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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Gosti Kahanid
Farstriders Apocalypse Now.
19
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Posted - 2013.09.19 11:04:00 -
[3901] - Quote
Isinero wrote:Bastion Arzi wrote:CCP Ytterbium wrote: When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp. Also receives a weapons timer that prevents station docking or gate jumping. Weapon time should not require the user to drop weapon safeties in high-sec [i](being investigated) So will the weapons timer make it undesirable to use bastion mode in hi sec missions? For example i want to do the bonus room of angels extra. Warp in activate bastion mode kill everything. then have to wait 15 mins to dock up and complete the mission? Maybe this could be addressed with the promised LV4 missions revamp by allowing missions to be accepted/completed remotely? This is good point ... maybe the timer will be removed after you cancel bastion mode? but this would be really stupid to stay there and do nothing because I use bastion mode.
The weapon-timer is one Minute, not 15. Your´e confusing it with the PVP-Timer |
Cartheron Crust
Red Federation RvB - RED Federation
104
|
Posted - 2013.09.19 11:20:00 -
[3902] - Quote
Perhaps just disable prop-mods when in bastion mode. 0m/s seems like a ridiculous liability for something with such little mass and EHP. |
Maximus Aerelius
PROPHET OF ENIGMA
533
|
Posted - 2013.09.19 12:19:00 -
[3903] - Quote
Watch CCP Guard and the EVE development team live on twitch.tv at 20:00 UTC on September 26, 2013, and discover details about our next free expansion coming this Winter 2013! Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Freeism Saurfang
Rotten Kimchi Squadron Brothers of Tangra
0
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Posted - 2013.09.19 13:04:00 -
[3904] - Quote
CCP Ytterbium wrote: PALADIN
Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
Marauder Skill Bonus: 7.5% bonus to the velocity factor of stasis webifiers per level 5% bonus to large energy turret damage per level
Want to change Paladin's 5% bonus to capacitor capacity to 7.5% bonus to Large Energy Turret tracking speed (Like Apocalypse)
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Freeism Saurfang
Rotten Kimchi Squadron Brothers of Tangra
0
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Posted - 2013.09.19 13:11:00 -
[3905] - Quote
Freeism Saurfang wrote:CCP Ytterbium wrote: PALADIN
Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
Marauder Skill Bonus: 7.5% bonus to the velocity factor of stasis webifiers per level 5% bonus to large energy turret damage per level
Want to change Paladin's 5% bonus to capacitor capacity to 7.5% bonus to Large Energy Turret tracking speed (Like Apocalypse)
Also, base capacitor should get +25% bonus.
Capacitor (amount / recharge rate / cap/s) : 8000(+2375) / 1000s (+76.1s) / 8 cap/s (+2)
to
Capacitor (amount / recharge rate / cap/s) : 10000(+4375) / 1000s (+76.1s) / 10 cap/s (+4) |
Joe Risalo
State War Academy Caldari State
451
|
Posted - 2013.09.19 13:38:00 -
[3906] - Quote
Xequecal wrote:Cassius Invictus wrote:Isinero wrote:if there will be balanced ressists it would be much much much better. But I dont think that they will introduce anything like that.
So I am happy with at least T2 ressist which I get instead of 37,5 % repair amount :-) (active tank is same, but I have also bonus to passive tanking which is nice)
Balanced T2 resists (similar to those of Sleipnir shields) would be actually the greatest fix to proposed marauders so far. Their PvE and PvP effectiveness would greatly increase. What I want is to change the Paladin cap bonus to tracking bonus. Why Kronos and Vargur who already have good tracking receive it while paladin gets (not so useless) cap bonus and (totally useless) web bonus. I can live with that web if you insist on it but give me something in return. Minmatar have the worst T2 resists. It would be good for PvE, terrible for PvP. I seriously think everyone should get kin/therm as their T2 resists. EM and exp T2 resists are horrifically underpowered as these damage types are so rare.
I really think people should consider my suggestion.
