Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 263 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 30 post(s) |
hmskrecik
TransMine Group German Information Network Alliance
103
|
Posted - 2013.08.30 10:17:00 -
[601] - Quote
Ravasta Helugo wrote:Battle Cube wrote: And speaking of rare missions - any missions with GATES will make the new marauders just unusable. Anything with gates, really.
On this point we are in perfect agreement. The MJD needs to be altered in a way that allows some selection of jump distance, or else a gate 50km away is going to take over 8 minutes to get to. Dude. WIth MJD cooldown below minute you can perform V-jump(*) while clearing a room, which sets you up for any accel gate within 5 to 200km range.
(*) Jump out, jump in. Takes a bit of practice but gates have big bounding sphere so there's a margin for error. |
Cade Windstalker
Donohue Enterprises Ad-Astra
57
|
Posted - 2013.08.30 10:17:00 -
[602] - Quote
Chi'Nane T'Kal wrote:CCP Ytterbium wrote:The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those Also, remember the bastion cycle time is only 60 seconds when maxed. For Incursions, you can always pulse it on / off depending on circumstances. So..why can't the siegs skill (TWR) simply double dip? Strontium reduction for siege modules, time reduction for bastion modules. OR better yet: Strontium reduction AND time reduction for siege (and bastion - see below) modules, while a the same time increasing base cycle time for siege modules to end up with the same time for skill V. If you also reword the strontium reduction to 10% instead of the flat 25, it would end up being the same value, but you could also apply it to the 0 consumtion of bastion (=large siege, s.b.) modules. Then rename siege modules to CAPITAL siege modules and bastion modules to LARGE siege modules and you end up with a consistent system.
As has been mentioned a couple of times in this (admittedly rather long) thread, Capital Commanders and Pilots do not want a timer reduction for Siege or Triage Mode. It is extremely important for the prosecution of capital warfare that everyone be starting and ending their siege cycles at the same time, otherwise someone with a lower timer may get the "Siege Red!" warning right AFTER their cycle starts up again, meaning they are dead since they can't jump, relocate, ect, and the fleet is not going to go for another cycle just so a few pilots can be saved.
Also since Bastion bears very little resemblance to a Dreadnaught Siege Module this would be very inconsistent and confusing for new players.
While I can certainly get behind less training time overall I also think that having a separate skill is likely required by CCP's code and helps to differentiate Marauders as not being part of the path to Dreadnaughts. |
Tobias Hareka
Republic Military School Minmatar Republic
94
|
Posted - 2013.08.30 10:19:00 -
[603] - Quote
Agent Eagle Zero wrote:The Bastion module gives equal bonuses to optimal and falloff. Shouldn't it be a double bonus for falloff, just like for example the Tracking Enhancer or Tracking Computer? Otherwise the autocannon Vargur and in lesser degree the blaster Kronos would receive an inferior damage projection bonus to the Paladin.
That would be useless for Mega Pulse Paladin? |
Random Woman
Federal Navy Academy Gallente Federation
56
|
Posted - 2013.08.30 10:19:00 -
[604] - Quote
CCP Ytterbium wrote:The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those
Someone wants to say hallo: click me
I think you manage just fine without a new skill and without strontium. Try at least to put some effort in those excuses. Or be honest: "We put a new 8x Skill in, because we can." , is a more valid reason than that strotium lie.
|
Daniel Plain
Science and Trade Institute Caldari State
1385
|
Posted - 2013.08.30 10:22:00 -
[605] - Quote
CCP Ytterbium wrote:I'm not sure I follow this - if you're talking about missions, a web bonus is not needed - with turrets, you snipe the frigates first before they come in close. Even when they do come close, a 90% web usually isn't enough to keep transversal down to hit them with large guns. When they're close, use drones - and Marauders still have enough dronebay to use lights and take care of that. With missiles, bit pointless to shoot frigates first. In all cases the web strength is highly situational in missions. Maybe using 2 webs? But that's a bit overkill when they can just be dealt faster with drones while you focus on larger ships with guns. However, the extra resists, damage projection, EW immunity is going to be of tremendous help in missions like "The Blockade" where there are 1346454 NPCs using E-war while in Bastion mode. Even without it, Kronos and Paladin new falloff and optimal range bonuses are going to be useful 100% of the time, instead of extreme close range like a web bonus.
