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Thread Statistics | Show CCP posts - 30 post(s) |
M1k3y Koontz
Thorn Project Surely You're Joking
276
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Posted - 2013.08.29 21:01:00 -
[1] - Quote
First, love you long time.
Second, don't give it a damage bonus because that would be overpowered. It should have this tracking/range bonus OR a damage bonus, both would be too good and would need to be nerfed. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
276
|
Posted - 2013.08.29 21:34:00 -
[2] - Quote
Arch Stanton's Neighbour wrote:will you fix mjd's so that people cant jump when pointed anymore?
it's pretty dumb... caps can't jump when pointed or bubbled, yet a watered down version of them can...
Warp scramblers. Points don't shut down MWDs, so why should they shut down MJDs? Scrams shut down MWDs, scrams shut down MJDs. It makes far more sense to leave it as it is, and anyway, they would be useless if a single point stopped a MJD, they'd never get used. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
276
|
Posted - 2013.08.29 21:40:00 -
[3] - Quote
Cheng Chai wrote:The amount a vargur can tank atm is already crazy. Now give it 30% resist across the board and double the shield repair amount....
That thing will be absolutly crazy. Looking forward to doing c6 sites solo in a ASB Vargur. (ASBs will also be buffed with odyssey 1.1 fyi)
Thank you for breaking my keyboard with the epic face-desk I just did.
ASBs are not being touched by the active tank buff in 1.1. Please read before you post. Not to mention good luck finishing C6 sites before you run out of cap charges How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
277
|
Posted - 2013.08.30 14:30:00 -
[4] - Quote
Mournful Conciousness wrote:So, just for fun, I have knocked up a little cyno bait vargur fit in pyfa - this uses existing stats: [Vargur, bait]
Damage Control II Expanded Cargohold II x 4
X-Large Ancillary Shield Booster, Cap Booster 400 x 3 EM Ward Field II
Adaptive Invulnerability Field II x 2
Cynosural Field Generator I
Large Cargohold Optimization II Large Processor Overclocking Unit I
Stats: BEFORE OVERHEATING AND IMPLANTS Constant tank (1.5 ASBs) 1689 cargohold capacity: 3650 Number of Navy 400 charges: 228 plus in the boosters 21 Total Navy 400 charges 249
Boost per charge (HP) 1482 average resists 76.0750.76075 EHP per charge 6194.357367 Total EHP from charges 1542394.984 Base EHP 64100 TOTAL EFFECTIVE HP 1606494.984
So this is a 1.6M hitpoint cyno bait ship, before considering bastion mode.
If you switch on bastion mode, the constant tank becomes 3.3k and total effective hitpoints come to around 4.4 million. More than a carrier.
Note that this is just a T2 fit. No links, no implants. With crystal and blue pill we're looking at closer to 8 million effective hitpoints. Add some faction hardeners and it's more like 10 million.
I'll say that again. 10 million effective hitpoints.
I was under the impression we wanted to get rid of this kind of thing from the game?
Please take this nonsense back to the drawing board.
Your epic cyno bait has no way of holding its target, so your arguement is invalid... also, alpha.
How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
277
|
Posted - 2013.08.30 16:43:00 -
[5] - Quote
Ben Booley wrote:This change effectively ruins them as a PVP ship.
Outside of the tiny tiny niche of solo players (with links) going up against 5-10 people, the bastion module is worthless. Even against those numbers, if they have neuts, most active tanks will turn off. While an ASB can still run, you'll lose any hardeners, or any tackle to keep people there. Neuts will completely shut off an armor tank, and any weapons used by that armor tank.
At over 10 people, you'll die to alpha. Being able to MJD more frequently doesn't help since they probably have scrams. So you drop into bastion, shoot some things for a bit (but not doing any more damage than a BS that actually has mobility), hope they don't get out of your range, and tank a lot of DPS, but with minimal EHP. There are so many dreads in game, and marauders are sufficiently shiny, that if you bastion more than a handful of marauders someone will drop a moros on them and just alpha through the marauders effortlessly, as they can't even move for transversal.
Outside of bastion mode, the low sensor strength renders them incredibly easy to jam, and for the paladin and kronos losing their 90% webs significantly reduces their utility to an armor fleet.