My suggestion is balanced resistances on Marauders that would be unique to Marauders, and would fit their role in both pvp and pve design quite well.
Here's an example of what their resists are currently, and what they would be.
Golem Current 0 EM + 50 Exp + 47.5 Kin + 40 Therm = 137.5 Proposed 33 EM + 33 Exp + 36 Kin + 35 Therm = 137
Paladin Current 0 EM + 62.5 Exp + 47.5 Kin + 20 Therm = 130 Proposed 36 em + 30 exp + 29 kin + 35 therm = 130
Kronos Current 0 em + 50 exp + 55 kin + 30 Therm = 135 Proposed 31 em + 32 exp + 37 kin + 35 Therm = 135
Vargur 70 em + 10 exp + 25 kin + 43.125 Therm = 148.125 Proposed 35 em + 40 exp + 36 kin + 37 therm = 148
If you notice, I made the resistances slightly focused towards the mission rats of those empires.
Now, obviously these aren't set numbers that have to be taken as they are, it's just a proposal.
Whether or not you combined t2 resists with this or not wouldn't matter because it's still awesome on each ship without t2 resists.
Also, is anyone else seeing the power in the Vargur??? Best speed Smallest sig Most resist points Shield tank (great for missions) best agility damage selection Instant damage application
What else am I missing? Is it easy to say the Vargur is best in class?
Perhaps a little nerfage of the Vargur is called for. Then we can rebalance all of them.. |
marVLs
407
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Posted - 2013.09.19 13:49:00 -
[3907] - Quote
Joe Risalo wrote:
Also, is anyone else seeing the power in the Vargur??? Best speed Smallest sig Most resist points Shield tank (great for missions) best agility damage selection Instant damage application
What else am I missing? Is it easy to say the Vargur is best in class?
Perhaps a little nerfage of the Vargur is called for. Then we can rebalance all of them..
It's all for one big (most important thinkg in missions) flaw: bad DPS in most scenarios, You work in falloff, often at end of it so... |
Bastion Arzi
Dat Tax
33
|
Posted - 2013.09.19 14:03:00 -
[3908] - Quote
Gosti Kahanid wrote:The weapon-timer is one Minute, not 15. Your-¦e confusing it with the PVP-Timer
Doh. Thanks thats really excellent.
@CCP great changes here +1 from me |
Joe Risalo
State War Academy Caldari State
451
|
Posted - 2013.09.19 14:25:00 -
[3909] - Quote
Bastion Arzi wrote:Gosti Kahanid wrote:The weapon-timer is one Minute, not 15. Your-¦e confusing it with the PVP-Timer Doh. Thanks thats really excellent. @CCP great changes here +1 from me
I have a question though...
Is the one minute lock out timer from the time you hit bastion, or from the time you come out of bastion..
If it's when you hit it, then it doesn't matter, but if it's when you come out... that sucks, cause you won't be able to dock/jump for one minute after you finish clearing a mission....
I mean, obviously if you're shooting other players it's from the time you stop firing... but that's not the point i'm getting at. |
Ranger 1
Ranger Corp
4657
|
Posted - 2013.09.19 15:24:00 -
[3910] - Quote
Joe Risalo wrote:Bastion Arzi wrote:Gosti Kahanid wrote:The weapon-timer is one Minute, not 15. Your-¦e confusing it with the PVP-Timer Doh. Thanks thats really excellent. @CCP great changes here +1 from me I have a question though... Is the one minute lock out timer from the time you hit bastion, or from the time you come out of bastion.. If it's when you hit it, then it doesn't matter, but if it's when you come out... that sucks, cause you won't be able to dock/jump for one minute after you finish clearing a mission.... I mean, obviously if you're shooting other players it's from the time you stop firing... but that's not the point i'm getting at. By the time you get anywhere from a mission site your time will be just about done, just like it is now. It's simply a weapons timer, the same as you activate now when you do pretty much anything. It's just counting the Bastion Module like it would a weapon.
