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Anize Oramara
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19
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Posted - 2013.10.12 01:14:00 -
[1] - Quote
baltec1 wrote:raawe wrote:CCP Ytterbium wrote:something you wrote on first page I've read somewhere that you will be doing T3 rebalance, is that true? If it is, god help us all..... Can't believe you are so low on imagination. I would like dev position or at least give community one thing to rebalance.
- we already have dreads, making smaller dreads is stupid
- bastion mode is all wrong atm
- marauders are meant to be great at pve, bastion should make them good at pvp too
- they are time consuming to train and expensive, give them something more creative
What exactly is wrong with them?
We already have Battleships, making smaller battleships is stupid We already have Battlecruisers, making smaller Battlecruisers is stupid We already have Cruisers, making smaller Cruisers is stupid We already have Frigates... We should all fly around in shuttles or noob ships, no other ships in eve!
Quote: bastion mode is all wrong atm
Why?
Quote:marauders are meant to be great at pve, bastion should make them good at pvp too Why? |

Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.16 00:38:00 -
[2] - Quote
To be fair, with the bastion module you'd be an absolute dutz to fit fancy tank modules on it because T2 will give you more tank that you will ever need in ANY lv4 mission. Thus you will now not be a ganker's loot pinyata. The poor pirate battleships though, they still need those dedspace and faction tank modules.
The ewar immunity is nice for the larger shansha/sentis/guirista missions that has a lot of ewar. Quite a few missions have gates/objectives stupidly far away so the mjd bonus is nice. I never used more than a set of lights and a set of mediums anyways so drones are fine if we at least have 50/75 (50/100 would be extra nice so I can carry salvage drones)
I am however sad panda over the minuscule boost in range the Vargur will get and fitting arty seems unappealing from a dps perspective as I remember running an arty mael.
Sounds like the Palladin got the best deal and the vargur the worst. Not sure about the Kronos but the Golem is way better off than people seem to realize now that it can fit MORE mid slot stuff (paints and webs) to kill cruisers easier. I used to fly a RNI as well and the elite cruisers were always the problem but volley counting isn't my thing. Never used torps much though so can't comment on torp golem but it would seem to be able to fare a lot better as well.
Still I guess I can fit a paint in place of a tank module and switch to tracking scripts and that should help my damage application a bit and I'll make better use of the range bonus on bastion.
At the very least it's something NEW and DIFFERENT for people who've never flown a carrier/dread and even IF! it fails it is worth trying something new as that is the only way forward. Capsuleers are pretty resourcefull. If there is a use for it in PvP or null/low they will find it even if it is just to bait cap fleets. Anyone know what is the most absurd T2/cheap tank you can fit on it now (ASB/AAR/Invuls/adaptive/etc.) ? |

Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.16 00:49:00 -
[3] - Quote
SOL Ranger wrote:Tyberius Franklin wrote: Just to address something in your post that seems rather far off: Conditional Immunities don't ignore sandbox mechanics. Trading one attribute for another in interactions is itself an acceptable sandbox mechanic. Furthermore no choices are limited so long as bastion is not mandatory.
I am directly aiming my critique at the Bastion and what using it entails, moving away from the bastion as the center of the topic and saying that not using it is an alternative solution is missing the point and as it happens, not true. Bastion will be mandatory, the mobility of Marauders among other things is already being nerfed, so choices are in fact being limited. Anyone planning not to use the Bastion will find any faction/pirate ship will easily outperform Marauders; Marauders are deliberately being designed around the Bastion and you will have a hard time not using it because of the costs in the balancing. Additionally, my gripe with the Bastion is not the idea that it isn't usable for at least something like gimmick PvP, it is that the module has severe flaws and it should be abolished as it currently is being presented, more so due to the fact it presents no actual interesting or fun mechanics to speak of when speaking of following the Marauder role. Immunities:Conditional immunities ignore the very idea of having established mechanics which exist have any effect on the results, which means you have balanced E-war for the whole game but then decide to circumvent this mechanic by a simple conditional rule which states, here the rules don't apply, effectively creating a second rule, every immunity is another rule and exception added to the first. Would you support missiles which always applied full damage through a conditional and ignored signature radius/exp velocity? No you wouldn't, exact same thing, the proper way to do it is to follow mechanics in a relatively reasonable manner.If in this case E-war is too powerful then rebalance it, revisit the mechanics and alter them to function as intended, just do not create new ways to avoid the problems. E-war immunity ignores the sandbox mechanics for E-war, which is a use for sensor strength to determine efficiency, if there was a legit suggestion they would give Marauders a relatively high sensor strength in Bastion and not just outright cut them out from the sandbox in that specific area; Sandbox mechanics rely on the fact that they apply without selective interpretation causing meta rule sets, effectively destroying the whole concept in the process. RR/assistance lockout ignores the idea of partaking in more complex parts of multiplayer gaming, it is a counterproductive limitation at best, promoting locked out solo play is out of touch with the whole concept of MMOs regardless of the fact if it is ignoring how RR works with mere conditionals. Tyberius Franklin wrote: Actually, the "halfwit play styles" you mention represent increased choices rather than limit those already available.
Again, if you won't be using Bastion then you'll be better off in other ships by default, there is no choice between having the Bastion module or not, it is a choice between Bastion Marauder and Pirate Battleship, the live Marauders will no longer exist. If you're even remotely interested in fluent mobility and kiting you will pick a Pirate Battleship.The only choice you are getting with Bastion is, will I deploy here and die or win? You are getting this one choice to substitute all the mobile intricacies of EVE combat, E-war threats and even quite simply the consequences of taking damage in many situations, successful tanking of damage becoming a guarantee rather than an active process of skill to manage a capacitor and avoid excess damage in multitudes of ways The Ignoring of the whole concept of support in terms of remote assistance in situations where you should have need for it is one of the greatest flaws in Bastion design, when you are deployed.It literally defines the idea of picking the worst of all possible scenarios into one module currently. The Bastion undeniably promotes poor play styles, it throws every common sense defensive or offensive maneuver/adjustment out of the window and simplifies everything.
Soooo.... What about Dreads and Triage Carriers? Since it is so similar then all of this ranting and raving applies to them as well right? Are you in fact calling for Siege and Triage to be removed as well or is it ok because it's confined to low/null/WH? Does Dreads and Carriers Reduce the Sandboxieness of this game?
Sandbox is all about choice and choosing to use a Bastion Marauder is a valid choice in that context as is completely true to the game being Sandbox. Now weather the Basiton Marauser is OP and UP might indeed be very valid concerns and those should be brought to the attention of CCP after proper testing.
The only thing I DO agree with is theres no point in running the marauder without the bastion. I ran a Marauder because I could salvage and loot at the same time. I do not really do LP stuff so the loot and salvage has always been more important than running more missions faster without.
It's a CHOICE and this change makes that choice a lot more interesting with new pros and cons and hopefully new tools (traktor structure) to work with people's play styles. I do not begrudge people choosing Pirate BS.
Don't be afraid of the new or the change. That's what keeps eve alive.
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Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.16 23:06:00 -
[4] - Quote
Hmmm Testing my vargur out on sissi now. I will admit to never having used MJD but I'm seeing some very interesting things. So far I only have an inkling of an idea but for small gang warfare/ratting: scan res damps might be something to look at. If you can keep them fropm locking you in the 9 sec it takes for the mjd to spool up at max level...
Actually, an idea that I haven't seen come up: Make the mjd animation invisible to other players on marauder hulls as a role bonus.
If they aren;t actively looking at your ship and when you are coming out of bastion, they wont know to scram you since your mjd wont show as spooling up.
Anyways, just an idea, what do you guys think?
I'll be taking her into actual combat now but the pitiful 6km extra range I get from bastion was rather disappointing. That however has allowed me to drop the targeting comp, get my old range and mount a paint (or sensor damp potentially?)
Actually with the improved tank I can drop a tank module and put the comp back on with a tracking script. Paint +Tracking? |

Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.16 23:20:00 -
[5] - Quote
Domino Artan wrote:Anize Oramara wrote: If they aren;t actively looking at your ship and when you are coming out of bastion, they wont know to scram you since your mjd wont show as spooling up.
Pretty sure if I was fighting a space pinata I'd tackle it straight away knowing it's going to have an MJD.
True, but in bastion mode you can not scram it. This is to make it a bit harder for ships in the chaos of melee of small gang warfare to 'miss' you.
I also notice that while yes the timer on the bastion module is 60 seconds if you are ratting alone in null and someone pops into local you will almost never have JUST started your bastion timer. You'll at average have around 30sec before you can spool up you MJD/warp out. That's just an interesting observation that people haven't mentioned. |

Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.16 23:48:00 -
[6] - Quote
I'm getting a difference of anywhere form 10% to 100% increased applied damage on close range Battleships with two tracking comps (Tracking from 0.086 to .132) Switching to range I can increase my range from 63km falloff to 74km. I can mjd right into them and do a lot more damage with the tracking scripts if they are 60km+ away. Yea I'm digging this so much right now. |

Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.16 23:56:00 -
[7] - Quote
Brib Vogt wrote:I am getting really angry if someone still is saying the vargur becomes better in damage application because of increased fall off.
I fitted my macha and my vargur on sisi:
Macha:
1154 DPS (with sentries 1343 DPS) 540 m/s 4,1 + 61 km opti + fall off
Way of increasing Damage: Afterburner on and keep distance beneath 30km = >909,0 Gun DPS
Vargur:
1082 DPS (with sentries 1176 DPS) 312 m/s 4,1 + 69 km opti + fall off (5,4 +74 within Bastion)
Way of increasing Damage: Jump into fleet, switch on bastion fight distance 40-50 km (average 45) = 792,5 Gun DPS
And thats without drones.
If the actual 25% bonus would not stack vargur would end up with: 69km*1,25= 86,25 km --> 825,5 Gun DPS WOW 32 DPS more, thats less than a bouncer.
Somehow the advantage of bastion for optimal fighters has no point for vargur. compared to "easy skill" pirate ships they are out maneuvered and out gunned
Oh man, I just used the MJD to jump onto a group of 4BS and 3 cruisers that was 90km away. I was doing around 2 TIMES THE DAMAGE (pen hits close to 3 times) I normally did at 65km. I was getting penetrating shots every 3rd round and the glancing shots were doing 2 times the damage normal hits were doing at normal range.
WTF. |

Anize Oramara
S T R A T C O M Critical-Mass
20
|
Posted - 2013.10.17 00:03:00 -
[8] - Quote
Brib Vogt wrote:Anize Oramara wrote:Brib Vogt wrote: my own text Oh man, I just used the MJD to jump onto a group of 4BS and 3 cruisers that was 90km away. I was doing around 2-3 TIMES THE DAMAGE I normally did at 65km. I was getting penetrating shots every 3rd round and the glancing shots were doing 2 times the damage normal hits were doing at normal range. WTF. Then i wish you a lot of fun with serpentis orbiting you at 50 km. You know what happens when you jum to them with your MJD? Try it. it will surprise you
I Don't mission in serp space (and blits the one serp mission I do get in amar space) BUT if I did I'd just load range scripts. Maybe 3 tracking comps? I should be able to push just past 75km with that right? That's getting into good damage dealing range right there. Also no ewar yey! |

Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.17 00:06:00 -
[9] - Quote
Are we taking into account mid level range increasing implants lv4 missioners will have? |

Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.17 00:11:00 -
[10] - Quote
Brib Vogt wrote:Anize Oramara wrote:Brib Vogt wrote:Anize Oramara wrote:Brib Vogt wrote: my own text Oh man, I just used the MJD to jump onto a group of 4BS and 3 cruisers that was 90km away. I was doing around 2-3 TIMES THE DAMAGE I normally did at 65km. I was getting penetrating shots every 3rd round and the glancing shots were doing 2 times the damage normal hits were doing at normal range. WTF. Then i wish you a lot of fun with serpentis orbiting you at 50 km. You know what happens when you jum to them with your MJD? Try it. it will surprise you I Don't mission in serp space (and blits the one serp mission I do get in amar space) BUT if I did I'd just load range scripts. Maybe 3 tracking comps? I should be able to push just past 75km with that right? That's getting into good damage dealing range right there. Also no ewar yey! Max fall off is 50% damage. thats why an increase of 10 km has nearly no effect on applied dps. autocannons kill beneath 30 km to stay over the 75% damage barrier And nope: 3 TCII with bastion gives you such a huge malus that nearly nothing is increased
Actually at falloff they do 39% damage. 10 extra kilometer can make a big difference since the ROF is so high. |
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Anize Oramara
S T R A T C O M Critical-Mass
20
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Posted - 2013.10.17 00:23:00 -
[11] - Quote
Mioelnir wrote:Serge SC wrote:AC vargur in bastion does get around 50km of effective damage with good projection If that is an improvement for you, you are fitting your Vargur wrong. Just saying.
I think for me the biggest thing bastion brings to the table is versatility.
I used to have 0-1 mid slots (2 on the easiest missions) that I could fit tracking comps in. Now I have 2-3 and this allows me to adapt to the mission and continuously keep my damage application maximised. I also don't have to fit a DCU so another gyro fit as well.
A mach does the exact same thing by flying to or away from rats. The vargur at least does the same thing by standing still and changing the stats of its guns (Range and tracking) or MJD to ships to far away.
It's different, it's interactive like the Mach is interactive (but in a different way) and it feels so much more fun for me at least. I feel more mobile than I've ever felt.
After testing this I have to say I am absolutely stoked about this change.
The only thing I can say is that although the moving paneling is pretty cool, think maybe you can ask the art guys to ad some nice glowy lighting like on the kronos somehow?
Pretty please? |