i'm going to jump in here and throw out my remarks, as they are mostly about pve: - you correctly mentioned that EWAR immunity is a big boon to mission running. together with the massive projection and tank buffs we get from hedgehog mode it makes marauders so strong, there is no more point in flying anything else (including pirate battleships). - if waiting 10 seconds for your TP to finish cycling is annoying, so is waiting 5 seconds. why can't we have a 1s cycle time instead? - while i am not an expert on incursion running, i am a little worried about siege marauder fleets with super high resistance ASB fits. - if you go through with this change in the winter expansion, you will have people crying about how useless the pirate battleships are by 2014/03/01 at the latest. power creep has proven to be bad in other games, let's try and avoid it if we can. - i personally dislike you for having me respec my mission alts into flying fugly marauder hulls, also making them less focused in the process ().
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |
Altrue
Exploration Frontier inc
550
|
Posted - 2013.08.30 10:25:00 -
[606] - Quote
Woh the change sounds... Amazing ? Yeah. The whole siege mode and microjumpdrive thing.
Now I think that the golem should desserve a bit more PW, and a bit more targeting resolution. Waiting for missiles to hit is already a huge waste of time, no need to increase the delay before firing as well...
Also, shouldn't the Vargur have one more med and one less low ? Because it's tank shield AND designed to fit a MJD.
G££ <= Me |
Agent Eagle Zero
Imperial Academy Amarr Empire
0
|
Posted - 2013.08.30 10:26:00 -
[607] - Quote
Tobias Hareka wrote:Agent Eagle Zero wrote:The Bastion module gives equal bonuses to optimal and falloff. Shouldn't it be a double bonus for falloff, just like for example the Tracking Enhancer or Tracking Computer? Otherwise the autocannon Vargur and in lesser degree the blaster Kronos would receive an inferior damage projection bonus to the Paladin. That would be useless for Mega Pulse Paladin?
That is the point. Because the Mega Pulse Paladin has such a long optimal range, it would get the full benefit of an optimal range bonus. One kilometer of optimal gives you more range than one kilometer of falloff. An autocannon Vargur would only benefit from a falloff bonus, and thus receive an inferior range bonus. It would be better to make the Bastion module give 25 percent more optimal range and 50 percent more falloff. |
Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
195
|
Posted - 2013.08.30 10:28:00 -
[608] - Quote
Mirrodin wrote:I'm really curious about the application (or removal) of Marauders from the Alliance Tournament after this change.
Doubt that marauders will change in role drastically. Their tank will be very limited in case of ASB-setups, potentially insufficient against a whole team regarding neuts/dps - but totally outstanding with their rangebonus and ewar-immunity. At least this year appeared to include a variety of remote modules and energy transfers to overcome the obstacles of module-limitations etc.
Though the active tank bonus is insane, it's nothing you can't overcome even with a 10ish-man format. Might even be less intimidating than *example* ASB-vindicator with scimi-backup.
To me, they look an awful lot like great at pve (cause who *this gist large-SB is my lvl4 tank*) and weird for pvp. The Bastion module appears impossible to judge without a lot of testing, it is reaching into broken aswell as OP on so many levels :3 "When we're done with links you won't recognize them" - CCP Fozzie |
Tobias Hareka
Republic Military School Minmatar Republic
94
|
Posted - 2013.08.30 10:29:00 -
[609] - Quote
Random Woman wrote:CCP Ytterbium wrote:The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those Someone wants to say hallo: click meI think you manage just fine without a new skill and without strontium. Try at least to put some effort in those excuses. Or be honest: "We put a new 8x Skill in, because we can." , is a more valid reason than that strotium lie.
Do you know how big strotium unit is? 3 m3. Do you really want your cargohold full of those?
Reason why fuel works for Black Ops, Dreads, Carriers, Supers is that they have special fuel bay. |
Kyang Tia
Matari Exodus
26
|
Posted - 2013.08.30 10:33:00 -
[610] - Quote
I'll have to quote my corp mate, Logan Durandal, who recently left the game, on this matter. In a discussion, a few months ago, about the battleship changes, he said to me:
"Why is CCP making everything so clear-cut? Now, whenever you see a battleship, you already know what it's gonna do. I thought battleships were supposed to versatile, with large drone bays, neuts and slots to fit unexpected modules in. Now they're just dps/tank platforms."
I disagreed, saying only because all the ships were equally powerful now, that didn't mean one could not put unexpected fits on them to surprise the opponent. Meanwhile, it has become obvious that he was right and I was wrong. True, it is possible to fit unexpected things on a battleship, but that was never the main point. The main point was, that in a given situation, it used to be possible to fit a ship such that it would be way better than it was expected to be.