It's simply to keep you from entering Bastion Mode outside a station or next to a gate, having an uber tank, and then shutting it down and docking/jumping immediately afterwards. Otherwise people would shoot in those positions as long as they felt wise, then stop firing (still in Bastion Mode and uber tanking) until their weapons timer ran out. It would have made station games especially more of a pain than they currently are. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
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Aralez
Army Of Penguins
1
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Posted - 2013.09.19 16:07:00 -
[3911] - Quote
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.
you just killed mauraders, Vargur was my favorite ship in the game now without its tanking bonus's its worthless! your creativity is gone as was shown with dust. I have little reason to start playing agian when the winter expansion comes out. think its time to just let my accounts die and spend my time else where..
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Bastion Arzi
Dat Tax
33
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Posted - 2013.09.19 16:13:00 -
[3912] - Quote
Aralez wrote:you just killed mauraders, Vargur was my favorite ship in the game now without its tanking bonus's its worthless! your creativity is gone as was shown with dust. I have little reason to start playing agian when the winter expansion comes out. think its time to just let my accounts die and spend my time else where..
T2 resists dude!
Also dont forget that when in bastion mode your rep amount is doubled. I think that along with the old shield rep bonus would have made the vargur a little over the top.
Then theres always a crystal set as well.
I think it will be a good ship just wait and see... |
Aralez
Army Of Penguins
1
|
Posted - 2013.09.19 16:17:00 -
[3913] - Quote
my vaurgur has 2.3k omni tank right now! double if i go into o **** mode and have to use the second asb. now with the gen implant nerf and the 7.5 boost per lvl gone i might as well start sellin my vargurs off. when youve spent the time for mauraders V thats the worst nerf ever. |
Bastion Arzi
Dat Tax
33
|
Posted - 2013.09.19 16:30:00 -
[3914] - Quote
not sure if im doing this right but i think your losing a 37.5% shield rep bonus for a 100% shield rep bonus... fair enough u can only rep that much for a minute at a time but still.
was the cooldown of the bastion module mentioned in the original dev post? |
Barrogh Habalu
Imperial Shipment Amarr Empire
513
|
Posted - 2013.09.19 16:35:00 -
[3915] - Quote
Bastion Arzi wrote:not sure if im doing this right but i think your losing a 37.5% shield rep bonus for a 100% shield rep bonus... fair enough u can only rep that much for a minute at a time but still.
was the cooldown of the bastion module mentioned in the original dev post? I don't think there's a CD. It's pretty much about trading off mobility for another bonuses... |
Aralez
Army Of Penguins
1
|
Posted - 2013.09.19 16:35:00 -
[3916] - Quote
Bastion Arzi wrote:Aralez wrote:you just killed mauraders, Vargur was my favorite ship in the game now without its tanking bonus's its worthless! your creativity is gone as was shown with dust. I have little reason to start playing agian when the winter expansion comes out. think its time to just let my accounts die and spend my time else where..
T2 resists dude! Also dont forget that when in bastion mode your rep amount is doubled. I think that along with the old shield rep bonus would have made the vargur a little over the top. Then theres always a crystal set as well. I think it will be a good ship just wait and see...
Your prob right, and i'll have to wait till pyfa or eve fit has the stats so i can see what I could do with it , but i think people would have been happy with just the t2 resists, bastion module was an awesome idea but the amount of things the have to nerf/change to make it less op is not worth the change in my opinion. |
Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
248
|
Posted - 2013.09.19 17:43:00 -
[3917] - Quote
Aralez wrote:my vaurgur has 2.3k omni tank right now! double if i go into o **** mode and have to use the second asb. now with the gen implant nerf and the 7.5 boost per lvl gone i might as well start sellin my vargurs off. when youve spent the time for mauraders V thats the worst nerf ever.
