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blankseplocked pve machariel .. effective or not?
 
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Snow Banshee
Amarr
Ruatha Holding
Posted - 2009.12.22 12:04:00 - [1]
 

Edited by: Snow Banshee on 22/12/2009 12:10:38
Edited by: Snow Banshee on 22/12/2009 12:04:55
Hi all,
after the projectile changes im thinking to make me a gift for cristmas, and was guessing how good can be a machariel. Atm i can use a kronos and i like it, but i will try something new. I EFT'ed this setup, but cant realy say if its worth the hassle:

high:
7x 800mm auto, 1x <dunno>

med:
AB, faction med shield booster, 2x caldari inv field, 1x caldari shield boost amp

low:
DC2, 3x giro, 3x tack enchanger

rigs:
t2 Core defence operational solidifier (reduce shield boost cycle time)
2x t1 ccc


Eft give me 547 dps tanking (without low grade crystal set which i have), and 835 dps dealed with EMP ( 4.2 opt, 69km falloff). Considering the fact that this ship will be almost always in falloff how you consider this setup? Its worth to try it ( and spend a lot of money for it) or just put artillery or leave the whole idea of the mach and simply buy a Vargur?

tnx in advance

EDIT: Sorry, forgot to mention that would be for high sec L4 mission running.
EDIT2: 7x weapons.. not 6x Embarassed

McRoll
Minmatar
Heatseekers
Posted - 2009.12.22 12:28:00 - [2]
 

Since I fly a similar setup, I can say that this ship is very well worth the money. It is basically a Vargur with even more DPS
and more agility but with less tank(which you dont need anyway because everything just melts before you take considerable damage) Just dont put artillery on it. It would work, but it's a waste of damage because you reach with autocannons as far as you can target and you hit smaller ships way better. I have a slightly different setup, which folows here:

[Machariel, auto mach pve]
Domination Gyrostabilizer
Domination Gyrostabilizer
Domination Gyrostabilizer
Domination Tracking Enhancer
Domination Tracking Enhancer
Domination Tracking Enhancer
Damage Control II

Pith B-Type Large Shield Booster
Invulnerability Field II
Pith B-Type Explosion Dampening Field
Gist B-Type Ballistic Deflection Field
Republic Fleet 100MN Afterburner

800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
True Sansha Heavy Nosferatu

Large Projectile Ambit Extension II
Large Capacitor Control Circuit I
Large Semiconductor Memory Cell I


Bouncer II x4
Warrior II x5

This works against every kind of enemies very well - what concerns Angels, sometimes I'm getting the bounty from the first mission, when I'm already finishing the second Laughing

Snow Banshee
Amarr
Ruatha Holding
Posted - 2009.12.22 12:45:00 - [3]
 

tnx for the advice, then ill start to train decent minnis bs skills ( skills that until dominion i always ignored :P )

looking on your rigs choise i have some question tought:

"Large Projectile Ambit Extension II":
You have already 3 modules that change falloff, this rig will not be too stack penalized too much to be worth fitting ( even more fitting a t2 rig...)?

Large Semiconductor Memory Cell I: "efted the choice and seems MUCH better than a ccc, TNX!!"

McRoll
Minmatar
Heatseekers
Posted - 2009.12.22 13:04:00 - [4]
 

Edited by: McRoll on 22/12/2009 13:07:07
I chose the ambit extension II only because I didnt need extra cap. I have both capacitor skills to V and the booster doesnt draw that much cap, so I choose to go with a bit more damage over cap. If you feel short on cap, just put another cap rig in it. And yeah, CCC is overestimated, you usually need some tank in the first few minutes where the increased capacity from the memory cell comes in handy, after that you dont need to tank at all, so the CCC is waste there.

Edit: in many angel missions you barely need to tank at all, so consider a 4th gyro over a damage control. I always fly with the motto: "my tank is my gank"

Sentinel Borg
Posted - 2009.12.22 23:36:00 - [5]
 

It is on par with the Nightmare and much better then the Kronos.