Anize Oramara
S T R A T C O M Critical-Mass
21
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Posted - 2013.10.17 00:48:00 -
[12] - Quote
Mioelnir wrote:Anize Oramara wrote:I used to have 0-1 mid slots (2 on the easiest missions) that I could fit tracking comps in. Now I have 2-3 and this allows me to adapt to the mission and continuously keep my damage application maximised. I also don't have to fit a DCU so another gyro fit as well. Personally, I use 2 TE+2TC+3Gyro for practically everything except Smash the Supplier. Activating bastion gives < 5 percentage points more falloff, if I remember correctly. But that does not necessarily free up any slots, since I can't switch the bastion bonus to tracking like I can with the comps. The bastion bonus to optimal range is 5 pct points above a scripted cormack meta 14 tc, yet the falloff bonus is 5 pct points below a scripted t2 tc. And the devs are worried about a pulse/scorch-paladin. Oh my, where does that come from, let's try to spot the problem! Serge SC wrote:LOL...thank you. But I'll take my arty vargur any day over those filthy short range ACs. My remark was in the context of ACs. Nothing wrong with an Arty fit if one prefers it.
I think the prob is you are running 2 TEs. I run 1 TE and 4 faction gyros. This means the bastion takes the place of the range bonus of the 2nd TE but without the tracking bonus (the range bonus is also larger because less stacking penalties before taking the TCs into account) while I now have 3 TCs I can script as needed depending on the situation. More versatility/adaptability is better. It pushes it towards having more tracking because I can kinda dictate range with the MJD.
I have never run guristas extravaganza. How bad is it with range and jamming? I'd like to give the bastion module a proper testing on it but I've never run it before so need to know how bad it is to begin with. I'll prolly be doing this tomorrow night. |

Anize Oramara
S T R A T C O M Critical-Mass
21
|
Posted - 2013.10.17 07:13:00 -
[13] - Quote
Jade Knight07 wrote:Arthur Aihaken wrote:Jade Knight07 wrote:TL:DR: If CCP breaks this class of ships because of their false assumptions I'll unsub my 3 accounts. Dibs on your stuff. haha you wish '-) Something else occurred to me. CCP said something about not needing the web bonus because you'll be able to MJD away and then pick off the targets. My numbers may be in off but here it goes: Warp to grid enemies 50k-ish away Lock targets small ships take 30-ish seconds MJD away they are now 150k away wait till they are 108k (Kronos Targeting range) Wait 30-ish seconds, frigs are now much closer Pick off frigs, some get closer MJD again they are again out of lock range Retarget frigs pick off frigs ect. So now you are sitting a few hundred Km away from where you started and there is a gate, which was already 50k from warp in. So now you MJD once wait for cool down and then slow boat the rest of the way to the gate with the new and improved nerfed speed. Throw in bastion mode and you'll be wasting even more time. Does this really sound good to anyone...? Edit: And if you are going to tell me to use drones then apparently you haven't use them recently. I lose a few drones every time I use them. Even being supper vigilant. They've almost become a non options. Only for use in dire situations. This gentleman would like to enquire as to what you are smoking or if you have just not bothered to actually test bastion on the test server. my guess would be the latter as I wouldnt like to assume mind altering substance abuse.
First of, with base sensor changes and a single sebo I'm locking frigs in under 9 seconds. so far in 95% of the time Ive popped eve frig that has auto agressed in any mission and have popped 100% of every frig that hasent. the 5% ive killed with my light drones and not got a single one shot at.
Your example of mjd usage is... not so good.
plainly speaking, you sir are doing it very very wrong. please test on sissi so your future posts are not tainted by ignorance. |

Anize Oramara
S T R A T C O M Critical-Mass
21
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Posted - 2013.10.17 07:27:00 -
[14] - Quote
Jade Knight07 wrote:baltec1 wrote:Jade Knight07 wrote:Arthur Aihaken wrote:Jade Knight07 wrote:Edit: And if you are going to tell me to use drones then apparently you haven't use them recently. I lose a few drones every time I use them. Even being supper vigilant. They've almost become a non options. Only for use in dire situations. And here everyone is complaining about the loss of drones, when they're obviously much squishier. Much ado about nothing. I'll settle for 'some' of your stuff. To me its more of a hassle than its worth. I still use T2's which I really shouldn't be. When I use drones the ships always target the same one till its dead. For instance when I first launch they all focus fire on one. it takes a little damage I pull them in wait for the ships to agro me again then launch drones. The same drone that was damaged is always retargeted and the rest ignored until its dead. Then they target a new one and the cycle continues. All I am saying is its not very practical to keep pull them in and launching. Its much easier for me to web the frigs and move towards them slowly and kill them with a single volley from my Kronos. While the weber is slowing them down I simply attack larger ships until I can one shot them. Take away the 90% weber and it become mush harder. I tried the same method when I was flying a Hyperion and mega. Mega has no problem hitting frigs out to 15km, any left are easily mopped up with the drones. Hmm, well I have trouble hitting drones once they are inside of 30k with any 425mm rails on any ships. I try and kill them before they get within 40k which doesn't always happen either. I am unsure how you are managing at 15k as that has not be my experience. I'll accept that you do. with bastion you need far less tank than normal. if youve fit 4 tank modules you now only need two at most. this means you fit 2 additional TE or a TE and damage mod. in the mids you replace your web(s) with tracking comps with tracking scrpts.
Again I urge you to test this on sissi so you can see the error of you ways
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Anize Oramara
S T R A T C O M Critical-Mass
21
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Posted - 2013.10.17 07:42:00 -
[15] - Quote
baltec1 wrote:Jade Knight07 wrote:
Hmm, well I have trouble hitting drones once they are inside of 30k with any 425mm rails on any ships. I try and kill them before they get within 40k which doesn't always happen either. I am unsure how you are managing at 15k as that has not be my experience. I'll accept that you do.
Blasters. Your rails should still be effective down to 15 to 20k if you burn away from the frigs and force them to follow. im sure rails and arty will also be effective for their increased dammage application at longer ranges than AC and blasters and will be vable alternatives but they WILL require slightly different tactics. that said I was blown away by what difference just two TC did to my tracking and ability to hit frigs as well as the decrease in locking time with a single sebo (base 166, 266 sebo'd scan res).
from my testing last night Id say my average missipn times will prolly go down once I get used to the bastion timing and proper use of the mjd. jumping into the center of a ball of cruiser/bs had me ripping them a new one in half the time it would have taken me normally. |

Anize Oramara
S T R A T C O M Critical-Mass
21
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Posted - 2013.10.17 08:12:00 -
[16] - Quote
Jade Knight07 wrote:baltec1 wrote:Jade Knight07 wrote:
Hmm, well I have trouble hitting drones once they are inside of 30k with any 425mm rails on any ships. I try and kill them before they get within 40k which doesn't always happen either. I am unsure how you are managing at 15k as that has not be my experience. I'll accept that you do.
Blasters. Your rails should still be effective down to 15 to 20k if you burn away from the frigs and force them to follow. To a point. I didn't want to explain all the tactics I use while running missions but I'll attempt to get most of them in real quick. I always kill frigs first I try and go for those that might web or scramble me first. Depending on the mission I might burn away like smash the supplier. Where I accept I won't be able to salvage a lot of the wrecks while running the mission. In others I try and stay close enough to the wrecks to tractor and salvage. With the new T2 tractor beams that is within 48k. Because I am attempting to say close to the wrecks I use ammo that puts my optimal around that. IIRC I've been using plutonium(45 optimal) more recently. Before I used Uranium(56 optimal). There are a number of serp missions where there is a massive amount of small ships, mostly frigs, destroyers, and cruisers. These missions I will head in the opposite direction. My goal is to clear and salvage at the same time. This way when I am done popping the ships there usually is only a few wrecks left to be salvage. When it comes to fitting I don't use a (lot of: was trying to say I don't waste lows on unnecessary tank) lows for tank, DCUII, LAR, 2 Omni tank mods and 3 damage mods. mids is a MWD, Weber, 2 Cap Rechargers. With this I don't have to refit for new missions, and its very effective (quick). Its not cap stable but its close. I absolute love this setup and I really don't want it to change. This is why I am against anything that is going to alter how I use it. I spent years training for this ship and spent a lot of time getting the funds together. Edit: typo's my testing has shown that a single omni tank mod and the LAR is all you will need, have fun with your two free lows. you can replace the webber with a tracking mod, a cap recharger with a sebo because of how strong your reps are and replace the mwd with a mjd. you might even be able to replace the second cap booster with a TC too. you can switch from tracking scripts to range as needed and even use AM ammo.
adapt and you will do missions so much faster than before. also remember, no more npc ewar, ever! |

Anize Oramara
S T R A T C O M Critical-Mass
21
|
Posted - 2013.10.17 08:23:00 -
[17] - Quote
Brib Vogt wrote:[Vargur, Tech2] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Tracking Enhancer II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script X-Large Shield Booster II 100MN Afterburner II 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L [empty high slot] [empty high slot] [empty high slot] <-- Bastion Large Projectile Burst Aerator II Large Projectile Ambit Extension I Warrior II x5 Bouncer II x2 --- [Machariel, New Setup 1 copy 1] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Tracking Enhancer II Tracking Enhancer II Tracking Enhancer II Gist C-Type X-Large Shield Booster 100MN Afterburner II Pith A-Type Explosive Deflection Field Pith C-Type Kinetic Deflection Field Tracking Computer II, Optimal Range Script 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L 800mm Repeating Artillery II, Republic Fleet Fusion L Large Remote Capacitor Transmitter II Large Projectile Burst Aerator I Large Capacitor Control Circuit I Large Core Defense Field Extender I Bouncer II x4 Warrior II x5 While the Vargur becomes a lot more unattractive to gankers it stays weaker in pure DPS output and through bastion it ends up in less applied damage. old summary of mine: Quote:Macha:
1154 DPS (with sentries 1343 DPS) 540 m/s 4,1 + 61 km opti + fall off
Way of increasing Damage: Afterburner on and keep distance beneath 30km = >909,0 Gun DPS
Vargur:
1082 DPS (with sentries 1176 DPS) 312 m/s 4,1 + 69 km opti + fall off (5,4 +74 within Bastion)
Way of increasing Damage: Jump into fleet, switch on bastion fight distance 40-50 km (average 45) = 792,5 Gun DPS
And thats without drones. that vargur is overtanked and you completely missed the point of the mjd! drop the 2nd invul, get a gist large b-type and replace mwd with mjd. fit sebo/3rd TC to taste and proceed to kick some faces in. |

Anize Oramara
S T R A T C O M Critical-Mass
21
|
Posted - 2013.10.17 08:30:00 -
[18] - Quote
baltec1 wrote:Its not ment to out damage the pirate ship  this is very true. what a lot of eft warriors dont get, and is evident from the fits they post, is that we fly the marauder because ir dan loot and salvage AT THE SAME TIME!
doing 10% less damage is acceptable if we make double the isk in the same amount of time. |

Anize Oramara
S T R A T C O M Critical-Mass
22
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Posted - 2013.10.17 08:45:00 -
[19] - Quote
marVLs wrote:Lina Theist wrote: Perhaps the scorch issue lies not with the modules but with the ammo?
Well nope. Scorch is the only thing that keeps peoples from abandoning amarr. Don't forget that for good DPS and range You pay with cap consumption, tracking and damage type compared to other races. Someone here suggest to buff falloff ranges in bastion, that's a good idea.
due to the stacking pemalties it wont really male a big difference but perhaps a change from the current 25/25 split chane it to a 20/30 or even 15/35 (a bit much maybe) optimal/falloff bonus.
alternatively dont make it stacking penalised. |

Anize Oramara
S T R A T C O M Critical-Mass
22
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Posted - 2013.10.17 10:48:00 -
[20] - Quote
Brib Vogt wrote:Anize Oramara wrote:baltec1 wrote:Its not ment to out damage the pirate ship  this is very true. what a lot of eft warriors dont get, and is evident from the fits they post, is that we fly the marauder because it can loot and salvage AT THE SAME TIME! doing 10% less damage is acceptable if we make double the isk in the same amount of time. What an idiotic comment. I skilled to my marauders, golem and vargur, from the beginning. I use a tractor beam only if i need a mission objective. If i want to loot i use a dedicated alt-char with a noctis simultaneously. I like to fly into enemies and do massive damage. Your proposed fittings with reduced tank and bastion forces me to change the style I like and to negate close range high dps. this makes no sense, why then fly a ship that is inferior to a mach in the every way if you are not going to use the one thing that makes it better than a mach?
irony calling my comment idiotic hahaha. |
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Anize Oramara
S T R A T C O M Critical-Mass
22
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Posted - 2013.10.17 11:06:00 -
[21] - Quote
Brib Vogt wrote:Anize Oramara wrote:that vargur is overtanked and you completely missed the point of the mjd! drop the 2nd invul, get a gist large b-type and replace mwd with mjd. fit sebo/3rd TC to taste and proceed to kick some faces in. Are you even reading the other posts. its not a MWD its an afterburner. and it is not overtanked because i am on the move and not in bastion. And gist booster are a reason to gank me again. it doesnt matter what it is, you are trying to fit a vargur as if it was a mach and youre surprised it's not working. thats like eve 101 hahaha! |

