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

Alvatore DiMarco
Capricious Endeavours Ltd
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Posted - 2013.10.08 15:31:00 -
[1] - Quote
marVLs wrote:... vargur is tbh the worst of all now, and it gains almost nothing of range in bastion, go test it, even there's a EFT files with Rubicon changes
EFT is kind of useless compared to field testing on SiSi, don't you think so? |

Alvatore DiMarco
Capricious Endeavours Ltd
675
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Posted - 2013.10.08 15:34:00 -
[2] - Quote
baltec1 wrote:marVLs wrote:Let's see, warp speed changes: 99% satisfied with it, same goes with other Rubicon features, changes but on marauders? 99% players are disappointed/dont wan't it/says it's bad.
So how does that say about these changes? How many times players agreed on something in such a huge percentage numbers?
TheFace Asano <== no they don't need bigger drones bandwigh and vargur is tbh the worst of all now, and it gains almost nothing of range in bastion, go test it, even there's a EFT files with Rubicon changes 90% of the posts are from PvE players who want to do missions even faster than now.
Can I be the PvE player who wants to do missions with them and see PvP players do interesting things with them too? |

Alvatore DiMarco
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Posted - 2013.10.09 21:39:00 -
[3] - Quote
Outz Xacto wrote:Biggol' Wall of Unhappy Text
My word, that was a lot of theorycrafting and postulating. I get the very very strong feeling that you haven't actually logged onto SiSi to properly do a hands-on evaluation of the new Golem or of Bastion Mode itself.
Stop posting and do it.
While you're testing them for yourself, you may want to stop and consider how having a massively increased tank frees up slots to do other useful things, like allow for painters or prop mods or all sorts of things. |

Alvatore DiMarco
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Posted - 2013.10.10 20:27:00 -
[4] - Quote
CCP Ytterbium, as far as I understand, is not trying to eliminate the PvE ability of Marauders. He's trying to move them from being PvE-only into being suitable for both PvE and PvP. |

Alvatore DiMarco
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Posted - 2013.10.10 21:08:00 -
[5] - Quote
Mer88 wrote:baltec1 wrote:Mer88 wrote:anyway you look kronos is crap. except that the ship looks beautiful. But yeah gallente need extra bandwidth for the crappy rail they have to use. give kronos like 200/125 like fleet typhoon. Mega doesn't get that so why should the kronos? lol why does fleet typhooon get it but not typhoon then?
Are you seriously trying to draw a comparison between a regular T1 ship and a faction ship, but then mix a T2 ship of a whole different race into it as well? |

Alvatore DiMarco
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Posted - 2013.10.11 07:47:00 -
[6] - Quote
CCP Ytterbium has already nailed the coffin shut on any idea of Marauders getting more than the 75Mbit/sec they have now. He's also pretty much indicated that they won't even be keeping that. See what you can do with 50MBit or less. Also, just for clarification, he's not taking back all of the hull nerfs; he's considering reducing some of them. Personally, I hope this includes a mass reduction.
Dinsdale Pirannha wrote:Well, ran another test tonight on Sisi. The Paladin looks to be finished as a viable boat in Vanguards. Thanks CCP. Why can't you guys just come out and say "**** you high sec". Every one of your actions displays what you think.
Oh, and will the new Marauders tank L4's? Very easily. Will they finish them any faster? Doubt it.
You guys always whine about how this is an MMO, and we are supposed to play with others. Of course, then you wreck a ship class that was used in groups, that being Incursions.
Will the Marauders still work in Incursions? Yup. no doubt. But the DPS is such a joke now, there are umpteen boats that are much cheaper, and skill-intensive, yet now outclass the Marauders in performance in Vanguards.
And for all you clowns gloating about this, remember, the same guys wrecking this class are coming after your Vindi's. Machs, and Nightmares soon.
I don't fly any of those ships and rarely touch anything bigger than a battlecruiser. Can I still gloat? |

Alvatore DiMarco
Capricious Endeavours Ltd
725
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Posted - 2013.10.12 12:00:00 -
[7] - Quote
Desert Ice78 wrote:Tyberius Franklin wrote:While the ripping apart small gangs thing is up for debate, that still leaves the stated advantages of the ship and bastion combo that weren't really countered there. So I guess the question of what regarding those aspects you still find less than sufficient still remains.
- They cost a billion ISK
- 18 seconds to align. That's the same as a hulk. Speed and mobility is king in warfare.
- It gets even better; "ripping apart small gangs", that's in bastion mode, where they are not even moving at all. Of course all small gangs are then going to stop moving as well, just to make things fair?
- The bastion module - one fatal flaw. All its bonuses are defensive. No one wins a fight by defending. I can happily suicide fleets of tackle while getting a cyno and dread into position, and still win the ISK war handsomely.
- MJD? If a marauder uses a MJD, it means it has lost and is running away (which, ultimately, it won't be able to do) and whatever support it had is now dead or dying.
- Did I mention they cost a billion ISK?
I'll give you a case in point: the best (and most expensive) PvP battleship is the Bhaalgorn. In four years I've seen it once in nul-sec. See them all the time in WH's thought. The reason why - the mechanics of WH's severely hamper the ability of FC's to escalate any conflict. Those restraints don't exist in nul-sec or indeed in empire. I'm sure the salvage will be quite good though.
You may want to re-check their current align time.
I also get the strong feeling from this post that you haven't actually flown one on SiSi. |

Alvatore DiMarco
Capricious Endeavours Ltd
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Posted - 2013.10.13 19:15:00 -
[8] - Quote
Vorseger wrote:Henry Montclaire wrote:I do have to wonder how much time the detractors have spent actually playing with the marauder as it is on the test server. I encourage anyone on the fence to give it a try. CCP's even granting all necessary skills to 5 for the use of marauders on the test server. Go ahead! If you play to their strengths, they're amazing! All skills for Marauders on TQ are not being granted or were not when I was playing on the test server. You will possibly run into fitting problems/limitations. Their set of skills for Marauder testing seemed to leave out AWU to level 5. I fit AC Vargur so not an issue here, though others might want to check what "bastion" skills are currently being handed out for "testing" the class. I hope people here are actually testing the changes. I do not mind the option to have a bastion module, though I do not want that to be my style of play. I like my mobility and AC pew pewing while I head from gate to gate. I trained for Marauders to hope to earn a higher ISK/hour while running level 4 missions than other options (t1 battleships and/or faction battleships).
The script to hand out all four racial battleship/marauders @ 5 and everything you need for the Bastion Module (and somehow I can suddenly fly EAFs when I shouldn't be able to..?) isn't running 24/7. It is running ~19/7 though, so you have from a few hours after SiSi comes up from DT until the next DT to get them.
As far as testing goes, I've flown all four Marauders, checked out their stats and performance with and without Bastion and I can say that for the most part it seems to be pretty nice. Of course, I've never flown a TQ Marauder so I can only compare it against T1 battleships. Still, having 800mm guns reach out into artillery range isn't a bad deal at all. |