Rex Luciferi
Caldari Provisions
Posted - 2009.12.23 01:01:00 - [6]
 

Originally by: Snow Banshee


med:
AB, faction med shield booster, 2x caldari inv field, 1x caldari shield boost amp




NO! Do not put a med shield booster on a BS. Use an X-Large. If a med is all you can fit, reevaluate your tank.

Von Kapiche
Minmatar
Posted - 2009.12.23 01:49:00 - [7]
 

Edited by: Von Kapiche on 23/12/2009 02:06:32
Faction large should be plenty, no need for XL most of the time, can always swap in an XL and a cap booster for the odd mission. I'd go with three hardeners and drop the boost amp though.

I have one I haven't built yet, looking at 4 gyro + 2 TC + T2 ambit ( worked pretty well on sisi ). Other rigs? probably end up with polys and speedtank, cap rigs seem a waste when they're only going to be of use occasionally. Stick a nos in that last high. Use RF ammo too, it's kinda worth it, like taking an extra frigate in there with you.

Ghoest
Posted - 2009.12.23 04:43:00 - [8]
 

Medium is too small but a faction large shield booster should be enough for a high DPS mission boat.

Snow Banshee
Amarr
Ruatha Holding
Posted - 2009.12.23 06:02:00 - [9]
 

Originally by: Rex Luciferi
Originally by: Snow Banshee


med:
AB, faction med shield booster, 2x caldari inv field, 1x caldari shield boost amp




NO! Do not put a med shield booster on a BS. Use an X-Large. If a med is all you can fit, reevaluate your tank.


Dude, my skills are maxed pretty much everywhere ( except for minnie bs's just because i simply ignored them until now for the "well known pre-dominion suckness"). Ill remark the post i did and you quoted. you missed the faction part?

A standard t2 x-large booster (before skills) tank 125dps. this faction med booster + lg crystal set + the t2 rig i mentioned above tank: 76dps*1.2*1.3=118.56dps .. so they are pretty much equivalent.

But the most important thing is: I can permarun this booster ("x-large like") without wasting a lot of med &low slots and all rig slots for cap just because of the low ca usage (60cap/sec for the xlarge vs 24 cap/sec for the pithum a-type).

Probably if i needed to buy everything i would choice something cheaper and opted for a large booster, but since i already have a crystal set and i already have this booster, why dont use it? ;-)

Rhen Ayase
Ma'asei Merkabah
Naraka.
Posted - 2009.12.23 06:59:00 - [10]
 

Edited by: Rhen Ayase on 23/12/2009 06:59:29
[Machariel, Armor AC]
Imperial Navy Large Armor Repairer
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Nanofiber Internal Structure II
Domination Gyrostabilizer
Domination Gyrostabilizer

Domination 100MN Afterburner
Cap Recharger II
Tracking Computer II, Tracking Speed
Tracking Computer II, Tracking Speed
Heavy Capacitor Booster II, Cap Booster 400

Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Salvager I

Large Projectile Ambit Extension I
Large Projectile Ambit Extension I
Large Projectile Ambit Extension I


Hammerhead II x5
Hobgoblin II x5


thats the fitting i use... of course you can fit 800mm too, even t2. but i lack the skill for t2 and i like the D425mm effect. you can pretty much tank all the missions, normaly you shouldnt need the cap booster or just 5 800er charges... some missions are more intense and you may end up with the need of 10 more boosters but there is enough cargo.
i do mostly missions against blood raider/sansha (amarr regions) so i prefer the armortank, also with the ambit rigs the tracking computer without scripts dont add much to the total falloff due to stacking penality.
also you could use 4 ogre, but again i lack the skills, and i prefer the smaller stuff to quickly get rid of cruisers (thanks to my 650m/s in 18km orbit bs dont hit me much anyway)

Snow Banshee
Amarr
Ruatha Holding
Posted - 2009.12.23 07:21:00 - [11]
 

Originally by: Rhen Ayase
Edited by: Rhen Ayase on 23/12/2009 06:59:29
[Machariel, Armor AC]
Imperial Navy Large Armor Repairer
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Nanofiber Internal Structure II
Domination Gyrostabilizer
Domination Gyrostabilizer