The faster MJD bonus, as we saw when the revenant had a jump range bonus, is useless. It really doesn't matter if the marauder can MJD every 54 seconds, as long as the rest of the fleet is still stuck at 180 seconds, as no sane FC will split the hell out of their fleet just to keep a marauder pilot alive, and I really doubt we'll see gangs or fleets of marauders.
Their rep bonuses line up for solo work as even a boosted tank won't be able to fight an even mid sized gang, and without remote effects in bastion mode they're limited to each ship being on it's own. They're utterly useless outside bastion mode, and only mostly useless inside bastion mode, so they have no way to work in a fleet.
Dreads and carriers, the two other ships with something similar to bastion mode, increase their ability to do things to other people when locked in place, either by doing more damage or having better RR. The marauder needs the same. Bastion mode is useless when it only affects itself. I would give them ~3-4k dps in bastion mode, enough that they can be a real threat to BS and capitals while sieged, but not enough to eclipse dreads completely in K-space. That 3-4k dps would, however, be a massive fix for two of the biggest pains in the game, highsec and low W-space POSes. You can't hit those with dreads, and hardened they take forever in a BS, particularly in low tier WHs where you can't fit all that many ships through.
Marauders need to do something like that, something that has impact on other players, rather than pure tank, if they want to be a good PVP ship. As it stands, bastion mode will be astoundingly good for lvl 4 missions and some anoms, and possibly incursions (i don't know enough about incursions to know if the increased local tank would be enough to make up for no logi in an incursion or not).
I really want to like this change since it's ~cool~, but as it stands it makes the marauder a massive pile of ****.
Tiny niche of solo to small gangs of up to 10 people? You mean we can ACTUALLY FIGHT WITH A GANG OF UNDER 10 PEOPLE??? 3-4k DPS would be overpowered without some sort of enormous tracking nerf, which would make them useless for shooting subcapitals. It will take more than 10 people to kill one of these marauders, given that my PVP fit Vargur has 70k omni-EHP now, before the 30% across the board resist buff.
Honestly, this will be a a buff as well as a nerf to small gang PVP, since soloers will love to use them, but at the same time not be able to kill them. We'll see how it plays out. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
277
|
Posted - 2013.08.30 17:16:00 -
[6] - Quote
Kaeden Dourhand wrote: The only upside to deploying in bastion mode you then have left is a measly 25% range. That's it. Furthermore, the immobility of bastion module is completely at odds with the mjd mobility. .
Please read the whole OP before posting
Bastion mode also gives 30% bonus to shield, armor, and structure resistances without stacking. Bastion mode gives a 100% bonus to armor rep amount and shield boost amount.
That's one hell of a bonus you're overlooking there. Not to mention, if you don't LIKE bastion mode, don't use it! How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
277
|
Posted - 2013.08.30 17:33:00 -
[7] - Quote
Kenrailae wrote:Gypsio III wrote:Kenrailae wrote:The other thing I really do think you need to do is add a fuel bay. All capitals(minus Orca cause Orca) have one, and the only other T2 BS class does as well. Doesn't have to be a huge bay, but a bay. 50 stront/Cycle? Bay holding up to 250 or something.
As quickly as this class has fallen into the 'Mini Dread' classification, it really should follow the same 'siege' mechanics, aka need fuel. This fuel need also adds layers to the strategic Value(or lack thereof) of fielding these over say, a standard BS fleet.
A damage increase in Bastion would be nice too, since they are also following the 'can't be remote supported by anything' route. They're not mini dreads, which is why they don't have these things. Quoting OP: 'This also provides a stepping stone between sub-capitals / capital and their various siege / triage operation. It is noteworthy to remember we don't necessarily want them to out-damage or go faster than Pirate Battleships - instead, they tank and project damage better.' Not much point 'stepping stone' for seige/triage if you're not gonna require fuel.