Alvatore DiMarco
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Posted - 2013.10.15 03:28:00 -
[9] - Quote
Arthur Aihaken wrote:BrandKuiken wrote:My main point was: Why isn't the Bastion Mode increasing the range of tractor beams along with weapons.
What's the advantage of having a Marauder if you kill something well beyond tractor beam range and your targets are not all grouped together.
Or perhaps I shouldn't complain since the extra high slot will allow an extra cap transfer for my pair of marauders so I can swap from AB to MWD and completely ignore Bastion mode completely. Who cares about tractor beams. The new salvage module in Rubicon will be OP...
It's not actually going to salvage anything. It merely tractors wrecks in and auto-loots them. You'll still need to salvage somehow.
@ Dinsdale:
Please, stop. Or, if you must continue, wait until I've refilled my popcorn. |

Alvatore DiMarco
Capricious Endeavours Ltd
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Posted - 2013.10.16 18:12:00 -
[10] - Quote
21 minutes and 30 seconds to move an unplated Paladin 16 jumps. I'd love to compare against TQ but I never really got around to finishing my Marauder training. I will of course have to re-test that time once the mass changes come through.
Anyway, having a bit of experience with battleships and the like but no experience with TQ Marauders, I can say that these proposed changes (especially under Version 3) will be tying up a month or two of my training queue once Gallente Cruiser 5 finishes.
Also, since everyone likes to talk about Pirate Ships vs Marauders, I'm just going to leave this here... |

Alvatore DiMarco
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Posted - 2013.10.16 18:31:00 -
[11] - Quote
Kagura Nikon wrote:Vendictus Prime wrote:Simple Solution;
When the changes go live, just let the marauder market tank, don't buy them , don't build them and then CCP might take notice of bad design changes.
Since I started playing Eve, in 2007, I have always understood marauders to be the ultimate PVE battleship but as many have pointed out, a Machariel will run circles around them. As for PVP, I have been in null fleets since before the fall of the NC and no one is going to use these over priced hulls for null PVP to ANY degree. Alliances are not going so provide SRP for BS hulls that are as expensive as capitals, when they can buy and build 5 or 6 T1 battleships hulls for the same price.. especially when taking into consideration the utter crap state of null income potential at all levels, after all the hits to income generation.
1 additional thing, The new Golem stills looks like S*** . nooo!!!! I want to get rid of my marauders!!!! do not listen to this guy!!!
Your marauders will definitely continue to sell after this - and maybe you'll have to increase production too. |

Alvatore DiMarco
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Posted - 2013.10.16 21:06:00 -
[12] - Quote
Dinsdale Pirannha wrote: My skills are on Eveboard for all to see. I fly all gunnery BS's at V, all gunnery support skills to V.
The reason I don't fly a Vindicator is because it is **** compared to the Paladin in armour incursions, and is **** against Sansha's in missions.
So now I will have to fly an inferior boat, until it is also nerfed, at which point the armour incursion channel will likely fold up, since running L4's at that point will be more profitable, until they get wrecked also.
CCP says it wants to encourage group play, then wrecks one of the primary classes of boats used in group play in PvE. Hypocrites, all of them.
"Group play" extends beyond incursions. I probably shouldn't expect you to even consider that, though.
The Marauder class is so spectacularly under-used that I'm surprised you didn't see a massive redesign coming. You say they're wrecking the ship and I say they're only wrecking the ship for your specific niche. They're becoming useful for other things now, too.
With the continuing display of Incursion-bear drama-queening in this thread, I can no longer resist saying:
I for one approve wholeheartedly of CCP nerfing ridiculous Incursion income by indirect means such as The Marauder RebalanceGäó. |

Alvatore DiMarco
Capricious Endeavours Ltd
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Posted - 2013.10.16 21:20:00 -
[13] - Quote
Debora Tsung wrote:Vendictus Prime wrote:Simple Solution;
When the changes go live, just let the marauder market tank, don't buy them , don't build them and then CCP might take notice of bad design changes. For every marauder you don't buy I'll buy two. 
Not empty quoting.
|

Alvatore DiMarco
Capricious Endeavours Ltd
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Posted - 2013.10.17 04:55:00 -
[14] - Quote
Madhero wrote:My question is a fine detail on drones. If we deploy drones before entering bastion mode; will the drones still work/fight when we enter bastion mode?
They do, and I have no idea why you'd think they wouldn't. |

Alvatore DiMarco
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Posted - 2013.10.18 01:01:00 -
[15] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Arthur Aihaken wrote:I really wish Bastion was an offensive module. I use it as one, don't know what everyone else's hang up is. Really? How much additional DPS are you getting out of yours...
What Anize means is that the Bastion's boost to defense is being used with short-range weapons to enable a more aggressive fitting and tactic that would otherwise not work. |

Alvatore DiMarco
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Posted - 2013.10.18 05:08:00 -
[16] - Quote
Teegra Frost wrote:CCP Ytterbium and team,
On the Paladin could the 5% bonus to capacitor capacity be replaced with a large laser turret tracking per level?
It would work and feel better with the role of Marauders being able to project damage better.
Either un-nerf the cap or roll the 5% cap bonus into hull stats and then do that. |

Alvatore DiMarco
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Posted - 2013.10.18 16:37:00 -
[17] - Quote
DSpite Culhach wrote:Regarding the price of the hulls, I'm still shaky at making calculations, so I was using a program called ISK Per Hour, and looked at making a Golem after importing prices from Jita.
I keep seeing the hull costing close to 1 billion just to make it, after getting bits. Some people have inferred they might get cheaper if no one uses them? Unless people buy the first ones at massive losses from the desperate seller, won't that mean the hulls will _always_ cost over a billion?
It does, unless you're buying from a manufacturer who thinks that the minerals and T2 components they acquire themselves are somehow free. |