Anize Oramara
S T R A T C O M Critical-Mass
22
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Posted - 2013.10.17 11:17:00 -
[22] - Quote
Brib Vogt wrote:Anize Oramara wrote:Brib Vogt wrote:Anize Oramara wrote:baltec1 wrote:Its not ment to out damage the pirate ship  this is very true. what a lot of eft warriors dont get, and is evident from the fits they post, is that we fly the marauder because it can loot and salvage AT THE SAME TIME! doing 10% less damage is acceptable if we make double the isk in the same amount of time. What an idiotic comment. I skilled to my marauders, golem and vargur, from the beginning. I use a tractor beam only if i need a mission objective. If i want to loot i use a dedicated alt-char with a noctis simultaneously. I like to fly into enemies and do massive damage. Your proposed fittings with reduced tank and bastion forces me to change the style I like and to negate close range high dps. this makes no sense, why then fly a ship that is inferior to a mach in the every way if you are not going to use the one thing that makes it better than a mach? irony calling my comment idiotic hahaha. Finally you get it. Why fly a vargur if a low skill pirate BS with the same price does everything better? Now i am trying a 1400 fit on sisi. it is quite acceptable but the 101km lockrange in combination with MJD and the necessary anc rig makes it somehow hard to use full potential. so close and yet do far. my point was althouh the vargur doesnt do as much damage as a mach, it can make more isk by salvaging. if you do not use that mechanic then you shouldnt be using a vargur in the first place! and you sure as hek shoulnt be complaining about vargur dps, respectfull as it is.
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Anize Oramara
S T R A T C O M Critical-Mass
22
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Posted - 2013.10.17 11:21:00 -
[23] - Quote
SOL Ranger wrote:marVLs wrote:Lina Theist wrote: Perhaps the scorch issue lies not with the modules but with the ammo?
Well nope. Scorch is the only thing that keeps peoples from abandoning amarr. Don't forget that for good DPS and range You pay with cap consumption, tracking and damage type compared to other races. Someone here suggest to buff falloff ranges in bastion, that's a good idea. The problems lay in scorch and barrage, there is no question about it, CCP knows it, most players suspect it, you know it.
We've even experienced a TE nerf largely because of barrage and I dare say much crying about projectile ships are directly related to it; The reason beams are less popular is because of scorch, there is little reason to fit beams, beams are less versatile and forgiving than pulse with scorch, which invalidates the whole idea of beams to a significant degree, artillery at least has alpha as a defining trait. We're now close in experiencing a similar effect in the range bonus in bastion being stacking penalized just because of short range weaponry easily hitting at long ranges, the ammo used when CCP decided this? Lets all take a wild guess. Until the ammo is balanced everything else will keep getting nerfed and moaned about, often without the complaints even recognizing the problem being in the ammunition, instead directing proposed nerfs to hull bonuses and other factors if possible, screaming how 'OP' autocannons are, possibly resulting in nerfing TE's even further. You and others saying the problem doesn't lay in the ammunition makes it all worse, the longer the ammo remains as is the more erroneous balancing choices will go through the cracks, effectively eliminating all other ammunition as anything viable in the end. The ammunition are used in every balancing situation involving guns, we're not gaining anything good from keeping them as they are currently, let alone from denying the problem to begin with. you know hpw often I use barrage on my vargur?
never. |

Anize Oramara
S T R A T C O M Critical-Mass
22
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Posted - 2013.10.17 11:24:00 -
[24] - Quote
Xqpvqsvs Qr'atyuqink wrote:Jacob Bok'Kila wrote: TP bonus can be removed but only with consideration of a new bonus to help balaced topredo damage application. However cruise missiles have no issue with this.
Thats the whole point, to build-in ship bonus into Golem that will replace target painter, so u will have same efficency but without need of wasting additional med slot for non-tanking module. Maybe its a bit hard to understand if someone is not using Golem, but lets make TP a low slot module and change tracking bonuses on other ships to target painting efficency, and u will see amount of rage from players that need to drop EANM or other hardener for this to make your ship usefull.
I used to fly a 5 module tank. with bastion I only need a 2 module tank. your argument is invalid. |

Anize Oramara
S T R A T C O M Critical-Mass
22
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Posted - 2013.10.17 11:30:00 -
[25] - Quote
Brib Vogt wrote:Anize Oramara wrote:that vargur is overtanked and you completely missed the point of the mjd! drop the 2nd invul, get a gist large b-type and replace mwd with mjd. fit sebo/3rd TC to taste and proceed to kick some faces in. Are you even reading the other posts. its not a MWD its an afterburner. and it is not overtanked because i am on the move and not in bastion. And gist booster are a reason to gank me again. ah missed this little todbit. a gist b type large is a whopping 250mill. people are free to try and gank me for the one single module (that may not even drop) I have on my ship worth more than 10mill. I will laugh at them. |

Anize Oramara
S T R A T C O M Critical-Mass
22
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Posted - 2013.10.17 11:36:00 -
[26] - Quote
Xqpvqsvs Qr'atyuqink wrote:Anize Oramara wrote: I used to fly a 5 module tank. with bastion I only need a 2 module tank. your argument is invalid.
How fast u will gonna make a typical L4 missions that have 2 gates each at 60km from warping point with bastion module ON (which prevents you from moving)?. And why i am asking about L4 missions? Because probably 95% of marauders, at least Golems, are used for PVE. Bastion module have no point in most PVE situations, since u need to move to another warpgate and shoot in same time, to make it worthwhile. Ability to sit and tank with 2 mods then wasting 10 minutes to get to other warpgate is rather pointless idea and will take alot more time than doing same thing with bastion module off. pfffft easy. mjd to a mid point 100km away from gate/ starting point. bastion up for 1min, blap all the frigs and some bcs/cruisers, mjd to gate after bastion cycles and commence bs slaughter and salvage.
learn2mjd |

Anize Oramara
S T R A T C O M Critical-Mass
23
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Posted - 2013.10.17 11:40:00 -
[27] - Quote
Xqpvqsvs Qr'atyuqink wrote:Debora Tsung wrote: Yeah, but as someone else stated before, that would be quite a bit OP.
Bastion mod frees up up to 3 med slots previously used for tank, 25% bonus to missile explosion radius would free up another 1 - 2 slots (dependig on the setup)...
Every marauders can use target painters with same efficency as golem since golem torpedoes got higher base torpedo radius than turrets, so if TP would be OP on golem, then it would be OP on any other marauder. Not to mention fact that missiles have no falloff and stationary ship that uses close range missiles can be killed very easily. Just put your orbit at 1km higher than torpedo range, and Golem wont make any damage to anyone. Can u avoid damage on any other marauders like that? NO.
what you are missing though is that torps have higher base damage and that means because tps increase sig size by % they are far more eficient for torps than they are for guns.
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Anize Oramara
S T R A T C O M Critical-Mass
25
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Posted - 2013.10.17 11:47:00 -
[28] - Quote
Xqpvqsvs Qr'atyuqink wrote:Anize Oramara wrote: pfffft easy. mjd to a mid point 100km away from gate/ starting point
Whats the point of mjd if warpgate is at half of mjd range?, u will jump it over and end on other side as far as u was before. learn math mate Besides half missions got npcs between your warpingpoint and warpgate, and some got npcs at warpgate, so juimping around in random directions wont help at all. Hahahahahaha!
learn math?
Hahahaha omg I cant breathe!
pythagoras would like to have a word with you, as would your primary school math teacher.
Ive tested this on sissi. it works. your theory crafting means nothing in the face of actual expetience. |

Anize Oramara
S T R A T C O M Critical-Mass
25
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Posted - 2013.10.17 11:51:00 -
[29] - Quote
Brib Vogt wrote:Anize Oramara wrote:Brib Vogt wrote:Anize Oramara wrote:that vargur is overtanked and you completely missed the point of the mjd! drop the 2nd invul, get a gist large b-type and replace mwd with mjd. fit sebo/3rd TC to taste and proceed to kick some faces in. Are you even reading the other posts. its not a MWD its an afterburner. and it is not overtanked because i am on the move and not in bastion. And gist booster are a reason to gank me again. it doesnt matter what it is, you are trying to fit a vargur as if it was a mach and youre surprised it's not working. thats like eve 101 hahaha! While I was flying vargur that style your account wasn't even created. Please go to TQ and try it. Blitzing lvl4s with a fast vargur gives me more ISK then doing a combination of ratting and salvaging. Also, my loot goes mostly to a new char who earns quite some ISK by salvaging my missions. Thats the biggest reason i am flying highsec lvl4s. To help newbies getting standing and earning some ISK. 0.0 gives me something between 28-40 mio tics without salvaging.
the point is, you can do it better with a mach, or so people say.
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Anize Oramara
S T R A T C O M Critical-Mass
25
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Posted - 2013.10.17 12:18:00 -
[30] - Quote
Xqpvqsvs Qr'atyuqink wrote:Anize Oramara wrote: what you are missing though is that torps have higher base damage and that means because tps increase sig size by % they are far more eficient for torps than they are for guns.
Im not missing it, its just that this doesnt change anything. U can orbit torpedo ship without tank 1 meter beyond his optimal and he wont harm u even with 10000% damage bonus. Same thing if u are fast - u can outrun torpedoes, many ways of dealing with them. Npcs doesnt do such things thats why Golem is mainly a hisec pve ship and things like mjd or bastion module which preventing you from moving to other gate are preety much useless here. As of 0.0 pve, roamers will love u for warping your marauder to anom and making yourself stationary. lol do I need to draw you a picture or are you actually unfamiliar with one of the most basic of mathimatical concepts?
let me explain it nice and slowly
1 warp into mission room 2 bastion up and shoot all the ships agressinf you 3 if gate is 40-70 km away mjd away to a point THAT IS A 100KM AWAY FROM THE GATE AND THE STARTING POINT -see pythagoras 4 bastion up and kill some more rats 5 once out of bastion mjd to gate.
a 60km trip going at 300m/s with an AB will take you LONGER than with mjd.
youd have to at around 450m/s and suffer pretty bad transversal to beat a mjd
Learn 2 Math |
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Anize Oramara
S T R A T C O M Critical-Mass
26
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Posted - 2013.10.17 13:29:00 -
[31] - Quote
its in the bastion module discription. you can not get cap. |

Anize Oramara
S T R A T C O M Critical-Mass
26
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Posted - 2013.10.17 13:56:00 -
[32] - Quote
Dinsdale Pirannha wrote:Daishan Auergni wrote:Joe Risalo wrote:I need someone to try something....
Can you cap transfer to a bastioned marauder?
If so, this is game changing... This means they can bastion up with AAR/ASB and cap transfer with logistics while keeping themselves up and serving as an anchor point.
Edit... I'm asking because no one as actually tested this. We know we can't get logistics, but no one has tested cap. Cap transfers don't work. Nosferatus do. Oh, I tested NOS's on my Paladin. I ran a fit with 2 c-type eanm's, a DCII, a single T2 LAR, with 2 T2 Aux Nano rigs, and 2 Large NOS's, and a cap recharger in the mid's. With 2 NOS's was I slowly losing cap, and that was BEFORE the latest nerf to Paladin cap from 8000 to 7500., and the tank would have dried up if the aggro had stayed on me, but it swapped and I was able to turn off the repper for a minute or 2. Not that it mattered. With that tank, which is far far more slots than needed now, the ship died slowly. The single T2 LAR could not keep up in an NCO. I let the ship blow up, just to see how long it would take, even with the big ass resists and with the awesomeness of the bastion module. It took about 7 minutes, and that was even with the aggro swapping off from me for that 1 minute period. But I was going to be in that site much longer than that, since my small drones were getting chewed up because the AI was recognizing that the guns were doing **** damage to Tama's, compared to the drones, and attacked my drones. And why were the guns doing such **** damage? Because the unbonused webs could not slow them down enough. Yeah, Yitterbum's "internal testing" yielded a far different meaning of the word "effective" than my actual tests on Sisi.
so let me get this straight; you tanked an nco, alone for 7min?
wow these new bastion marauders suck...
lol.
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Anize Oramara
S T R A T C O M Critical-Mass
28
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Posted - 2013.10.17 23:36:00 -
[33] - Quote
Kagura Nikon wrote:Anize Oramara wrote:Xqpvqsvs Qr'atyuqink wrote:Anize Oramara wrote: pfffft easy. mjd to a mid point 100km away from gate/ starting point
Whats the point of mjd if warpgate is at half of mjd range?, u will jump it over and end on other side as far as u was before. learn math mate Besides half missions got npcs between your warpingpoint and warpgate, and some got npcs at warpgate, so juimping around in random directions wont help at all. Hahahahahaha! learn math? Hahahaha omg I cant breathe! pythagoras would like to have a word with you, as would your primary school math teacher. Ive tested this on sissi. it works. your theory crafting means nothing in the face of actual expetience. But doing triangulation would still be slower than traveling those same 60km for example on a vargur with deadspace ABurner. Did you miss the post where I said it actually wouldn't?
Unless that is you are going faster than 700m/s you're not going to be faster than a MJD. if you are going around 700m/s it will take THE SAME AMOUNT OF TIME as doing a triangulation.
9sec to spool up the MJD, 1min of bastion, another 9 sec to spool up. that's 88sec. 60km going at 700m/s will take you 85.7sec
lawl |

Anize Oramara
S T R A T C O M Critical-Mass
28
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Posted - 2013.10.18 00:37:00 -
[34] - Quote
Shivanthar wrote:Anize Oramara wrote: Did you miss the post where I said it actually wouldn't?
Unless that is you are going faster than 700m/s you're not going to be faster than a MJD. if you are going around 700m/s it will take THE SAME AMOUNT OF TIME as doing a triangulation.
9sec to spool up the MJD, 1min of bastion, another 9 sec to spool up. that's 88sec. 60km going at 700m/s will take you 85.7sec
lawl
It is ~82 seconds for a gate @60km. Because, with ab/mwd or slowboating, you only need to go distance minus 2,5 km in order to activate the gate. - You HAVE TO complete triangulation cycle for mjd in order to get your target, which is 88 seconds fixed at this example, even for a gate that is 20km away (considering perfect triangulation every time). - In a chance of miss triangulation (which will be pretty common), you HAVE TO slowboat to the gate. - Missions perspective, there are very rare 60km-away Gates from entry, most of them are located 10 - 40km in missions. To summerize, anything closer than 61,6 km from you, will be faster with AB (with 700m/s on this example). wait, you go 700m/s with an AB in a Vargur?
Wat?
With lv5 skills and a Gist X-type 100mn AB you go 479m/s so stop talking out your rear orifice.
Also, for the minute I'm bastioned I have pretty decent accurate guns since I'm standing still and not going 700m/s so popping frigs etc.
Thats also not taking into account the misisons where the gates are FARTHER than 50km away, like 100km+ I'll be on the gate in 9sec. good luck catching up in those. |