That's a little like a customer crying over a new edition of a car now featuring a V6 with 400hp instead of a V8 with 300hp. Dude, where the two cylinders went! https://forums.eveonline.com/default.aspx?g=posts&m=3633385&#post3633385 - The right corp to join if welping a 10bil fleet makes you want to welp a 20bil fleet right afterwards |
Mason Drake
SGK Inc
2
|
Posted - 2013.09.19 17:49:00 -
[3918] - Quote
Lloyd Roses wrote:Aralez wrote:my vaurgur has 2.3k omni tank right now! double if i go into o **** mode and have to use the second asb. now with the gen implant nerf and the 7.5 boost per lvl gone i might as well start sellin my vargurs off. when youve spent the time for mauraders V thats the worst nerf ever. That's a little like a customer crying over a new edition of a car now featuring a V6 with 400hp instead of a V8 with 300hp. Dude, where the two cylinders went!
Some people just prefer 2 more cylinders, since you get better more in relation to the horsepower with V8s than V6s. |
Nexumis
Angels and Devils Mighty.
0
|
Posted - 2013.09.19 17:54:00 -
[3919] - Quote
"In regular mode, they work approximately on the same fashion as on TQ, but are capable of using Micro Jump Drive at a faster rate than usual to quickly relocate on the battlefield."
No they wont, you are taking away the rep bonus which means to have a better tank, a player would be forced to use this bastion module. Also honestly you are making these ships biased towards pve....your making the hulls immobile in bastion mode but giving them a web bonus, this will only be realistically used in pve. Since you will be rooted in place, any ship could out run you because your immobile. Did you guys make dreadnoughts first then the siege module? or did you release the ship in conjunction with the module? When you guys made the vagabond, you exchanged the speed bonus with the rep bonus, but you gave the hull a speed buff so it could be used the same way. You should do that with marauders or dont change them at all. These ships tank fine now, they dont need more of that, but if you want people to use this bastion module i would suggest a damage buff. Put the rep bonuses back as they were and give all the hulls a bonus to webs as you did with the mjd. |
Barrogh Habalu
Imperial Shipment Amarr Empire
513
|
Posted - 2013.09.19 19:10:00 -
[3920] - Quote
So I've realized that hulls in EVE actually can have unique active abilities after all (like, jump drives and the like). Just saying... |
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Lem Comrad
Lem Comrad Corporation
0
|
Posted - 2013.09.19 19:21:00 -
[3921] - Quote
What sens from bastion in damage? Right,no sens. If i can make missions more quickly at pirate BS,marauders still usless. More tank there,where it's not need. GIVE US MORE DPS!!!! |
Barrogh Habalu
Imperial Shipment Amarr Empire
513
|
Posted - 2013.09.19 19:26:00 -
[3922] - Quote
Lem Comrad wrote:What sens from bastion in damage? Right,no sens. If i can make missions more quickly at pirate BS,marauders still usless. More tank there,where it's not need. GIVE US MORE DPS!!!! Better application = more actual DPS. More in-built tank = more mods for damage and damage projection... You spoiled shield-doer!
Actually, scratch that. Shield ships' applied DPS still benefits from in-built tank if it is needed. Just not in PvE scenario where mid slots are abundant on most ships.
P.S. No offence meant. |
Mournful Conciousness
Embers Children TOHA Conglomerate
364
|
Posted - 2013.09.19 19:29:00 -
[3923] - Quote
I think people forget that in most pve, at least half the money is in the salvage. In wormholes, it's all in the salvage.
Being able to salvage at the same time as shoot surely means more in terms of isk/hr than a few hundred dps?
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
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Joe Risalo
State War Academy Caldari State
451
|
Posted - 2013.09.19 19:46:00 -
[3924] - Quote
Mournful Conciousness wrote:I think people forget that in most pve, at least half the money is in the salvage. In wormholes, it's all in the salvage.
Being able to salvage at the same time as shoot surely means more in terms of isk/hr than a few hundred dps?
Naa, you can make more money burning targets down quickly with a strong bs and coming back with a noctis than you could using a marauder.
Remember, 48km tractor range isn't near as far as you can shoot with these ships. So you gotta slow boat to those wrecks. Not to mention you have no salvage bonus.
