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Mach vs Mael, help please :S

Author
Izziee
University of Izziee
#1 - 2012-02-08 20:33:56 UTC
So, I've been saving for a mach and now got enough money for one (and then some...want to make sure I can buy another if I lose it before I do) and decided to try it out on the sisi...

and found it was extremely underwhelming compared to my maelstrom. What's wrong?

Basically, my mael is T2 fit

8 T2 800 ACs
Ambit extension rigs (I think, with the extra falloff)
3 Gyros
2 TE

All T2. It's around 65km falloff with barrage if I remember.

Last Sepentis extrav took me 12 minutes.

The mael was similar fit

I had 4 gyros + 2 tracking TE's, sadly, I needed to put a CPU mod in, but won't need to on live.

I didn't use a MWD but just standard 100MN T2 AB.

Obviously know how to fly it, been flying my maelstrom long enough. I was keeping as max possible range as I could while staying in falloff, keeping angular alright (Was PvE anyway, not hard) and doing the usual stuff.

However, I hit far less (Tried with Hail/Barrage on Angels & Sep (usually just stick with barrage for missions because I'm lazy, but obviously tried correct resist ammo for testing) and Faction Phased Plasma against Sep.

I admit one thing though, The first L4 I tried (blockade) was bugged, nothing would spawn, so I tried a L3...was against amarr, so used faction EMP and barrage (Latter only to test) and obviously being a L3 it wouldn't be as effective, but it was still incredibly underwhelming.

Then I went and grabbed a few other L4s..kept getting damped in one, which was frustrating since I just wanted to test, and I didnt put a SB on (should I?) and then the other, fairly straight forward mission...but still underwhelming!

I also found the tracking on the mach to be far worse. Sure, drones for frigates I know I know...except, with my mael, I can usually pop any frigate in 1 shot if their over 12km...I was pretty much missing them every single time in the mach even at 30-40km away yes, my Angular was fine...now for the battleships, I think my hardest hit was around 1100, the majority were all around 800. I hit between 1500-2500 on my mael (1600-1800 is average) against same faction ships.

Now, the thing is, I've trained a lot of gunnery the past month (looked like my last skill trained was 4th jan on sisi), but prior to this, I've always done far more damage than what I saw on the sisi, even 2-3 months ago. I notice that my RoF was around 3.64 on the mach, and it's actually 3.6 on my mael now, so granted, some skills obviously play a big part, and I think IIRC the machs falloff was around 84km (I think) but I expected more. My Gallente BS is only 3 I think, obviously need to train that up. My min BS is 4.

Any advice? Not too concerned about the tank or anything, just the damage, and my med slots are pretty much that (Except, I did use a cap booster for the mach and a X-Large shield, my understanding it should be a faction med shield booster, but anyway, not important for the moment.

So, my main question is, even with a similar fit, properly flying why was it doing a less damage than my mael, would it seriously be down to a months skills, which I refuse to believe, as I said, last month I was doing more in my mael anyway. Most of my gunnery skills are 5, some 4 but getting to 5.
mxzf
Shovel Bros
#2 - 2012-02-08 20:39:30 UTC
Why exactly are you kiting in the Mach? One advantage it has is the higher speed/agility which lets it fly in and apply greater DPS since there's less lost to falloff.
Tidurious
Blatant Alt Corp
#3 - 2012-02-08 20:44:30 UTC
This is only my opinion - however, I stuck with my Mael for running L4 missions because of the price tag. The Mach does have some advantages, but for the price, I stick with a Mael. There are a few reasons behind this:

1. The Mael costs around 1/5 to 1/4 as much to fit properly, and often, I'll keep one in each station that I run missions in (Lazy? yes. Saves time going in a shuttle? yes)
2. If/when you do get ganked someday, it's easy to recover from
3. The bonus on the Mach doesn't do it for me. The Mael, with my skills, is just about as effective as the Mach.
4. When I get drunk and play, I don't mind so much learning that I shot a can in hisec and got my Mael destroyed for absolutely no reason other than being drunk. If I lost a Mach like that I'd cry.

If you want a Mach, go for it. It's a cool looking ship, but for just running L4 missions, I don't think it's worth it, personally.
AeonExo
The Scope
Gallente Federation
#4 - 2012-02-08 20:47:50 UTC
mxzf wrote:
Why exactly are you kiting in the Mach? One advantage it has is the higher speed/agility which lets it fly in and apply greater DPS since there's less lost to falloff.