"Prolonged deployment" and "requiring bulky fuel"
Those two things are mutually exclusive. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
279
|
Posted - 2013.08.31 01:08:00 -
[8] - Quote
Fruitfly Three wrote:why not fix the sensor strength on the marauders? that along with t2 resists would be more then enough to make the PvP viable. the tractor beam buff seems silly altogether. what lvl 4 runner doesn't use a noctis? please keep the web bonus, any paladin or kronos pilot who dosent use their webs or cant seem to make it work probably shouldn't even fly a marauder. half the reason i love the paladin is the webs being able to pop the tiny stuff that gets close, and apply Full DPS to the close orbiting cruisers and BS's i didn't train into this ship to watch my ****** little drones slowly kill frigs and cruisers. i want to webb them down and blap them in a single volly with my guns.
The tractor beam buff goes under "might as well" because it gives the option to use htem, otherwise there would be no point whatsoever. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
279
|
Posted - 2013.08.31 01:17:00 -
[9] - Quote
White Bear Maricadie wrote: yet another pirate troll hoping to see some noob trying to use this for anything other then PvE
Such a cynic. As a wormholer, you can be assured I'm not some lowsec pirate trying to get people to fly blinged out Marauders into my gatecamp, and I think Marauders will be an excellent addition to EVE.
They will have such a tank that they can outlast most gang, and with their EWar immunity falcons won't be an issue, in fact Falcons will be fearing Marauders more than the other way around.
A Vargur, with L5 skills, standard blue pill, crystals, will be boosting ~5k HP per cycle (every 5 seconds), and with the boosted resists of Bastion, and one invuln and one damage control, A dual ASB Vargur will be quite a beast.
Your cynicism is making you blind to what an oplolpwnmobile these ships will be. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
280
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Posted - 2013.08.31 02:47:00 -
[10] - Quote
Skydell wrote:M1k3y Koontz wrote:White Bear Maricadie wrote: yet another pirate troll hoping to see some noob trying to use this for anything other then PvE
Such a cynic. As a wormholer, you can be assured I'm not some lowsec pirate trying to get people to fly blinged out Marauders into my gatecamp, and I think Marauders will be an excellent addition to EVE. They will have such a tank that they can outlast most gang, and with their EWar immunity falcons won't be an issue, in fact Falcons will be fearing Marauders more than the other way around. A Vargur, with L5 skills, standard blue pill, crystals, will be boosting ~5k HP per cycle (every 5 seconds), and with the boosted resists of Bastion, and one invuln and one damage control, A dual ASB Vargur will be quite a beast. Your cynicism is making you blind to what an oplolpwnmobile these ships will be. He's right 99% of the time. I'm sure PL will have some sort of Marauder doctrine and they will have a killmail or ten to justify the ISK but this ship was always an elitist ship and that hasn't changed.
And then BL dropped 50 tracking dreads and two-shots each marauder.
The solution to a big gun is an even bigger one.
nahjustwarpin wrote:Just Lilly wrote: Commandship bonuses will make these things kind of scary imo
why scary, they still have pathetic dps
1000 DPS is pathetic? Bit hard to impress aren't you. How much herp could a herp derp derp if a herp derp could herp derp. |
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M1k3y Koontz
Thorn Project Surely You're Joking
280
|
Posted - 2013.08.31 03:04:00 -
[11] - Quote
To mare wrote:M1k3y Koontz wrote:nahjustwarpin wrote:Just Lilly wrote: Commandship bonuses will make these things kind of scary imo
why scary, they still have pathetic dps 1000 DPS is pathetic? Bit hard to impress aren't you. yes 1000 dps for a T2 BS its kind of pathetic and since gank is the tank for mission thats why ppl dont use them very often
1000 DPS with a tank that no other subcap has? I think that's a fair...
Gank is the tank of mission runners, and since Bastion gives an increased tank, more slots are opened up for gank (tracking computers, webs, target painters, damage mods, tracking enhancers). How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
281
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Posted - 2013.08.31 03:26:00 -
[12] - Quote
Mina Sebiestar wrote:Edit: A balance of gank and tank is required, and given their potential tank, average gank is to be expected Very true. I think people keep thinking of their current fits and forget that for most missions these Marauders will need next to no tank fittings. Nearly everything can be devoted to offense. Not to mention excellent range even from their most powerful short range weapons.[/quote]
I don't think you realize that if you doing marauders with more than hardener and booster you are doing it wrong bastion module don't change that it only provide more tank on already sufficient one.
