw up a spawn- or aggro-trigger.


This is typically bad advice. But I will concede that the OP seems to be very lacking in knowledge when it comes to EVE combat mechanics so a DCUII might not be a bad idea.


Once you learn to fly the Machariel properly drop the DCUII for a gyro and fly the ship properly. Any dps gain is better than unnecessary tank gain. Flying a Machariel with anything less than 4 gyros and 3 tracking enhancers is sacrilege.

Lyrrashae wrote:
Angels do primarily Explosive damage, with a secondary Omni-damage component.

Use Fusion ammo against them, as their main weakness is to explosive, with a secondary weakness to Kinetic (if bonussed, like with a Tengu or Drake) and/or slightly to Thermic. Barrage for anything outside 55-65km, depending on your skills and fit.

3-slot shield hardener tank for Angels: 2x Explosive 1x Invulnerability field, or 1 Explo, 2 Invuln (the latter will use a bit more capacitor.)

Drop one of the gyros (the stacking penalty only makes it about 10-12% effective...I misremember the exact number, but it's not adding much, in actual use vs. on-paper) for a Damage Control II--the extra (non-stacking penalised!) resists will make a lot of difference, especially if you screw up a spawn- or aggro-trigger.

(It''s saved my ship at least once: The extra armour- and structure-resists gave me enough time for my drones to eat a scrambling frigate and warp out when I accidentally shot the spawn trigger on "Stop the Thief" too early, and got webbed by like 5 of the little buggers--make no mistake, I would have lost the ship without the DCU!)

I have two SMC rigs on mine, and CDF Cap safeguard, and yes, those do help--the Machi is a speed-tank--and to a small degree, a sig-tank (its' sig-radius is a good 100-150m smaller than a Mael, and it's 2 times faster at least), that plus your gank are your main tanks--the shield-tank is nowhere near strong enough to sit and tank the beating like some other ships, you must keep moving fast ('burner on), and keep range at all times--use that tremendous falloff, even with "heavy" ammunition, IE Fusion, and kill stuff at range before it gets to you (Angels orbit and attack up fairly close), kill webbers first, then any target-painters that are in range...Assuming you can keep speed up, then any non-webbing "little Pointies" can be eaten by your drones at leisure, whilst you 3-4 shot the heavy damage dealers at range.

In the last High-power slot, you should fit a Heavy Nosferatu, and try to always be NOS'ing something that's within the NOS' range, it does make a difference, from what I can see.

That, and learn to watch the "Transversal" column on your overview, and fly manually to minimise this when it's time to kill something...

Hell, just fly it like a giant kiting Assault-frigate, it makes even missions almost fun! Again, be careful of triggers, especially proximity-aggro triggers whilst whipping and kiting all over the room, and keep a close eye on your capacitor--the Machi actually has a good capacitor-buffer, especially with the SMC rigs, but its' recharge-rate is a bit slower than I'd like.

My fit:

"Lyrrashae's Rifter," Angels mission-tanked

HI:

7x Dual 650mm tech II Autocannon (almost as good range and DPS as 800s, much better tracking at speed when you're orbiting things)
1x Nosferatu (the meta 4 one, I can't use large T II versions yet)

MID:

100MN Afterburner II
Large Shield-Booster II
2x Explosive Hardener II
1x Invulnerability Field II

LO:

1x Damage Control II
3x Gyrostabiliser II
3x Tracking Enhancer II

RIG:

2x Semiconductor Memory Cell I
1x Core Defense Capacitor Safeguard I

DRONES:

5x Hobgiblin II
5x Hammerhead II
(extra Hobs in the spare space, so having one or two shot down doesn't matter too much--those webbing frigates need to die, ASAP!)

So far, I haven't needed anything pimped, but RF gyros, a complex shield booster, and T II rigs are just extra gravy, but I myself prefer to avoid flying suicide-gank bait, especially nowadays.