This.
You should be getting up close in the Mach with ACs. Damage taken may be greater but by the time you've taken a scratch, your targets should be dead anyway :D
Izziee
University of Izziee
#5 - 2012-02-08 20:48:58 UTC
mxzf wrote:
Why exactly are you kiting in the Mach? One advantage it has is the higher speed/agility which lets it fly in and apply greater DPS since there's less lost to falloff.


I didn't say I was, I said that I was always within the fall off.

What's the point in getting right up close to them but still in falloff (since AC optimal is pretty bad...what, 3k?) where they can hit you rather than staying at a range where they can't hit you, yet still in falloff

I got the understanding that if you're at 40km fall off, you're doing to do as much damage as if you're in 15km falloff, or is that wrong?

Anyway..regardless of the fact, ignore that and try to explain why the mael is doign more damage than the mach when BOTH are in falloff. That's my concern, not kiting, tanking or anything else, as I stated.
Izziee
University of Izziee
#6 - 2012-02-08 20:50:05 UTC
Tidurious wrote:
This is only my opinion - however, I stuck with my Mael for running L4 missions because of the price tag. The Mach does have some advantages, but for the price, I stick with a Mael. There are a few reasons behind this:

1. The Mael costs around 1/5 to 1/4 as much to fit properly, and often, I'll keep one in each station that I run missions in (Lazy? yes. Saves time going in a shuttle? yes)
2. If/when you do get ganked someday, it's easy to recover from
3. The bonus on the Mach doesn't do it for me. The Mael, with my skills, is just about as effective as the Mach.
4. When I get drunk and play, I don't mind so much learning that I shot a can in hisec and got my Mael destroyed for absolutely no reason other than being drunk. If I lost a Mach like that I'd cry.

If you want a Mach, go for it. It's a cool looking ship, but for just running L4 missions, I don't think it's worth it, personally.


Well, I'm perfectly happy with my mael actually, I mean, I LOVE it. And it's a super cheap ship!

I am just curious while with similar fittings, the mach is doing less damage
Izziee
University of Izziee
#7 - 2012-02-08 20:55:01 UTC
AeonExo wrote:
mxzf wrote:
Why exactly are you kiting in the Mach? One advantage it has is the higher speed/agility which lets it fly in and apply greater DPS since there's less lost to falloff.



This.
You should be getting up close in the Mach with ACs. Damage taken may be greater but by the time you've taken a scratch, your targets should be dead anyway :D



Hmm, I wonder why it's hard to grasp the question of not what I should be doing, but why with the same circumstances has the mael been doing more damage. I mean seriously. Even if it's not flown to optimal advantage, utlizing both ships in the same away, I.E...staying in the falloff, same ammo, same faction rats compared with each other, the mael is doing more, when it's my understanding, the mach should be.
Ireland VonVicious
Vicious Trading Company
#8 - 2012-02-08 20:58:13 UTC
Izziee wrote:
mxzf wrote:
Why exactly are you kiting in the Mach? One advantage it has is the higher speed/agility which lets it fly in and apply greater DPS since there's less lost to falloff.


I didn't say I was, I said that I was always within the fall off.

What's the point in getting right up close to them but still in falloff (since AC optimal is pretty bad...what, 3k?) where they can hit you rather than staying at a range where they can't hit you, yet still in falloff

I got the understanding that if you're at 40km fall off, you're doing to do as much damage as if you're in 15km falloff, or is that wrong?

Anyway..regardless of the fact, ignore that and try to explain why the mael is doign more damage than the mach when BOTH are in falloff. That's my concern, not kiting, tanking or anything else, as I stated.



You are incorrect.

Optimum is where you can land 100% dmg.
Falloff is how much past that you go before you hit 50% dmg.
The closer you are to opt range the closer you will be to 100%
The closer you are to falloff the closer you will be to 50%

Once you get under you opt is when you switch over to tracking.
The closer you get to the target compared to opt the more likely you are to miss a shot.
Zhilia Mann
Tide Way Out Productions
#9 - 2012-02-08 21:14:04 UTC
I don't know what you were doing wrong with that Mach, but I guarantee it was something. Post a fit?

Your understanding of falloff is also wrong, but someone else just (sort of) explained that to you: the further you are into falloff you are, the lower your hit quality and the fewer hits you get due to range.
hwhiskey
Caldari Provisions
Caldari State
#10 - 2012-02-08 21:24:01 UTC  |  Edited by: hwhiskey
Izziee wrote:
mxzf wrote:
Why exactly are you kiting in the Mach? One advantage it has is the higher speed/agility which lets it fly in and apply greater DPS since there's less lost to falloff.