So just focus on DPS, then come back and clean with the noctis... This is even more true in WHs where you probably don't have to jump through gates to get back to your noctis. |
M1k3y Koontz
Thorn Project Surely You're Joking
317
|
Posted - 2013.09.19 20:00:00 -
[3925] - 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. |
Mournful Conciousness
Embers Children TOHA Conglomerate
364
|
Posted - 2013.09.19 20:04:00 -
[3926] - Quote
Joe Risalo wrote:Mournful Conciousness wrote:I think people forget that in most pve, at least half the money is in the salvage. In wormholes, it's all in the salvage.
Being able to salvage at the same time as shoot surely means more in terms of isk/hr than a few hundred dps?
Naa, you can make more money burning targets down quickly with a strong bs and coming back with a noctis than you could using a marauder. Remember, 48km tractor range isn't near as far as you can shoot with these ships. So you gotta slow boat to those wrecks. Not to mention you have no salvage bonus. So just focus on DPS, then come back and clean with the noctis... This is even more true in WHs where you probably don't have to jump through gates to get back to your noctis.
Fair enough. I always do the noctis thing in wormholes, but largely because marauders have the wrong bonuses for the way we do sleepers. If they had T2 resists and no self rep bonus they'd be more interesting for me.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
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Cade Windstalker
Donohue Enterprises Ad-Astra
221
|
Posted - 2013.09.19 20:32:00 -
[3927] - Quote
Hanna Cyrus wrote:Now i have read all posts since the thread has started. i read fear that the marauder is getting worse. I read that pirate BS have to be on top. Some one it balanced to pvp, some to pve. That's too much.
Here my Idea:
Balance Marauder to be the best PVE boat, very expensive, very hig ehp, make them slow, give them t2 resists, give them very good damage projektion and the same dps as pirate dps. But leave some weakness on them, like the achilles heel, so it can't be overpowered in PVP.
Balance pirate BS around PVP (as now), take their ehp down, make them much faster and cheaper than a marauder.
The idea of the same dps: You have the choice! Want a slow heavy ehp brick? Fly Marauder! Want a fast platform? Then use a Pirate BS, the trade for their speed is less ehp. So no class is a jack of all trades anymore.
Both classes have their niches, the pirate BS maybe as fast as the ABC and the slow "fortresses" marauder.
You lost me at "the same DPS as Pirate Battleships". That's just going to turn into power-creep because that much DPS with T2 resists is going to be powerful no matter how slow the hull is. Their lower DPS IS a weakness, and a fairly good one for ships with good damage application and projection. Also, again, Pirate BS prices are almost entirely based on null-sec site running.
Bastion Arzi wrote:So will the weapons timer make it undesirable to use bastion mode in hi sec missions? For example i want to do the bonus room of angels extra. Warp in activate bastion mode kill everything. then have to wait 15 mins to dock up and complete the mission? Maybe this could be addressed with the promised LV4 missions revamp by allowing missions to be accepted/completed remotely?
You're thinking of an aggression timer. A weapon timer lasts for 60 seconds from the end of the action that caused it, meaning you have 60 seconds from when you exit Bastion until you can jump or dock up. If you've never run into this from shooting a rat (which causes the same timer) then you're not going to run into it with Bastion.
Cassius Invictus wrote:What CCP is actually trying to do is make marauders more like pirate BS (good for PvE and PvP) without giving them characteristics that make pirate BS good: dmg, speed, overall universality. This is why they fail. They introduced a couple of weird bonuses that are supposed to compensate for that, but pilots will still chose pirate BS over marauders. At the end of day pirate ships are more coherent at what they do and easier to fly. When flying marauders pilots will need to apply some strange tactics just to make use of the incoherent bonuses that they have. For PvE this may work but for pvp, where every second counts, doing strange stuff does not pay off.