Anize Oramara
S T R A T C O M Critical-Mass
28
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Posted - 2013.10.18 00:48:00 -
[35] - Quote
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. |

Anize Oramara
S T R A T C O M Critical-Mass
28
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Posted - 2013.10.18 01:26:00 -
[36] - Quote
I kill stuff twice as fast as I normally do.
Can't give half a rats rear about dps on paper, I care only for results. |

Anize Oramara
S T R A T C O M Critical-Mass
30
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Posted - 2013.10.18 09:31:00 -
[37] - Quote
Kane Fenris wrote:Kagura Nikon wrote: You are deconsiredign the 15 seconds a marauder takes more or less to correct its direction so you MJD to the correct position. Of course some of that overlaps, but its more complicated aand at end less efficient because the propulsion mod is more versatile. SPecially when the distances are smal like 20 km to a gate.
havent been on testserver myself but from this i conclude you cant rotate (align) while in bastion mode? ...if so that would be sad and should be changed as someone who HAS tested the changes on sisi I will tell you that it makes no difference since you keep lock on the rats throughout so even as you deactivate bastion, align, jump, land and bastion up you will be applying dps. something youd be doing regardless if you were mwd to the gate or mjd. only difference is that I now have 4more modules dedicated to applying my dps more effectively than a ship with 1/3 more dps.
As someone who has not used mjd before I will say iy was easy, effective and intuitive to use. |

Anize Oramara
S T R A T C O M Critical-Mass
30
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Posted - 2013.10.18 09:42:00 -
[38] - Quote
SOL Ranger wrote:Please entertain this suggestion:
Bastion:
Increases shield and armor repair amount by 37.5%
Increases all shields, armor and hull resistances by 30%
Increases shield and armor HP by 50%
Increases capacitor regeneration by 20%
Increases capacitor amount by 20%
Increases sensor strength by 50%. No E-war immunity.
Suffers a penalty on all remote assistance by 50%.
-The extremely effective active tanking was instead moved to a more reliable and durable tanking model. -The bastion now functions as a panic button, raising both capacitor and buffer at the moment of activation. -E-war immunity was removed to allow a less absolute solution, although still quite resilient. -The RA lockout was removed, instead an effectiveness reduction was introduced to allow the support of advanced fleet actions and player interaction in a more complex manner. I did not remove the penalty fully because I do not believe CCP is prepared to accept to go that far. -The range bonuses were moved to the hulls as to not cause an artificial need to enter bastion to get the extra range and thus create an excessive immobility for Marauders; Bastion should remain a situational defensive module and not drag down the ships mobility because of being superior for all roles applicable at the same time.
Marauder
As marauders crave flexibility I added this gem of a feature, I proposed this previously, I'm really fond of it.
A marauder has the option of fitting extra offline module alternatives and put them online in space, they can fit 8H/ 8M/ 8L total slots in the hangar of which some will be offline; Only the use of a predefined number of modules at the same time in space is allowed, Vargur has 7H /6M /5L, thus its secondary offline modules possible to fit/online would be 1H /2M / 3L.
The ship: -Noteworthy is the heat damage bonus, I find this is warranted on Marauders to follow their high quality mark and the longevity of them; It is an excellent PvP bonus and a decent PvE panic feature as well, all round useful and fits Marauders very nicely. -I kept the low speed of the Vargur because I got the distinct feeling CCP won't raise it further, so the design relies on the original feature of the MJD. -I raised the drone bay a bit to allow more flights and even one or two flights of medium drones, I see little issue with larger drone bays on Marauder, especially given their role. -There are two launcher slots, those are to follow the general design of Minmatar ships, especially the Tempest, the option should be there; It provides very little raw dps so that is not a problem as such, it merely allows options. -The range bonuses do not suffer stacking penalties, if a problem exists with short range weaponry reaching too far then rebalance Barrage, artillery uses falloff just the same and should not be penalized because of this.
VARGUR
Role bonus: 100% bonus to Large Projectile Turret damage. 70% Reduction in Jump Drive reactivation delay. 150% bonus to range and velocity of tractor beams 50% Reduction in the amount of heat damage absorbed by modules.(new) 25% bonus to Large Projectile Turret optimal range.(moved from bastion) 25% bonus to Large Projectile Turret falloff.(moved from bastion)
Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire per level. 10% bonus to large projectile turret falloff per level.
Marauder Skill Bonus: 7.5% bonus to shield boost amount per level. 7.5% bonus to large projectile turret tracking per level.
Slot layout: 7H(8), 6M(8), 5L(8); 4 turrets, 2 launchers Fittings: 12900 PWG, 625 CPU Defense (shields / armor / hull) : 8500 / 8200 / 8200 Mobility (max velocity / agility / mass / align time): 110m/s / ? / 96520000/ ~16.0s Drones (bandwidth / bay): 50 / 200 Sensor strength: 28 Ladar
this makes the base hulls far far too powerfull. talk about power creep wow. |

Anize Oramara
S T R A T C O M Critical-Mass
30
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Posted - 2013.10.18 10:49:00 -
[39] - Quote
200 dronebay a Full fall off bonus not requiring marader 5 ditto with optimal bonus 50% heat absorption
ALL without ANY tradeoffs the very defonition of powercreep...
and the bastion bonuses...
do you have any idea what kind of insane ehp you can get with non stacking penalised omni 30% resists AND 50% armor AND shield hp?
the fact that I had to spell it out to you... just how disconnected are you with how this game works? how can you not see how absolutely op your proposed changes are? |

Anize Oramara
S T R A T C O M Critical-Mass
30
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Posted - 2013.10.18 11:28:00 -
[40] - Quote
you seem to be grossly missing the point. no group of ships will ever be farther away than 50km from you. thats the beauty of the mjd. many times you can instantly jump to 20km or less from them with the mjd instead of taking 3min to burn towards them. the TCs in the mids will usually be tracking scripted, not range. this means I will be getting penetrating hits 1/2 to 1/3 of the time greatly increasing my dps. many missions start with the rats 20-30km away.
I know this because that is what I experienced on the test server. that beats theory crafting any day. |
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Anize Oramara
S T R A T C O M Critical-Mass
30
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Posted - 2013.10.18 11:31:00 -
[41] - Quote
The Djego wrote:I ask again, since it is consistently ignored, is it to much to ask for to keep the current marauders ingame(or actually fix them) as a separate hull? The active tanking focus isn't that useful: - In incs it is useless, same as bastion is(marauders spider tank, the hole active tanking idea only comes for people that are not used to fly Incs with marauders), same goes to RR based groups in WH - single boxing L4 it is hardly useful(I 2-3 slot tank them already), multi boxing them I take close to zero damage anyway, and sitting around 60s is hilarious bad once you manage to apply 150k+ damage in this time frame Web and projection bonuses are far more handy then tank most of the time(axe the active tanking bonus for another projection bonus): - both in pvp and pve, the web bonus is actually extreme useful for people that know how to utilize it - Rail Kronos with 125/275 and the sentry tracking/optimal bonus would bring the Kronos finaly to competitive dps levels - high mwd speed plus optimal bonus and a bigger drone bay makes the Vargur a impressive artillery/sentry platform - a lot more speed and a explosion velocity bonus on the golem making it finally useful with torps again - optimal or tracking bonus on the pala(the optimal is a bit to strong in my opinion, but suit yourself). http://failheap-challenge.com/showthread.php?13247-MaraudersI think it is not to much to ask to actually give people that fly marauders a bit more serious still a reason to use them. I actually fly marauders and I freaking love the proposed changes on sisi.
but I prolly dont count because I dont agree with you correct? |

Anize Oramara
S T R A T C O M Critical-Mass
30
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Posted - 2013.10.18 12:15:00 -
[42] - Quote
Luckily any proposed changed made by players are usually far too obviously broken. I have no doubt that CCP would never actually consider implementing them so dont misunderstand my reasons for arguing against them. I am merely trying to assertain if you genuinely believe in those changes or if you are trolling.
not sure yet.
that story about the palladins though 8/10 would prolly read again. has to be fake though as he just gave away his super sekrit master plan in the one place on this entire forum where they would see it.
gg
serioisly though, super stoked about the bastion module. was sad that sisi was down and I couldnt play more last night. still need to run that guristas extravagansa. |

Anize Oramara
S T R A T C O M Critical-Mass
31
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Posted - 2013.10.19 23:53:00 -
[43] - Quote
The way I've been using The vargur that's been working great is exactly the opposite of what CCP wants me to do. That's the beauty of the sandbox nature of eve. I do what I want.
I use the amazing agility of the MJD to jump close to the enemy and then bastion up and kill all the things. Rinse and repeat. My damage output increases in some cases over 100% and I smile all the way.
I still need to test out 1400 vargur though. |

Anize Oramara
S T R A T C O M Critical-Mass
31
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Posted - 2013.10.20 00:08:00 -
[44] - Quote
Brib Vogt wrote:Anize Oramara wrote:The way I've been using The vargur that's been working great is exactly the opposite of what CCP wants me to do. That's the beauty of the sandbox nature of eve. I do what I want.
I use the amazing agility of the MJD to jump close to the enemy and then bastion up and kill all the things. Rinse and repeat. My damage output increases in some cases over 100% and I smile all the way.
I still need to test out 1400 vargur though. don't do it. boring. because of the four guns you have to shoot all 4 individually.
I used to run a mael with 8 1400 split into 4 groups of 2 each when I just wanted to have some fun blapping stuff.
What some people find boring others find fun. What you find fun I might find boring (MWD/AB towards enemies constantly, eeeeew) |

Anize Oramara
S T R A T C O M Critical-Mass
33
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Posted - 2013.10.20 22:38:00 -
[45] - Quote
Serge SC wrote:Quote:[SISI VARG] Republic Fleet Tracking Enhancer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Medium Shield Booster II Shield Boost Amplifier II Tracking Computer II,Optimal Range Script Large Micro Jump Drive
1400mm Howitzer Artillery II,Quake L 1400mm Howitzer Artillery II,Quake L 1400mm Howitzer Artillery II,Quake L 1400mm Howitzer Artillery II,Quake L Bastion Module I Small Tractor Beam II Salvager II Salvager II
Large Projectile Burst Aerator II Large Core Defense Field Extender II This is my fitting. Gun DPS 936.6 Quake, max skills Drone DPS 158.4 Hammerhead II Total DPS 1095 Works well, but has terribad tracking and the worst DPS from any marauder. Also, implants and some miracles.
Excuse me but what the hell are you doing?
The point of bastion is to have SPARE MID SLOTS. You have 2 too many tanking modules that can be converted into 2 more TCs with tracking scripts or a TC and a Sebo for lock range/scan res. Or if you really want to more optimal range.
If you have to do this, do it right.
|

Anize Oramara
S T R A T C O M Critical-Mass
33
|
Posted - 2013.10.29 21:55:00 -
[46] - Quote
Julie Thorne wrote:In Lv4s Vargur gains pretty much nothing with these changes.
1. Ewar immunity doesn't matter in Minmatar space.
2. Assuming that you have 2 optimal scripted TCs fitted, bastion only gives approximately 10km extra falloff. If you are not in bastion mode 1 MWD cycle is plenty to offset this bonus. Which means if we don't count the first 10-15 seconds, a freely moving Vargur does more damage.
3. Extra tank is unnecessary.
Basically the only reason I can see to fit a bastion module is to free up a mid slot for the MJD, which may come useful in some missions.
4. The Vargur's speed got a massive nerf. This makes closing the distance to targets slower, decreasing applied DPS.
So I have 3 suggestions.
1. Bastion really needs a 50% falloff bonus. This way bastion would give an extra 25km falloff which would be mostly ok.
2. Make Bastion a mid slot module (I know it is not in line with Triage and Siege, but I couldn't care less), remove the extra high slot, and an extra mid. This would allow for much more diverse setups. And it would make Marauders better in all roles, where using a bastion module is not practical.
3. Give some or all of the speed back.
|

Anize Oramara
S T R A T C O M Critical-Mass
33
|
Posted - 2013.10.29 23:47:00 -
[47] - Quote
Alvatore DiMarco wrote: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)?
Well just did serpentis vengeance for the first time ever (Run sansha on TQ) and finished it in 35min including looting and salvaging 16mill worth of loot. I took full room aggro every room by nuking the frigs first. I made a few derp mistakes that cost me around 5 min since it's the first time running it but MJD away from left over frigs at the end is 100% viable. The destroyers orbiting at 12km I could blap without webs (2 tracking scripts).
This is without ANY bling whatsoever. This will be amazing with a gist X-type large and republic gyros. Heck maybe even a faction invul but it's obviously not needed.
Made 31mill and 7k LP
Fit: [Vargur, Anize Oramara's Vargur] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Adaptive Invulnerability Field II X-Large Shield Booster II Sensor Booster II, Scan Resolution Script Large Micro Jump Drive Tracking Computer II, Optimal Range Script Tracking Computer II, Tracking Speed Script
800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L Small Tractor Beam II Small Tractor Beam II Small Tractor Beam II
Large Projectile Ambit Extension II Large Projectile Ambit Extension II
Salvage Drone I x5 Valkyrie II x5
Also hammerheads are effing useless against frigs. will the minmi mediums work better?
I killed the frigs first then launched salvage drones and told them to salvage (with nothing targeted, then proceeded to blap wile the wrecks got salvaged automatically, just picking up cans at the end.
Some additional stats with my skills as seen on sisi with bastion running 2X range scripts Tracking: 0.072 Range 79km
1range, 1 tracking (My default) Tracking: 0. 093 Range 74km
2 tracking (works amazing against serp and angels) Tracking 0.114 Range 67km (what I currently have on TQ)
Note that this is with a sebo fitted. I could replace that with another TC just as easily. Think the range goes up to 82km or tracking at 0.13 or something.
Basically your damage application shoots through the roof. End of story.
ps. serp loot/salvage suuuuuuuuucks. |

