Posts Tagged ‘ maller ’

1v1 Extravaganza

The past few days, I have had quite a few 1v1s, enough to start my own CDM.

Rematch: Sage vs. Chainer

It all started when Chainer Cygnus brazenly insulted me in the Eve Bloggers channel:

Chainer Cygnus > Kucian, don’t listen to Sage, he’s a pansy and fails at walking down stairs. :P j/k
00sage00 > D:

He insulted my pansy-hood. He insulted my legs. He even insulted the stairs. So I challenged him to a 1v1. Chainer set the rules of the 1v1 to be cruisers with no ECM, with the winner giving his ship to the loser. We agreed to meet inside his wspace system, Blue Lagoon. This was the fit I used (the neut is placed in the middle of the guns to allow me to overheat longer):

[Vexor, Imma Ragequite Nao]
Damage Control II
Energized Adaptive Nano Membrane I
Energized Adaptive Nano Membrane I
1600mm Reinforced Crystalline Carbonide Plates I

‘Langour’ Drive Disruptor I
10MN MicroWarpdrive I
‘Langour’ Drive Disruptor I

Limited Light Neutron Blaster I, Antimatter Charge S
Limited Light Neutron Blaster I, Antimatter Charge S
5W Infectious Power System Malfunction
Limited Light Neutron Blaster I, Antimatter Charge S
Limited Light Neutron Blaster I, Antimatter Charge S

Valkyrie II x5
Hammerhead II x5

Total fitting cost was 8 mil. Right before the fight, Chainer revealed that his Caracal costed 45 mil, and was surprised by how much of a cheapskate I was:

Chainer Cygnus > If you win, I might have to take a break from EVE :P
Chainer Cygnus > Ragequit and all that if you will

(Hence my Vexor’s name, “Imma Ragequit Nao”). Long story short, we met and I popped Chainer in around a minute. I was slightly saddened by the win, however. Instead of keeping his expensive ship, I returned to lowsec in a pod, 8 mil poorer.

I Want To Fly A Rifter Again

Not too long afterward the duel with Chainer, Nursultan (who I used to roam lowsec with) wanted to have a trimarked Rifter vs trimarked Punisher 1v1. Apparently he had heard about Spectre’s ignominious defeat and wanted to try his hand at it. The first fight was fairly close, but Nursultan eventually popped.

He then worked some fitting magic and pwned my Rifter. The win was extremely convincing; I am definitely going to try out his fit sometime.

Noobships Are Fun To Fly

Halfway through my bouts with Nursultan, I jokingly asked for a noobship 1v1 in the Eve Bloggers channel. Prometheus09 responded, so I pulled up my saved fittings (yes, I take my Piloting Savviness Guide seriously – I even have fits for some noobships) and chose one.

For the fight, Prometheus and I had both chosen Velators, except that his was armor tanked and mine was shield tanked. I won the first engagement with 50% armor left. However, Prometheus had forgotten to deploy his drones, so we had a rematch. He grabbed another ship and once again we began the dance of death. Prometheus popped first again, but his drones killed me less than a second later. Although winning is good, I frankly am very surprised that I won both 1v1s, as Prometheus has 3x the gunnery skills that I do (not to mention all the other skills he has). Perhaps someday we will have a rematch in a non-noob ship type.

Fear The Maller

The responses to my Maller Guide reinforce my assertion that many pilots underestimate the Maller (for example, see my Eve Forums post). And many who have seen my suggested fits may think, “What idiot would get in close to a ship like that?” It turns out, quite a few of them. Like this Wolf, or this nano Celestis, or this Pilgrim, or this second Wolf.

Of course, I am not saying that the Maller is perfect or “the best”. Obviously, you need to choose targets carefully, but that is the case for any ship. I am simply arguing that the Maller can do far more than people think. And I am not forcing anyone to actually use it.

Moar 1v1s?!

Caels Caldanhai > FYI, I’m building a SageShrine just to make people go, “WTF?”
00sage00 > wtf?
Varnoka > hehe
Caels Caldanhai > Exactly

Apparently people like to try to kill me (I blame Nashh for starting all this :P); currently several other people want 1v1s with me. 1v1s are very fun, but the only thing I do not understand is why I win. Is it just the fittings I use? Or the piloting skill? Why is it that people with far more skill points still lose? I would appreciate it if someone could explain that to me…

The Maller Guide

PDF Version.

