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Thread Statistics | Show CCP posts - 30 post(s) |

Alticus C Bear
University of Caille Gallente Federation
167
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Posted - 2013.08.29 20:56:00 -
[1] - Quote
Harvey James wrote:Also what's the point of the mass addition in bastion mod when it can't move anyway?
Perhaps to make them harder to bump.
Edit: Snap. |

Alticus C Bear
University of Caille Gallente Federation
168
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Posted - 2013.08.29 23:50:00 -
[2] - Quote
Big changes.
At first glance, not keen.
The Bastion Module Approach.
With all the balancing changes I try to think about whether this would encourage the ships further use in PVP and encourage players to take the ship into more dangerous areas of the game such as Nullsec/Lowsec. I do not feel this is the case for this module.
Useless for any kind of fleet PVP. Zero speed and no RR makes them very vulnerable.
Small Gang PVP - Same problems. You would think they might crash gate camps and tank everything but they have no ability to hold anything down, and the drone reductions and web removal bonuses reduce damage application again ships within point range, especially scram range where the Marauder needs to dominate due to itGÇÖs reliance on micro jump drives.
Sniping - donGÇÖt need the tank and being immobile for a minute is inviting disaster, and why use a marauder to play out your scenario rather than a sentry Domi.
Anti capital - immobility means death.
So not good against larger ships and not good against smaller ships.
I just struggle to see how this will be used (especially in a harassing form), the only real gain seems to be in High end PVE content such as Wormholes where you would expect to webbed at range anyway or breezing through level 4GÇÖs, where the E-war immunity will make them ideal, possibly still not useful for level 5GÇÖs due to neuting except perhaps the shield Maruaders that can make use of Dual XL-ASB modules.
Bait ship? Massive tank and a cyno.
Also maybe good in POS or I hub bashes, just donGÇÖt get hot dropped, you are toast.
Feel this module should focus on tank and damage application not projection. They need to kill stuff and get out, also zero mobility is a mistake. Massive mobility reduction ok, maybe cannot activate propulsion modules of any kind.
Marauder changes themselves.
An extra high for the new module, ok but not really whats needed.
Marauders do not really have a damage projection problem.
Thinking about PVP again, look at the Kronos/Paladin. Four Mids means Microjump drive, Heavy Cap booster (necessary), then web and point, No conventional prop mod or drop the web and face being easily tackled unable to jump and unable the shake the attacker due to a small drone bay and poor close range damage application.
Trying to be constructive.
Shield Marauders may work better XL-ASB tanks will get round the remaining cap vulnerability combined with capless weapons this could make them very strong.
Just perhaps the Bastion module would work with the web strength bonus on the armour ships as at least you could hold ships down before disengaging after the cycle.
Maybe even remove the extra high and fittings and build in the microjump drive into the mids, a bit like capitals have jump drives or the Echelon ship had a fixed codebreaker.
It sounds like a nice gimmick but I really feel these are being taken in the wrong direction.
They needed electronic upgrades, fittings tweaks and something to differentiate them from pirate battleships, perhaps more strategic manoeuvrability in the form of a limited jump drive that does not require a cyno and locks onto gates instead and that's me going crazy out of the box.
P.S. Target Painter changes are good.
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Alticus C Bear
University of Caille Gallente Federation
168
|
Posted - 2013.08.30 00:04:00 -
[3] - Quote
Moridin Mandarb wrote:I'm sorry, but this about the dumbest idea I have ever heard. Adding a siege module light ensures that the ship will never be used outside of highsec. No Maurader pilot will risk their 700 mil isk hull being locked down for one minute in null sec. In fleet fights, the Bastion mode is even more useless, since they cannot receive remote reps. The MJD bonus is okay, but it doesn't resolve the main reason why Marauders aren't used in PvP; the fact that a frigate with 5 light ECM drones can keep a Marauder permanently jammed, due to it's horrid sensor strength. And since they can be so easily jammed, no one wants to risk a 700 mil ship that can be completely neutralized.
You want to fix them? Make their sensor strength the same or better than their T1 variants. You will then see them in more fleets.
As it is, this new bastion mode would make level 4 missions in high sec ridiculously easy.
I could see as result of this, the price of faction items tanking, because it will be so easy to get the required LP and tags for cheap.
To be fair it does state it makes them immune to e-war. |

Alticus C Bear
University of Caille Gallente Federation
170
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Posted - 2013.08.31 09:29:00 -
[4] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this. EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements change.
Curious about High Energy Physics, was there logic behind its choice?
If they are just skills required for usage then why not choose tactical weapons reconfiguration level 3/4 even if the bastion module is not gaining a per level bonus to it.
Perhaps even combine it with advanced spaceship command 3/4, this combination of skills would reinforce the skills roadmap to capitals.
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Alticus C Bear
University of Caille Gallente Federation
171
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Posted - 2013.08.31 16:34:00 -
[5] - Quote
Kaeden Dourhand wrote:Interesting radio silence from the dev side.
Are you disregarding the noise from the community CCP, or are you simply debating things internally atm?
Now I am not a big fan of the proposal but it is Saturday. I certainly don't expect any posts till Monday. |