Anize Oramara
S T R A T C O M Critical-Mass
33
|
Posted - 2013.10.30 00:31:00 -
[48] - Quote
chaosgrimm wrote:Kane Fenris wrote:chaosgrimm wrote: If you want to play with the impact of drones: An alternative is that the TQ vargur could decide to stay in one place while in SISI vargur is in bastion. The TQ vargur's extra 25 bandwidth could be used to field a sentry drone, which would make up the 36 dps difference.
Alternatively, as taking an extra sentry would forgo light drones on TQ, you can bring a fleet of lights + 2 sentry drones. So lets say the sisi vargur is bastioned, and maybe a frigs got under its guns. It pulls in one sentry, releases 4 hobs to take care take care of it. The TQ vargur who might also be in a similar situation, maintains both sentry drones giving it the station advantage + releases 3 hobs to dispatch the frig. The TQ vargur still maintains an advantage as rare as a frig getting in under your guns is in a vargur and drones dont lose dps via travel time if they are sentry drones.
and yet again you proove that you neglect all effects to your sdisadvantage. a sentry i worth **** outside eft in this scenario you yourself say marauders and esp the vargur have to be mobile.... else you place the sentry at range or else it wont apply any meaningfull dps to anything completly unbonused and even if you do you'll end up looseing more time placeing it and scoopeing it up than you would never useing it. i think we wont reach a consense here because your unwilling to see that your view of drone dps is fundamentally flawed btw ill agree with you on the most part of the movementspeed and bastion but that doesnt make up for the drones blunder.... The purpose of the post is to reflect that w/ general mission running, outside of the original advantages I have spoken about again and again including in the very first post you replied to (ewar, rare needs for MJD < 3mins) that the ship has taken an overall nerf. I am glad that you see the advantages in mobility, and that when it comes to mobile vs bastionedcombat that the tq vargur maintains an advantage over the sisi vargur. The point related to drones was not a blunder, and serves to indicate that even in immobile vs bastioned combat, the tq vargur maintains an advantage over the sisi marauder due to the drone bandwidth. Remember that original 36dps was estimated at a range of 40km. (all lvl V) an unbonused bouncer II(i.e. difference in bandwidth) deals around ~48dps to BS moving in a perfect 40km orbit around the stationary vargur. Assuming the same BS is on the approach, its ~53 dps. You dont waste time scooping if you arent moving. In immobile combat, the tq vargur maintains an advantage over the sisi vargur In summary: TQ vs SISI vargurs in general lvl 4 combat outside of its few niche uses which I have on many occasions mentioned: mobile vs mobile = winner TQ mobile vs bastioned = winner TQ immobile vs bastioned = winner TQ The vargur has been nerfed. You are wrong as I have shown in the post right above yours. The increased damage application, increased penetrating hits and REAL WORLD (haha internet spaceships) far outstrip the paltry paper dps theory crafters circle jerk over.
Hell I didn't even use my drones since I get far more isk/m by simply having my salvage drones salvage while I shoot things. That's the whole point of the marauder. If you try and use the bastion marauder as you would the TQ one, or WORSE a pirate BS you will fail and deservedly so. Adapt and you will excel. The change is coming so everyone will have to adapt or switch over to pirate BS. Gankers would prefer that to be honest as I don't need a SINGLE bling module to full room tank vengeance and apparently angel extrav bonus room while your pirate BS still needs plenty of bling. |

Anize Oramara
S T R A T C O M Critical-Mass
33
|
Posted - 2013.10.30 18:38:00 -
[49] - Quote
Right so next mission tested, one I am far more familiar with, sansha blackade.
This mission almost made me rage quit when they introduced TD. It takes me around an hour or more with multiple warp outs on TQ at the moment WITH a MWD fitted and 1 tracking comp, a gist x-type large and 3 hardener tank.
Something to keep in mind I am only a 30mill character I do NOT have max skills. Salvage drone 4, marauder 3, shield compensation 4 and missing quite a few gunnery 5s as well as a capacitor skill or two.
Now the fit I used on sisi is: [Vargur, Sansha Blockade] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Large Micro Jump Drive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Adaptive Invulnerability Field II Large Shield Booster II
800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L Small Tractor Beam II Small Tractor Beam II Small Tractor Beam II
Large Projectile Ambit Extension II Large Projectile Ambit Extension II
Hobgoblin II x10 Salvage Drone I x5 Tracking Speed Script x3 Republic Fleet EMP L x8560
End result: 25minutes Isk+Loot+salvage: 35 377 375 (11 797 625 first tick) Rounds used: 1404 (around 1.5mill worth)
I would be genuinely interested to hear if someone has better stats than those. You'd prolly have to do it in a cruise golem because of TD.
You know what's the funniest thing? I STILL didn't do it optimally because I am still stuck in that old lv4 mentality of having to watch my triggers. Screw the triggers. In fact shoot the triggers first. If I had I wouldn't have had to MJD AT ALL because they orbit at around 44-47km. Heck I could have fit a sensor booster or something (TP? lol) in its place and would have been shotting more shaving a few minutes off my total time.
Also, and hee's the best part, my salvage drones were salvaging faster than I could kill and tracktor the wrecks hahahahahahahah.
ps. large and XL T2 shield booster have exactly the same shield boost/cap but the large is less dangerous to forget on.
omg I just had a thought. The paladin will absolutely OWN this mission  |

Anize Oramara
S T R A T C O M Critical-Mass
33
|
Posted - 2013.10.30 19:42:00 -
[50] - Quote
DTson Gauur wrote:Anize Oramara wrote:*snip a wall-o'-text* omg I just had a thought. The paladin will absolutely OWN this mission  Well, Paladin, Kronos OR Vargur will absolutely _murder_ this mission with bastion: Warp in @0 -> Bastion -> Shoot triggers -> Warp out , even with "just average" skills the completion time will be sub 5 minutes, I can actually do it in ~3 with a bastioned rail kronos Sure you miss out bounties etc, but you don't do it for the ISK, you do it for LP. I do it for the isk and loot personally so YMMV.
Ok second mission, Dread Pirate Scarlet mwahaha! (I fubared it and didn't kill her in the 3rd room :( )
So same fit as last one actually (Identical) Room 1: Serps Room 2: Gurista Room 3: Serp Room 4: Angle + Serp
Full clear, full salvage: 37min Isk + Loot + Salvage: 52 182 126 (I missed out on 5mill bounty and a potential implant) LP: 6888 Rounds used: 1.5k Phased 164 Fusion, all faction so around 1.7mill
The MJD was amazing in the last room (Landed at 0 on the serp spawn point lol) and I even managed to land a perfect 2 jump onto the gate in room 2 and 3.
Also interesting thing! If a gate is 70km away, you will most likely land within 5km of it aiming straight for it because gates have such huge hitboxes. So really when it comes to gates a gate can be anywhere from 75km-125km away and you will land on 0km.
Yea... I think I made my point but I can do more if you guys want :)
|
|

Anize Oramara
S T R A T C O M Critical-Mass
33
|
Posted - 2013.10.30 20:20:00 -
[51] - Quote
Joe Risalo wrote:Common guys, the topic has changed.
We're on the new tractor structure now, lol... Don't need it lol. 3 tractor 2s and 5 salavge dornes, even at lv 4 is more than you will ever need. |

Anize Oramara
S T R A T C O M Critical-Mass
33
|
Posted - 2013.10.30 20:21:00 -
[52] - Quote
chaosgrimm wrote:Anize Oramara wrote:DTson Gauur wrote:Anize Oramara wrote:*snip a wall-o'-text* omg I just had a thought. The paladin will absolutely OWN this mission  Well, Paladin, Kronos OR Vargur will absolutely _murder_ this mission with bastion: Warp in @0 -> Bastion -> Shoot triggers -> Warp out , even with "just average" skills the completion time will be sub 5 minutes, I can actually do it in ~3 with a bastioned rail kronos Sure you miss out bounties etc, but you don't do it for the ISK, you do it for LP. I do it for the isk and loot personally so YMMV. Ok second mission, Dread Pirate Scarlet mwahaha! (I fubared it and didn't kill her in the 3rd room :( ) So same fit as last one actually (Identical) Room 1: Serps Room 2: Gurista Room 3: Serp Room 4: Angle + Serp Full clear, full salvage: 37min Isk + Loot + Salvage: 52 182 126 (I missed out on 5mill bounty and a potential implant) LP: 6888 Rounds used: 1.5k Phased 164 Fusion, all faction so around 1.7mill The MJD was amazing in the last room (Landed at 0 on the serp spawn point lol) and I even managed to land a perfect 2 jump onto the gate in room 2 and 3. Also interesting thing! If a gate is 70km away, you will most likely land within 5km of it aiming straight for it because gates have such huge hitboxes. So really when it comes to gates a gate can be anywhere from 75km-125km away and you will land on 0km. Yea... I think I made my point but I can do more if you guys want :) the only point you have made is that u are able to complete missions in a vargur. Gratz? What point r u trying to make exactly? Just shoving my foot up every doomsayer's ass is all. |

Anize Oramara
S T R A T C O M Critical-Mass
34
|
Posted - 2013.10.30 20:45:00 -
[53] - Quote
chaosgrimm wrote:Anize Oramara wrote: Just shoving my foot up every doomsayer's ass is all.
Quick vargur summary for 4s Rubicon vargur bastion fit great for high jam/damp Rubicon vargur mjd bonus good for rare instances that require a jump more than once every 3 mins but could not otherwise be done with another form of prop. A tq fit Rubicon vargur is better outside of these 2 instances because of mobility and stacking penalties Hahaha You missed so much - Only need T2 fit so 1) no more bling on your ship so it's cheaper and 2) No danger of random ganking to get at your shinies - Adaptable: A lot more tracking OR Range means I can match or exceed TQ vargur damage application without moving an inch or worrying about transversal - I can still fit a MWD or AB and only be marginally slower but with MJD it really isn't nessesary. Remember you can target and shoot WHILE MJD so I don't lose any damage dealing while doing the 1min 2 hop jump to get at a gate 30km away.
Face it, the nerfs are so minor and the flexibility and advantages so great that the Rubicon Marauder is just plain better in every situation except where a pirate battleships is ALREADY better than the TQ vargur.
And this is with the VARGUR, arguably the weakest marauder. That is why I'm training for a paladin as that will beat the vargur plenty in amarr, gurista and serp space. Vargur will have the upper hand in angle space, probably but not sure if the golem will beat it there. Kronos will rock in serp and gurista space.
|

Anize Oramara
S T R A T C O M Critical-Mass
34
|
Posted - 2013.10.30 21:38:00 -
[54] - Quote
Shivanthar wrote:Anize Oramara wrote:chaosgrimm wrote:Anize Oramara wrote: Just shoving my foot up every doomsayer's ass is all.
Quick vargur summary for 4s Rubicon vargur bastion fit great for high jam/damp Rubicon vargur mjd bonus good for rare instances that require a jump more than once every 3 mins but could not otherwise be done with another form of prop. A tq fit Rubicon vargur is better outside of these 2 instances because of mobility and stacking penalties Hahaha You missed so much - Only need T2 fit so 1) no more bling on your ship so it's cheaper and 2) No danger of random ganking to get at your shinies - Adaptable: A lot more tracking OR Range means I can match or exceed TQ vargur damage application without moving an inch or worrying about transversal - I can still fit a MWD or AB and only be marginally slower but with MJD it really isn't nessesary. Remember you can target and shoot WHILE MJD so I don't lose any damage dealing while doing the 1min 2 hop jump to get at a gate 30km away. Face it, the nerfs are so minor and the flexibility and advantages so great that the Rubicon Marauder is just plain better in every situation except where a pirate battleships is ALREADY better than the TQ vargur. And this is with the VARGUR, arguably the weakest marauder. That is why I'm training for a paladin as that will beat the vargur plenty in amarr, gurista and serp space. Vargur will have the upper hand in angle space, probably but not sure if the golem will beat it there. Kronos will rock in serp and gurista space. One more thought: It doesn't ahve to be EITHER MWD OR MJD. You cna have both and use both in the same mission where applicable. It's this ADDED utility that makes it stand above the TQ marauders. There is simply no point in this post other than paper numbers. I'm an all-time Vargur pilot. I simply disregard this post. Telling "Rubicon Marauder is just plain better in every situation " is as same as telling you've not been playing Vargur in TQ for some time. If you've been playing with this ship long enough, you'd see there is no point telling any of the nerfs aren't worth that much. At this point I'd like to ask these three most simple questions to you: - (Point of little/no difference) Exactly what benefit you get for missioning (properly, including salvaging) in Rubicon Vargur against TQ Vargur, from the perspective of both ISK/hr and enjoyment? - (Point of nothing new) What is different from playing Sentry Dominix, with the proposed Vargur? Enemy ewar won't land you properly when you're 100km away anyway. - (Point of enjoyment) What makes you so happy with the Rubicon Marauder? Sniping? Or Sitting and bashing? Well ran scarlet again, made 82.4mill in 36min 
As to the enjoyment, as it is currently I'd say my enjoyment has at least been doubled with Rubicon Vargur. I've been running and plexing my 2 accounts with solo vargur for more than a year before I moved to a wh corp. I still run missions every now and then because a little bit is fun every now and then.
Don't have the drone skills to say regarding sentry domis. I hear they are very good in anoms but it's too passive for me, too boring.
It's a lot of things actually. The rapid redeployment with 1min MJD. The auto salvaging of my salvage drones (only have to tractor the wrecks) the sitting in a room and never having to worry about my tank again. The not having to fly around so I can focus on prioritising targets and grabbing wrecks. The opening of wreck and the huge isk ticks I've been getting (18mill, 15mill, 13 mill)
I'd probably be ok with plexing my account on running anoms if I was part of a null corp. Just sitting there nuking wave after wave of enemies (but with a bit more input than making sure my drones stay alive + the salvaging/looting at the same time. |

