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Magellan Gamma
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Posted - 2003.10.29 12:26:00 -
[1]
Hi
I am working towards getting a Maller and would like to know what players feel are the strengths and weaknesses of this ship.
How do you use your Maller? What moduals do you feel are best? Weapons load out?
Thanks
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darth solo
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Posted - 2003.10.29 13:26:00 -
[2]
Im no maller user, but its a laser ship.
So im thinking 5 medium lasers with heatsinks in low.
keep diff crystals in cargo and change for range.
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Arthur Eld
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Posted - 2003.10.29 13:55:00 -
[3]
Edited by: Arthur Eld on 29/10/2003 13:56:56
You would be pretty hard pressed to fit 5 decent medium turret lasers on a maller. The load out I used:
High -4 Heavy Beam lasers w/ radio crystals and multi crystals (in hold for close(er) range combat) -Med Smartbomb
Med -Med shield booster -MWD -Cap recharger
Low -2 Heatsinks -2 Power Diagnostics -2 Cap Power Relays
Even with engineering 4 and the power diagnostics and no smart bomb i was still about 125 grid short of fitting another heavy beam.
Heavy beams with Radios are great for long range shooting...with modest gunnery skills you can get optimal ranges in the mid 30 km's.
With this set up cap is still an issue though so sometimes it is a balancing act between shooting, shield boosting and running the mwd. For more cap recharge you could replace one of the heatsinks with another cap power relay.
(edit: clarification)
____________________ First comes smiles, then lies. Last is gunfire. We deal in lead.
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Dreez
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Posted - 2003.10.29 15:48:00 -
[4]
My MAller for NPC hunt and absolute dmg.
High-1: Heavy Modulated Pulse+Multi-M. High-2: Heavy Modulated Pulse+Multi-M. High-3: Heavy Modulated Pulse+Multi-M. High-4: Heavy Modulated Pulse+Multi-M. High-5: Heavy Modulated Pulse+Multi-M.
Med-1: Coldgas Arcjet ( MWD for travel). Med-2: Barton / F-b10 Nominal / Eutectic. Med-3: Medium CL-5 Emergency Overload booster.
Low-1: Skadi Coolant. Low-2: Skadi Coolant. Low-3: Skadi Coolant. Low-4: Skadi Coolant. Low-5: Power Diagnostic. Low-6: Cap-relay.
With this setup i hit for 150-200 at Optimal Range and gets 300+ wreckings - and i shoot extrÚmely fast.
I took down a Scorps shields in a few sec , and wrecked a BB under 10 Seconds .
'Trying to argue logically with Evol is like trying to teach a pig to dance. It only makes you look foolish and really annoys the pig ' - Duke Droklar [OC]
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Red Six
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Posted - 2003.10.29 22:57:00 -
[5]
Edited by: Red Six on 29/10/2003 22:59:47 The Maller is a fire support ship. It's designed to lay down an intense barrage of fire. It doesn't have the medium slots to be useful at anything but direct fire support.
The few loadouts that have been provided are just one of several loadouts you can use. I've used both types of setups(short and long range) and prefer the long range one with the 4 x Heavy Beams w/ Radio Crystals. I can start hitting targets with it at max sensor range ~48km,iirc I moved to an Armageddon two weeks ago, with my skills.
The shields, especially with an MWD aren't tough so you'll have to watch that or do like I did and fly with an armor repair kit and not really worry about your shields staying up. The armor, for a cruiser, is fairly thick so don't be afraid to take a few on the armor. That being said keep a shield booster on.
Power Diaganostic 1's and Capacitor Power Relay 1's are your friends. A Maller's bonus is to medium energy weapons which don't use ammo but do use capacitor. You will have to watch that closely. A power diagnostic will help your recharge rate about 5% but Capacitor Power Relays will help even more 20 - 25% cap recharge as I recall, at work not in game so I don't remember exactly.
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Slithereen
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Posted - 2003.10.29 23:31:00 -
[6]
Edited by: Slithereen on 29/10/2003 23:40:36
The problem of stacking up too much on Heavy Beams is that you may run out of cap quickly. But then of course, you will kill the target long before you do.
But it's really dangerous if you are jumped by multiple fast moving NPCs at close range when you warp into a belt. Realize that the Maller isn't exactly the best when it comes to shields.
I prefer to keep a more balanced Maller with a healthy supply of cap and fast cap recharge (mine is under 150). To keep things interesting I keep one Heavy Beam, and four Focused Medium Beams. Each laser has a different crystal; the Heavy Beams has a white Multi M, the rest has a green X-ray M, a purple UV M, a red Radio M, and a blue Gamma M.
When I hunt, my Maller lights up like a Christmas tree. It really looks interesting to watch.
Also cap relays have a max recharge rate of 20% at the expense of shield recharge rate. Cap fluxes manage 25% but at the reduction of cap reserve. I don't advocate the use of Cap fluxes as you need both reserve and recharge rate.