I didn't say I was, I said that I was always within the fall off.

What's the point in getting right up close to them but still in falloff (since AC optimal is pretty bad...what, 3k?) where they can hit you rather than staying at a range where they can't hit you, yet still in falloff

I got the understanding that if you're at 40km fall off, you're doing to do as much damage as if you're in 15km falloff, or is that wrong?

Anyway..regardless of the fact, ignore that and try to explain why the mael is doign more damage than the mach when BOTH are in falloff. That's my concern, not kiting, tanking or anything else, as I stated.


You're understanding of turret mechanics is flawed. Within your optimal range, your guns hit for a given percentage of maximum damage. Once you move past optimal range into falloff, your damage decreases by distance on a non - linear curve. For example, if you're 800's optimal is 5,000m with a falloff of 80km, you would hit for say, 85% of maximum damage at a distance of 10km, while you would only hit for say 40% of maximum damage at 50km, still within your falloff.

I also noticed you mentioned a lot of your testing was based on fighting serpentis. I didn't notice if you said which corp you're running missions for, but if it's one in gallente space where you're going to be fighting serpentis a lot, neither the mael nor the mach is really a great choice. The idea is to be blasting angel BSs in 3-4 volleys at 10km with republic fleet fusion ammo, not chipping away at serpentis rats orbiting at 45km with barrage.

The mach has two main advantages over the mael - speed and damage output.

The mach is naturally very agile, so splurge and toss a faction afterburner on your fit and power around at like 650 m/s. This really helps closing the gaps on far spawns, as well as general traveling time, which after a certain point becomes your main time wasting area.

The other advantage to the mach is the ability to fit 4 faction gyros and 3 faction TEs, giving the cookie cutter mach something like 1000 dps before implants with faction ammo.

The mach is going to lose some tanking, both because it has 1 less mid than the mael and because you're loosing the shield boosting bonus. I have never flown a mach personally, I'm still in a maelstrom because I'm poor =( so I can't comment on large shield boosters vs. extra large, but the idea is you're not supposed to be cap stable, your extreme dps and speed is supposed to plow through the mission before you even have to turn the booster on the majority of the time.

Hopefully some of that was helpful! Sorry for the wall of text
Izziee
University of Izziee
#11 - 2012-02-08 23:13:12 UTC
hwhiskey wrote:
Izziee wrote:
mxzf wrote:
Why exactly are you kiting in the Mach? One advantage it has is the higher speed/agility which lets it fly in and apply greater DPS since there's less lost to falloff.


I didn't say I was, I said that I was always within the fall off.

What's the point in getting right up close to them but still in falloff (since AC optimal is pretty bad...what, 3k?) where they can hit you rather than staying at a range where they can't hit you, yet still in falloff

I got the understanding that if you're at 40km fall off, you're doing to do as much damage as if you're in 15km falloff, or is that wrong?

Anyway..regardless of the fact, ignore that and try to explain why the mael is doign more damage than the mach when BOTH are in falloff. That's my concern, not kiting, tanking or anything else, as I stated.


You're understanding of turret mechanics is flawed. Within your optimal range, your guns hit for a given percentage of maximum damage. Once you move past optimal range into falloff, your damage decreases by distance on a non - linear curve. For example, if you're 800's optimal is 5,000m with a falloff of 80km, you would hit for say, 85% of maximum damage at a distance of 10km, while you would only hit for say 40% of maximum damage at 50km, still within your falloff.

I also noticed you mentioned a lot of your testing was based on fighting serpentis. I didn't notice if you said which corp you're running missions for, but if it's one in gallente space where you're going to be fighting serpentis a lot, neither the mael nor the mach is really a great choice. The idea is to be blasting angel BSs in 3-4 volleys at 10km with republic fleet fusion ammo, not chipping away at serpentis rats orbiting at 45km with barrage.

The mach has two main advantages over the mael - speed and damage output.

The mach is naturally very agile, so splurge and toss a faction afterburner on your fit and power around at like 650 m/s. This really helps closing the gaps on far spawns, as well as general traveling time, which after a certain point becomes your main time wasting area.

The other advantage to the mach is the ability to fit 4 faction gyros and 3 faction TEs, giving the cookie cutter mach something like 1000 dps before implants with faction ammo.