Anize Oramara
S T R A T C O M Critical-Mass
34
|
Posted - 2013.10.30 21:44:00 -
[55] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:- Only need T2 fit so 1) no more bling on your ship so it's cheaper and 2) No danger of random ganking to get at your shinies - Adaptable: A lot more tracking OR Range means I can match or exceed TQ vargur damage application without moving an inch or worrying about transversal - I can still fit a MWD or AB and only be marginally slower but with MJD it really isn't nessesary. Remember you can target and shoot WHILE MJD so I don't lose any damage dealing while doing the 1min 2 hop jump to get at a gate 30km away. Oh man... GÇó The "bling" is in the ship itself, ie: the $1-billion hull, skill books, training, etc. I can build "bling" a Raven for less than the sticker price of a Golem. GÇó Marginally slower? When a Scorpion starts lapping your Golem that's usually a subtle hint. GÇó Tracking or range... You mean the the 3rd rig slot T1 or Faction battleship hulls have? Or the extra low or mid slot for a wide assortment of options?
Aaactually since I run two T2 range rigs + Bastion + the extra TC I'm ahead by at least 2 range increasing modules. Not to mention the extra versatility and adaptability (0.13 tracking for hitting those blaster serps and angle battleships, 82km range for hitting stuff that stays out at range)
Since most everything will still be alive by the time you get to the gate what does it matter if you're a tiny bit slower at getting to it? Also I can get to any gate within 200km in a minute (9sec if it's 75-100km away)
And heres the thing about "bling" and what I meant. A pirate BS is still a lot of money, a RNI is still a lot fo isk. but these need 500mill+ in bling. That makes a very juicy target. I pay the same but I don't need 500mill+ in modules to make the vargur work meaning all a ganker is going to get when he kills me is 10mill in T2 modules. Hence I am safe from gankers looking for isk while you are not :D |

Anize Oramara
S T R A T C O M Critical-Mass
34
|
Posted - 2013.10.30 22:04:00 -
[56] - Quote
zentary wrote:Brib Vogt wrote:Debora Tsung wrote:Brib Vogt wrote:For the sake of my beloved Vargur could the Bastion module get the same properties concerning optimal and fall off bonus then tracking computer and -enhancer: What for? The Bastion mod frees at least one mid slot for an additional TC. [Vargur, Tech2 copy 1] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Tracking Enhancer II Adaptive Invulnerability Field II X-Large Shield Booster II Tracking Computer II, Tracking Speed Script Tracking Computer II, Optimal Range Script Target Painter II Large Micro Jump Drive 1400mm Howitzer Artillery II, Republic Fleet Fusion L 1400mm Howitzer Artillery II, Republic Fleet Fusion L 1400mm Howitzer Artillery II, Republic Fleet Fusion L 1400mm Howitzer Artillery II, Republic Fleet Fusion L Drone Link Augmentor II Salvager II Small Tractor Beam II Large Projectile Burst Aerator II Large Ionic Field Projector I Warrior II x5 Bouncer II x2 Tell me where i got an extra in this fitting. Everything i told was already with bastion. thanks for your senseless post. You made me a bit angry, i have to admit. Everything follows the same mechanics in eve. why not even try to put bastion to similar effects like other modules. Optimal bonus always leads to identical increase in applied damage, while fall-off bonus only increases damage on a ship specific scale. now this fit right here is terrible. No wonder people have turned to ganking mission runners you barely have to spend any money to blow this thing out of space and take his stuff What stuff exactly? The 4 fleet gyros (He shoudl be running 3 faction and a T2 really) You're saying you are going to scan him down in his mission and gank him with a couple of tornados where IF ALL 3-4 gyros drop you WONT EVEN BREAK EVEN?
Are you serious? Hahahahaha.
But yea, I don't think arty vargur is the way to go honestly. AC's are fine. |

Anize Oramara
S T R A T C O M Critical-Mass
34
|
Posted - 2013.10.30 22:17:00 -
[57] - Quote
zentary wrote:Anize Oramara wrote:zentary wrote: now this fit right here is terrible. No wonder people have turned to ganking mission runners you barely have to spend any money to blow this thing out of space and take his stuff
What stuff exactly? The 4 fleet gyros (He shoudl be running 3 faction and a T2 really) You're saying you are going to scan him down in his mission and gank him with a couple of tornados where IF ALL 3-4 gyros drop you WONT EVEN BREAK EVEN? Are you serious? Hahahahaha. But yea, I don't think arty vargur is the way to go honestly. AC's are fine. lol why the heck would i use a tornado? few catalysts work just fine
A few catalysts?
What the strontium are you smoking?
No seriously are you on some kind of mind altering drug?
You realise that not ONLY can he rep 400+ RAW SHIELD HP per SECOND but he has 66% thermal and 71% kin resist on shields with over 10k shield buffer not to mention similar resists on armor with another 9k+ armor hp AAAAND 30% omni hull resists.
And you want to kill that with a couple of catas?
IN HIGH SEC?
BAHAHAHAHAHAHAHAHAHAHAHAHAHA |

Anize Oramara
S T R A T C O M Critical-Mass
34
|
Posted - 2013.10.31 02:03:00 -
[58] - Quote
zentary wrote:Anize Oramara wrote:zentary wrote:Anize Oramara wrote:zentary wrote: now this fit right here is terrible. No wonder people have turned to ganking mission runners you barely have to spend any money to blow this thing out of space and take his stuff
What stuff exactly? The 4 fleet gyros (He shoudl be running 3 faction and a T2 really) You're saying you are going to scan him down in his mission and gank him with a couple of tornados where IF ALL 3-4 gyros drop you WONT EVEN BREAK EVEN? Are you serious? Hahahahaha. But yea, I don't think arty vargur is the way to go honestly. AC's are fine. lol why the heck would i use a tornado? few catalysts work just fine A few catalysts? What the strontium are you smoking? No seriously are you on some kind of mind altering drug? You realise that not ONLY can he rep 400+ RAW SHIELD HP per SECOND but he has 66% thermal and 71% kin resist on shields with over 10k shield buffer not to mention similar resists on armor with another 9k+ armor hp AAAAND 30% omni hull resists. And you want to kill that with a couple of catas? IN HIGH SEC? BAHAHAHAHAHAHAHAHAHAHAHAHAHA Just so you can see some numbers, you'd need 3 catas just to break the tank. Then you'd need to chew through 60k+ EHP. I figure you'd need around.... 20 or so catas given 15 seconds of free firing. 30 for 10 seconds of free firing. i just chose a destroyer you numbskull. The Minmitar one would work just fin as well. And with that tank it would be easy to just have a cloaky warp in and go in when his shields with be at their lowest from the ratts considering that won't be hard with those resists. you obviously know nothing. and how exactly are you goong to know when his shields are low? in fact with an active tank you want to keep your cap as close to 30%as possible so shields wont ever be low.
how about you tell me how many alhpa dessies you gonna need so I can laugh in you face. will someone go through all the trouble of getting 20 or more alpha dessies together just to maybe loot 180mill in loot 18 mill each yey, when there is a mach or vinty flying around with 1.5bill?
you obviously know less than what you are asserting I know. also a single Dcu will double the amount of dessies you need. |

Anize Oramara
S T R A T C O M Critical-Mass
34
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Posted - 2013.10.31 06:39:00 -
[59] - Quote
Kusum Fawn wrote:Anize Oramara
You have yet to post numbers for TQ why are you responding to anything else without them?
You have yet to demonstrate the validity of anything you are saying. uh I already stated that running sansha blockade it takes me 3 times as long to do it with multiple warp outs. do you have trouble reading?
also so far every mission I have run on sisi has been faster than what I usually get on tq because of various factors including jamming, damping, tracking disruption, range issues, gate travel, elite frigs and cruisers, etc.
now how about we see a constructive post from you princess? |

Anize Oramara
S T R A T C O M Critical-Mass
34
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Posted - 2013.10.31 06:50:00 -
[60] - Quote
zentary wrote:@Anize Oramara
I mean "A" dessie as in i picked one at random you prick. And you use the cloaky to wait for the biggest spawn in the mission then you jump him because the rats do play a factor. Not sure why in your mind they don't. Then again idiots like yourself apparently don't think of all factors.
And I'm not sure why you think I'm only talking about this ship. i simply stated those fits are why people kill expensive ships in general but then again you seem to not be able to read very well look its patentlu clear that you have no idea what bastion is or does if you think a single dessie will do more than die in a fire. ive taken full room aggro on vengeance and not had to so much as pulse the shield repper.
yes a couple of taloses might be able to do it but at around 70 - 80 mill each you will not be makimg any isk because there wont be enough bling since its over tanked with t2 equipment.
nor would t2 salvage even remotely cover your costs. |
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Anize Oramara
S T R A T C O M Critical-Mass
35
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Posted - 2013.10.31 10:14:00 -
[61] - Quote
DSpite Culhach wrote:Joe Risalo wrote:Serge SC wrote:Yeah, just read it. I should've before posting.
That structure makes marauders' bonus a bit useless... about the only thing the Marauder tractor is good for now, is picking up mission objective loot. Hey. lets just convince CCP to allow us to attach a tractor beam to _that_ structure, so we can drag it and act as a driftnet  EDIT: In the next few comments past that one I found my idea was not original after all ... I rely heavily on 3 t2 tractor beams to double my isk income per mission. a tiny bit more range would be nice though :) |

Anize Oramara
S T R A T C O M Critical-Mass
35
|
Posted - 2013.10.31 18:25:00 -
[62] - Quote
chaosgrimm wrote:I'd like to ask a question to experienced golem users aka not me. Pls take this with a grain of salt as I do not claim to know the golem by any means.
It would appear from other posts that the torp golem has been overshadowed to some extent bc of cruise missile changes and the golem's mobility changes, or at the very least, the cruise golem has been made more viable.
My question relates to the synergy of target painters, bastion, and the range of cruise missiles in lvl 4s. It is my understanding that the further you are from a target, the higher the chance your tp will not have an effect.
If this is the case, would it be a fair assessment to say that if the extra range given by the bastion mod is used, the effective dps goes down, and that the tp bonus doesnt synergize with bastion well?
Well at max skill they have an optimal of 45km and a falloff of 90km so total range of 135km
Considering the range of torps I'd say paints synergise perfectly well with torps and still have decent to good effect at 80km or so. I used paints a lot in C5 sites on the loki and they always hit at ranges of 55km. I think it's a case of they hot or they dont hit, not reduced effectiveness of a hit.
Reading up on it (seems reliable info) it seems you have 50% chance to hit with paints at 135km. so 100% hit rate up to 45km then I guess linear drop off to 50% at 135km. Considering the amount of free mid slots you will have because of bastion you can afford to fit an extra paint so I'd say bastion IMPROVES your paints, in a way, over normal ships by virtue of fitting more of them so if one misses it doesnt matter. |

Anize Oramara
S T R A T C O M Critical-Mass
35
|
Posted - 2013.11.01 10:18:00 -
[63] - Quote
hmskrecik wrote:stoicfaux wrote:Seriously, can we quit whining about Rubicon Marauders in level 4s? The only people who have valid complaints are those can afford losing a billion isk hull in PvP, and those who need the webs for Incursions, WHs, and similar. Speaking of, had any WH dweller commented on marauders' performance out there? I'm genuinely curious. I live in a c5 and honestly I can think of a Lot of fun things to doowith the new marauders. it can probably solo c5 sites and even help clean up cruisers and the like in cap escalations. it will do great as the new c1-4 'dreads' esp to kill capshipless poses. paladins and ral kronos and even cruise golems will do very well esp in c4s and vargurs will be usefull in c5s.
note the same precautions should be taken as woth cap ships as they are expensive so lock down holes/scouts etc. they will prolly run on asbs and the armor variant. golems will also do good in c5 thinking about it now (loki support + asbs)
I actually already experimented with a rr vargur as part of a t3 fleet for c3 and c4 sites. will do decent in c4 with arties now. |

Anize Oramara
S T R A T C O M Critical-Mass
35
|
Posted - 2013.11.01 12:35:00 -
[64] - Quote
Kagura Nikon wrote:Anize Oramara wrote:hmskrecik wrote:stoicfaux wrote:Seriously, can we quit whining about Rubicon Marauders in level 4s? The only people who have valid complaints are those can afford losing a billion isk hull in PvP, and those who need the webs for Incursions, WHs, and similar. Speaking of, had any WH dweller commented on marauders' performance out there? I'm genuinely curious. I live in a c5 and honestly I can think of a Lot of fun things to doowith the new marauders. it can probably solo c5 sites and even help clean up cruisers and the like in cap escalations. it will do great as the new c1-4 'dreads' esp to kill capshipless poses. paladins and ral kronos and even cruise golems will do very well esp in c4s and vargurs will be usefull in c5s. note the same precautions should be taken as woth cap ships as they are expensive so lock down holes/scouts etc. they will prolly run on asbs and the armor variant. golems will also do good in c5 thinking about it now (loki support + asbs) I actually already experimented with a rr vargur as part of a t3 fleet for c3 and c4 sites. will do decent in c4 with arties now. Test in sisi, they blow up in between repair cycles (at least the armor tanked ones) when you get bad luck timed bursts of damage. IF they had a much larger EHP pool, then they might indeed have a role in wormhoels as solo site runners. what class wh was that in? what was the fit? did you have at least 2 1600 plates fitted? were you running armor links? (mandatory in c5) I will see about testing the vargur in sisi this weekend thoigh I do not have access to links :( |

Anize Oramara
S T R A T C O M Critical-Mass
35
|
Posted - 2013.11.01 12:40:00 -
[65] - Quote
hmskrecik wrote:Anize Oramara wrote:I live in a c5 and honestly I can think of a Lot of fun things to doowith the new marauders. it can probably solo c5 sites and even help clean up cruisers and the like in cap escalations. it will do great as the new c1-4 'dreads' esp to kill capshipless poses. paladins and ral kronos and even cruise golems will do very well esp in c4s and vargurs will be usefull in c5s. For one, I thank you for the voice. On the other hand, no offense intended, I asked about results of actual testing. When talking about performance I prefer to keep talking about performance so I'm more interested in dids, coulds, hads and wases. thats pretty rude. I was sharing my experieces in a c5 and what I from my experience knew to be possible in the absense of the ability to test it considering the lack of access to links amongst othet things on sisi.
that said you did conveniently forget to quote the part where I said that I DID run a vargur as a rr anchor for a tengu group in c4 and c3 systems and thats what really gets my jimmies rustled. |