But you will need to fit mjd and mwd if you plan to go to ac gate in this century ab is of the table.[/quote]
You could simply fit MJD or MWD, you can always not use a bonus.
Not to mention bastion gives you immunity to ECM, damps, and tracking disruptors, AND a 25% range bonus!
Quit bitching about something that is doing nothing to hurt your current gameplay and is, in fact, making it easier. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
282
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Posted - 2013.08.31 03:41:00 -
[13] - Quote
Mina Sebiestar wrote:'Quit bitching about something that is doing nothing to hurt your current gameplay and is, in fact, making it easier.'
no it wonk make it easier it will make it more boring and if i don't use module all i got is nerfed dps slow(nerfed) brick.
CCP isn't nerfing DPS... or your speed if you choose not to use the bastion module. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
287
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Posted - 2013.09.04 00:27:00 -
[14] - Quote
baltec1 wrote:Javius Rong wrote:The more I have thought about this the more I think CCP needs to do an HAC and come up with a version 2 proposal as this one still doesn't make sense.
So I want to sit still for 60 seconds in a 2billion+ ship??? Maybe the hi-sec carebears but I see no real use for 0.0 PvE or PvP.
Now a T2 resist BS with high close range damage (not projection) and some maneuverability. That might actually be useful. Maybe these should be turned into Dread killers and given a Nuet and sig radius bonus with some other draw back. You just made more pirate battleships with more tank.
As well as ECM immunity, a jump drive bonus (which I agree doesn't quite fit, unless you MJD away from the gang and let the enemy stream toward you one at a time) and a range bonus. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
287
|
Posted - 2013.09.04 00:33:00 -
[15] - Quote
Caleb Seremshur wrote:my challenge to all the forum warriors now is to provide me an example of why I would fly a new marauder over a t1 or pirate ship.
Please consider: solo vs fleet comp cost tank and dps utility
for advanced posters: reasons to fly this in a nullsec/wormhole actual willingness to engage a target
Challengeaccepted.jpg
[ Vargur, Because F*** the system! ]
800mm Repeating Autocannon II 800mm Repeating Autocannon II 800mm Repeating Autocannon II 800mm Repeating Autocannon II Bastion Module [Utility Slot] [Utility Slot] [Utility Slot]
Micro Jump Drive Republic Fleet Warp Disruptor X-Large Ancillary Shield Booster X-Large Ancillary Shield Booster Shield Boost Amp Shield Boost Amp
Damage Control II Gyrostab II Gyrostab II Gyrostab II Co-Processor
About 1000 DPS, about 4500 DPS tank with LG crystals and standard blue pill with one ASB, EWar proof, essentially neut proof, can only be killed by dreadnoughts or time (run out of cap boosters)
I believe I've made a point? If you're going to use a T1 its because of cost, and if you're going to use a Pirate VS its either a Mach for bumping, a Vindy for the web, or something absurd that tanks like a boss. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
291
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Posted - 2013.09.04 20:01:00 -
[16] - Quote
I like the current Marauders a bit less than the original for one main reason: Competing bonuses. Also the originals had lolop tanks and for that reason alone I would buy one.
There are 4 bonuses I'm looking at when I say that
Bastion mode 25% Range bonus Web bonus MJD bonus.
Now the Bastion mode and web bonus go together, those make for a strong brawler. And the MJD bonus and range bonus (which I know is part of Bastion mode) go together and make for a good skirmish battleship.
But the Bastion/Web brawler bonuses don't make sense when put on a ship with MJD/Range bonuses.
I think that Marauders should be given a role: brawler or skirmisher and given role bonuses that fit.
That said, I think they could be useful as they are, but mostly for mission runners, as they are quite expensive for PVP ships. They do seem like they will be fun solo, but with a billion isk price tag they will likely be nothing more than bait. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
292
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Posted - 2013.09.04 20:41:00 -
[17] - Quote
HazeInADaze wrote:Alamo mode
If it weren't for the fact that I know how many people outside the US know what the Alamo is, that would make a totally AWESOME name How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
292
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Posted - 2013.09.04 20:41:00 -
[18] - Quote
Caleb Seremshur wrote:[quote=Suzuka A1] Golem +25% missile velocity +30% missile explosion velocity +20% missile explosion radius
there are your bastion module stats.