The mach is going to lose some tanking, both because it has 1 less mid than the mael and because you're loosing the shield boosting bonus. I have never flown a mach personally, I'm still in a maelstrom because I'm poor =( so I can't comment on large shield boosters vs. extra large, but the idea is you're not supposed to be cap stable, your extreme dps and speed is supposed to plow through the mission before you even have to turn the booster on the majority of the time.

Hopefully some of that was helpful! Sorry for the wall of text


Well not really sorry :p Sure, I didn't think it matter so long as you were in falloff, but obviously it does with the distance, but like, 4th time now? That's not the point. It still doesn't make any difference to the question I asked, it's a different topic alltogether

Unless ofc, everyone here is saying the mach will only out dps the mael at optimal and not say, at the exact same distance as each other in fall off...but that's not the case now is it, it should out dps the mael in equivalent ranges, so, why, with like I've stated many times now, didn't it...despite the angular Vel being good, despite the right ammo (Or, even better..SAME ammo, against SAME targets, on SAME mission) while using a very similar fit (Infact, exact same fit in regards to DPS mods. As I said, I missed one TE due to the CPU mod on the sisi (won't have that problem on live) but...like I said, the same amount as my mael...infact, the mach even had one extra gyro iirc.
DaRiKavus
Mosh Pit
THE BESTICLES
#12 - 2012-02-08 23:17:25 UTC  |  Edited by: DaRiKavus
Mach is far superior to Mael.

My fit (nothing special)

[Machariel, Big Mach]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

Invulnerability Field II
Invulnerability Field II
Domination 100MN Afterburner
Dread Guristas X-Large Shield Booster
Shield Boost Amplifier II

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

Large Capacitor Control Circuit II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Hobgoblin II x5
Hammerhead II x5

Feel free to Drop a TE II for a DC II if your that way inclined. Swap out ammo/drone types ofc. Swap for mission specific hardners if you like but personally I never other as most dps is wacked in the first 2 minutes. Buzz Kill is a breeze in this ship as well.....if you know what you are doing.


Personally I just orbit at 35Kms at nuke everything (Mordus Hunters, Blockade, Worlds Collide and AE bonus room are about the only missions where I have to focus a little, the rest it just smashes through.

Darik 07

Edited for *Special Spelling Skillz
Stetson Eagle
Paird Technology
#13 - 2012-02-08 23:22:31 UTC
Fit above is a good one, but primary tactic should be "only orbit if needed for tank, otherwise approach to 20km and keep transversal low to apply best damage".

The difference between Mach and Mael starts to kick in using fusion (or other short range) ammo; barrage is costly and low dps. When you use fusion the falloff difference shows in much higher damage applied at 40km from Mach than Mael.
Wyte Ragnarok
#14 - 2012-02-08 23:28:15 UTC
Izziee wrote:
I was pretty much missing them every single time in the mach even at 30-40km away


You did what in a Machariel?
Afterburner. Autocannons. Get point blank. Melt face. Next target.

Yes AC optimal might be poor, but oh well. Seriously, get within 10-20km and it'll be so much more awesome. Mach > Mael in so many ways IMO (although the Mael's shield boost is nice)

Also, I saw it briefly mentioned, so I'll leave this here.
@ Optimal range = 100% damage
@ Optimal + fall off = 50% damage
@ Optimal + (2* fall off) = 0% damage (ie, max total range)
Izziee
University of Izziee
#15 - 2012-02-08 23:32:49 UTC
DaRiKavus wrote:
Mach is far superior to Mael.

My fit (nothing special)

[Machariel, Big Mach]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

Invulnerability Field II
Invulnerability Field II
Domination 100MN Afterburner
Dread Guristas X-Large Shield Booster
Shield Boost Amplifier II

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

Large Capacitor Control Circuit II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Hobgoblin II x5
Hammerhead II x5

Feel free to Drop a TE II for a DC II if your that way inclined. Swap out ammo/drone types ofc. Swap for mission specific hardners if you like but personally I never other as most dps is wacked in the first 2 minutes. Buzz Kill is a breeze in this ship as well.....if you know what you are doing.


Personally I just orbit at 35Kms at nuke everything (Mordus Hunters, Blockade, Worlds Collide and AE bonus room are about the only missions where I have to focus a little, the rest it just smashes through.