Actually they're trying to NOT make them as good as Pirate Battleships. T2 are supposed to be focused ships, meaning better in one area but not in others. So a more general ship like a Pirate Battleship is supposed to out-perform the Marauders in some areas but not in a few as well.
The original post specifically stated "PvE with niche PvP applications"
Xequecal wrote:Minmatar have the worst T2 resists. It would be good for PvE, terrible for PvP.
I seriously think everyone should get kin/therm as their T2 resists. EM and exp T2 resists are horrifically underpowered as these damage types are so rare.
On the flip side though it means you don't have to worry about plugging those holes in your tank and generally lets you fit one less tanking module and still have well-rounded resists. Generally you plug those holes because if you don't and the enemy finds out you haven't you're going to die rather badly.
Also "less common" is a relative thing. For missions this is mostly true, but in PvP it often depends on what sort of fleet you're fighting. If you're going up against Pulse Abaddons you're going to be glad if you've got that EM resist bonus on a Minmattar ship, ditto for Explosive/Kinetic against minmattar.
Also Minmattar get Thermal and Amarr get Kinetic, they just don't get both. |
Cade Windstalker
Donohue Enterprises Ad-Astra
222
|
Posted - 2013.09.19 20:43:00 -
[3928] - Quote
Cartheron Crust wrote:Perhaps just disable prop-mods when in bastion mode. 0m/s seems like a ridiculous liability for something with such little mass and EHP.
Actually these are currently looking to be pretty high EHP ships just by default and setting speed to zero isn't much of a liability if you're fighting from range anyway since at that distance speed is going to make almost no difference to your tank on a Battleship sized hull.
Joe Risalo wrote:I have a question though...
Is the one minute lock out timer from the time you hit bastion, or from the time you come out of bastion..
If it's when you hit it, then it doesn't matter, but if it's when you come out... that sucks, cause you won't be able to dock/jump for one minute after you finish clearing a mission....
I mean, obviously if you're shooting other players it's from the time you stop firing... but that's not the point i'm getting at.
Shooting anything causes this timer, so if you've never run into it after shooting rats it's highly unlikely you'll ever run into it coming out of Bastion.
Mournful Conciousness wrote:I think people forget that in most pve, at least half the money is in the salvage. In wormholes, it's all in the salvage.
Being able to salvage at the same time as shoot surely means more in terms of isk/hr than a few hundred dps?
Actually, and I was rather sad to learn this, about half the money from missions is from the LP conversion, assuming you're converting efficiently. Salvage is more like maybe 20% and you can get more Isk/Hour on one account by not salvaging in most missions.
That said being able to loot and salvage the valuable wrecks mid-mission does give you a nice boost to loot if you don't have to come back and Noctis to get most of the value out of the mission.
M1k3y Koontz wrote:Almost 200 pages, whats the record for a threadnought?
Not this. Not even close |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1225
|
Posted - 2013.09.19 20:57:00 -
[3929] - Quote
M1k3y Koontz wrote:Almost 200 pages, whats the record for a threadnought?
Not sure about exact number but Gallente real threadnaughts have often passed the barrier of 385 pages. And there were a few of those over the years. *removed inappropriate ASCII art signature* - CCP Eterne |
TheFace Asano
Yulai Guard 1st Fleet Yulai Federation
24
|
Posted - 2013.09.19 21:05:00 -
[3930] - Quote
After taking a break from this discussion, I have thought over how the Bastion Module should work. The original idea was sound and just needed tweaking. As marauders are basically half the isk of a dread give or take, I would propose that the bastion module was underwhelming, not overpowered. If this is going to be worth anything, Marauder damage in bastion needs to be around 3-4k dps, otherwise just bring more normal battleships or a dread. It should able to put out the most damage by far sub cap in Bastion mode. Rep bonus should work something like the Siege Module now, 100% to rep and -50% cycle time. Damage and projection should both go up. 200% damage and 50% optimal / falloff / missile velocity. Make it worth it to fit / skill or we will just fly other ships. I am completely ok with this module having fuel, as long as the marauder gets extra hold for it. |
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