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blankseplocked how is this fit [Machariel, test]
 
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The Huffarunier
Gallente
The Real OC
Posted - 2010.12.26 23:52:00 - [1]
 

[Machariel, test]

7x 1400mm Prototype I Siege Cannon (Fusion L)
Drone Link Augmentor I

4x Cap Recharger II
100MN Afterburner I

Large Armor Repairer II
2x Armor EM Hardener II
2x Armor Thermic Hardener II
2x Gyrostabilizer II

Large Auxiliary Nano Pump I
Large Capacitor Control Circuit I
Large Ancillary Current Router I

5x Hammerhead II
5x Hobgoblin II

Shadowy Assistant
Darkrime Industries
Posted - 2010.12.26 23:57:00 - [2]
 

terrible

The Huffarunier
Gallente
The Real OC
Posted - 2010.12.27 00:00:00 - [3]
 

Originally by: Shadowy Assistant
terrible

Ok, please explain I'm not used to projectile weapons

Shadowy Assistant
Darkrime Industries
Posted - 2010.12.27 00:01:00 - [4]
 

The Mach has a huge falloff bonus and its much more geared towards using autocannons. Use autocannons. If you can't use T2 large autocannons, then don't use a Machariel.

McRoll
Minmatar
Heatseekers
Posted - 2010.12.27 00:07:00 - [5]
 

Well it depends on where and for what he uses it. You may not forget that the Mach has the highest subcapital alphastrike in game. I put that to use quite some time alreadyYARRRR!!. Otherwise, for PvE autos are a better choice, yeah.

1600 RT
Posted - 2010.12.27 00:15:00 - [6]
 

and if you use AC you need to shield tank so you can use more lows for tracking enhancer to boost you falloff even more

Lugalzagezi666
Posted - 2010.12.27 00:16:00 - [7]
 

If its for pve /i guess it is/ you generally want to shield tank it to fill lows with rf gyros and tes. You also want to use acs most of the time, even if i can think of situations where you could do better with arties.

Mr LaForge
Posted - 2010.12.27 00:35:00 - [8]
 

I saw an armor tank and wanted to throw up.

NoNah
Posted - 2010.12.27 00:40:00 - [9]
 

Originally by: Mr LaForge
I saw an armor tank and wanted to throw up.


Funny, half the applications I could imagine using an arty machariel for would have an armortank. The remainder would pretty much have no tank at all.

Headerman
Minmatar
Quovis
Shadow of xXDEATHXx
Posted - 2010.12.27 01:44:00 - [10]
 

ACs all the way. In the mids have 2 hardeners, a shield booster, AB and a cap booster. In the lows have 3 gyros, 3 TEs, and 1 nano.

Rigs to suit

Newbie Ned
Minmatar
Real Nice And Laidback Corporation
Posted - 2010.12.27 11:09:00 - [11]
 

Edited by: Newbie Ned on 27/12/2010 11:12:06
Edited by: Newbie Ned on 27/12/2010 11:09:39
There are times for arty and/or armor tanks, but this is pretty close to the "standard" set-up, I think. Works for me anyway:

[Machariel, Mach]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II
Tracking Enhancer II
Nanofiber Internal Structure II


Large Shield Booster II
Ballistic Deflection Field II
Ballistic Deflection Field II
Heat Dissipation Field II
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
Dark Blood Heavy Nosferatu

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


Warden II x4
Hornet II x5

Obviously hardeners, ammo and drones to suit.

I think the last low slot can be a range of things, depending on whim: Nanofiber, DCUII, TEII....

Also the last high could be a tractor or salvager depending on exactly what you are doing.

Hope that helps.

NedSmile

Edit for lack of ts in typing!

Edit 2: As the above post suggests you can drop a hardener for a cap booster and use an XL shield booster, but I don't think you need it for most things (certainly not lvl 4s or anoms), just remember to speed tank.

Eihnlazer
Posted - 2010.12.27 11:34:00 - [12]
 

Hmm......or if your really interested in range, you could try sniper fit.