Most people thought that, for example, a Raven was a crappy ship, which made it easy to pull some tricks out of your sleeve and destroy those you underestimated you. Now that all the battleships are considered dangerous, this has become much harder. No matter what battleship you're in, people are gonna bring whatever numbers are necessary to kill you and there's nothing you can do about it. Kil2 once said a very intelligent thing in his podcast: "Most people will have a negative performance-vs-expectation. Whereas, when we fly ships like a Ferox, we can get a way positive performance-vs-expectation." Note, this was before the BC rebalance.
This Marauder change will, at least from a small scale pvp standpoint, make this problem much worse for all marauders. With very specialized and unique bonuses, there is no way you can ever surprise anyone. You can MJD around, then stand there, tank insane amounts of damage and eventually die to overwhelming numbers. And everyone knows that is the only thing you can do. So people can just think about what they need to kill you without any losses and bring that in or else not engage you.
Since marauders were never used much in small-scale pvp anyway that is not a huge problem. But it is a good example for the general direction your balancing efforts are going towards. I have been a huge fan of tiericide for the past two years, but maybe you are overdoing it a little. This marauder thing, frankly, sounds terrible to me. In my eyes, gearing a ship so completely towards one very specific playstyle goes against the principles of EVE. You might want to think about where this is going to end. |
|
Lephia DeGrande
Luxembourg Space Union
75
|
Posted - 2013.08.30 10:36:00 -
[611] - Quote
Tobias Hareka wrote:Random Woman wrote:CCP Ytterbium wrote:The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those Someone wants to say hallo: click meI think you manage just fine without a new skill and without strontium. Try at least to put some effort in those excuses. Or be honest: "We put a new 8x Skill in, because we can." , is a more valid reason than that strotium lie. Do you know how big strotium unit is? 3 m3. Do you really want your cargohold full of those? Reason why fuel works for Black Ops, Dreads, Carriers, Supers is that they have special fuel bay.
Not sure if beging for strontium bay or not.
|
Luwc
Easy Co. Fatal Ascension
10
|
Posted - 2013.08.30 10:37:00 -
[612] - Quote
Might as well just rat in a triage carrier :p
This is going to make null sec ratting with marauders interesting.
|
Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
195
|
Posted - 2013.08.30 10:40:00 -
[613] - Quote
Cade Windstalker wrote: As has been mentioned a couple of times in this (admittedly rather long) thread, Capital Commanders and Pilots do not want a timer reduction for Siege or Triage Mode. It is extremely important for the prosecution of capital warfare that everyone be starting and ending their siege cycles at the same time, otherwise someone with a lower timer may get the "Siege Red!" warning right AFTER their cycle starts up again, meaning they are dead since they can't jump, relocate, ect, and the fleet is not going to go for another cycle just so a few pilots can be saved.
Capital Commanders and Pilots do not want a timer reduction for Siege or Triage Mode that is completely new to me. Afaik people are happy the shorter the cycle is. "When we're done with links you won't recognize them" - CCP Fozzie |
Altrue
Exploration Frontier inc
550
|
Posted - 2013.08.30 10:46:00 -
[614] - Quote
Also for the Golem : 7000 that's -300 from now, not +300 G££ <= Me |
Tess La'Coil
Red Federation RvB - RED Federation
44
|
Posted - 2013.08.30 10:49:00 -
[615] - Quote
Only real way of sorting out the Noctis vs Marauder is probably giving the Marauders some sort of AoE tractorbeam and Salvager.
Add a bonus to Bastion: "When activated you work like a magnet and pull all wrecks towards you ship in range of your Salvage drones"
Somewhat delayed/slower working than Noctis might be ok.. but atm it's just very gimped compared to a Noctis.
Lloyd Roses wrote:Capital Commanders and Pilots do not want a timer reduction for Siege or Triage Mode that is completely new to me. Afaik people are happy the shorter the cycle is. Agreed, but as long as everyone is on the same timer.. thus, introducing a requirement to train it to a certain level like Jump Drive Calibration is for Ops. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |
fudface
ACME-INC
0
|
Posted - 2013.08.30 10:52:00 -
[616] - Quote
CCP Ytterbium wrote:The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those Also, remember the bastion cycle time is only 60 seconds when maxed. For Incursions, you can always pulse it on / off depending on circumstances.
have you tested this inside an incursion site?
you nerfed my drones and my web bonus making the paladin and months of my training useless for my main activity in eve.