Darik 07

Edited for *Special Spelling Skillz


Well, that's pretty much the fit I had, except T2 not faction (Was on sisi, don't know if you can find faction?) and I used the falloff rigs. Also a drone control in the high, I don't care much for tractors since I rarely salvage now (just going to next mission seems faster) but when I do I have a noctis ofc. As for the mission items, I usually leave that to the last ship and work my way to it and just loot when its popped.

Quote:
Fit above is a good one, but primary tactic should be "only orbit if needed for tank, otherwise approach to 20km and keep transversal low to apply best damage".

The difference between Mach and Mael starts to kick in using fusion (or other short range) ammo; barrage is costly and low dps. When you use fusion the falloff difference shows in much higher damage applied at 40km from Mach than Mael.


Yeah, again, I used the faction Phased Plasma (was serps) depending on the mission I'll swap out but I don't mind spending on barrage/hail or faction just for missions, which ever gets them done faster ;p. I usually stick with barragesince it's easier to just pop from afar and their dead by the time I got to them. Unless its a close spawning mission, then it's hail on angels and PP on seps. Shouldn't have that problem with a mach though since I can get there faster but still doesn't solve my problem as to why it was so underwhelming in comparrison. I can only put it down to the skills being out dated on sisi, but thats only a month :S

All missions are a breeze in my mael anyway, the only one I don't like is worlds collide, not because its hard but the travel time between gates and how many freaking damps there are....something I'd hope the mach would solve.
Izziee
University of Izziee
#16 - 2012-02-08 23:36:04 UTC
Wyte Ragnarok wrote:
Izziee wrote:
I was pretty much missing them every single time in the mach even at 30-40km away


You did what in a Machariel?
Afterburner. Autocannons. Get point blank. Melt face. Next target.

Yes AC optimal might be poor, but oh well. Seriously, get within 10-20km and it'll be so much more awesome. Mach > Mael in so many ways IMO (although the Mael's shield boost is nice)

Also, I saw it briefly mentioned, so I'll leave this here.
@ Optimal range = 100% damage
@ Optimal + fall off = 50% damage
@ Optimal + (2* fall off) = 0% damage (ie, max total range)


Yeah, it missed...every freaking frigate.

Getting up close is only going to make hitting frigates harder anyway...yeah yeah, drones, blah blah, use them etc etc...my point was, don't need to with my mael because any frig 10-12km + just gets popped every 3 seconds, Id rather get them out the way first and stick my drones on something where they don't need much flight time. Just the way I work...well, because it did work. Not so much in the mach...the tracking seemed far worse. I read someone whine about the tracking of it on this forum before, but I put it down to inexperience (which with a mach, I am..I don't know what its capable of havign not flown one) but with that go on the sisi, the tracking just seemed so much worse than the mael, I rarely, if ever, miss with it.
DaRiKavus
Mosh Pit
THE BESTICLES
#17 - 2012-02-08 23:38:22 UTC
Stetson Eagle wrote:
Fit above is a good one, but primary tactic should be "only orbit if needed for tank, otherwise approach to 20km and keep transversal low to apply best damage".

The difference between Mach and Mael starts to kick in using fusion (or other short range) ammo; barrage is costly and low dps. When you use fusion the falloff difference shows in much higher damage applied at 40km from Mach than Mael.



I did mention that I usually pulse the AB on and off to keep range and limit initial DPS then just manually approach the targets with some transverse while I hose them down but I thought the above tactic may be easier for a less experienced Mach pilot to deal with for their first few runs out.

I also tend to agro the furthest group away (limit of locking range) so by the time I have smashed the closest spawn I am close enough to start applying decent dps on the "distant" group.

Blockade is a pain in the ass but I tend to use a HAM Tengu for that.

Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#18 - 2012-02-08 23:45:20 UTC
Izziee wrote:


Obviously know how to fly it, been flying my maelstrom long enough. I was keeping as max possible range as I could while staying in falloff, keeping angular alright (Was PvE anyway, not hard) and doing the usual stuff.

However, I hit far less (Tried with Hail/Barrage on Angels & Sep (usually just stick with barrage for missions because I'm lazy, but obviously tried correct resist ammo for testing) and Faction Phased Plasma against Sep.


Well, you do want to stay in falloff but you DON'T want to be all that far away.

Izziee wrote:

I also found the tracking on the mach to be far worse. Sure, drones for frigates I know I know...except, with my mael, I can usually pop any frigate in 1 shot if their over 12km...I was pretty much missing them every single time in the mach even at 30-40km away yes, my Angular was fine...now for the battleships, I think my hardest hit was around 1100, the majority were all around 800. I hit between 1500-2500 on my mael (1600-1800 is average) against same faction ships.