7x 1400 arties /w rf phased plasma

afterburner
2x rf large shield extenders
Domination invun field
Seboo

3x rf Gyro
3x rf TE
DCU/nano





For rigs i have t2 projectile damage, EM hardener, and Shield extension rig.


Hasn't failed me yet in mission running. but probably sucks for pvp.


drones i just use 5x smalls and 4x large

Enduros
Desard's Nation
Cha0s Theory
Posted - 2010.12.27 19:38:00 - [13]
 

Domi invuln field is worse then the T2... I have one, wtb?

As for artillery. 1400s are bad for pve because of the huge overkill you do. 1400 vs 800 with 3 TE means that you start to outdamage 800s at about 50km. Unless you need to stay like further then 60km there's really no use for 1400s.

Add on top of that the bad tracking and fitting you are way better off with 1200s if you really want to use artillery. I have tested this alot and you will actually do more damage with 1200s because the overkill is alot less. 800s will do about 3k per volley, 1400s will do about 13k.

Get a few wrecking hits in there and you can get up to 30k. While it is funny to one-shot BS rats it's also equally annoying when you miss on a cruiser and need to wait for the 2 weeks to pass while the guns cycle.

Oh and don't group your guns when using artillery... very bad.

Jean CurPictat
Posted - 2010.12.27 23:03:00 - [14]
 

I've been playing around with Mach fits:

[Machariel, AllRound]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II

X-Large C5-L Emergency Shield Overload I
Sensor Booster II, Targeting Range
Photon Scattering Field II
Heat Dissipation Field II
Invulnerability Field II

1200mm Artillery Cannon II, Tremor L
1200mm Artillery Cannon II, Tremor L
1200mm Artillery Cannon II, Tremor L
1200mm Artillery Cannon II, Tremor L
1200mm Artillery Cannon II, Tremor L
1200mm Artillery Cannon II, Tremor L
1200mm Artillery Cannon II, Tremor L
Auto Targeting System II

Large Projectile Burst Aerator I
Large Projectile Metastasis Adjuster I
Large Core Defence Field Extender I


Hammerhead II x5
Warrior II x5

Pros:
- 3+K Alpha Strike. Might not seem like much, but it's almost right on par with NPC BS amounts.
- DPS is close to 400 at med skills (404 maxed out) - not really something you should look at if you manage to one-shot the big rats. For smaller ones, use drones.
- 123K optimal + 126 falloff at max skills - gives you nice hits anywhere between 0 and 259 (LOL) km away.

Cons:
- Poor tank. Consider having a second ship to tank or pulse the shield booster the best you can.
- Increased sig size due to rigs - replace the Field Extender if you may; it was the only 50-points rig I could quickly find.
- Omnitank resists suck; consider changing resists as needed.

You can replace the damage control with something else if you feel like it.
The Sensor Booster helps targeting distant enemies; a must using tremors; if you switch to T1 ammo (such as Depleted Uranium) you can throw it out and put an AB in there. Speed Tanking would really help, because this baby can reach 553 m/s at max skills (or frigging 729 m/s if you overheat - that's frigate speed FTW!).

Headerman
Minmatar
Quovis
Shadow of xXDEATHXx
Posted - 2010.12.27 23:45:00 - [15]
 

3k alpha? You cn get more from a Cane with 720's :/

Aqriue
Center for Advanced Studies
Posted - 2010.12.27 23:59:00 - [16]
 

Originally by: Mr LaForge
I saw an armor tank and wanted to throw up.

Armor tank is fine for mach, only use I have for mine now that I fly a Vargur more often is for Serp Blockade. Have to fly it like a frigate and MWD to get close, but it works! I couldn't stand to do the Serp Blockade in a vargur, to much sensor disruption and with the weaker sensor resolution I would just ragepunch the wall by the second wave after dealing with 6 high resist, high bounty, gallente EWAR cruisers that give you 12km lock range while running 1 sensor booster with +range script.


 

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