Alvatore DiMarco
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Posted - 2013.10.20 00:44:00 -
[18] - Quote
I have to admit that while Fozzie, Rise and Ytterbium are doing a pretty good job making ships interesting and useful (most of the time) I do lament how they're feeling more and more homogenized. |

Alvatore DiMarco
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Posted - 2013.10.20 08:57:00 -
[19] - Quote
Nefra Ravenheart wrote:baltec1 wrote:
With bastion they dont need RR.
You're wrong.
What an eloquent and informative rebuttal. |

Alvatore DiMarco
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Posted - 2013.10.21 01:27:00 -
[20] - Quote
I wasn't aware that 1400s had a slower RoF than 3200s.
I was, however, around when they rebalanced projectiles and I vaguely recall reading a devblog about it explaining things. Maybe I can find it. |

Alvatore DiMarco
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Posted - 2013.10.21 16:36:00 -
[21] - Quote
As long as we're keeping tractor bonuses (which I do not disagree with), I would like to see them increased to a 200% range/velocity bonus instead of 100%. The Noctis shouldn't be offended by this, as it has 300% range/velocity bonuses as well as a 25% bonus to salvager/tractor cycle time. |

Alvatore DiMarco
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Posted - 2013.10.21 18:15:00 -
[22] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:As long as we're keeping tractor bonuses (which I do not disagree with), I would like to see them increased to a 200% range/velocity bonus instead of 100%. The Noctis shouldn't be offended by this, as it has 300% range/velocity bonuses as well as a 25% bonus to salvager/tractor cycle time. Yeah, how about no.
What an informative reply. You have completely explained your views and why you disagree with what I've said. You've made a clear, well-articulated counterpoint and obviously spent a lot of time thinking about what you wanted to say and how to say it.
Oh wait, you didn't do anything remotely like any of that at all.
If you're going to be rude about it, at least explain why you disagree with it. Ytterbium already indicated the tractor bonuses are staying, so they may as well be updated. If tractor bonuses on the hull offends you, take it up with Ytterbium and not me. |

Alvatore DiMarco
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Posted - 2013.10.21 19:10:00 -
[23] - Quote
Arthur Aihaken wrote: Fine, let me expand on my response. 1. Marauders already have the largest cargo capacity of any battleship. 2. Marauders will thus be able to carry several of the new 'tractor' units (one speedy beam per unit). 3. Marauders will effectively have their tractor ability significantly enhanced. 4. So yeah, how about no...
Point 1 has nothing to do with tractoring or salvaging or not.
In response to 2, it has already been stated that the beam will in fact [i]not[/[i] be "speedy", unless you consider "no velocity bonus" to be fast.
In response to 3, that was the basic idea behind what I said, yes. In terms of raw salvaging power it still won't compete with a Noctis' eight dedicated high slots. |

Alvatore DiMarco
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Posted - 2013.10.21 19:40:00 -
[24] - Quote
The only thing I've found out so far is that they tractor only one item at a time and have no velocity bonus. I do however anticipate that they'll be in the next build of Rubicon that hits SiSi - although I've been wrong before. |

Alvatore DiMarco
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Posted - 2013.10.21 19:47:00 -
[25] - Quote
I have an unbonused tractor on my L3 fleet cane. It's pretty slow. |

Alvatore DiMarco
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Posted - 2013.10.21 19:55:00 -
[26] - Quote
150% is a nice bonus too. |

Alvatore DiMarco
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Posted - 2013.10.21 21:43:00 -
[27] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:150% is a nice bonus too. 0 works too. 
Actually, zero does not work. If you're going to be butthurt that something other than a Noctis has a tractor bonus, do it in response to someone else's attempts to be constructive. |

Alvatore DiMarco
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Posted - 2013.10.21 23:11:00 -
[28] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Actually, zero does not work. If you're going to be butthurt that something other than a Noctis has a tractor bonus, do it in response to someone else's attempts to be constructive. 0 stasis web bonus -or- 0 tractor bonus. Get over your Marauder already...
I don't actually have a Marauder yet, but I don't use webs anyway. That's what lights are for. So I'm in support of removing the web bonus and boosting the tractor bonus.
Anyway, what's this "get over your marauder" business doing in a... wait for it...
..marauder thread? |

Alvatore DiMarco
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Posted - 2013.10.22 00:01:00 -
[29] - Quote
Before we talk about salvage bonuses instead of web bonuses, I'd like to point out that most marauder pilots who care about salvaging on-the-go probably use drones to do it. |

Alvatore DiMarco
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Posted - 2013.10.22 00:10:00 -
[30] - Quote
According to pages earlier in this thead, the secret to using salvage drones on-the-go is to apparently kill all the frigs first. Cruisers and up don't care about them.
Or was it that other thread about marauders and drones.. |

Alvatore DiMarco
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Posted - 2013.10.22 21:43:00 -
[31] - Quote
zentary wrote:ok ccp wtf kinda logic is this.... CCP Ytterbium wrote: Why keeping the damage projection in Bastion stacking penalized?
We want to keep the projection in check. A Paladin with Scorch can already reach insane ranges (to the point where Beams are quite redundant on it), so we are not willing to remove the stacking penalty for now. Or at least not until we are seeing some hard use numbers on TQ first.
If your that worried why even give the paladin a range bonus per level? That's like the epitome of backwards thinking..... How changing that buff to something else so this thought of needing some stacking penalty in bastion mode isn't needed. it just hurts every other ship just because you didn't think of another bonus to give the paladin. Give it tracking speed per level or 2% resists per level for armor or scan res per level (i know it's dumb) Or even 2% armor amount per level since amarr are extreme armor freaks. I Just don't see a point in giving a bonus to a ship and then penalizing everyone else because of some off form of logic on your part. I do hope you reply to this question and somewhat of a resolution to this conundrum of yours. You guys think of some off things to fix a simple problem like this all the time.... Ohh.... this one shoots too far so instead of chaining a bonus (a new one mind you) you penalize every ship of that type for it. You guys often go to extremes when only a small simple fix is needed.
Or instead of that, CCP could.. you know.. make Scorch not completely ridiculous. |