Bastion mode doesn't give any turret tracking bonuses, so no, no missile tracking bonuses for you How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
292
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Posted - 2013.09.04 20:49:00 -
[19] - Quote
Derath Ellecon wrote: So you take ships that were at least pretty good for PVE, even if they kind of stunk for PVP, and now made them so they suck for both.
Marauders are IN NO WAY being nerfed for PVE.
A loss of a tank bonus, which is gained by if you use Bastion module and then some. (also giving you EWar immunity and a range bonus) in exchange for an 82.5% web bonus sounds fair enough. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
292
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Posted - 2013.09.04 20:51:00 -
[20] - Quote
Dave Stark wrote:maGz wrote:CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes. Let me get this straight - web bonus, mjd bonus and range bonuses... really? What exactly do you want these abominations to do? you forgot to point out how half arsed the web bonuses are, too.
82% webs, totally half assed
The web bonus makes sense with the bastion mode, if that is the direction CCP is going. If they are sticking to bastion mode as is, and it seems that way, drop the range bonus for tracking and do something else with the MJD bonus. How much herp could a herp derp derp if a herp derp could herp derp. |
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M1k3y Koontz
Thorn Project Surely You're Joking
292
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Posted - 2013.09.04 21:13:00 -
[21] - Quote
To mare wrote:whats truly happening: art team: "hey we made a super cool animation for marauder this will solve everything" ytterbum: "yeah that sound cool but lets add some stats to it" . . players: "oh shiny thingies that dont solve the main problems with the ship class, **** the animation give us a real boost" . . . . . . ytterbum: "hey art team the players dont want to see our cool animation they rather want a real boost" art team: "**** them we spent so much time doing this we have to use it" ytterbum: "ok lets try to mess around with the stats again without solving the problem agaim"
You got that right except for the players' line. We were all "5k dps tank? Bring it on!" Then CCP went "Oh crap someone made a 5k DPS tank with dual ASBs on a Vargur... better nerf the tank"
And now we're at this Frankenstein of a ship class.
CCP, rework Marauders again, keep the bastion mode, but make the bonuses work together. Don't give them two skirmish bonuses (range + MJD) and two brawler bonuses (web + immobile Bastion) How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
298
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Posted - 2013.09.04 23:38:00 -
[22] - Quote
This made me smile, +1
Maybe it would help if CCP told us what role htey are trying to fill? Be it kiting or brawling, since the MJD bonus and Bastion Mode seem to be opposing roles. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
300
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Posted - 2013.09.05 20:36:00 -
[23] - Quote
xTru wrote:I want my marauder skill points back .
^ This.
They were cool changed until the update How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
300
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Posted - 2013.09.05 20:50:00 -
[24] - Quote
Kagura Nikon wrote:M1k3y Koontz wrote:xTru wrote:I want my marauder skill points back . ^ This. They were cool changed until the update Only the web bonus is stupid. Make it a damage bonus and Absolutely EVERYONE that used Marauders can bennefit from it.
Damage bonus would fit in better with the range aspect that I think(?) CCP was going for with the original changes.
However, a tracking bonus would be useful too (for ships that don't already have one) in place of the web since they serve a similar purpose. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
301
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Posted - 2013.09.06 01:41:00 -
[25] - Quote
CAS3Y wrote:Paladin should have the 5 percent capacitor bonus rolled into the base hull and get a tracking bonus instead like the Apoc
^ This, and I don't even fly Amarr unless its required, its just common sense (just like the Vaga speed bonus was rolled in)
Marauders should keep their per level tank bonus so that we get a battleship that can effectively active tank, and the bonuses should be for long range (range bonus + MJD bonus) OR close range bonuses (web bonus, module that freezes Marauder in place) How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
302
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Posted - 2013.09.08 17:54:00 -
[26] - Quote
CanI haveyourstuff wrote:Wedgetail wrote:as for incursion fleets marauders >> pirate battleships BUT harder to skill into, trickier to support, and so less prevelant - they are however the most powerful of battleship hulls that can be fielded in that environment.
