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What a beastie, my first Mach but need advice

Author
Piugattuk
Litla Sundlaugin
#1 - 2016-10-01 04:43:19 UTC
My skills are mainly shields and missiles, I have started to get into turreted weapons but my skills are that of a novice and I am learning how to use turrets properly, I know people fit faction mods but I prefer tech II mainly for the reason that I never have needed them nor want them because of the hard wood gankers get over a few isk.

So my question is I have fitted 3 gyrostablizers, drone damage and drone tracking mods, mids is a simple passive active set up with an after burner.

In the highs all 800mm autocanons (T-1 heavy prototype), before you yell at me for T-1's it because I don't have the skill yet for T-2 and again let me say I don't and won't buy faction mods not because of cost but its boring game play to have someone ass grabbing you trying to bait you for the faction mod gank squads.


But how do I improve my DPS because it did a heck of a good job and the tank was amazing but I am getting about 602 DPS with T-1 EMP ammo but know it is capable of much higher DPS, mainly I think it's also a matter of being in the right range I understand the meaning of fall off and optimal range but should I be trying for something in the middle of those ranges or always go for optimal?

I also looked at an arty fit but I remember how long it takes to cycle and that's a bit of a turn off, for a low skilled T-1 toon in turrets should I lose a mid passive and go for a target painter to help land more of the DPS?
Zhilia Mann
Tide Way Out Productions
#2 - 2016-10-01 05:26:57 UTC
I'd use this as a basic template:

[Machariel, low skill shield]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
[empty low slot]
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

100MN Afterburner II
X-Large Shield Booster II
Heavy Electrochemical Capacitor Booster I, Cap Booster 800
Kinetic Deflection Field II
Thermal Dissipation Field II

800mm Heavy 'Scout' Repeating Cannon I, EMP L
800mm Heavy 'Scout' Repeating Cannon I, EMP L
800mm Heavy 'Scout' Repeating Cannon I, EMP L
800mm Heavy 'Scout' Repeating Cannon I, EMP L
800mm Heavy 'Scout' Repeating Cannon I, EMP L
800mm Heavy 'Scout' Repeating Cannon I, EMP L
800mm Heavy 'Scout' Repeating Cannon I, EMP L
[empty high slot]

Large Hyperspatial Velocity Optimizer I
Large Hyperspatial Velocity Optimizer I
Large Hyperspatial Velocity Optimizer I

Drones are such a minor part of the Mach's arsenal that you really don't want to emphasize them. Just go all out on guns. Pulsing the AB should get you far enough away from frigates that you can blap them with your guns. Note that ammo and hardeners are mismatched because I'm lazy.

Options on this one:

1) Final low can go damage control or another gyro. Nano is an option if you want a touch more speed and align. I guess you could do a signal amp?

2) I started using a Mach with a cap booster but found I didn't really need it. XL boosters can be pulsed so effectively that you're probably better off with either a boost amp (might run into fitting issues), another hardener, a passive EM resist just to stuff the hole, or even a web to snag close frigates. Tracking computer and grappler are viable options here as well.

3) Rigs are also kind of whatever. Since the Mach already warps fast this is designed to really push that advantage. Obviously a burst aerator II is viable here for more damage and polycarbs would serve the same purpose as a nano in the lows. Cap rigs (you'd want safeguards) are also fine if you're worried about that.

4) Pimp the lows first. A couple of RF/Angel gyros would help a ton with CPU issues and allow a passive targeter in the highs in addition to increasing raw damage.

5) Pimp the mids. A low-end deadspace AB is a great investment. A pith shield booster (large would do and would take off some CPU strain) would help the burst tank which honestly on this ship is more important than the sustained tank of a gist booster.

6) Get those T2 guns. Obviously.
Piugattuk
Litla Sundlaugin
#3 - 2016-10-01 05:56:39 UTC
Thanks Zhilla, never bothered with a Mach but the price of a BPC was low and I had recently did some marathon digging so when I seen it I thought I could make some profit but before I sold it give it a try, well selling it is out, that thing is excellent.
Donnachadh
United Allegiance of Undesirables
#4 - 2016-10-01 13:51:52 UTC
What Zhila posted is as good a starting point as anything I could post so just a few comments.

The fit she posted is more attuned to blitzing missions than it is the full clear style.
If you want to go more towards the full clear side of the mission spectrum then changing the rigs would be something to look at, some options.,
Cap control circuit.
Anything from the projectile weapons rigs.
You could use rigs to boost the effectiveness of your shields in several ways.

I agree with dropping all of the drones mods. Drones in the Mach are basically your up close and personal anti frigate defense and as such the slots are better used for other things.

Nikea Tiber
Backwater Enterprises RD
#5 - 2016-10-01 23:07:15 UTC
There is some good advice here. In terms of running a gunboat, don't neglect your support skills, motion prediction in particular. You will want to run the best MP implant you can afford/plug in as well. If you dont know how tracking and falloff influence your applied damage, educate yourself since you need to know how to pilot to maximize your effective tracking.

Since your skills are for missiles and sheild tanking, if you end up not getting along with turrets, the republic fleet typhoon doesnt have a warp speed bonus, but is still one of the faster BSs, and has great range and damage application vs l4 rats with rapid heavies fitted.
Just something to roll around in your thoughts.

my other nano is a polycarb