Alvatore DiMarco
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Posted - 2013.10.23 00:21:00 -
[32] - Quote
See, they won't feel that pain at all and here's why: Scorch reaches out into beam laser territory. In order to match the range of Scorch with a beam laser, you have to use X-Ray or higher. With 70k optimals on Scorch in Bastion, you can just pick everything off before it comes near your guns at all.
I'm not saying that Scorch needs a massive range nerf but if it's the only reason that the bastion module's range bonuses remain stacking penalized then maybe that's indicative of something. |

Alvatore DiMarco
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Posted - 2013.10.23 17:57:00 -
[33] - Quote
Since the bastion bonuses don't include any tracking increases, it was clearly designed with sniping - and only sniping - in mind. However, it also makes any Marauder that's fitted with a useful tank into an unkillable monster.
I'm not sure why something that sits 150km out needs to be an unkillable monster. Isn't "obscene tank" better-suited to close-range work than to super-sniping?
While I like the way Iteration 3 is looking compared to Iterations 1 and especially 2, I still feel like Marauders are a mixed bag of "we aren't quite sure what we want them to do". |

Alvatore DiMarco
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Posted - 2013.10.23 19:54:00 -
[34] - Quote
Joe Risalo wrote:Hey, are they back up on test yet?
Rubicon is back on SiSi. Make sure to switch your launcher to DX9 if you haven't already. Also, expect a few .. database issues .. with some of the ships. Or at least we think they're database issues. CCP hasn't commented yet.
The Golem, however, is currently sporting an amazing new grey-and-gold paintjob that makes it look eerily similar to a Raven State Issue. |

Alvatore DiMarco
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Posted - 2013.10.24 23:57:00 -
[35] - Quote
Kagura Nikon wrote:That is how EVERYTHING works in eve!
It's true.
|

Alvatore DiMarco
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Posted - 2013.10.26 22:05:00 -
[36] - Quote
Regardless of how CCP feels on the matter, I still think that torps should be able to reach at least somewhat further than HAMs on an unbonused hull.
For a Marauder, 50km torps while in Bastion should be completely possible - especially since Bastion cruises go 240km+. |

Alvatore DiMarco
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Posted - 2013.10.27 08:07:00 -
[37] - Quote
baltec1 wrote:It works and works well. You should try them, they are much better than the old ones.
While I confess that I don't entirely have much of a grasp on how to interpret a ship's inertia modifier, the Vargur looks like it accelerates better and is more agile than the Tempest it was created from. Not only that, but it has more EHP and better cap as well.
No complaints on hull stats here.
|

Alvatore DiMarco
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Posted - 2013.10.27 13:04:00 -
[38] - Quote
Kagura Nikon wrote:
but in high sec smartbobms are a big no no
Smartbombs in highsec are only a problem if you hit something you shouldn't. Usually this is another player. For the most part, it seems to me that LCOs and space-rocks don't have any legal rights and so smartbomb attacks against them are not responded to by CONCORD.
I may need to test this theory, however. |

Alvatore DiMarco
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Posted - 2013.10.29 11:39:00 -
[39] - Quote
I'm not sure you should necessarily snipe with ACs, but the range increase in Bastion is kind of silly on the Vargur. You get a little bit of extra optimal and loads of extra falloff which doesn't really translate well into any kind of improved damage application. It would be better if the Vargur had a bit more optimal bonus and a bit less falloff.
It would also be lovely if the Bastion module also gave a Golem w/ T1 torps more than ~10km of range. I still feel that Bastioned T1 torps reaching out to ~45 or 50km with both range skills at 5 isn't unreasonable.
However, it appears that CCP feels the Vargur and the Golem are just fine because the Kronos gets amazing range with Null. |

Alvatore DiMarco
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Posted - 2013.10.29 20:14:00 -
[40] - Quote
With the exception of having 20m/sec slower max velocity, I'm looking over the stats between a TQ Vargur and a SiSi Vargur and finding it hard to tell where the ship wasn't actually buffed for Rubicon compared to what we have now.
- It has more armor and shield, with the same recharge time - a net gain in EHP over TQ
- It has noticeably less mass (96,520,000 vs 106,100,000)
- It has a larger cap (although the recharge time seems to have been slowed slightly)
- It has more targeting range
- It has noticeably more scan resolution
- It gains a highslot
- It gains quite a bit of powergrid (7900 --> 12900)
- It gains a role bonus to let it MJD at a useful frequency
- It loses a noticeable amount of sig radius
- Faster aligning
Then there's the (in)famous Bastion Mode. The range/falloff bonuses don't apply very well on the Vargur (with the possible exception of Tremor) but the tank bonus certainly does. *
For all of this, you trade:
- Some structure HP
- 25 Mbit/sec unbonused drone bandwidth
- 20 M/sec max velocity
Overall, a no-bastion Rubicon Vargur looks to be a better ship than a no-bastion TQ Vargur.
* Bastion's range bonus is 25% to optimal and falloff, stacking penalized. This translates to a small increase in optimal and a significant increase in falloff. It's important to consider that although projectile weapons do operate in falloff, the large increase in falloff when paired with the small increase to optimal doesn't actually help your effective range that much. 500 DPS @ 50km is probably great for 800s except that you're more than halfway into falloff and won't be hitting often enough to actually do that DPS. |

Alvatore DiMarco
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Posted - 2013.10.29 20:21:00 -
[41] - Quote
After writing all that up and checking my numbers two or three times, I wonder if someone will say "but the Kronos gets amazing range with Null." |

Alvatore DiMarco
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Posted - 2013.10.29 22:17:00 -
[42] - Quote
Anize Oramara wrote:POS forum ate my post :(
Anywyas, got off of sisi and the vargur is so damn good right now I have trouble articulating it into words.
It is going to be glorious and I can't wait
FYI all the numbnuts who only care about raw dps numbers: Have you guys considered the impact increased number of penetrating hits and improved quality of grazing shots due to increased tracking and range have on your mission running speed?
It's effing huge and you would know that if you bothered testing it on sisi.
Since you tested it, what would you say about projectile ranges with Bastion vs without? For that matter, what sort of guns did you use and which ammo type(s)? |

Alvatore DiMarco
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Posted - 2013.10.31 17:52:00 -
[43] - Quote
Currently the Tractor structure can reach out to 125km and tractors at a velocity of 2km/sec. Its capacity is just below that of a jetcan, 27000m3. These stats are subject to change.
Marauders don't need their tractor bonus looked at.. oh no, not at all.. /s
At least the structure only tractors one thing at a time and has a 10sec delay between targets. |