Domination 100MN Afterburner
Cap Recharger II
Tracking Computer II, Tracking Speed
Tracking Computer II, Tracking Speed
Heavy Capacitor Booster II, Cap Booster 400

Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Salvager I

Large Projectile Ambit Extension I
Large Projectile Ambit Extension I
Large Projectile Ambit Extension I


Hammerhead II x5
Hobgoblin II x5


thats the fitting i use... of course you can fit 800mm too, even t2. but i lack the skill for t2 and i like the D425mm effect. you can pretty much tank all the missions, normaly you shouldnt need the cap booster or just 5 800er charges... some missions are more intense and you may end up with the need of 10 more boosters but there is enough cargo.
i do mostly missions against blood raider/sansha (amarr regions) so i prefer the armortank, also with the ambit rigs the tracking computer without scripts dont add much to the total falloff due to stacking penality.
also you could use 4 ogre, but again i lack the skills, and i prefer the smaller stuff to quickly get rid of cruisers (thanks to my 650m/s in 18km orbit bs dont hit me much anyway)


humm.. i can understand why you opted to armour tank , but this make the ship something very similar to a mega ( and variants), and i think you can improve your setup. i hope you dont mind if i give you some hints:

1) the nanofiber its a waste of low slot. put instead a DC2, or an eanm2, or a gyro, or ( if you are lack of cpu) a tracking enchanger. in case you choose the track enchanger, then remove one of the ambit rigs (due to stack penalty and between the module and rig, the module is far better). Once freed the rig slot you can use it for something else ( damage rig? )

2) also med slots are odd. if you put a cap booster (not the best choice for a mission runner imho) then the cap recharge is another wasted slot. put a webber or target painter instead...

3) Train for t2 guns as fast as you can ... t1 guns on such awesome ship its a sacrilege. Wink

p.s) even against sansha i would still prefer the shield tanked setup (Shield booster, 2x em hardener, 1x therm, shield booster amplifier, AB/inv field ). But that's just matter of taste.

Georn
VIRTUAL LIFE VANGUARD
Strategic Operations Brigade
Posted - 2009.12.23 08:35:00 - [12]
 

Edited by: Georn on 23/12/2009 08:36:42
It is very effective.

Highs:
1400mm Arties

Meds:
AB, good shield amp, good large booster, 2 Invul

Lows:
3 good Gyrostabs, PDU, Signal Amp, Tracking Enhancer, DCU

Rigs and Drones to taste.

I haven't tried Autocannons yet (don't have T2 skills there) .. but beeing able to alpha BCs is a nice thing. + the sound is delicious

___
If you loot every room, a Marauder would still be faster in the end (even the Kronos) IMO

Schneuz
Posted - 2009.12.23 08:42:00 - [13]
 

[Machariel, PVE]

7x 800mm Repeating Artillery II
Small Tractor Beam I

Heavy Electrochemical Capacitor Booster I
Republic Fleet 100MN Afterburner
Dread Guristas X-Large Shield Booster
Ballistic Deflection Field II
Heat Dissipation Field II

Damage Control II
3x Republic Fleet Gyrostabilizer
3x Republic Fleet Tracking Enhancer

Large Ancillary Current Router I
2x Large Polycarbon Engine Housing I


1 with the low sig radius and the high base speed shield rigs dont seem to be that good because of the sig radius increase (more incoming damage)

2 on most missions you need a minimum of tank only in some you need a high burst tank so i prefer the X-L booster / Injector combo

3 the ancillary rig is only there to fit 1400 arties for missions where rats spawn 60km +

Of course with pith stuff or crystals you could switch the ACR for something else but dont see a reason to do so

Exaron
Posted - 2009.12.23 09:29:00 - [14]
 

With the new +1 turret slot and falloff bonus, Autocannons are the way to go with machs. You can easily hit up to 65-70km with regular ammo. If something goes crazy and spawns about 80km ahead, just switch to barrage L and take it down, you only lose about 80 or less dps with that ammo.

