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How to fly a machariel without cap stability?

Author
Cryissa
Caldari Navy Operations
#21 - 2012-03-08 14:52:47 UTC
I can't fly one but can someone who does tell me please with the above fits what is the expected damage out put please?
Malcanis
Vanishing Point.
The Initiative.
#22 - 2012-03-08 14:57:57 UTC
Deadspace 100MN MWDs are usually pretty cheap, and they have a way lower cap penalty (and some use a lot less cap than T2 as well). If you're going the AB route, then I'd advise a Domi/RF AB as a good compromise of speed, price and cap efficiency.

When I used a Mach for missioning, I had a Pith B-type XL + DG Invuln + 2 T2 mission specific + DCU II, and that was far more tank than I needed. Once I got the AB up to speed I was pretty much buffer/passive tanking in most missions anyway, and just used the booster to top the shield up between rooms. An afterburning Mach gets quite a big damage reduction from rat BS damage, around 50% or so from memory. You could up that even further with a Halo set - far cheaper than Snakes, and they won't **** with your tracking.

If I was building a mission Mach now, I'd go something like

7x 800mm AC II
100MN RF AB, Pith C-type XL, 3x T2 hardeners
4x RF Gyros 3x T2 Tracking Enhancers

Drones: Whatever 4x heavy 5x Lights, I guess. You need to make sure you can kill those pesky webbers

CCC/Polycarb rigs according to preference (if your gunnery skills are all V'd, go polycarbs, else CCCs, or you could mix-n-match)

Halos & +5% Gunnery Hardwirings as budget allows.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Tenga Halaris
Galactic Traders Union
#23 - 2012-03-08 16:00:23 UTC
You can't compare EFT damage to effective level 4 mission damage.

The Dmg output of a well skilled, implant supported MWD- Machariel is outstanding.

You need to have nearly perfect skills to max out the performance of this ship, but it's worth every single SP.
Zhilia Mann
Tide Way Out Productions
#24 - 2012-03-08 16:34:00 UTC
Cryissa wrote:
I can't fly one but can someone who does tell me please with the above fits what is the expected damage out put please?


In general terms? A missions Mach should be throwing out 900+ at 25 and 600+ at 50. With vanilla T1 short range ammo.
Jake Warbird
Republic Military School
Minmatar Republic
#25 - 2012-03-08 18:45:19 UTC
stoicfaux wrote:
* The Mach is huge because it is mostly hollow which makes it buoyant in Eve's submarine physics. Things that float really want to float "up" but since there is no "up" in space, the Mach becomes the equivalent of an ADD/ADHD child strung out on meth stuffed into a straight jacked and forced to lie still on a bed of nails. This "is buoyant but not allowed to be buoyant" pensive energy is what gives the Mach its great agility and speed.


So apt it needs to be on the Mach manual. +1
fcosta
#26 - 2012-03-09 08:53:53 UTC
stoicfaux wrote:
If you're blitzing missions, you really don't need much cap. I was averaging about ~6.5 minutes per mission on average without cherry picking missions. http://eve.battleclinic.com/loadout/58393-Machariel-Level-4-Blitzer-MWD-Web-EW-Drones-Minmatar-Space.html

Vargur is also a good ship. Its drawbacks compared to the Mach are slower speed, slower lock time, it's not really practical to mount an MWD, and slower align times. Its advantages over the Mach are cheap ammo (only 4 guns,) easy to tank, cheaper hull, and cheaper to fit. Also the Mach is huge* so it occasionally gets hung up on acceleration gates.



* The Mach is huge because it is mostly hollow which makes it buoyant in Eve's submarine physics. Things that float really want to float "up" but since there is no "up" in space, the Mach becomes the equivalent of an ADD/ADHD child strung out on meth stuffed into a straight jacket and forced to lie still on a bed of nails. This "is buoyant but not allowed to be buoyant" pensive energy is what gives the Mach its great agility and speed.



Nice description thereLol

i followed with great attencion your golem post. And i have to ask you...

Do you think is viable to just sell my golem and get me a vargur? And as far as implants go, wich implants should i get to maximize dps and if i understand correctly, those implants will also be good for the Vargur. Is that correct?

Thx, all of you guys for the great responses.
Pheusia
Vanishing Point.
The Initiative.
#27 - 2012-03-09 10:51:23 UTC
You'll notice that the AC Mach burns through ammo at an unbelievable rate. It's wise to keep a couple of hundred k of each type (EMP, PP, Fusion) in your hangar.
Cryissa
Caldari Navy Operations
#28 - 2012-03-09 11:07:24 UTC
Zhilia Mann wrote:
Cryissa wrote:
I can't fly one but can someone who does tell me please with the above fits what is the expected damage out put please?


In general terms? A missions Mach should be throwing out 900+ at 25 and 600+ at 50. With vanilla T1 short range ammo.



Thanks you
Bibosikus
Air
#29 - 2012-03-10 00:05:47 UTC  |  Edited by: Bibosikus
Machariel = DPS tank.

T2 shield fit, DED speed fit. Cap Booster for beginners.

Faction DPS mods (and tracking enhancers if you can afford them)

T2 guns, T1 ammo

Get transversal.

Pulse your cap-unstable shield tank while you pwn webbers then scrammers then big DPS rats.

Next gate.

Eagles may soar, but weasels don't get sucked into jet engines.

stoicfaux
#30 - 2012-03-10 00:24:22 UTC
fcosta wrote:

Do you think is viable to just sell my golem and get me a vargur? And as far as implants go, wich implants should i get to maximize dps and if i understand correctly, those implants will also be good for the Vargur. Is that correct?

Yup. Vargur > Golem.

I just ran a 5 TP Golem (two slot tank *twitch*) in Damsel and killed everything. (5 TPs and you can one shot the cruisers.) Took 10m 13s to run and I could probably shave ~45s off of that if I hadn't fumbled the TPs a couple of times and had killed Zor earlier. My Vargur did it in 9M 50s without the stress of watching the Golem's shield go below ~15% and the capacitor drop to ~20%.


The only implants I use on my Vargur are a 3% and 5% damage pair (CX-2 and LX-1.)


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

agrajag119
Caldari Provisions
Caldari State
#31 - 2012-03-10 01:02:05 UTC
What most people are missing on these fits is a Tracking comp scripted for optimal range. Stacking penalty won't hit that module as it has the highest base value bonus.

Since you're going to be operating in falloff continually in a mach, extending that falloff curve is a DPS boost more than an range boost.

My old mission fit :


[Machariel, L4's]

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

Pith B-Type X-Large Shield Booster
Invulnerability Field II
Invulnerability Field II
Tracking Computer II, Optimal Range
Core X-Type 100MN Afterburner

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

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


SMC's give you a slightly longer time using the x-l booster over CCC's, but the difference isn't really an issue. Snagged my mach prefit with them off of contracts, so that's what I used.
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