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Posted - 2013.10.31 18:48:00 -
[44] - Quote
Crossposting this from another thread since it's also very appropriate here:
Alvatore DiMarco wrote: Even if you were to say "The marauder has an advantage because it can move" I'd have to say that Marauders don't quite move fast enough to balance out the tractor structure's currently-proposed 125km reach and 2km/sec tractor velocity - both of which are superior to the Marauder's own bonused amounts by a very significant margin.
I'm not saying "nerf the tractor structure". Absolutely don't do that. Do change the bonuses on the Marauders though.
The Tractor structure currently has ~400% boost to range. (125 km, 400% is 120km) Its current velocity boost is slightly less than 300%. (2,000 m/sec, 300% is 2,400 m/sec)
The Noctis has a 300% boost to range at Ore Industrial V. (96 km) With Ore Industrial V, it also has a 300% boost to velocity (2,400 m/sec) which keeps it balanced with the tractor structure.
Marauders should, in my opinion, have their 100% boost to range (48km) changed to 200%. (72 km) Increase their 100% tractor velocity bonus (1,200 m/sec) to 200% as well. (1,800 m/sec)
This keeps the Noctis in its place as better than Marauders at tractoring and also leaves some usefulness for the tractor structure while making sure the Marauders' bonus is still relevant. It also synergizes with Bastion Mode - A 72km tractor range should generally be enough to reach anything that Bastioned weapons can kill (cruise missiles notwithstanding).
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Posted - 2013.11.01 16:45:00 -
[45] - Quote
All this mudslinging and capslocking and overuse of exclamation points because of.. 7.1km traveled in a Vargur?
Is this what we've devolved into in this thread?
For shame. |

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Posted - 2013.11.01 18:23:00 -
[46] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Is this what we've devolved into in this thread? I think this thread devolved long before that... With less than 3 weeks until Rubicon, I think it's a foregone conclusion that the last iteration is final at this point. And barring some serious issues with play balance, I don't think we can reasonably expect to see any minor tweaks until the next quarterly update (if at all). I for one welcome our new Marauder overlords. 
I just wish the Bastion Module gave the Torp Golem and AC Vargur somewhat more than ~10km of useful extra range.
I will continue to remain dissatisfied about it being considered "pretty good" because of "Kronos gets amazing range with Null". |

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Posted - 2013.11.02 03:04:00 -
[47] - Quote
Anize Oramara wrote:Shinzhi Xadi wrote:Found 2 bugs in the paladin for current sisi version.
When your tractoring in wrecks, the green 'beam' is crunched up into the ships hull, and does not reach out to the wreck.
When you deactivate bastion, the sound effect plays twice. Eve has sound?
Yes it does, and apparently the Bastion sound for the Vargur is amazing. Sadly I cannot verify this myself, as I currently.. well.. lack the skills to legitimately fly a Marauder. |

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Posted - 2013.11.04 13:36:00 -
[48] - Quote
Quish McQuiddy wrote:So what we have is:
4 Marauders, two that can apply DPS at range, two that cant.
I'll take the vargur.
Autocannons: MJD is pointless, as you cant jump into them - rarely are they 100k off, and using angles ... well, its a case of ok if they approach, your DPS rises, crap if they go back to 50k and spread - your dps is in the 400 range. You nuke your tank with an AB or MWD because you need to chase down spreading rats.
Artillery: MJD to 70k at an angle. Glacial firing rate means you kill one or two ships then need to MJD away. You could try MJD to 100k, but DPS is in the 400 range (thanks CCP). When they are below 50k, traversal kicks in, and you miss more, falloff makes it work. You overvolley small stuff, wasting more dps. My tests put it at well below 400dps on a typical serp Rear Admiral.
At no time can you use Bastion unless you have a mission where they close on you, as you cannot apply high DPS from static.
What it comes down to is 2 ships get to use, and work well with bastion, but Kronos and Vargur get little to nothing on it. Rails are better ranged, but less damage choice.
AI noted that on Sisi, I simply dumped bastion, stuck on a MWD and did my normal thing in mission testing. It was faster. The MJD around game was just a PITA as you cannot use it to best effect with non optimal weapons.
Again, thanks CCP - way to think out of the box, but please rethink. An optimal bonus on the vargur maybe - mens little on autos but lots on artillery?
Torp golems get the same bag of "almost nothing" from the range bonus that the Vargur gets. As for the Vargur getting an optimal bonus, that would actually help autos quite a bit as well. Right now, Bastion extends an autocannon's effective range by about 10km.
Extending the falloff out to infinity doesn't help much if your optimal only extends another 5-7km.
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Posted - 2013.11.04 15:02:00 -
[49] - Quote
Quish McQuiddy wrote:Alvatore DiMarco wrote: Torp golems get the same bag of "almost nothing" from the range bonus that the Vargur gets. As for the Vargur getting an optimal bonus, that would actually help autos quite a bit as well. Right now, Bastion extends an autocannon's effective range by about 10km.
Extending the falloff out to infinity doesn't help much if your optimal only extends another 5-7km.
Yes - Golems seem to get little from this, save midslots and painters to use for damage application which can be applied at range or not at all. Its like telling a politician that they're doing it wrong - CCP cant see the woods for the trees on this. Bastion makes me sit still and apply crap DPS - its use is moot. For below, Bastion used. The sweet spot is lasers, high dps pulse can hit to rat range fine. The rest cant, but we get a long range boost. For Golem - its fine, as long as you use cruise. Decent DPS For Paladin - fine, lasers. Good DPS For Kronos - fine, rails, poor dps. For Vargur - fine, artillery - lots of wasted, badly applied poor dps.
A specific dev who shall remain nameless insisted to me that the range boost is fine because the Kronos gets great range with Null. 'Tis a pity that not everyone can use Null.
Maybe I'll strap some pulse lasers onto my Vargur. That should work.. right? |

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Posted - 2013.11.04 18:52:00 -
[50] - Quote
Mer88 wrote:the problem is with the bastion bonus applying equal amount of optimal and falloff range. Optimal should always be less then falloff. it would be better if its 20% optimal and 40% falloff.
That's lovely until you start talking about autocannons that barely have any optimal as-is. I already said it before: Extending falloff by 5,000% isn't particularly helpful if your optimal only increases by 5km. |