Armor fits work better however fast missions are best missions so you need dps and mach can bring it with a little risky shield tank which I don't like much, due to 0 base EM resist and not many mid slots to cover for it. However it works for most of the time. Its probably omni tank missions that would make you sweat a bit when you get webbed by 5 frigs and you move with 10m/s :)

Dr Fighter
Posted - 2009.12.23 10:47:00 - [15]
 

Originally by: Georn
Edited by: Georn on 23/12/2009 08:36:42
It is very effective.

Highs:
1400mm Arties

Meds:
AB, good shield amp, good large booster, 2 Invul

Lows:
3 good Gyrostabs, PDU, Signal Amp, Tracking Enhancer, DCU

Rigs and Drones to taste.

I haven't tried Autocannons yet (don't have T2 skills there) .. but beeing able to alpha BCs is a nice thing. + the sound is delicious

___
If you loot every room, a Marauder would still be faster in the end (even the Kronos) IMO


QFT

also one volly NPC BS is very... cool? CoolLaughing

McRoll
Minmatar
Heatseekers
Posted - 2009.12.23 10:58:00 - [16]
 

Edited by: McRoll on 23/12/2009 11:01:27
I have to comment on those arty fits. Just dont fit them. This ship is made for autocannons which is also obvious if you look at the short targeting range. With my fit and Barrage loaded I reach 8,5 + 98 km (!) This is farther than I can target anyway and with arties you just waste their high range. So unless you want to armortank it and add a sensor booster for higher targeting range, I highly advise to stay away from arties.

Edit: Just saw that you have an sig amplifier loaded- that makes more sense, but autocannons are still superior because of their better tracking resulting in higher quality hits- range is not of issue here because you can close distances very fast wih the Mach.

Dr Fighter
Posted - 2009.12.23 11:02:00 - [17]
 

Originally by: McRoll
I have to comment on those arty fits. Just dont fit them. This ship is made for autocannons which is also obvious if you look at the short targeting range. With my fit and Barrage loaded I reach 8,5 + 98 km (!) This is farther than I can target anyway and with arties you just waste their high range. So unless you want to armortank it and add a sensor booster for higher targeting range, I highly advise to stay away from arties.


then you missing your own piont, if barrage in an auto cannon gets insane falloff, image an arty that starts with more falloff... suddenly you can use your high dmg ammo all day long and hit basicly near full damage to lock range.

Dont poo poo it instantly, arty fits are way better now than they ever were.

and yes i have actually one vollyed a BS, every BS is two vollys but 1/10 bs dies in the first salvo.

besides artys fit just fine with an AB x-l booster and 3 dmg mods, whats not to love :)

McRoll
Minmatar
Heatseekers
Posted - 2009.12.23 11:27:00 - [18]
 

I just EFT warrior'd an arty fit based on my previous mods and rigs. I get 39+ 107 range on 1400's with Fusion and my skills. Although the numbers are tasty, especially with Republic Fleet ammo, I am concerned with the fact that you have to use 2 lowslots for auxiliary mods (reactor control unit and sig amplifier) You can leave the damage control for another tracking enhancer but then the tank is getting really low, I like to have it fitted in case something extraordinary happens.

Many people just concentrate on high numbers and the belief that you mostly combat battleships in missions. Thats not true, in most missions there is more small stuff then BS flying around and autocannons have definitely an edge there, I can reliably hit frigates on 20+km range. This is helpful because once small stuff is out of the way, you dont need your small drones but can get out the sentries/heavies which push your DPS even further. Besides, if you fly in Minmatar territory, you'll mostly fight Angels, and they like to come close.

There are some missions though where arties are better, like Angel Blockade, because ships spawn far away there. I'd say stick with AC's for the usual missions but consider to swap for arties in special cases.

Marko Riva
Posted - 2009.12.23 11:46:00 - [19]
 

Edited by: Marko Riva on 23/12/2009 11:51:07
People who advise to fit arties on a Mach lose all credibility, people who armor tank it should rethink their strategy.