-1 ccp
i want an opt out of this change and keep my paladin as it is.
|
Alexander the Great
Imperial Academy Amarr Empire
136
|
Posted - 2013.08.30 10:57:00 -
[617] - Quote
This is a kind of module EVE needs the least. It's especially useless for PvP.
Stop trying to make it better and instead go fix blobs of supercapitals jumping all around the universe in 5 minutes. |
Tobias Hareka
Republic Military School Minmatar Republic
94
|
Posted - 2013.08.30 10:58:00 -
[618] - Quote
Agent Eagle Zero wrote:Tobias Hareka wrote:Agent Eagle Zero wrote:The Bastion module gives equal bonuses to optimal and falloff. Shouldn't it be a double bonus for falloff, just like for example the Tracking Enhancer or Tracking Computer? Otherwise the autocannon Vargur and in lesser degree the blaster Kronos would receive an inferior damage projection bonus to the Paladin. That would be useless for Mega Pulse Paladin? That is the point. Because the Mega Pulse Paladin has such a long optimal range, it would get the full benefit of an optimal range bonus. One kilometer of optimal gives you more range than one kilometer of falloff. An autocannon Vargur would only benefit from a falloff bonus, and thus receive an inferior range bonus. It would be better to make the Bastion module give 25 percent more optimal range and 50 percent more falloff.
With double falloff bonus Vargur could hit targets at 90km. Paladin can't get even close to that range with double falloff bonus. |
S1dy
Free-Space-Ranger Nulli Secunda
32
|
Posted - 2013.08.30 10:58:00 -
[619] - Quote
Kyang Tia wrote:This Marauder change will, at least from a small scale pvp standpoint, make this problem much worse for all marauders. With very specialized and unique bonuses, there is no way you can ever surprise anyone. You can MJD around, then stand there, tank insane amounts of damage and eventually die to overwhelming numbers. And everyone knows that is the only thing you can do. So people will just think about what they need to kill you without any losses and bring that in, or, failing that, not engage you.
Since marauders were never used much in small-scale pvp anyway that is not a huge problem. But it is a good example for the general direction your balancing efforts are going towards. I have been a huge fan of tiericide for the past two years, but maybe you are overdoing it a little. This marauder thing, frankly, sounds terrible to me. In my eyes, gearing a ship so completely towards one very specific playstyle goes against the principles of EVE. You might want to think about where this is going to end.
Marauders are Tech 2 and therefore specialized ships. All specialized ships are in any way fitted depending which bonuses they provide so everyone is able to expect what he is encountering. There are a few cases these ships use different fittings (such as the blaster falcon for example), but generally it's foreseeable.
This proposed changes are fine. I am Ok with them. It's sad to see they never put that effort into HACs and Command Ships, but oh well...
At least Marauders are looking so fine with this stats, I am already thinking of skilling marauders in the near future. Until now there was no way I would ever do this since they never gave me any advantage for what I would use them for.
|
Stjaerna Ramundson
45
|
Posted - 2013.08.30 11:01:00 -
[620] - Quote
*waiting for a Drone Marauder* :-/ 1. Eigenen Beitrag mit sachliche Argumentationen, Problemschilderung, Erkl+ñrung, L+¦sungsans+ñtzen formulieren. 2. Beitrag enth+ñlt eine eigene Meinung im Fazit zum Thema. 3. Negative +äu+ƒerungen, Drohungen usw. gegen++ber Nutzern haben in der Meinung nichts zu suchen. |
|
Tobias Hareka
Republic Military School Minmatar Republic
94
|
Posted - 2013.08.30 11:02:00 -
[621] - Quote
Lephia DeGrande wrote:Not sure if beging for strontium bay or not.
Why would you do that when they are finally tweaking Marauders to match their description?
"Geared toward versatility and prolonged deployment in hostile environments" |
SwissChris1
Stimulus Rote Kapelle
18
|
Posted - 2013.08.30 11:04:00 -
[622] - Quote
"Capable of using Micro Jump Drive at a faster rate" -This I actually like a lot.