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Posted - 2013.11.05 06:41:00 -
[51] - Quote
Since we seem to have sidetracked into a discussion/argument about T3 balance, let me just leave this here for you.
This comes from the presentation during FanFest 2013 and clearly shows that in terms of absolute power, pirate ships are intended to be above T2 ships and that T3 ships are intended to be equal to Navy ships.
Please don't ask me what "absolute power" means. That's a question for Team Ship RebalancingGäó.
--
With regards to the AC and their "flat damage curve" I can tell you as a projectile pilot that once you go about halfway into your falloff you're better off opening the window and shooting insults at the enemy. That's why I keep saying the Vargur needs a better optimal bonus than falloff - Projectile weapons already have so much falloff that you're going to get quite a lot of it no matter what bonus you give it, but optimal is so small that it needs a stronger bonus to achieve the same effect.
Before you ask, I've been running L4s in a Loki ever since we even had Lokis to run L4s in. You learn really quickly how terrible your DPS is with ACs in deep falloff. |

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Posted - 2013.11.05 08:12:00 -
[52] - Quote
Debora Tsung wrote:Arthur Aihaken wrote:baltec1 wrote:CCP have stated they will fall between T1 and T2 so a big nerf is inevitable. I'd love to see that quote. It's a puicture, admittedly but it's also CCP's statement on how they want the power level of the various ships to be. Have fun reading it. Da Quote
Ah, but yours is from June 2012 and out of date. Have a new one, from Fanfest 2013. |

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Posted - 2013.11.05 08:17:00 -
[53] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Since we seem to have sidetracked into a discussion/argument about T3 balance, let me just leave this here for you.This comes from the presentation during FanFest 2013 and clearly shows that in terms of absolute power, pirate ships are intended to be above T2 ships and that T3 ships are intended to be equal to Navy ships. Please don't ask me what "absolute power" means. That's a question for Team Ship RebalancingGäó. Just a momentary detourGǪ I'm not sure if you can necessarily equate "absolute power" with "improvement". If this is viewed as a pyramid, I see Pirate, T2 and T3 all on opposite ends of the spectrum - with Navy in the middle. I think the only thing you can take away from this is that everything is superior to T1. This was also pre-HAC and command ship rebalance, and pre-SoE ships.
Fortunately, it's a graph and not a pyramid. It's also the chart that they're using for the HAC and CS rebalance as well as the for the new Pirate ships.
I seriously doubt that they change the chart every single time they touch a ship class. |

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Posted - 2013.11.05 08:36:00 -
[54] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Fortunately, it's a graph and not a pyramid. It's also the chart that they're using for the HAC and CS rebalance as well as the for the new Pirate ships.
I seriously doubt that they change the chart every single time they touch a ship class. I can't tell from the chart if this is where things are, or if this is where they're headed.
This is how the envision that the ships should be in relation to each other, so that would classify it as "where they're headed". |

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Posted - 2013.11.06 20:48:00 -
[55] - Quote
There was a brief discussion on the Test server today about the Bastion bonuses and about hull bonuses and DPS projection with short-range weapons. The Paladin's ridiculous projection (95km optimals with Scorch and two optimal-scripted TCs in Bastion) boils down to that baked-in optimal bonus on the hull.
Remove the Paladin's optimal bonus and give it a tracking bonus like the other Marauders have. Then take the stacking penalty off the Bastion module. Just like that, short-range weapons become just slightly better in Bastion without projection on lasers becoming ridiculous.
Cruises already go pretty much out to hard-coded lock range limit, so it's not like anything will change there. |

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Posted - 2013.11.07 16:58:00 -
[56] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:There was a brief discussion on the Test server today about the Bastion bonuses and about hull bonuses and DPS projection with short-range weapons. The Paladin's ridiculous projection (95km optimals with Scorch and two optimal-scripted TCs in Bastion) boils down to that baked-in optimal bonus on the hull. Maybe we can nerf the Paladin as well then everyone will be unhappy with Marauders... 
Good job, Arthur! You've shown that you know how to completely remove the context from what someone is saying by only quoting the part of it that's to your strategic advantage and leaving the next part (with all the meaning in it) unquoted. You totally ignored the next paragraph, didn't you? Here, I'll post it for you again:
Alvatore DiMarco wrote:There was a brief discussion on the Test server today about the Bastion bonuses and about hull bonuses and DPS projection with short-range weapons. The Paladin's ridiculous projection (95km optimals with Scorch and two optimal-scripted TCs in Bastion) boils down to that baked-in optimal bonus on the hull.
Remove the Paladin's optimal bonus and give it a tracking bonus like the other Marauders have. Then take the stacking penalty off the Bastion module. Just like that, short-range weapons become just slightly better in Bastion without projection on lasers becoming ridiculous.
I even added some formatting to help you see it.
Also, I've been flying a Vargur around on SiSi lately and I'm not sure what all the fuss is about regarding mobility. They don't seem all that slow compared to a Tempest. |

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Posted - 2013.11.07 17:03:00 -
[57] - Quote
Hell ***** wrote:Liquidtrance123 wrote:Jake Sake wrote:
3. Paladin optimal is too high in B-mode, it's simply not needed - change to tracking.
Playing with EFT settings its telling me my Rubicon T2 Tach Paladin in Bastion Mode (1x TC) gets me 233KM Optimal and 40km Falloff with Aurora. I would agree that is obscene range not many people will use / need. It would take almost 3 minutes and 3 MJD jumps to put me that far out from a static target. Tracking would be MUCH better and would be much needed. I agree with what your saying, the last thing a Bastioned up Paladin needs is more optimal, but to give it tracking would step on the toes of the Nightmare, which goes against the goal of the changes - marauders have the edge in tank and projection whilst the pirate BS's win out in absolute DPS and application. Plus if your using Aurora your doing it wrong, INMF tachs and conflag pulses are where its at.
If Marauders are all about projection and not damage application, why is the Paladin the only one that doesn't have an application bonus?
Kronos: Tracking Vargur: Tracking Golem: Target Painter |