Here's a fit that makes sense, it's tank is up for the job and although you could replace the boost amp with a tracking comp it doesn't help too much and I like overtanking a bit, especially if you don't fit a SB like that. You don't need an AB, while it looks cool it's not worth the slot and the range you get with 800's (even with T1 ammo) is fantastic. Adding the targeting range rig helps with "pulling" and doing early damage (with Barrage), if you don't fit that rig your targeting range is quite limited which sucks. Besides, due to stacking fitting anything else doesn't make too much sense.

Add some LG crystals and a few projectile implants and you're set.


[Machariel, PVE shield]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

Gist C-Type X-Large Shield Booster
Shield Boost Amplifier II
Explosion Dampening Field II
Caldari Navy Invulnerability Field
Heavy Capacitor Booster II, Cap Booster 800

800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L
Small Tractor Beam I

Large Ionic Field Projector I
Large Projectile Metastasis Adjuster I
Large Projectile Ambit Extension I


Bouncer II x4
Warrior II x5


Schneuz
Posted - 2009.12.23 11:57:00 - [20]
 

Originally by: McRoll
I just EFT warrior'd an arty fit based on my previous mods and rigs. I get 39+ 107 range on 1400's with Fusion and my skills. Although the numbers are tasty, especially with Republic Fleet ammo, I am concerned with the fact that you have to use 2 lowslots for auxiliary mods (reactor control unit and sig amplifier) You can leave the damage control for another tracking enhancer but then the tank is getting really low, I like to have it fitted in case something extraordinary happens.

Many people just concentrate on high numbers and the belief that you mostly combat battleships in missions. Thats not true, in most missions there is more small stuff then BS flying around and autocannons have definitely an edge there, I can reliably hit frigates on 20+km range. This is helpful because once small stuff is out of the way, you dont need your small drones but can get out the sentries/heavies which push your DPS even further. Besides, if you fly in Minmatar territory, you'll mostly fight Angels, and they like to come close.

There are some missions though where arties are better, like Angel Blockade, because ships spawn far away there. I'd say stick with AC's for the usual missions but consider to swap for arties in special cases.




You dont need fitting mods 1 ACR is enough to fit 1400s

And on those missions where stuff spawns far away tracking is fine because the npcs approach
and in that case arties deal better damage from 25km + compared to 800s with barrage, + you have free damage selection

For me tha ability to fit 1400s and the low sig high base speed are the only things that the mach has to offer over the vargur since :
the vargur can use RF Ammo on acs while doing so on the mach would be a little expensive
better tracking (this is realy a big advantage inside 20km)
Salvage/tractor ability
better tank (ok rather unimportant)


The Mach only is better when both use barrage, but inside 40 km i would not do so, and the bigger drone bay. But at those gun dps numbers using 4 x heavies or sentrys is of no help, till heavies have arrived stuff is dead and when using sentries you destroy the machs speed bonus.

Of course using the mach with 4 heavies and RF ammo or barrage looks way better then a vargur in eft but in reality the vargur can do more real damage

McRoll
Minmatar
Heatseekers
Posted - 2009.12.23 12:26:00 - [21]
 

Edited by: McRoll on 23/12/2009 12:27:20
One of the Machs advantage over the Vargur is that you can get in much faster. You dont need BS V and AWU V and the other stuff for this ship. Basically, you can have marauder performance with this ship with only Gallente and Minmatar BS IV, its useful for people who want to concentrate on other ship classes but have a good ship for missions. Besides, I doubt that many skill their marauder to V (at least I wouldnt) but many do so for their racial BS skill, so its easier to achieve the full amount of bonuses for the Mach than for Vargur.


Georn
VIRTUAL LIFE VANGUARD
Strategic Operations Brigade
Posted - 2009.12.23 12:58:00 - [22]
 

Originally by: Marko Riva
Edited by: Marko Riva on 23/12/2009 11:51:07
People who advise to fit arties on a Mach lose all credibility,



I disagree,
But that is a nice fit.. I'll exchange the TE II for faction ones and test it after the T2 ACs become available.