Reading this whole post I can see a lot of very bad advice. I would recommend not following almost everything in this post. 650mm autocannons are not necessary, frigs are popped at 30km, and I can hit cruisers inside of 10km with 800mm. The Safeguard rig is a bad choice because your booster should not be running the majority of the time, you will get more benefit from a cap rig, I prefer CCCs, which offer marginally better optimal recharge at the expense of less time to run your burst tank until empty (if you are doing this you are flying it wrong). The three hards in the mids is usually not as good as two hards and an amplifier, especially since the amplifier doesn't chew through capacitor while running. Some missions the damage spread is so great that you do benefit from dropping the amp for a hard, but not always.

The reason why the recharge rate is slower than you would like is you are chewing up your cap with a T2 AB and you have no CCCs. Use a faction AB like the domination one for a large reduction in cap usage and fit three CCC rigs. When I still used an AB I believe mine could be permarun with three CCCs and my cap skills, booster off obviously.

The post seems well-meaned but it has many flaws and doesn't take advantage of the Machariel's strong points, gank and speed with those 650mm autocannons and lack of fourth gyro.
Maureen Biologist
Sebiestor Tribe
Minmatar Republic
#5 - 2011-10-30 14:49:15 UTC
ok cheers for the responses guys...

as for my 'lack of knowledge about eve combat mechanics' its more a case of lack of knowledge of using this type of ship, this response is for the other posters comment about i need to go back and learn a few things...

My only previous mission running experience is briefly in a raven and then in a tengu, in both cases I simply fitted two specific hardeners, for example on angels extravaganza I would fit explosive and kinetic. This is what leads to my confusion over seeing so many fits on BC (i know its not the best place to get fits, but thats why i'm not just copying one of theirs and flying blindly into a mission) that are essentially omnitanked with invul+photon hardeners. I wondered if there was a specific reason for this or not... edit: i realise now that the last 2 posts are the same guy :P


So the suggestion of an invul + explo hardener is the right one for angels? as this would make more sense to me.

I'd rather not use a DC2 as I am a fan of not overtanking ships, and i'd rather have the 6% extra dps (or whatever it amounts to).

all I'm having trouble with really is the right hardener configuration, and the rigs. i'm still a little confused.

accidentaly yourship: you suggest CCC rigs, now from eft warrioring i'm seeing more cap duration with the SMC rigs, but is your way of thinking that the better regen is more valuable than the greater capacity?

CCC rigs is something i'm relatively new to, as all the missile ships i've used have been loaded with dps rigs.

JitaJane
Science and Trade Institute
Caldari State
#6 - 2011-10-30 14:56:49 UTC
Agree with some of above,Gist is much better then pith XL, pith large can work however. CCCs are definately the prefered rig. The main thing with flying this lovely lovely beast is that you tank with your guns. Use that impressive DPS to reduce the number of ships targeting you. Currently I am fitting:
High-
7x800IIs
E500 proto energy vamp

mid-
Gist C-Type XL
RepFleet 100MN
invulII
2 specifics

Low-
4x RF Gyros
3xTEIIs

Sure there is a stacking penalty on the gyros but there is nothing I want in those slots more than another 60 DPS. And the tank is more than sufficient. Running say rouge slave traders Sansha on the last room (I'll use that one because there is hefty DPS in all the types that should hurt a shield boat) you turn all the tank on for a bit when you come through the gate and by then you've cleared enough targets to go back to pulsing every now and again. But I will again agree that if you are new to the ship DCII might not be a bad idea until you are comfortable flying it.

90% of of the time my posts are about something I actually find interesting and want to learn more about. Do not be alarmed.

JitaJane
Science and Trade Institute
Caldari State
#7 - 2011-10-30 14:59:57 UTC
SMCs do show more cap life in EFT, But CCCs will recharge more of your cap when your booster id off which will be most of the time. Same with the NOS in the utility slot. Suck down the last BS in the room and have full cap for the next one.

90% of of the time my posts are about something I actually find interesting and want to learn more about. Do not be alarmed.