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Posted - 2013.11.07 17:32:00 -
[58] - Quote
Kagura Nikon wrote:Alvatore DiMarco wrote:
If Marauders are all about projection and not damage application, why is the Paladin the only one that doesn't have an application bonus?
Kronos: Tracking Vargur: Tracking Golem: Target Painter
BEcause range effectively is a damage application bonus, sicne you can use higher damage crystals and acn even use PULSE weapons. The range bonus is the MOST POWERFUL bonus of ALL the marauders!!!!
No, range bonuses are not application bonuses. They are projection bonuses. Application bonuses are things like tracking, web bonuses, bonuses to target painters, increases to explosion velocity and decreases to explosion radius. Anything that lets you apply your damage more effectively to things that are already in your current range are application bonuses.
Projection bonuses are things like optimal, falloff, increased missile velocity or longer missile flight time. Anything that lets your weapons reach further than they already do is a projection bonus. Also, if a range bonus is so powerful then it clearly belongs on a pirate ship that's geared toward all-out power and not on a Marauder that isn't - right?
With regards to "stepping on the Nightmare's toes", that's kind of invalid for two reasons; the first reason being that the other two turret Marauders already step on the toes of their respective pirate battleships and the second reason being that pirate ships haven't been rebalanced yet - this means that they can (and very well may) see modified or entirely different bonuses compared to what they have now. |

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Posted - 2013.11.07 21:01:00 -
[59] - Quote
Paladin has a damage bonus. Vargur has a RoF bonus. Kronos has a damage bonus. Golem has a ...velocity bonus. |

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Posted - 2013.11.08 00:26:00 -
[60] - Quote
Xequecal wrote:Arthur Aihaken wrote:Alvatore DiMarco wrote:Paladin has a damage bonus. Vargur has a RoF bonus. Kronos has a damage bonus. Golem has a ...velocity bonus. Yeah, but don't bother pointing that out... because it's "not fair". BS launchers are considered to be "bigger" than BS turret weapons. Unbonused torps do substantially more DPS than even unbonused neutrons. For this reason, no battleship in the game has 8 launchers and a damage or RoF bonus. The Golem has 8 effective launchers, that's why it doesn't get a damage bonus.
Does the Raven State Issue, which still exists, count as "in the game"? Eight launchers, RoF bonus. |

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Posted - 2013.11.08 19:50:00 -
[61] - Quote
Arthur Aihaken wrote:Is there any reason we couldn't simply make Marauders the fastest in their hull class? That would seem to solve a lot of issues.
Ytterbium says that these hulls "are the epitome of tanking" and that they have to pay for it somehow. He chose making them slow. |

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Posted - 2013.11.08 23:31:00 -
[62] - Quote
Julie Thorne wrote:Alvatore DiMarco wrote:Arthur Aihaken wrote:Is there any reason we couldn't simply make Marauders the fastest in their hull class? That would seem to solve a lot of issues. Ytterbium says that these hulls "are the epitome of tanking" and that they have to pay for it somehow. He chose making them slow. Maybe the missions will get redesigned in a way that these insane tanks will make sense. In any case Vargur with MWD is only 7.1% faster than the Paladin. One needs to move, the other doesn't.
Inb4 someone says "Moving around in a Marauder is the wrong way to fly them now".
SOL Ranger wrote:I firmly believe the Vargur requires a few(3-4) launcher hardpoints, following Tempest/Minmatar tradition and design.
It would slightly combat the homogenization currently plaguing the Bastion Marauders and also combat the inherent drawbacks the Vargur suffers from in the current intended role in Rubicon.
If the Vargur had launcher hardpoints, that would be amazing. I vote yes to this. Very very yes. RHMLs are go. |

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Posted - 2013.11.09 22:27:00 -
[63] - Quote
Are 100km blasters going to hit at 100km for anything worth bothering with? |

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Posted - 2013.11.09 23:54:00 -
[64] - Quote
Anize Oramara wrote: So one second people are complaining about how CCP is homogenizing ships and the next moment they are complaining about how different they are.
Can we get some kind of consensus here about which sky it is exactly that is falling?
I for one remain soundly in the "Homgenization is bad, unless it's milk" camp.
I do enjoy homogenized milk. |

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Posted - 2013.11.10 04:48:00 -
[65] - Quote
Mer88 wrote:most bs dont have web bonus and they are fine for missions
Dinsdale is one of those pilots who demands a web. He finds it difficult to shoot incursion rats without one and infuriating that anyone dare suggest he try. Someone, please web Dinsdale- Err, I mean. Give him a web.
Note: If his post history backs up what I'm saying, is it really a personal attack? |

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Posted - 2013.11.10 15:00:00 -
[66] - Quote
Doed wrote:hmskrecik wrote:Dinsdale Pirannha wrote:But of course, the Paladin is still a doomed ship without its web bonus. Unless of course, you don't mind losing several million in small drones every mission. Have you tried to use cheaper, tech2 version? Paladin is REALLY good after this change, Paladin being so good is the reason I dislike how lame the Kronos is in comparison.
Paladin might be better with that optimal bonus changed to tracking and the bastion bonuses unstacked. |

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Posted - 2013.11.10 16:59:00 -
[67] - Quote
Spc One wrote:Alvatore DiMarco wrote:Doed wrote:hmskrecik wrote:Dinsdale Pirannha wrote:But of course, the Paladin is still a doomed ship without its web bonus. Unless of course, you don't mind losing several million in small drones every mission. Have you tried to use cheaper, tech2 version? Paladin is REALLY good after this change, Paladin being so good is the reason I dislike how lame the Kronos is in comparison. Paladin might be better with that optimal bonus changed to tracking and the bastion bonuses unstacked. If you add tracking to paladin, nightmare looses. Tracking is for Nightmare, as it should be better as a pirate ship then paladin. Paladin with tracking bonus will be insane and alot better than nightmare. Good bonuses like tracking are only for pirate class battleships.
If tracking bonuses are reserved for Pirate ships, then maybe you should explain to me then why the Vargur and the Kronos both have tracking bonuses. Not only that, but both ships have a bonus that's identical to their pirate counterpart - Vargur and Machariel share a falloff bonus while Kronos and Vindicator share a tracking bonus.
The Nightmare is getting a rebalance anyway, along with the Machariel and Vindicator (and the Rattlesnake). I think the Nightmare is okay having its toes stepped on for a little bit, especially if it makes the current balancing job more successful. |

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Posted - 2013.11.10 17:10:00 -
[68] - Quote
Spc One wrote:Alvatore DiMarco wrote:Then maybe you should explain to me then why the Vargur and the Kronos both have tracking bonuses. Because tech 1 "Megathron" also has tracking bonus. Apocalypse also has optimal range bonus, that's why paladin should have it.
Apocalypse also has a tracking bonus, that's why the Paladin should have it. |