Hmm... do I understand that marauders ">> as in better >>" than pirate battleships but harder to skill into? well, there are rarely any marauder in incursion fleet tho because faction / pirate bs-es are just alot better and new changes will not make marauders more wanted in incursions either.
There are other aspects of EVE other than Vanguard fleets around the clock... How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
317
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Posted - 2013.09.19 20:00:00 -
[27] - Quote
Almost 200 pages, whats the record for a threadnought? How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
370
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Posted - 2013.10.27 20:31:00 -
[28] - Quote
Tsukinosuke wrote: so its same like "paladin vs navpoc".. but do you think bastion is a module like cap boosters, tractor beams, player should have chosen it to use on their ships? or it is a permanent module you have to use it regardless of your choice? it is the problem here.. to fix "marauders' hull weakness against navy versions of same hulls" there are many simple ways (e.g. improving/revamping hulls and bonuses for their roles)
bastion module's primary usage is hisec Player Owned Structure bashing(SOLO prolly) i couldnt see anything else when i look at its benefits.. e.g. "EWAR immunity" and also u can read first page posts "mini-DREAD"..
They'll be used for ratting against Guristas (because seriously, **** ECM!!!) and bashing POSs, not POCOs.
There's no reason to use anything as expensive as a Marauder on something that doesn't have innate defenses, unlike a POS which is, at least in highsec, almost always fit up with as much ECM as the POS's CPU allows.
CCP, buff POS guns already! And maybe bring POS ECM down on non-racial jam strength because 15 off racial is ridiculous, especially when there's 30 of them. How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
Thorn Project Surely You're Joking
370
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Posted - 2013.10.27 21:23:00 -
[29] - Quote
Joe Risalo wrote:M1k3y Koontz wrote:Tsukinosuke wrote: so its same like "paladin vs navpoc".. but do you think bastion is a module like cap boosters, tractor beams, player should have chosen it to use on their ships? or it is a permanent module you have to use it regardless of your choice? it is the problem here.. to fix "marauders' hull weakness against navy versions of same hulls" there are many simple ways (e.g. improving/revamping hulls and bonuses for their roles)
bastion module's primary usage is hisec Player Owned Structure bashing(SOLO prolly) i couldnt see anything else when i look at its benefits.. e.g. "EWAR immunity" and also u can read first page posts "mini-DREAD"..
They'll be used for ratting against Guristas (because seriously, **** ECM!!!) and bashing POSs, not POCOs. There's no reason to use anything as expensive as a Marauder on something that doesn't have innate defenses, unlike a POS which is, at least in highsec, almost always fit up with as much ECM as the POS's CPU allows. CCP, buff POS guns already! And maybe bring POS ECM down on non-racial jam strength because 15 off racial is ridiculous, especially when there's 30 of them. POSs in high sec are already hard enough to destroy without a large fleet. Last thing we need to do is make them untankable when they're auto targeting.
Anyone who's trying to kill a POS without a large fleet... i feel bad for you because you'll be there for several hours.
The problem is that in lowsec, nullsec, and WSpace, a POS can't even kill a cruiser. With POS gunners. But that's a mere tangent, Marauders will be useful in bashing Dickstar POSs when the odds of getting a fight are minimal (ie. bashing carebear research towers) How much herp could a herp derp derp if a herp derp could herp derp. |
M1k3y Koontz
thorn project Surely You're Joking
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Posted - 2013.11.17 02:04:00 -
[30] - Quote
Mer88 wrote:[The Golem] is the only marader that doesnt lose dps due to being stationary.
Wait, what?
No ship LOSES DPS because it isn't moving... are you referring to how gun ships can mitigate transversal by moving in line with its target? Cause BSs have about zero chance of being able to do that.
Golem will be the best because it will be an ECM immune NRaven. Because **** ECM RATS!!! (I haven't done any Guristas ratting in over a YEAR and those things are still the single most annoying thing I've ever dealt with in EVE... other than "solo" players who bring a falcon alt, but that's a rant for another thread.) How much herp could a herp derp derp if a herp derp could herp derp. |
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