"Deployed mode..." -If the timer isn't > 30 seconds this might be interesting...but still it will limit this ship mostly for PVE duties because in PVP you want to be mobile(ish)
"Stepping stone between sub-capitals / capital" -OK...but then don't introduce a new skill. **** that. It should use the "Tactical Weapon Reconfiguration" skill. Training a Maurader to all Vs already takes long enough without another Rank 8 skill. Please, please, NO, NOOOOOO |
Deacon Ix
Ascendant Strategies Inc. The Volition Cult
7
|
Posted - 2013.08.30 11:05:00 -
[623] - Quote
Desperately needs a Damage bonus when in deployed mode to make them viable in PvP, (and make them more like mini Dreads)
Bit miffed about the single bonus to Missiles 25% to both Velocity and flight time would seem the way to go
Other wise I love the idea but I don't think it's enough to get them into PvP |
Xqpvqsvs Qr'atyuqink
8
|
Posted - 2013.08.30 11:06:00 -
[624] - Quote
CCP Ytterbium wrote: BASTION MODULE
When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way Does it apply to defender missiles too (for example by considerably increased amount of hp each missile got)?.
If bastion module works against tracking disruptors, should work against defenders since both are anti-weapon systems, directly affecting hi slots. |
Tobias Hareka
Republic Military School Minmatar Republic
94
|
Posted - 2013.08.30 11:10:00 -
[625] - Quote
Deacon Ix wrote:Desperately needs a Damage bonus when in deployed mode to make them viable in PvP, (and make them more like mini Dreads)
"Let's obsolete pirate battleships."
No? |
Evanga
Way So Mad Axiomatic Dominion
83
|
Posted - 2013.08.30 11:11:00 -
[626] - Quote
imagine if the black ops get a similar bastion mod, like 100% dps |
Tzel Mayon
Wind And Flame Stellar Eclipse
4
|
Posted - 2013.08.30 11:12:00 -
[627] - Quote
Cade Windstalker wrote:
First off, working with allies qualifies as effort. Maybe I should have been more specific but generally organizing people, grouping up, and working toward a common goal takes effort.
Second, your idea has absolutely no basis in any sort of live gameplay. You've created this vision in your head of how this is going to work with nothing to back it up.
Basis ... Reality?
Noone in their right minds when think jump-portaling or warping in to smart bombing range....
But..
Back to basis... Small units in /any/ form of combat have roles ....
You mentioned that There has been a lot of frigate fleet experimentation in null sec, and you are exactly right, (I have been participating).
Their effectiveness is broken. Its obvious.
Marauders, (by CCP's new definition of them, "Hit and Run Harassment ...",
CCP Has an opportunity here to give Frigates a chance.
If you personally don't see the opportunities that getting frigates around a battlefield are ... Wormhole Space, FW, etc... Meh.
Then let everyone else try. :)
There really is no reason why CCP can't do an iteration on getting new players more involved, and trying to get all ship roles involved.
Besides, Frigates are by far the funnest ships to pilot. :)
It leads to very complex field operations ... and gets people thinking, rathing than blobbing... But, it is definitely neither here nor there at this point. I have made my case . .. Many times.
o/ |
Violet Winters
Angelic Eclipse.
106
|
Posted - 2013.08.30 11:16:00 -
[628] - Quote
The only problem I found with all Marauders is the Sensor Strength, and I don't feel a "Let me just sit here and let you shoot me for a few mins so I can't get jammed" is a very good solution, while the idea is cool I don't see why you can't just increase the Sensor Strength so the Bastion Module isn't totally necessary for PVP without getting dunked by a griffin.... CEO - Anglic Eclipse.
|
Lallante
Blue Republic RvB - BLUE Republic
381
|
Posted - 2013.08.30 11:17:00 -
[629] - Quote
Dear CCP
Instead of introducing a new skill, please use the existing skills "Tactical Weapon Reconfiguration" or "Tactical Logistics Reconfiguration" (or both). This will introduce interesting cross training opportunities and eliminate a "1 ship wonder" skill which seems like a pointless SP sink. |
Violet Winters
Angelic Eclipse.
106
|
Posted - 2013.08.30 11:19:00 -
[630] - Quote
Lallante wrote:Dear CCP
Instead of introducing a new skill, please use the existing skills "Tactical Weapon Reconfiguration" or "Tactical Logistics Reconfiguration" (or both). This will introduce interesting cross training opportunities and eliminate a "1 ship wonder" skill which seems like a pointless SP sink.
or just use the Marauders Skill considering this module is only going to be used on that class of Ship. CEO - Anglic Eclipse.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 263 :: one page |
First page | Previous page | Next page | Last page |