Anize Oramara
S T R A T C O M Critical-Mass
35
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Posted - 2013.11.01 13:16:00 -
[66] - Quote
hmskrecik wrote:Anize Oramara wrote:hmskrecik wrote:Anize Oramara wrote:I live in a c5 and honestly I can think of a Lot of fun things to doowith the new marauders. it can probably solo c5 sites and even help clean up cruisers and the like in cap escalations. it will do great as the new c1-4 'dreads' esp to kill capshipless poses. paladins and ral kronos and even cruise golems will do very well esp in c4s and vargurs will be usefull in c5s. For one, I thank you for the voice. On the other hand, no offense intended, I asked about results of actual testing. When talking about performance I prefer to keep talking about performance so I'm more interested in dids, coulds, hads and wases. thats pretty rude. I was sharing my experieces in a c5 and what I from my experience knew to be possible in the absense of the ability to test it considering the lack of access to links amongst othet things on sisi. that said you did conveniently forget to quote the part where I said that I DID run a vargur as a rr anchor for a tengu group in c4 and c3 systems and thats what really gets my jimmies rustled. how many cap escalations have you had to fc? expetience is the best you are going tp get untill someone can get all 4 marauders and both shield and armor links into a wormhole on sisi or post rubicon tq to actually test it. I'm sorry, it wasn't meant to be rude. I thought I've read your post carefully and I got impression that you're hand waving, not reporting. If I was wrong, I apologize. I have almost zero experience of WH and only couple of times I was there, was running some c3 sites in some throwaway ships, that's why I'm genuinely interested how new changes are received by people making their living from killing sleepers. But let me repeat, since those changes hit SiSi, all I'm interested in are field reports, not attribute analysis. My overreaction might have come from my sensitivity to stats vs. performance discussion. It was my eagerness, not disrespect. nah its cool I also overreacted. we run a lot of c3 since we have a lot of members that cant run the cap escalations so we do all kinds of zany stuff. our fleet looks more like a pvp fleet than a sleeper ratting fleet. the vargur as is makes a great rr suport ship with 1k added dps. with bastion it will rip c3 and c4 to shreds because it can salvage the sites while running them and the mjd and extra tank will be amazing as well. you only problem is ofcourse the 1min timer on bastion but there are ways of staying relatively safe.
what I am most interested in though is ofcourse the possible usesin c5. itd be great for example to clear high end gas and ore sites without needing a carrier and even clearing cruisers in combat sites. everytjing I know tells me that itd work great but I will want to test it on sisi. |

Anize Oramara
S T R A T C O M Critical-Mass
35
|
Posted - 2013.11.01 13:24:00 -
[67] - Quote
hmskrecik wrote:Anize Oramara wrote:what I am most interested in though is ofcourse the possible usesin c5. itd be great for example to clear high end gas and ore sites without needing a carrier and even clearing cruisers in combat sites. everytjing I know tells me that itd work great but I will want to test it on sisi. Please don't forget to drop a note how it went. :) for sure! I just need to find someone with links on sisi. though I can not fly the armor marauders, yet. |

Anize Oramara
S T R A T C O M Critical-Mass
35
|
Posted - 2013.11.01 13:27:00 -
[68] - Quote
Tsukinosuke wrote:125/125 drone bay/bandwidth for all marauders, would it break the game's balance?!? yes. you'd out damage, out range, out track and out tank pirate ships. currently pirate ships at least out damage marauders. |

Anize Oramara
S T R A T C O M Critical-Mass
36
|
Posted - 2013.11.01 14:20:00 -
[69] - Quote
chaosgrimm wrote:Anize Oramara wrote:Tsukinosuke wrote:125/125 drone bay/bandwidth for all marauders, would it break the game's balance?!? yes. you'd out damage, out range, out track and out tank pirate ships. currently pirate ships at least out damage marauders. Only this is not correct. You could field 5 sentry drones on at least the vargur and kronos, and their raw dmg would not exceed the pirate alternatives. you mean all of 40 damage the mach has over a vargur at max skillpoints? lol. lets not forget that the marauder can fit more omni tracking, normal tracking and have far greater range AND fit more drone range mods over the mach.
you would be outdamaging the mach by a very large margin. |

Anize Oramara
S T R A T C O M Critical-Mass
36
|
Posted - 2013.11.01 14:24:00 -
[70] - Quote
Kagura Nikon wrote:hmskrecik wrote:Kagura Nikon wrote:The ship is MASSIVELY slower than before!!! Vargur was almost 20% faster before. You got me curious. I just did fly Vargur side by side on SiSi and on TQ. Same ship, same skills, same implants. I admit that I did not measure time very precisely but with MWD on in about minute (time to cool down MJD) Vargur on TQ covered about 55km while on SiSi it went 50km. When Vargur on TQ reached 100km mark, on SiSi it was at about 88km. The only massive thing I see so far is your overuse of the Caps Lock key. Just plug the numbers on EFT! It already has both marauders type son it. The ship got slow enough ! Stop with your " I felt nothign wrong".. numbers.. numbers do not lie!!! The base speed was hugely nerfed and the decrease in mass is nowhere near 20% this just in folks! real world results are not valid. only eft numbers matter.
BAHAHAHAHAHAHAHAHAHAHAHAHAHA |
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Anize Oramara
S T R A T C O M Critical-Mass
36
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Posted - 2013.11.01 14:31:00 -
[71] - Quote
Kagura Nikon wrote:Anize Oramara wrote:Kagura Nikon wrote:Anize Oramara wrote:hmskrecik wrote:
Speaking of, had any WH dweller commented on marauders' performance out there? I'm genuinely curious.
I live in a c5 and honestly I can think of a Lot of fun things to doowith the new marauders. it can probably solo c5 sites and even help clean up cruisers and the like in cap escalations. it will do great as the new c1-4 'dreads' esp to kill capshipless poses. paladins and ral kronos and even cruise golems will do very well esp in c4s and vargurs will be usefull in c5s. note the same precautions should be taken as woth cap ships as they are expensive so lock down holes/scouts etc. they will prolly run on asbs and the armor variant. golems will also do good in c5 thinking about it now (loki support + asbs) I actually already experimented with a rr vargur as part of a t3 fleet for c3 and c4 sites. will do decent in c4 with arties now. Test in sisi, they blow up in between repair cycles (at least the armor tanked ones) when you get bad luck timed bursts of damage. IF they had a much larger EHP pool, then they might indeed have a role in wormhoels as solo site runners. what class wh was that in? what was the fit? did you have at least 2 1600 plates fitted? were you running armor links? (mandatory in c5) I will see about testing the vargur in sisi this weekend thoigh I do not have access to links :( Tried in Paladin in a C5, but I did not had a slave set. YEt, they a re still not there at the level they woudl need to be to risk them on a C5. As I said they woudl need to have another 1k, 1200k n their tanking layers.
thats not what I asked now was it? what was the fit? did you have a command ship giving you boosts aka links? if you did not then your test was a failure and invalid.
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Anize Oramara
S T R A T C O M Critical-Mass
37
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Posted - 2013.11.01 15:13:00 -
[72] - Quote
chaosgrimm wrote:Anize Oramara wrote:chaosgrimm wrote:Anize Oramara wrote:Tsukinosuke wrote:125/125 drone bay/bandwidth for all marauders, would it break the game's balance?!? yes. you'd out damage, out range, out track and out tank pirate ships. currently pirate ships at least out damage marauders. Only this is not correct. You could field 5 sentry drones on at least the vargur and kronos, and their raw dmg would not exceed the pirate alternatives. you mean all of 40 damage the mach has over a vargur at max skillpoints? lol. lets not forget that the marauder can fit more omni tracking, normal tracking and have far greater range AND fit more drone range mods over the mach. you would be outdamaging the mach by a very large margin. You should double check this, don't have access to EFT atm or I would post numbers. Ensure implants, ammo, dmg upgrades, guns, and skills are the same. Make sure u add drones to the mach as well as the vargur. As to your comment on slots. Shield mach gets options for more ddas which fits the theme of the mach having more dmg while the vargur has better tracking this was done with eft. no implants. all lv5 skills. drones added on both (5 for vagur 4 for mach) bastion vargur requires less tank. fitted dcu and te on mach to help make up for bastion. vargur has more mids and util highs in addition to more free mids from bastion tank. the difference is 40 dps with the vargur having far superior tank, range, tracking including drone range and tracking and dps
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Anize Oramara
S T R A T C O M Critical-Mass
38
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Posted - 2013.11.01 17:19:00 -
[73] - Quote
chaosgrimm wrote:Anize Oramara wrote: this was done with eft. no implants. all lv5 skills. drones added on both (5 for vagur 4 for mach) bastion vargur requires less tank. fitted dcu and te on mach to help make up for bastion. vargur has more mids and util highs in addition to more free mids from bastion tank. the difference is 40 dps with the vargur having far superior tank, range, tracking including drone range and tracking and dps
Ah I thought you were saying the vargur was out dmging the mach by 40 pts, but its the other way around. So 5 sentry does doesn't surpass the max dmg. Let's take the discussion a bit further. Not knowing ur fit or having access to EFT, I would imagine the 40 dmg difference is around a 4-5% dmg difference. I would also estimate that the difference in gun dmg alone is around 9.5% in favor of the mach. The mach then can take advantage of using its mobility to deal more damage, and given the number of lows can makes its raw drone dmg superior. Drone dmg via sentry can also be reduced by killing the drones and is more situational. Overall the mach can still top out higher than the vargur if it want to via the number of lows. The mach gains substantially more mobility and turret dps as well. Completely outclassed? Really? Sentry drones would also play well with the optional highs and stationary playstyle No see you completely missed the point. 40dps is nothing when you take into account that the mach will have next to NO damage application modules while the vargur will have tons. This is what I hate about EFT warriors, they only care about dps without taking into account the QUALITY of that dps. The vargur will far surpass the damage applicaiton of a mach if it has 5 sentries and that means that that 40dps means nothing as you are doing tons more REAL WORLD damage as you have far better drones from tracking and range modules and your guns quality is higher as well.
So just to be clear, although the vargur does 40 dps less it APPLIES more damage than the mach meaning it will outclass the mach because IN ADDITION to near identical raw damage it now has better applicaiton, better tank and loot/salvage capability.
That means it outclasses the Mach. 5 sentries is a very very bad idea. |

Anize Oramara
S T R A T C O M Critical-Mass
38
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Posted - 2013.11.01 17:22:00 -
[74] - Quote
Kagura Nikon wrote:[quote=hmskrecik] MATH is the only truth in universe!! If you cannot comprehend that you shoudl not be in a balance thread on a ship of excel online!
Well it sure as heck isn't spelling  |

Anize Oramara
S T R A T C O M Critical-Mass
38
|
Posted - 2013.11.01 18:32:00 -
[75] - Quote
hmskrecik wrote:Anize Oramara wrote:No see you completely missed the point. 40dps is nothing when you take into account that the mach will have next to NO damage application modules while the vargur will have tons. This is what I hate about EFT warriors, they only care about dps without taking into account the QUALITY of that dps. The vargur will far surpass the damage applicaiton of a mach if it has 5 sentries and that means that that 40dps means nothing as you are doing tons more REAL WORLD damage as you have far better drones from tracking and range modules and your guns quality is higher as well.
So just to be clear, although the vargur does 40 dps less it APPLIES more damage than the mach meaning it will outclass the mach because IN ADDITION to near identical raw damage it now has better applicaiton, better tank and loot/salvage capability.
That means it outclasses the Mach. 5 sentries is a very very bad idea. Anize, I think you're not quite right here. The problem is that stacked bastion does not add much to range. With 2xTE + 1xTC I used to fly with we're talking about 65km vs. maybe 70km of optimal+falloff. Actual improvement of damage application I see in such situation is that when bastion is activated and I already have a ton of range bonus, I can unscript TC or script it for tracking but its effect is harder to measure. Thats very true but I get 82km falloff on my rubicon vargur fit that I have already run multiple very hard missions with. The range can be scripted out to get uo to 0.13 tracking (up from .08) So although the vargur is slower (and immobile in bsation) it doesn't matter because I don't have to move :) |