My setup on the lower slots include:
Medium--- One Med Shield Booster
One Annointed EM ward
One Barton/Eutectic recharger or Med Shied Extender (Maller's shields are short compared to a Moa's).
The EM shield hardener is a must if you are dealing with 30K pirates that shoot Thunderbolts at you (EMP damage Heavy Missile). These missiles can eat your shields in no time.
Low Slots:
One Extruded Heatsink (the best, 11% bonus on ROF and damage)
One Tracking Enhancer (boosts range and tracking by 11%---more hits)
Power Diags and Cap Relays
I don't stack heatsinks (use multiple ones) since the patch since the stacking effect has been nerfed. Weapons mods have a decreased effect the moment you use more than one. Same with the Tracking mods.
On skills, remember Controlled Bursts to reduce your cap consumption on your weapons.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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Kaylon Syi
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Posted - 2003.10.30 20:21:00 -
[7]
When Cloaks are finally in the game I would bet this ship in in great position to be top candidate for one in raiding runs. Why ? Armor and High Slots :)
other than that i like a few of the loadouts... but they were mainly for NPC hunting and fleet support so if your not doing any of that then do some rearranging. Its a good ship.
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Cell Satimo
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Posted - 2003.10.31 10:46:00 -
[8]
I would recommend focusing on the armour for the maller with armour resistance modifying units. Then train up your skills for energy and sheilds to the max.
Most of the time in-game I've been able to remove/replace modules and get the same effect by simply training a skill to the next level | Join eve-webring.com to promote your site. |

SKiNNiEH
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Posted - 2003.10.31 11:47:00 -
[9]
How in the hell do all you folks keep a decent cap with only one cap power relay?
I had mine rigged full with 'em... though my style is "closerange, everything online". -------
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Hasek
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Posted - 2003.10.31 15:44:00 -
[10]
ive yet to do much PvP but this load out keept me playing with 3 20k and 3 30k rats for a long time with out losing cap =]
5 Hvy beam 1's small armor/hull repair 6 power diag 1's
had shields that comparedto gallente ships w/o mods and a super excellent recharge rate  
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Adrenalin
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Posted - 2003.10.31 21:35:00 -
[11]
Hey Arthur we have almost the same setup.
My cap recharge is 165 with this setup so I can fire indefinatly while still allowing for shield and MWD usage.
My optimal range is 47km using radio crystals, and generally hit for 100+ on connecting shots.
HI SLOTS Heavy Modulated Energy Beam I Heavy Modulated Energy Beam I Heavy Modulated Energy Beam I Heavy Modulated Energy Beam I Small Vehemence Smartbomb Small Vehemence Smartbomb
MED SLOTS Medium C5-L Emergency (72 Shield Recharge) MicroWarpDrive F-B10 Nominal Capacitor (11.2% Cap Recharge)
LOW SLOTS Mark I Generator: Power (7.5% Shield/Cap Recharge, 4% Shield/Cap Bonus, 5% PWR Upgrade) Mark I Generator: Power (7.5% Shield/Cap Recharge, 4% Shield/Cap Bonus, 5% PWR Upgrade) Extruded Heat Sink (1.098Dam Mod/10.5 ROF) Extruded Heat Sink (1.098Dam Mod/10.5 ROF) Local Power Plant: Capacitor (-25% Shield Recharge/20% Cap Recharge) Local Power Plant: Capacitor (-25% Shield Recharge/20% Cap Recharge)
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Slithereen
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Posted - 2003.11.01 01:57:00 -
[12]
Made a small mod again.
Now it's one Heavy Beam with Multi M Heavy Pulse with Radio M Focused Medium Beam with UV M Focused Medium Beam with Gamma M Focused Medium Beam with X-ray M
Not only do they create a rainbow of colors, but the lasers do have a distinct sound on each own. When they fire, they create a musical cacophany---beep beep bop boom!
If you hunt for a long time, having the color and musical cacophany helps alleviate your boredom.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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Dianabolic
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Posted - 2003.11.02 18:50:00 -
[13]
Whatever setup you use in your high / mid slots, assuming you are using energy weps (you should be), put one dmg mod (extruded) in a low slot, fill the rest with cap relays.
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Bryagh
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Posted - 2003.11.02 19:17:00 -
[14]
i have mine set up with **high slots** 2x heavy modal lazer I ( UV crystals ) 1x heavy modulated lazer I (UV crystals ) 2X medium modal lazers ( multi crystals ) ** med slots** 1x med shield extender 1x C5-L emergency shield boster 1x basic sensor boster **low slots** 2x C4 coiled circuits 4x power diagnostic type I **** gives me around 1550 shields and a cap recharge of 250ish , not the greatest but it does me ok for npc hunting , and it held up fairly well against an apoc using torps and heavy beam lazers , ( untill he got drones out anyway )
"siggy under construction , awaiting insparation" |
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