Marko Riva
Posted - 2009.12.23 13:44:00 - [23]
 

Originally by: Georn
Originally by: Marko Riva
Edited by: Marko Riva on 23/12/2009 11:51:07
People who advise to fit arties on a Mach lose all credibility,



I disagree,
But that is a nice fit.. I'll exchange the TE II for faction ones and test it after the T2 ACs become available.


Faction TE's add a total of just over 1% tracking while increasing cost and "gankability" by a lot. If you keep your costly modules to a minimum you don't make yourself a big target.

You don't really need barrage at all, it's nice to have but at 50km this still does over 700 dps with std fusion, switching to barrage would add another 120 or so but it's quite doable without.

Rhen Ayase
Ma'asei Merkabah
Naraka.
Posted - 2009.12.25 13:44:00 - [24]
 

Originally by: Snow Banshee
Originally by: Rhen Ayase
Edited by: Rhen Ayase on 23/12/2009 06:59:29
[Machariel, Armor AC]
Imperial Navy Large Armor Repairer
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Nanofiber Internal Structure II
Domination Gyrostabilizer
Domination Gyrostabilizer

Domination 100MN Afterburner
Cap Recharger II
Tracking Computer II, Tracking Speed
Tracking Computer II, Tracking Speed
Heavy Capacitor Booster II, Cap Booster 400

Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Dual 425mm 'Scout' Autocannon I, EMP L
Salvager I

Large Projectile Ambit Extension I
Large Projectile Ambit Extension I
Large Projectile Ambit Extension I


Hammerhead II x5
Hobgoblin II x5


thats the fitting i use... of course you can fit 800mm too, even t2. but i lack the skill for t2 and i like the D425mm effect. you can pretty much tank all the missions, normaly you shouldnt need the cap booster or just 5 800er charges... some missions are more intense and you may end up with the need of 10 more boosters but there is enough cargo.
i do mostly missions against blood raider/sansha (amarr regions) so i prefer the armortank, also with the ambit rigs the tracking computer without scripts dont add much to the total falloff due to stacking penality.
also you could use 4 ogre, but again i lack the skills, and i prefer the smaller stuff to quickly get rid of cruisers (thanks to my 650m/s in 18km orbit bs dont hit me much anyway)


humm.. i can understand why you opted to armour tank , but this make the ship something very similar to a mega ( and variants), and i think you can improve your setup. i hope you dont mind if i give you some hints:

1) the nanofiber its a waste of low slot. put instead a DC2, or an eanm2, or a gyro, or ( if you are lack of cpu) a tracking enchanger. in case you choose the track enchanger, then remove one of the ambit rigs (due to stack penalty and between the module and rig, the module is far better). Once freed the rig slot you can use it for something else ( damage rig? )

2) also med slots are odd. if you put a cap booster (not the best choice for a mission runner imho) then the cap recharge is another wasted slot. put a webber or target painter instead...

3) Train for t2 guns as fast as you can ... t1 guns on such awesome ship its a sacrilege. Wink

p.s) even against sansha i would still prefer the shield tanked setup (Shield booster, 2x em hardener, 1x therm, shield booster amplifier, AB/inv field ). But that's just matter of taste.


i know my fitting is odd, but as i dont use it for a maxisk mission runner its suiffiecnt. i think i could perform way better with a nightmare or paladin with my skills (if you know what i mean) but the ships are ugly and... slooooow
the last thing is the reason i fitted the nano. just for the sake of heaving more speed (650 m/s with my implants)
the cap re is because i dont really know what to do with the last slot, target painter isnt really needed as everything is hitable thanks to the tracking comps and tier1 AC anyway). for webber i am out of range and for 2 cap re i am not capstable in the big missions (like guristas assault with lots of heavy missiles incoming) so then i start to use a few cap booster to stay with my tank stable until i put down enough. (i alawys take 15 cap800 with me, 10 in cargo, 5 in the booster and normaly i use 0-10 for most missions).

and t2 guns ... well yeah, my industrial skills are on halt enough need more science now. the mach is just a funboat (i dont even have the BS skills at 4, just 3 ^^) to do a few missions if i have to wait for something while chatting. most of the time i am offline anyway waiting for some science&industry tasks to finish ;)


 

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