Joe Risalo
State War Academy Caldari State
447
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Posted - 2013.09.15 21:09:00 -
[1] - Quote
Snipped from My Marauder thread posts.
Standard Flight Mode
1) Balance the resistances on the Marauders This would be unique to Marauders and would fit their role quite well. Example Golem - current 0% EM - 50% EX - 47.5% KI - 40% TH Post Suggestion (roughly) 34 - 34 - 35 - 34 This would allow Marauders to build balanced tanks based off of these resists, giving them an ability that fits their description.
2) Balance the Hull around a brawler design.
I.E. - Their bonuses will be focused on damage application. Tracking/exp radius/velocity focused bonuses. They would also be bonused towards MWD. At all skills lvl 5, with no mods, these ships would be able to track any battleship at any range, perfectly.
3) Weak sensors, but stronger than they are now.
4) Much better agility and mobility
5) Smaller mass
6) Shield/armor/structure are balanced somewhere in between current and proposed on this thread.
7) 6 highs instead of 7. If that slot needs to be given back to the ship, then it should be returned in either mid or low, depending on what CCP feels would be most balanced.
8) These ships would not be balanced towards utility, but would have that option due to spare slots.
9) No salvage/tractor bonus
10) Better scan res... possibly better than proposed in this thread
11) Would not have range bonuses at all.
This means the base hull of these ships would be designed specifically to be brawlers with balanced resists and propulsion bonuses.
These would be effective in PVE for those that like close range, high speed, and would be extremely effective in all forms of pvp. They would also fit well in PVE fleets, even with long range weapons.
Bastion Module
IMPORTANT - My design idea behind the bastion module is that it would eventually be usable on many other ships, both being new ships, and existing ships and would have different effects on each ship.
1) The Bastion Module would not require a high slot, but instead, would have it's own slot much like subs on t3's
2) The bonuses for bastion mode would replace all the bonuses of the fitted ship
3) The bonuses for the bastion mode would be hull specific
4) Different sizes of bastion modules in the event they were ever designed for smaller ships I.E. small, medium, large
5) Bastion module would effect each possible ship differently
In the case of Marauders, they would be ANCHORED immediately. This also means that when you activate the module, you would be instantly anchored, reguardless of velocity. This would also keep CCP from having to worry about locking ships using this module because they wouldn't be able to warp, jump, use a WH, or move. So, they wouldn't have to increase the mass to avoid bumping, because this ship wouldn't move at all. (increasing mass means you could scan them down with no skill and one probe) PERHAPS TAKING DAMAGE IF AT TOO HIGH OF A VELOCITY
6) Bastion module being fitted reduces velocity and agility by X%
Now
Bastion Mode Marauder
As stated under Bastion module, all the bonuses change Retains all base hull stats
1) Damage bonus either carries over, or drops/raises depending on what CCP would bonus the base hulls as.. Bastion, I would assume stays 100% damage.
2) When bastioned, gains a bonus towards tractor range. I would say comparable to that of the Noctis. (noctis would still stay on top due to 8 high slots)
3) Range bonuses
4) TP bonus in the case of the Golem, bonus to the effectiveness of tracking modules in the case of the turret boats, and bonuses towards sentry tracking in the case of the Kronos
5) Bastion module being fitted converts the Kronos into a sentry drone focused ship with all bonuses focused on sentries. (assuming a sentry boat would be preferred over a rail boat)
6) Tank boost buff while bastioned
7) Possibly a resist buff while bastioned
8) ewar immunity
9) A) MJD cycle bonus B) Range bonus (150-200km range) C) Able to select a range (anything 50km or more)
10) unable to receive remote assistance
11) (possible suggestion I read) - only bastion ships may assist each other (my change to it) - with cap assistance and nothing else.
This would mean that you have a PVP boat that has pve potential with a role being specifically a brawler. It would be niche while being used in some pve situations. However, the Bastioned mode would be a PVE focused boat with it's role being a tanky, sniper. It would be niche in pvp, but highly effective in certain situations such as breaking small roams, breaking small to med gate camps, and bait.
You would be required to commit, which is why I have proposed it being more like a sub system, so that once it's fitted, you're stuck in that role, instead of being able to simply online/offline a module, or simply swap a script. No ship should have the capability of changing roles on a whim.
Alternately, those of you stating that the marauders need to be more versatile that t1, navy, or pirate didn't take a look when CCP stated the design plans of ships. T2 ships are focused, t1 ships are versatile, navy are more focused than t1 and more versatile than t2, while pirate were designed to have the ultimate versatility with utility.(or something along that lines(was a long time ago))
I feel this is the best way to design marauders.
Now, with the Bastion module having a slot specifically for it, it would mean that other ships could be modified to allow a bastion module.
Black Ops BS's Orca Mining Barges/exhumers Industrials Noctis Primus Freighters
Basically, every ship would be different when fitting a bastion module. I.E. Hulk - range bonus at the cost of yield (reach a whole belt from warp in point) Mack - Mine gas and take no damage at all, can't mine ore/ice. Those are just some possible Bastion effects.
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