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Posted - 2013.11.10 20:52:00 -
[69] - Quote
baltec1 wrote:Brib Vogt wrote:
Nightmare pointless? you can fly it so early and switch to paladin when you have the skills. Isn't that the major advantage from T1 -> Faction -> T2. You have T2 potential at higher price with less skills.
No its not. The whole point of teircide is to make all ships viable.
You say that as if Pirate ships have been rebalanced yet.
Let's not forget that a good many T2 ships were rendered allegedly "unviable" because of the Tiericide efforts conducted upon their T1 counterparts. The T2 ships are getting the balance pass to fix that right now. Pirate ships will probably come next because of this, which means any "uselessness" and "unviability" arising from a proper and lasting Marauder rebalance can be fixed at that time. |

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Posted - 2013.11.11 02:44:00 -
[70] - Quote
baltec1 wrote:Alvatore DiMarco wrote:
You say that as if Pirate ships have been rebalanced yet.
Let's not forget that a good many T2 ships were rendered allegedly "unviable" because of the Tiericide efforts conducted upon their T1 counterparts. The T2 ships are getting the balance pass to fix that right now. Pirate ships will probably come next because of this, which means any "uselessness" and "unviability" arising from a proper and lasting Marauder rebalance can be fixed at that time.
The nightmare is already a well balanced ship and will not be changing much.
Care to cite your internal sources within CCP? |

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Posted - 2013.11.11 13:14:00 -
[71] - Quote
I've never flown in the AT and I can tell you that the Machariel's heading for a nerf. The same thing for the Cynabal and possibly the Dramiel. They're incredibly fast ships with not-so-bad tanks and devastating damage output.
This, however, isn't the pirate rebalancing thread so I'll leave anything else for that thread. |

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Posted - 2013.11.11 21:35:00 -
[72] - Quote
Arthur Aihaken wrote:Are we still trying to nerf the Paladin? 
Is there really anything else left to do in this thread without further reply from Ytterbium? |

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Posted - 2013.11.11 21:42:00 -
[73] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Is there really anything else left to do in this thread without further reply from Ytterbium? I say we nerf the Vargur and Kronos to finish them off.
We could discuss the Golem's uses as a RHML boat. |

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Posted - 2013.11.13 04:05:00 -
[74] - Quote
Has anyone stopped to do the math on how many effective turrets a Tempest/TFI has vs a Vargur? |

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Posted - 2013.11.14 02:32:00 -
[75] - Quote
Arthur Aihaken wrote:My wish is that we move on to the next group that's getting nerfed, er... "rebalanced".
Black Ops! |

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Posted - 2013.11.14 06:42:00 -
[76] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Arthur Aihaken wrote:My wish is that we move on to the next group that's getting nerfed, er... "rebalanced". Black Ops! I believe Pirates and Black Ops are up to bat next, yes. Er, did I say 'bat'? I meant next for review. Yes, 'review'... 
Inb4 "OMFG CCP FU 5% NERF YOU MADE MACHARIEL WORTHLESS WTF OMFG WTFFFFFFF!!!!!!! I'M UNSUBBING ALL 300 OF MY ACCOUNTS PREPARE TO GO OUT OF BUSINESS WTFFFFFFFFF"
Or something like that. |

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Posted - 2013.11.14 12:24:00 -
[77] - Quote
Doed wrote: You forgot to change Kronos bandwidth to 75 btw.
It would make it able to compete with Paladin (but only due to selectable damage type) with 3 sentries.
Rail Kronos + 3 Wardens, 1142 dps. (5% hardwirings) Tachyon Paladin + no drones at all, 1146 dps. (5% hardwirings)
Pulse Paladin also deals more damage than Blaster Kronos past like, 15 KM or so. With tracking being pretty even due to Paladins monster capacitor. Paladin actually needs less cap mods than Kronos even with Tachs fitted.
Paladin also has better optimal by atleast 10 KM, and if you switch ammo for some "real sniping" the Paladin is even more favored.
Oh, and it's like 2% faster than the Paladin now. instead of like 10%.
You aren't getting your sentries back - this has already been made explicitly clear. Try to understand it already.
The Paladin also deals the most useless damage type in the whole everything - EM. So your real DPS is much less than that stupid paper DPS you seem to worship.
PavlikX wrote:One thing annoyes me with new marauder idea entirely - you must calculate jump angles of MJD. Obviously there must be an option to do so automatically. With new skill (something like "MJD planning"). Anyone who like this jumps in modern version will not suffer too
You don't have to use the MJD and even if you do it's not that hard to common-sense your approximate angles anyway. |

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Posted - 2013.11.18 08:31:00 -
[78] - Quote
Mer88 wrote:the vargur is not a bad ship, just bad compare to the other marauder. it is still way better than many other BS.
Perhaps this is because I can't actually fly a Vargur on TQ, but I will say that on SiSi I rather like the Vargur - both in AB-powered and Bastion-powered modes - and look forward to flying the hell out of it.
In Rust We Trust.Gäó |

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Posted - 2013.11.19 00:42:00 -
[79] - Quote
Sir Spottington wrote:at risk of being flamed
when did they put the 30% resists back in? i thought that went?
Hundreds of pages ago, when they decided that Marauder Rebalance v2 was terrible. |

Alvatore DiMarco
Capricious Endeavours Ltd
1499
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Posted - 2013.12.20 13:15:00 -
[80] - Quote
Cassius Invictus wrote:Ok i did DC in my Paladin, dut to the overall connection failur and was able to reconnect after 12 hours (after downtime). I was in bastion, cap stable, with scrambling frigates destroyed. I did survive, and my marauder didn't stay on grid. Still i have no idea what happened and if i'm safe after dc with bastion on. Wrote a support ticket to CCP but they remain silent.
There are whispers and rumblings that strongly suggest Rubicon 1.1 will feature an iteration on the Bastion Module. Among the changes, Bastion will not be cancelled anymore on disconnect. |

Alvatore DiMarco
Capricious Endeavours Ltd
1513
|
Posted - 2013.12.21 19:52:00 -
[81] - Quote
Those whispers of future changes also say that an active Bastion module will let you lock 13 targets.
Isn't 12 the maximum number of targets your skills can allow for? |
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