Any advice? Not too concerned about the tank or anything, just the damage, and my med slots are pretty much that (Except, I did use a cap booster for the mach and a X-Large shield, my understanding it should be a faction med shield booster, but anyway, not important for the moment.

So, my main question is, even with a similar fit, properly flying why was it doing a less damage than my mael, would it seriously be down to a months skills, which I refuse to believe, as I said, last month I was doing more in my mael anyway. Most of my gunnery skills are 5, some 4 but getting to 5.



Stop orbiting your target. Your own movement can screw up your tracking. Orbiting your target at 1400m/s is the same as the target orbiting you at 1400m/s.

If you are missing targets in a mach that you usually hit in a maelstrom with the same general fit, you are doing something wrong. I would assume that since the mach is so much faster, that is the problem.

If frigate target >25km and locked, and are at full stop - fire. Cruiser/battlecruiser/battleship target, keep at range 15km(depending on your falloff) and shooty shooty.
Izziee
University of Izziee
#19 - 2012-02-08 23:49:57 UTC
Templar Dane wrote:
Izziee wrote:


Obviously know how to fly it, been flying my maelstrom long enough. I was keeping as max possible range as I could while staying in falloff, keeping angular alright (Was PvE anyway, not hard) and doing the usual stuff.

However, I hit far less (Tried with Hail/Barrage on Angels & Sep (usually just stick with barrage for missions because I'm lazy, but obviously tried correct resist ammo for testing) and Faction Phased Plasma against Sep.


Well, you do want to stay in falloff but you DON'T want to be all that far away.

Izziee wrote:

I also found the tracking on the mach to be far worse. Sure, drones for frigates I know I know...except, with my mael, I can usually pop any frigate in 1 shot if their over 12km...I was pretty much missing them every single time in the mach even at 30-40km away yes, my Angular was fine...now for the battleships, I think my hardest hit was around 1100, the majority were all around 800. I hit between 1500-2500 on my mael (1600-1800 is average) against same faction ships.

Any advice? Not too concerned about the tank or anything, just the damage, and my med slots are pretty much that (Except, I did use a cap booster for the mach and a X-Large shield, my understanding it should be a faction med shield booster, but anyway, not important for the moment.

So, my main question is, even with a similar fit, properly flying why was it doing a less damage than my mael, would it seriously be down to a months skills, which I refuse to believe, as I said, last month I was doing more in my mael anyway. Most of my gunnery skills are 5, some 4 but getting to 5.



Stop orbiting your target. Your own movement can screw up your tracking. Orbiting your target at 1400m/s is the same as the target orbiting you at 1400m/s.

If you are missing targets in a mach that you usually hit in a maelstrom with the same general fit, you are doing something wrong. I would assume that since the mach is so much faster, that is the problem.

If frigate target >25km and locked, and are at full stop - fire. Cruiser/battlecruiser/battleship target, keep at range 15km(depending on your falloff) and shooty shooty.


I wasnt orbiting...I'm lazy when it's easy.

Usually in my mael, I lock 6 targets, press f1 with one hand and pick my nose with the other while looking at the browser, when I hear a pop, i press f1 again and repeat.

Another reason I want a mach, more action, but no, no orbiting,...
Tenga Halaris
Galactic Traders Union
#20 - 2012-02-09 10:11:32 UTC  |  Edited by: Tenga Halaris
Tracking is the same on both ships, because they don't have a Bonus for it. Same fit, same tracking.

Machariel has a 25% RoF, 5% Dmg, 10% Falloff Bonus

Mael has 5% RoF


So you tell us, that the Mael does more damage and has better tracking? Roll

The Macha is more expensive than a Mael, but better in every way.



I'd fly a Mach with Min BS V and Gal BS IV at least, better V/ V.

With very good Skills and 5% Imps, this ship is a monster.


[Machariel, Mach PvE AC]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

Pith C-Type X-Large Shield Booster
Heavy Capacitor Booster II, Cap Booster 800
Invulnerability Field II
Invulnerability Field II
100MN Afterburner II

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]

Large Projectile Burst Aerator II
Large Anti-EM Screen Reinforcer I
[empty rig slot]


Hobgoblin II x5
Garde II x4


1338 DPS
70 km Falloff


Pure Dmg fitting. Some people may need more tank.

Basics are:

XL-Booster, Propmod, 800mm AC + lots of gyros and tracking.
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