Maureen Biologist
Sebiestor Tribe
Minmatar Republic
#8 - 2011-10-30 15:10:44 UTC
now we have the question of invul + 2 specifics, or invul, 1 specific and a sba?


I will look into a gist x-L. I currently only have a gist a-type large laying around so whatever I choose (unless its that) is going require purchasing.
Lyrrashae
Hellstar Towing and Recovery
#9 - 2011-10-30 15:20:37 UTC
I Accidentally YourShip wrote:

Reading this whole post I can see a lot of very bad advice. I would recommend not following almost everything in this post. 650mm autocannons are not necessary, frigs are popped at 30km, and I can hit cruisers inside of 10km with 800mm. The Safeguard rig is a bad choice because your booster should not be running the majority of the time, you will get more benefit from a cap rig, I prefer CCCs, which offer marginally better optimal recharge at the expense of less time to run your burst tank until empty (if you are doing this you are flying it wrong). The three hards in the mids is usually not as good as two hards and an amplifier, especially since the amplifier doesn't chew through capacitor while running. Some missions the damage spread is so great that you do benefit from dropping the amp for a hard, but not always.

The reason why the recharge rate is slower than you would like is you are chewing up your cap with a T2 AB and you have no CCCs. Use a faction AB like the domination one for a large reduction in cap usage and fit three CCC rigs. When I still used an AB I believe mine could be permarun with three CCCs and my cap skills, booster off obviously.

The post seems well-meaned but it has many flaws and doesn't take advantage of the Machariel's strong points, gank and speed with those 650mm autocannons and lack of fourth gyro.


Bad advice? No, just advice based on my own experience of flying this ship.

The gank and speed of this are quite good enough for me so far, mate--How much of a difference in gank will this make, really? I haven't tested with 800s yet, but I suspect not much. The 650s were what I had on-hand, so I used 'em, and they work just fine.

(AE 4, without bonus room, blitzing by destroying those structures before killing the spawn trigger, completion time for me is 20-25 minutes, and that's long by the usual standards of this ship. Some missions, I do in 5-7 minutes, and I kill most, if not all the rats.)

In all my ships, SMCs have always given me better cap-life, and I have max'ed capacitor skills, although YMMV. As for the rest, well, I like to sneak in a bit of extra durability, it will help "that one time (IE, like when I accidentally that spawn trigger too early in Stop the Thief)" things go a bit pear-shaped because your attention wandered...If you want to be that cavalier with a ca. ISK 1.2Bn (or much more, depending on how pimp you want to go) ship, then be my guest, but I like to be a bit more careful...As for the pimpage, I would maybe upgrade to a trio of RF Gyros first, then a faction-or complex 'burner, but that's really all that's needed imho.

Ni.

JitaJane
Science and Trade Institute
Caldari State
#10 - 2011-10-30 15:22:17 UTC
Invul is slightly more tank, SBA is slightly more cap. personal preference I suppose I've used both. I like the invul because it provides tank when the booster is off.

90% of of the time my posts are about something I actually find interesting and want to learn more about. Do not be alarmed.

Lyrrashae
Hellstar Towing and Recovery
#11 - 2011-10-30 15:42:56 UTC
JitaJane wrote:
SMCs do show more cap life in EFT, But CCCs will recharge more of your cap when your booster id off which will be most of the time. Same with the NOS in the utility slot. Suck down the last BS in the room and have full cap for the next one.


I admit, I'm still a bit new to this ship, but I've had a few missions where you get neut'ed, and that extra "cap-buffer" helped, a lot there.

I usually kill most, if not all the rats, because I enjoy doing it--all those pretty explosions!--and the extra bounties, so I have time for the cap to come back up, if I manage incoming damage correctly--in other words, pop everything like over-ripe grapes almost as fast as you can target it (this ship has rather poor targetting range, at that) Twisted

It's just so much fun, flying my giant kiting-frigate! Missions! Fun! Yeah, I know, eh?

Kill the laser-sentries in Rogue Slave Trader 2/2 first, by the way--they do a lot of damage--then the cruise-sentries, though you should have been moving fast already by this time.