The Maller is an Amarrian T1 cruiser with a 6/3/6 slot layout and a 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all Armor resistances per level. Due to these bonuses and slot layout (and lack of drones), the Maller is essentially a cruiser-sized version of the Punisher. As a result, its fitting and fighting style is remarkably similar to that of the Punisher (you may want to read the Punisher Guide before continuing).

Fitting

The Maller’s key distinctions are its phenomenal endurance and slightly-larger-than-average capacitor and powergrid. Its endurance comes from its 6 low slots (compared to the Rupture, Omen, and Thorax’s 5 lows and the Caracal’s 5 mids) and its armor resistance bonus. The Maller’s 1,500 GJ capacitor is the largest of the cruisers; the Moa, which has the second-largest cruiser capacitor, only has 1,375 GJ. In addition to this large capacitor, the Maller also has the most powergrid: 900 MW as opposed to the Rupture’s 860 and Thorax’s 820. Although these distinctions may initially seem insignificant, they are crucial to fitting the Maller.

As with the Punisher, a Maller fitting starts with the low slots to take advantage of its bonuses and distinctions. The Maller is a very slow ship (especially with armor plates) and also has poor damage (no drones and no damage/rate of fire bonuses), so speed and weapons upgrades modules in the lows are a waste of slot space. Thus the low slots are best dedicated to armor modules, which capitalize on the 5% bonus to armor resistance per level.

The Maller’s large capacitor enables it to active tank quite effectively, and its large powergrid and resistance bonus also facilitate a fearsome buffer tank. The types of tank differ in that an active tank focuses on armor repaired per second, while a buffer tank focuses on increasing EHP (effective HP; the net amount of damage you can take before you pop). For both types of tanks, a Damage Control II is helpful, as the Maller has plentiful low slots and a Damage Control’s resistance bonuses do not suffer from stacking penalties. T2 equipment, while not mandatory, is immensely helpful, as the extra 5% here and there really boost its survivability. Armor plates are the only exception to using T2 modules, as meta 4 (Rolled Tungsten) plates add less mass to your ship than meta 5 (Steel II) plates (thus your maneuverability improves).

Choice of modules for the three mid slots is fairly restricted. For PVP, you must fit a warp disruptor/scrambler in one of the slots. A disruptor has longer range, but a scrambler works better as it turns off a target’s MWD. Due to its slow speed, the Maller is a poor tackler – even if you fit a warp disruptor (24km range), your opponent can easily escape if he is outside web range (11 km).

The other two mid slots can be fitted in several ways. For active tanks, one of these will usually be a cap booster and the other a stasis webifier or afterburner. For buffer tanks, most fit an afterburner and stasis webifier, but dual stasis webs can be stunningly effective. Not only do webs require less capacitor and leave more powergrid available for other modules on the ship, but they also allow you to successfully engage frigates (it also allows the use of T2 close range ammo). The drawback to this is that tackling is more difficult.

In the high slots, you can theoretically use energy turrets (lasers), hybrid turrets (blasters/railguns), or projectile turrets (autocannons/artillery). However, projectile turrets deal lackluster DPS, and the fact that the Maller rarely suffers from capacitor shortages negates projectile turrets’ largest advantage. Thus, unlike on the Punisher, projectiles are a poor choice. Choosing between hybrids and lasers is a slightly more difficult choice, as hybrids have more DPS and better tracking, but lasers ultimately are better. Not only do they have better range (essential for a ship that cannot easily dictate engagement range) and less capacitor use (but only for medium energy turrets – small energy turrets use twice as much cap as blasters), but lasers also use less CPU (the Maller has very little CPU).

Fitting five turrets in the turret hardpoints still leaves one free high slot. The only practical module to fit here (excluding a Salvager) is an energy neutralizer or nosferatu. The key difference between the two is that a neutralizer takes away both your cap and your target’s cap at a fairly even rate (you lose a bit less cap), while a nosferatu only drains your target’s cap if it is higher in percentage than yours (so if you have more cap than they do, it does absolutely nothing). A nosferatu also drains far less cap from the target (a Small Nosferatu II removes 9.6 cap; a Small Energy Neutralizer II drains 54 cap) and requires slightly more CPU (15 vs 10) and powergrid (10 vs 9).

