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Ships & Modules

 
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Current PVP Machariel?

Author
Bishop Aidartier
Brotherhood of Wolves
Coalition Of Pirates
#1 - 2015-02-23 00:29:49 UTC
Recently bought a machariel and I am kinda split on how to fit it. I am making it active tanked, cap booster with 800mm autocannons - old school. My question is, what is more important, an invuln field or a fed. navy web?
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#2 - 2015-02-23 01:14:14 UTC
what kind of pvp is kinda of important here.
Torothin
Crimson Dawn Enterprises
#3 - 2015-02-24 02:50:52 UTC  |  Edited by: Torothin
Let's be honest here. This is an awesome missioning ship. With that being said, any Mach that can arrive within the 45-65 ish range and then burn away can pretty much ruin any cruiser gangs day. Especially if there is already a fight going on and the mach takes the field unnoticed at first. Good skils are key, I am talking Min and GAL BS to V as well as advanced large autos to 5. Add to the fact that this ship has a warp speed bonus makes it one of the ultimate guerilla warfare battleships. I would honestly say that in the games current shape and form, a MJD would be ideal to have as well as a mwd, shield fit, etc.
Tung Yoggi
University of Caille
#4 - 2015-02-24 16:12:32 UTC
Both options are fine, it all boils down to your gang's composition as well as the enemy's, and your favorite playstyle.

Go fed web if your gang lacks webs, or if you're not confident in your kiting abilities. It is a strong defensive module, as well as a great tool to help damage application.

If you're using links and / or implants the drop in tank will go unnoticed, and the web range will become really interesting. The shield mach mostly tanks by avoiding damage anyway.

Not on topic, but if your gang is well tailored, the 1400mm Machariel is also a great ship. While it became quite obsolete with the coming of ABCs, the subsequent nerf to ABC, and buff to both the Mach and 100MN MWD made the 1400 mach viable again: you can fit for a bit of buffer, range, lose the formerly mandatory cap injector and alpha stuff left and right, provided your friends can bring enough painters and webs.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#5 - 2015-02-24 16:42:18 UTC
you want a pimped MWD, and web... Gyros too as you've gone this far.... then a nice implant set, booster alt and drugs... all this as standard....

No Worries

Bastion Arzi
Ministry of War
Amarr Empire
#6 - 2015-02-24 16:53:14 UTC
Torothin wrote:
any Mach that can arrive within the 45-65 ish range and then burn away can pretty much ruin any cruiser gangs day


Beam phantasms?
Nalia White
Tencus
#7 - 2015-02-24 17:56:31 UTC
Bastion Arzi wrote:
Torothin wrote:
any Mach that can arrive within the 45-65 ish range and then burn away can pretty much ruin any cruiser gangs day


Beam phantasms?


because they are in every second fleet doctrine?

Syndicate - K5-JRD

Home to few, graveyard for many

My biggest achievement

Bastion Arzi
Ministry of War
Amarr Empire
#8 - 2015-02-24 18:53:58 UTC
Ok don't worry apparently u never see them lel
Tung Yoggi
University of Caille
#9 - 2015-02-24 22:18:42 UTC
Just say 'ishtars' and you're good.
Lloyd Roses
Artificial Memories
#10 - 2015-02-25 14:33:47 UTC
Currently with ACs it boils down to shieldbooster, point, CB, MWD+MJD or going for an AAR and consider hyperspatials. MJD is just to good not to have, you're frequently pointed by a ceptor and shot at just barely with sniper ABCs, good tool for that.