Ni.

Flakey Foont
#12 - 2011-10-30 16:17:31 UTC
Maureen Biologist wrote:
now we have the question of invul + 2 specifics, or invul, 1 specific and a sba?


I will look into a gist x-L. I currently only have a gist a-type large laying around so whatever I choose (unless its that) is going require purchasing.



For Angels, one exp, one kin, one invul. No need for sba. You kill em so fast, your offense IS your defense. This is my angel setup:


[Machariel, My Mach]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

Ballistic Deflection Field II
Invulnerability Field II
Explosion Dampening Field II
X-Large C5-L Emergency Shield Overload I
Republic Fleet 100MN Afterburner

800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
800mm Repeating Artillery II, Republic Fleet Fusion L
Small Tractor Beam I

Large Projectile Collision Accelerator I
Large Core Defence Capacitor Safeguard I
Large Anti-EM Screen Reinforcer I


Maureen Biologist
Sebiestor Tribe
Minmatar Republic
#13 - 2011-10-30 16:40:58 UTC
Ok, i've got enough to go on. I will try some things out.

cheers guys.
I Accidentally YourShip
Ronin ONE
Ronin Reloaded
#14 - 2011-10-30 16:50:36 UTC
Lyrrashae wrote:


Bad advice? No, just advice based on my own experience of flying this ship.


Which happens to not be there optimal way to use the ship, ergo, bad advice. More importantly than the damage difference between the 650s and the 800s is the range. The 800s have more range and more damage. The 650s have increased tracking but I'm already hitting almost all NPC cruisers when they are inside of 10km and you aren't going to hit orbitting frigs with those 650s anyway. So you are gaining somewhere where you don't need it, and losing somewhere that is always beneficial.
I Accidentally YourShip
Ronin ONE
Ronin Reloaded
#15 - 2011-10-30 16:55:11 UTC
JitaJane wrote:
SMCs do show more cap life in EFT, But CCCs will recharge more of your cap when your booster id off which will be most of the time. Same with the NOS in the utility slot. Suck down the last BS in the room and have full cap for the next one.


Depends on the fit, for MWD users I would recommend CCCs. For AB fits I would actually go with SMCs since much of the time you are probably sitting at the cap stable point permarunning a faction AB. The amount of cap you have between optimal recharge of 30% and the cap stable point of 65% with SMCs (68 with CCCs at all 5) is greater. My gripe with the rigs in that one post was that shield rig.

As for the NOS, I used to use a sansha nos in my space high but I've found a tractor to be more useful, I don't want to fly over and pick up mission objectives. I used the NOS so infrequently it was part of the safety net that I had to rid myself of, to be honest.
Lili Lu
#16 - 2011-10-30 17:02:29 UTC  |  Edited by: Lili Lu
As to the fourth damage mod v DC dilemma I definitiely on the DC side. I do not fly a Macharial. However, I do have other expensive (and inexpensive) ships and almost every one of them gets a suitcase (pleading guilty to a definite measure of risk aversion Oops). I suppose some folks don't experience disconnects, or distractions that cause them shoot the trigger mistakenly, etc. When it does happen though you will probably be happy you had your suitcase.

A suitcase is like a condom. If you have experience with someone (very sure we don't engage in dangerous behaovior/can't mess up the trigger) or a developed relationship (ISP AAAAAAA has never let me down before, ever, so far), you have to decide when to trust. And the risk v benefit of the dulled sensation but more safety should be viewed in that light.