For the Maller, neutralizers are a better choice. You have a larger capacitor, so nosferatus are not as effective against other cruisers (and useless against frigates). In addition, it helps disable active tanks, which is very useful since the Maller has low DPS (even less than some gank frigates). In addition, unlike with the Punisher, managing the neutralizer is quite easy.

Suggested Fittings

Here are some fittings for the Maller.

PVP – Active Armor, Pulse

PVP - Active Armor, Pulse

[Maller, PVP – Active Armor, Pulse]
Damage Control II
Medium Armor Repairer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Heat Sink II

J5b Phased Prototype Warp Scrambler I
X5 Prototype I Engine Enervator
Medium Capacitor Booster II, Cap Booster 800

Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Small Energy Neutralizer II

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

This dual-repped Maller can tank 370 DPS while dealing 221 DPS. The neutralizer can paralyze frigates, but is less effective against cruisers, particularly if they have a cap booster. The active tank suffers from an inability to tackle effectively, as a cap booster is required to keep the reps running. A heat sink is used due to the fact that stacking penalties make a third resistance module less effective than increased DPS.

PVP – Armor Buffer, Pulse

PVP - Armor Buffer, Pulse

[Maller, PVP – Armor Buffer, Pulse]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Reactor Control Unit II

Warp Scrambler II
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Energy Neutralizer II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

This buffer tanked Maller has 85,395 EHP, as large as some battleships’ tanks. The dual webs and scrambler allow it to pin down targets so effectively that even Conflagration frequency crystals can be used (T2 crystals decrease tracking speed). Many frigates engage Mallers due to the fact that they lack a drone bay, but this fit is deadly for them. MWDs are turned off by the scrambler, and afterburners are not fast enough to counteract the dual webs. Once a target is tackled, there is virtually no escape. The Medium Neutralizer on this setup increases the deadliness of this fit, proving fatal for all frigates and cruisers without a cap booster. At 158 DPS, the damage this fit produces is not very substantial, yet the large buffer easily compensates for this.

PVP – Bait

PVP - Buffer

[Maller, PVP – Bait]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I

Warp Scrambler II
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Small Energy Neutralizer II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

This fit is a slight modification of the armor buffer fit presented earlier, replacing the reactor control with another Energized Adaptive Nano Membrane and downsizing the medium neutralizer to a small. These changes make this fit best used in a fleet as bait, as the small neutralizer is not powerful enough for solo work while the increased EHP (85,395 to 98,261) can be very helpful while the fleet is warping in. With bonuses from a fleet commander and a full set of Slaves, this fit can reach a stunning 160,761 EHP – more than the average T1 battleship. With that much EHP, even a gank-fitted battleship with 1000 DPS would take 2m 40s to kill a Maller with this fit (and do not forget that large guns and drones will have trouble tracking a cruiser).

Targets

The Maller can kill all T1 frigates, destroyers, and cruisers, but avoid range-fitted ships.

Tactics and Tips

It is difficult to make mistakes while flying the Maller. Simply overheat your mid slots when tackling, get close to the target, activate the turrets, pulse the neut, and overheat the turrets as required.

Keep the fight simple. There is no need for fancy tactics. Reduce the target’s options with your webs, scrams, and neuts, and make sure you stay in range. Many pilots have very little experience with fighting Mallers because few people fly it (the Arbitrator and Omen are considered to be better). As a result, they often underestimate the Maller – most enemies will blunder right into web range, allowing you to pounce on them.

Remove drones from the equation. Against drone-dependent ships like the Vexor and Arbitrator, web and kill dangerous drones before returning your attention to the target. For example, if a Vexor pilot deploys Hammerhead IIs, kill them before fighting the Vexor. Because most Vexors only have one flight of medium drones, this will force your opponent to use small drones. It is going to be a long fight (on average, around 5 minutes against cruisers), so reduce their DPS as much as possible.

Enjoy the fight. Think of the Maller as a Venus fly trap. Snare your opponents, then leisurely crush and digest them. Watch with satisfaction as your luckless victim slowly come to the realization that he is dying and escape is impossible.