Alticus C Bear
University of Caille Gallente Federation
172
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Posted - 2013.09.04 00:39:00 -
[6] - Quote
They will be good at PVE, great in fact every mission runners dream.
They are however bad for PVE as content, here is a ship that breaks all game design possibilities.
Immune to E-war, no range problems can hit NPCs anywhere.
Can travel great distances quickly.
Massive tank makes omni tank easy, no need to even think about NPC damage profiles or tailoring ship fittings.
NPC ships don't scram so you can't even be pointed.
How do you make PVE that is challenging and interesting for these ships? How do you encourage diverse ship use when one ship is so strong?
This is not what PVE needs, it needs balanced communal content. |

Alticus C Bear
University of Caille Gallente Federation
172
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Posted - 2013.09.04 18:09:00 -
[7] - Quote
Just to check, are there now no ties to racial tanking other than number of high/low slots?
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Alticus C Bear
University of Caille Gallente Federation
173
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Posted - 2013.09.04 18:58:00 -
[8] - Quote
Okay it seems more balanced now.
Thing with racial resists is it means ships can be tailored to content. I understand the debate over tank but with the new version but if you want to run content against serpentis then you probably have even stronger tank than before, but still need to make choices depending on the space you are in.
The mass change removal I am unsure about, bumping concerns me and it perhaps would have seemed better to prevent ships in bastion jumping through wormholes.
The hull resist bonus could also have been kept, it only added EHP in a last resort area with seemed appropriate.
Still think you can be smarter with the skill requirements than high energy physics. Advanced Spaceship command seems more appropriate for transforming. |

Alticus C Bear
University of Caille Gallente Federation
173
|
Posted - 2013.09.06 07:33:00 -
[9] - Quote
Regarding the web bonus.
This bonus is useful and does work well with the micro jump drive. The only risk to these ships is being scrambled and unable to jump, especially if you have opted for light tank.
Now you can argue that NPC ships do not scram, but most of this content even pre dates the use of microwarpdrives in dead space complexes and one of the first changes I would make if I was being fiendish with NPC content would be to throw in a few actual scrambling frigates. It is inevitable that there is at least done PVE overhaul at some point and if anything the drone aggro mechanics changed show CCP is definitely willing to be fiendish.
Even then there is more to PVE content than High Sec Missions. Any player wishing to try and use these ships to try PVE in Null, Low or wormholes is going to be grateful for the web bonus as an anti tackle measure.
The incursion and PVP benefits are also quite obvious. |

Alticus C Bear
University of Caille Gallente Federation
176
|
Posted - 2013.09.07 00:47:00 -
[10] - Quote
Ralph King-Griffin wrote:Go to bed features & ideas discussion forum, its late. No even though it is almost 2am I am at work and bored.
And the post.
The lock ranges here are not that great given there ability to jump and engage from 100km.
These could be improved on the hulls or this could be another bonus built into the bastion module. 20 to 25 percent would fit quite well with the general range increasing nature of the bastion module. |
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Alticus C Bear
University of Caille Gallente Federation
176
|
Posted - 2013.09.07 01:48:00 -
[11] - Quote
Cade Windstalker wrote:Alticus C Bear wrote:Ralph King-Griffin wrote:Go to bed features & ideas discussion forum, its late. No even though it is almost 2am I am at work and bored. And the post. The lock ranges here are not that great given there ability to jump and engage from 100km. These could be improved on the hulls or this could be another bonus built into the bastion module. 20 to 25 percent would fit quite well with the general range increasing nature of the bastion module. Remember that those are just base lock ranges. A base range of ~90km gives you a bonused range of ~110 km. Plus ship hulls don't operate in a vacuum. If you need to you can always equip sensor boosting modules. Obviously depending on the direction you jump 110km gives a very narrow window and given the limited mid-slots on the Paladin an Kronos a sensor booster or even a signal amp seems a waste of a slot when it could be factored into the balance if the bastion module. |

Alticus C Bear
University of Caille Gallente Federation
178
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Posted - 2013.10.17 04:11:00 -
[12] - Quote
Not sure where these are going now.
I will re iterate my earlier post.
Alticus C Bear wrote:They will be good at PVE, great in fact every mission runners dream.
They are however bad for PVE as content, here is a ship that breaks all game design possibilities.
Immune to E-war, no range problems can hit NPCs anywhere.
Can travel great distances quickly.
Massive tank makes omni tank easy, no need to even think about NPC damage profiles or tailoring ship fittings.
NPC ships don't scram so you can't even be pointed.
How do you make PVE that is challenging and interesting for these ships? How do you encourage diverse ship use when one ship is so strong?
This is not what PVE needs, it needs balanced communal content. They will not realistically be used for incursions, they will be out competed by proper set up gangs, if you think you have designed a ship that can do incursions in very small numbers you have broken its group gameplay.
You yourself suggest you wish to limit fleet usage although I am unsure why.
They will see usage in anoms maybe C3 wormholes but they mainly seem set up for farming level 4 missions.
Kronos could probably do any mission with bastion, a good repper and a T2 explosive rig. Everything else goes on damage and projection. The bastion range bonus then does very little as it stacks last. It is just an emergency tank button that makes it completely immune to any attempt to create challenging gameplay due to it's tank level and E-war immunity. |
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