So is your ISP perhaps servicing (too many) others such that your safety is not as assured as you would like it? Or, are the kids in the other room, or request/demand for a honey do, or porn on the other screen/window, possibly going to distract you at a key moment? Or is the thrill of completing that mission maybe to be generous 5 minutes faster not equivalent to the thrill of a membrane to membrane orgasm or conversely the time burden of replacing said pixels, such that the analogy breaks down? If so put the suitcase on your ship.Blink
Maureen Biologist
Sebiestor Tribe
Minmatar Republic
#17 - 2011-10-30 17:02:56 UTC  |  Edited by: Maureen Biologist
I looked at shield rigs but as soon as i remembered they increase sig radius i pretty much discounted them as being useful


edit: rofl @ the epic condom analogy :)
Pimukka
School of Applied Knowledge
Caldari State
#18 - 2011-10-30 17:20:15 UTC
I gave up with the 4th gyro and replaced it with nano. Seems to work better for me but then again, i'm dualboxing two machs so travel time (nano gives 57m/s more) is a big deal.
Apart from that it's pretty similar with all the other fits, 800's, cap transfer, gist X-L booster and so on.
JitaJane
Science and Trade Institute
Caldari State
#19 - 2011-10-30 19:05:56 UTC
I Accidentally YourShip wrote:
JitaJane wrote:
SMCs do show more cap life in EFT, But CCCs will recharge more of your cap when your booster id off which will be most of the time. Same with the NOS in the utility slot. Suck down the last BS in the room and have full cap for the next one.


Depends on the fit, for MWD users I would recommend CCCs. For AB fits I would actually go with SMCs since much of the time you are probably sitting at the cap stable point permarunning a faction AB. The amount of cap you have between optimal recharge of 30% and the cap stable point of 65% with SMCs (68 with CCCs at all 5) is greater. My gripe with the rigs in that one post was that shield rig.

As for the NOS, I used to use a sansha nos in my spare high but I've found a tractor to be more useful, I don't want to fly over and pick up mission objectives. I used the NOS so infrequently it was part of the safety net that I had to rid myself of, to be honest.


I actually went the other way around. Started with a tractor and after a dozen kill missions of staring at the useless button took it off. can't really think of any options for it on a PvE fit Can you?. On CCCs v SMCs I was more illustrating the differrence in outcomes as I had with Invul v SBA. I really could'nt offer a preference as I use SMCs on some of my other ships. Much like Extender v Purger rigs on a passive it really depends on what your desired outcome is.

90% of of the time my posts are about something I actually find interesting and want to learn more about. Do not be alarmed.

I Accidentally YourShip
Ronin ONE
Ronin Reloaded
#20 - 2011-10-30 22:43:21 UTC
JitaJane wrote:
I Accidentally YourShip wrote:
JitaJane wrote:
SMCs do show more cap life in EFT, But CCCs will recharge more of your cap when your booster id off which will be most of the time. Same with the NOS in the utility slot. Suck down the last BS in the room and have full cap for the next one.


Depends on the fit, for MWD users I would recommend CCCs. For AB fits I would actually go with SMCs since much of the time you are probably sitting at the cap stable point permarunning a faction AB. The amount of cap you have between optimal recharge of 30% and the cap stable point of 65% with SMCs (68 with CCCs at all 5) is greater. My gripe with the rigs in that one post was that shield rig.

As for the NOS, I used to use a sansha nos in my spare high but I've found a tractor to be more useful, I don't want to fly over and pick up mission objectives. I used the NOS so infrequently it was part of the safety net that I had to rid myself of, to be honest.


I actually went the other way around. Started with a tractor and after a dozen kill missions of staring at the useless button took it off. can't really think of any options for it on a PvE fit Can you?. On CCCs v SMCs I was more illustrating the differrence in outcomes as I had with Invul v SBA. I really could'nt offer a preference as I use SMCs on some of my other ships. Much like Extender v Purger rigs on a passive it really depends on what your desired outcome is.


Damsel in Distress comes to mind, I'm sure there are others. Regardless of NOS or Tractor I use them so rarely it matters not what I have equipped there, and in my MWD build neither fit anyway!

Between CCCs and SMCs if you find you need burst tank a lot and your need for sustained tank is less, like with a Machariel where you blow everything up quickly and use a comparatively weak tank, SMCs are usually better as they let the burst tank run longer. I've used both on my Machariel, I started with CCCs and switched to SMCs, the difference is minor but it can affect your playstyle when it comes to using your booster and AB.
123Next page