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blankseplocked Mach skills
 
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Daniel Otsolen
Posted - 2011.08.23 03:52:00 - [1]
 

So I have made several posts recently about some of my alts and such and now have a perm goal for all of them. Now, I am back to my main.

He is a mission runner. I sold my last mission runner to purchase one with more remaps and better Core. I am wondering what the MANDATORY skills for flying a Mach to the best of it's ability. Rather than saying "All V", I am looking more for optimal skills and there levels (that may contradict the "best of it's ability, but optimal would be a better phrasing).

My last main just flew a Maelstrom for L4's. I'm sure the skills are somewhat different (or atleast a few other skills).

I suppose a simpler thing to ask: What skills should I be taking to 5?

note: Rather than posting what skills I already have, I would like to see all the skills. I am considering training a 2nd missioning alt (unless dual-machs arent ideal)

Dirk Magnum
Blue Republic
RvB - BLUE Republic
Posted - 2011.08.23 04:03:00 - [2]
 

Edited by: Dirk Magnum on 23/08/2011 04:06:29

Mach is basically a Tempest that can take stuff apart from longer distance and absorb a bit more damage. In terms of all ship aspects other than EHP, the Mach and Tempest are much more similar than the Mach and the Mael.

Train all gunnery support skills to five except for controlled bursts. If you don't have them already, get T2 large projectiles. Realistically you can start flying the Mach in missions with level 4 support skills though.

Amda Tori
Minmatar
Posted - 2011.08.23 06:37:00 - [3]
 

From the top of my head:

Spaceship Command IV
Gallente Frigate I
Gallente Frigate II
Gallente Frigate III
Gallente Frigate IV
Gallente Cruiser I
Gallente Cruiser II
Gallente Cruiser III
Gallente Cruiser IV
Gallente Battleship I
Gallente Battleship II
Gallente Battleship III
Gallente Battleship IV
Minmatar Cruiser I
Minmatar Cruiser II
Minmatar Cruiser III
Minmatar Cruiser IV
Minmatar Battleship I
Minmatar Battleship II
Minmatar Battleship III
Minmatar Battleship IV
Gunnery III
Gunnery IV
Gunnery V
Motion Prediction I
Motion Prediction II
Motion Prediction III
Motion Prediction IV
Rapid Firing I
Rapid Firing II
Rapid Firing III
Rapid Firing IV
Surgical Strike I
Surgical Strike II
Surgical Strike III
Surgical Strike IV
Trajectory Analysis I
Trajectory Analysis II
Trajectory Analysis III
Trajectory Analysis IV
Sharpshooter I
Sharpshooter II
Sharpshooter III
Sharpshooter IV
Medium Projectile Turret I
Medium Projectile Turret II
Medium Projectile Turret III
Large Projectile Turret I
Large Projectile Turret II
Large Projectile Turret III
Large Projectile Turret IV
Motion Prediction V
Small Projectile Turret IV
Small Projectile Turret V
Small Autocannon Specialization I
Small Autocannon Specialization II
Small Autocannon Specialization III
Small Autocannon Specialization IV
Medium Projectile Turret IV
Medium Projectile Turret V
Medium Autocannon Specialization I
Medium Autocannon Specialization II
Medium Autocannon Specialization III
Medium Autocannon Specialization IV
Large Projectile Turret V
Large Autocannon Specialization I
Large Autocannon Specialization II
Large Autocannon Specialization III
Large Autocannon Specialization IV


Until T2, I'd use faction guns. Then sell it when you get T2. =D

Shadowsword
The Rough Riders
Ares Protectiva
Posted - 2011.08.23 08:11:00 - [4]
 

Edited by: Shadowsword on 23/08/2011 08:12:07

I'm currently training for a Mach, but it will be my secondary mission ship, the first one being a Paladin or Nightmare, so I don't intend to max out the Mach skills.

Mandatory skills to fly a Mach decently without too much time involved are:

Gallente BS IV

Minmatar BS IV

All generic generic skills IV, except controlled burst and sharpshooter. You don't care about those two.

Large projectile IV (pushing that to V would really be a signifiant boost (5% +8% from the AC spec skill, -4% or so for downgrading from faction to T2 gun), but require a signifiant amount of time for all the T2 prerequisites).

tanking and cap skills to V.

Navigation and afterburner-related skills to IV.

Skills to use T2 small-medium drones decently.

Daniel Otsolen
Posted - 2011.08.23 14:25:00 - [5]
 

Thanks guys! Not too far away, as far as tanking, cap, and navigation skills are concerned. Finally will be able to remap in about a month and a half :D

So, is there anything worthwhile to consider dual-boxing with (other ships)? My Production alt in nearing the end of his training for simple ammo (just a T1 producer) and if it worth the time, I was going to make him a missioner as well (was going to be a T2 producer, but really just don't want to deal with all that).

Harris
Posted - 2011.08.23 17:19:00 - [6]
 

Edited by: Harris on 23/08/2011 17:20:29
Originally by: Daniel Otsolen
So, is there anything worthwhile to consider dual-boxing with (other ships)? My Production alt in nearing the end of his training for simple ammo (just a T1 producer) and if it worth the time, I was going to make him a missioner as well (was going to be a T2 producer, but really just don't want to deal with all that).


I think the ideal pairing would be a NH as it hits smaller-to-larger much more effectively than a Tengu (my preferred ship) - the smaller stuff being the only thing of concern you might have when flying a mach. It's quite skill intensive to get into though and anyway, I found that flying with a Tengu with the capacity to shield rep, the perfect partner for my Mach pilot.

It can keep up with the Mach. This means I don't have to worry about keeping the mobility within a mission.
It can shield rep the Mach if needed.
The Mach can shield rep the Tengu with light drones if needed.
The Tengu is expensive but easy to train for.

The above facts combined mean it's easier to run the missions in 'lazy mode' and blitz them accordingly - which is my preferred style. I've considered playing with 2 Machs orbitting each other at 30km (meaning they can shoot each other's target frigs if they get under the guns), but not sure that's worth the isk!



 

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