Anize Oramara
S T R A T C O M Critical-Mass
38
|
Posted - 2013.11.01 19:11:00 -
[76] - Quote
Rio Bravo wrote:The new Marauder class. It's a PVE ship, but with PVP capability from what I can see...Wouldn't know what to tell you if you asked me how to fly it. Have to see it in operation I guess first.
Fuel troubles me if your a mission runner with it. I hated buying cap charges and ammo for different damage types...now people want me to carry fuel too...might just fly a BS then. (Cheaper too). Trying to avoid hassles while doing missions, just one more thing to run out of.
The other thing is the skills it takes to fly it. Don't get me wrong, it's a great ship. But takes forever to train for. On top of that, it is very expensive. Any ship can be lost, but there are more cost effective alternatives then those beasts. Faction BS while the same price nearly, is way easier to train. T1 BS's might be rather sub-standard, but are like a 5th of the price, and can do the job for most missions or anoms. If your really strapped for cash can do decent sniping in a tier 3 BC. and T3 while all-in-one ships, are easy to train, yet on the costly side. The price of versatility.
I like the marauder, lots of nice work went into it. I would never PVP in something that shiney. Incursions you cannot do in it, maybe VG, but you'd be laughed out of a AS or HQ site fleet. For me, will be a ship I bring out on special occasions and parades....maybe run the odd high sec mission in it. I can't risk that kind of money out in null alone to do a scan site or anom. I would get hot-dropped to easily, and I would be shedding tears for days.
From an engineering perspective? Nice work CCP, flagship of the sub-caps! Deadly, I am sure, in the hands of a pilot who knows how to fly it! Perfectly balanced too I believe, enough, but not too much. You seem to be confused, or didn't bother reading the first post of the thread. There are no fuel requirements. On the palladin there isn't even ammo really and kronos you only going to be using AM for the most part or null with blasters...
The marauder is a T2 BS to when you say BS do you mean T1 BS, navy BS or Pirate BS?
Paladins and Kronos is relatively popular in Incurtions because of webs but those are getting removed.
The marauder is and always has been very niche. It's main advantage for me was it could salvage and loot while missioning. Others used it for Incurtions but apart form that it is pretty niche. The change is aimed at diversifying and changing it's niche a little bit.
You really should read up a bit better on something you're commenting on next time.
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Anize Oramara
S T R A T C O M Critical-Mass
38
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Posted - 2013.11.01 19:14:00 -
[77] - Quote
hmskrecik wrote:Brib Vogt wrote:If you try to fly the vargur like a mach to keep up the killspeed you completely render the bastion module useless. A comment to the same effect I made several pages back. If you fly new Marauder like you used to fly old Marauder, the bastion module is not needed. The trick is to monetize on new bonuses, MJD for mobility and bastion for lighter tanking. Indeed it's close to a new ship really. It's funny how in a rut some people are, unable to think outside the box and capitalize on the unique advantages the ship brings. |

Anize Oramara
S T R A T C O M Critical-Mass
39
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Posted - 2013.11.01 19:51:00 -
[78] - Quote
Dorororo wrote:I have a question for CCP devs regarding the current thinking on Bastion skills. When will we be able to confirm if it will be High Energy Physics 4 (if at all)?
Honestly, if Marauders are now being balanced around Bastion, I would suggest that Bastion not use an arbitrary science skill as it's pre-req. All this does is add yet another skill to the already lengthy skill pre-reqs for Marauders. You've already added another one in the form of MJD operation, but at least that's usable in any BS class ship. It would be much better if Bastion's skill pre-req was one of the existing pre-reqs for Marauders.
If Bastion was optional I'd be ok with something like High Energy Physics, but right now it's going against the policy of "you can fly whatever you can before the rebalance". Technically yes you can undock in a Bastion-less Marauder but the entire way the rebalance has been structured has been pretty biased towards the use of Bastion.
It's just one skill and not really a big deal, but there isn't any reason at all to add yet another skill pre-req either. I mean Hull Upgrades V would probably make more sense. The rebicon marauder is nearly identical to the TQ one. a few minor adjustments a major adjustment or two, kinda like when some of the other ships were rebalanced. You can still do the same things after rubicon in the marauder. they added functionality though and that added functionality should come with added skill to train. |

Anize Oramara
S T R A T C O M Critical-Mass
39
|
Posted - 2013.11.01 20:31:00 -
[79] - Quote
Tsukinosuke wrote:hmskrecik wrote:Tsukinosuke wrote:hmskrecik wrote:Tsukinosuke wrote:125/125 drone bay/bandwidth for all marauders, would it break the game's balance?!? Let me counter with another question: if they gave it to you, would you have any reason to use another ship for the same thing, whatever you're doing? If the answer is no then the answer to your question is yes. there are a lot of requirements to fly it, do you know how long you have to wait to fly a marauder-sentry ship? " When in bastion mode, Marauder is immune to EW but cannot neither be remote assisted or remote assist in any way" it will give a bit balance? pvp and fleet usage may be nerfed a little bit..  (triage mode off) That bit is new! Where is it written that Marauders cannot *give* remote assist while in bastion? im sure you are enough smart to notice underlined parts is the cost of 125/125 drone bay - bandwidth.. anyway, it may be caused my bad speaking.. it is just a raw idea for sentry lovers, tbh, it is still better than asking for speed to hull which it is useless(and ridiculous) with bastion.. or better than comparing 3b-4b worth machariel fitting vs t2 fitting vargur..
So... you become a sentry boat but can't rep your sentries?
That doesn't really make sense. |

Anize Oramara
S T R A T C O M Critical-Mass
39
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Posted - 2013.11.02 02:38:00 -
[80] - Quote
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? |
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Anize Oramara
S T R A T C O M Critical-Mass
39
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Posted - 2013.11.02 22:40:00 -
[81] - Quote
Arthur Aihaken wrote:baltec1 wrote:Gives you a reason to use the others in small gangs/solo. One more nail in the Golem coffin. Because the Golem was the premier small gang pvp ship right? |

Anize Oramara
S T R A T C O M Critical-Mass
39
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Posted - 2013.11.02 23:13:00 -
[82] - Quote
Mer88 wrote:Kane Fenris wrote:Mer88 wrote: heavy missiles got exp velocity of 150m/s ?? no sure but it is nothing compare to 2000m/s cruiser. clearly you have no clue of missile mechanics i strongly advise you to read and understand the link i posted few pages ago... if its so clear then say it shouldnt be that hard to explain. what i observe is what it is. i dont use formulas im sorry It's pretty complex, I can see why you have trouble grasping it
http://wiki.eveuniversity.org/Missile_Damage
"If the ship is moving below a specific threshold, the explosion velocity and the speed of the ship do not affect the missile damage."
But luckily for you I found the important bit :) |

Anize Oramara
S T R A T C O M Critical-Mass
39
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Posted - 2013.11.02 23:23:00 -
[83] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Because the Golem was the premier small gang pvp ship right? Because the RNI will be able to utilize RHMLs to run circles around the Golem in L4s. Ah see you completely misunderstood what I jsut said there :)
Is the Golem CURRENTLY the premier small gang PvP ship?
No it is not
Thus this changes nothing. It is no nail in the coffin of the golem. Stop being melodramatic.
Also why in the heck would you want to use RHM in Lv4 missions?!
That makes absolutely no sense. |

Anize Oramara
S T R A T C O M Critical-Mass
40
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Posted - 2013.11.02 23:43:00 -
[84] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Ah see you completely misunderstood what I jsut said there :) Is the Golem CURRENTLY the premier small gang PvP ship?
No it is not
Thus this changes nothing. It is no nail in the coffin of the golem. Stop being melodramatic.
Also why in the heck would you want to use RHM in Lv4 missions?!
That makes absolutely no sense. No, I simply choose to ignore it... The vast majority of Golem owners have invested in the time and training for PvE, and this seriously curtails it's ability against cruisers and frigates. So that means running rigors instead of field extenders to even approach the base damage application of a cruise missile-outfitted RNI. You know, on those L4 missions that feature numerous cruiser/battlecruiser class NPCs. The only thing melodramatic here are your replies. Go back on your meds or get them to increase the dosage... Defense field extenders...
wat |

Anize Oramara
S T R A T C O M Critical-Mass
40
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Posted - 2013.11.02 23:48:00 -
[85] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Ah see you completely misunderstood what I jsut said there :) Is the Golem CURRENTLY the premier small gang PvP ship?
No it is not
Thus this changes nothing. It is no nail in the coffin of the golem. Stop being melodramatic.
Also why in the heck would you want to use RHM in Lv4 missions?!
That makes absolutely no sense. No, I simply choose to ignore it... You um... QUOTED me because you chose to ignore me?
I um...
I got nothing  |

Anize Oramara
S T R A T C O M Critical-Mass
40
|
Posted - 2013.11.03 06:20:00 -
[86] - Quote
Don't know for sure yet. I trained it since I was in my int/mem map anyways |

Anize Oramara
S T R A T C O M Critical-Mass
40
|
Posted - 2013.11.03 07:42:00 -
[87] - Quote
Kusum Fawn wrote:Hmm.. Anize has still not posted TQ mission numbers.
wonder why that is.
TQ vargur can already run C3 and C4 without serious problems. solo For c4 a rr pair is better though.
Btw, using links =/= solo
How can one like the new better then the old if one has never experienced the old? you used three missions as your examples but have a stated tq time for only one. and one you have admitted to have never run on tq.
Its ok though, Its too late for CCP to want to revise it, bastion is was and still is a terrible idea.
Well I can say that my bounty ticks are 4-5mill behind the bounty ticks I was getting on Sisi. Also they were 2-3mill behind WITH A DRAKE HELPING ME. It was a pretty low skilled drake to be fair but still, omg so slow. Problem is living in a wh I will need to make the time to do a thorough test as I did on Sisi. Problem is of course that I have far more bling on my Marauder on TQ since, you know, I don't want to lose it so is it really a fair test?
Regardless It is far slower on TQ than on Sisi. That is what my numbers show.
Oh and regarding the links: Thats STANDARD C5 kit. Please learn to wh before making inane comments about it. Unless you are a WH guru then I'd like to know how YOU guys run C5s without them. when I say running C5 solo I mean with links.
The Marauders WILL be able to solo, without links, C1-4 BETTER than they can now because of increased range (C4) and increased tracking (C1-3). Heck they might even be able to solo the Gas and Ore sites in C5 (with ASB of course) without links but I will need to test that to be sure.
Incidentally I ran Serpentis extravaganza on TQ and the speed was slower, bounty ticks lower though by not a huge margin around 2-3mill because of the nature of serp rats (most of them like to close in).
Running Scarlet WITH a Drake buddy the bounty ticks was anywhere from 2mill to 5mill behind what I got on Sisi (YES I took into account the bounty was split) and we had to completely skip the one room with Guristas in and the last room had guristas as well.
But since you want everything spoonfed I will make a comprehensive study of missions as they become available to me and as I get the chance to get out of the wormhole. |

Anize Oramara
S T R A T C O M Critical-Mass
40
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Posted - 2013.11.03 07:48:00 -
[88] - Quote
Dinsdale Pirannha wrote:Anize Oramara wrote:Don't know for sure yet. I trained it since I was in my int/mem map anyways My position on the uselessness of the Bastion module is well-documented. That being said, remember how CCP bent over backwards to ensure that anyone who could fly a command ship prior to the CS overhaul could fly one after? Seems like CCP figures that even though they and their fanbois are trumpeting the Bastion module as pretty much mandatory to fly the hull class properly post Nov 19th, here we are, where every current Marauder pilot is facing 4-7 days new training, depending on their attribute distribution. Yeah, that is totally fair, especially when compared to the command ship skill overhaul. Players can go their entire pilot career avoiding industrial skills, but now if you want to fly a class of ships properly, you have to learn possibly 2 new industrial skills. Actually considering the balance of buffs and nerfs they are exactly the same as any other ship that got rebalanced. There are only minor differences between TQ and Sisi and as such you can still do EXACTLY THE SAME STUFF with it, without Bastion, as you can now on TQ. Bastion is not required to fly it and do lv4 missions in it. It does however make it better at those tasks and opens up possible niche PvP uses.
The only exception to note, probably, is the web thing but as you can see from this handy diagram:
http://tagn.files.wordpress.com/2012/07/eve-what-to-do.jpg
Incursions are but a tiny, NICHE, part of eve and there ARE alternatives. |

Anize Oramara
S T R A T C O M Critical-Mass
40
|
Posted - 2013.11.03 17:30:00 -
[89] - Quote
Shivanthar wrote:Anize Oramara wrote: As to the enjoyment, as it is currently I'd say my enjoyment has at least been doubled with Rubicon Vargur. I've been running and plexing my 2 accounts with solo vargur for more than a year before I moved to a wh corp. I still run missions every now and then because a little bit is fun every now and then.
Don't have the drone skills to say regarding sentry domis. I hear they are very good in anoms but it's too passive for me, too boring.
It's a lot of things actually. The rapid redeployment with 1min MJD. The auto salvaging of my salvage drones (only have to tractor the wrecks) the sitting in a room and never having to worry about my tank again. The not having to fly around so I can focus on prioritising targets and grabbing wrecks. The opening of wreck and the huge isk ticks I've been getting (18mill, 15mill, 13 mill)
I'd probably be ok with plexing my account on running anoms if I was part of a null corp. Just sitting there nuking wave after wave of enemies (but with a bit more input than making sure my drones stay alive + the salvaging/looting at the same time.
You like the playstyle of marauders with new bonuses, yet found sniper/sentry drone dominix playstyle very boring. These are contrast ideas to each other. You can do the same and/or better in Scarlett without going into bastion mode at all. The problem lies in exactly here. There is no point in all of these bonuses or ship changes for mobile playstyle. Some guys say "there is too little nerf you can tell", but wtf is new for me then? I've waited for my Vargur's weaknesses to be adressed for a long time and all I get is a mobility nerf with a "become a good sentry gun" bonus. Vargur doesn't need any of these bonuses in order to do PvE better. In Rubicon, there is simply nothing neither new, nor interesting for mobile playstyle in PVE. That is all I want to say about it. Have you tries the macharial? I hear it's prety decent for a mobile playstile. |

Anize Oramara
S T R A T C O M Critical-Mass
40
|
Posted - 2013.11.03 18:12:00 -
[90] - Quote
Kusum Fawn wrote:Anize Oramara wrote: Well I can say that my bounty ticks are 4-5mill behind the bounty ticks I was getting on Sisi. Also they were 2-3mill behind WITH A DRAKE HELPING ME. It was a pretty low skilled drake to be fair but still, omg so slow. Problem is living in a wh I will need to make the time to do a thorough test as I did on Sisi. Problem is of course that I have far more bling on my Marauder on TQ since, you know, I don't want to lose it so is it really a fair test?
Regardless It is far slower on TQ than on Sisi. That is what my numbers show.
How does the fitting of the tq marauder you used compare to the fittings of the sisi version you used? EFT numbers would give an idea of where you were on tank (omni and specific) weapon (dsp , tracking range) and mobility (ab, mwd or mjd?) it all attests to your ship handling competence and mission ability. as the correct fit is everything.
Spoonfed, gotcha. Now if you look I stated that this was for the same mission as I already have sisi data correct? (check your later quote) aka Scarlet. Now the bounties would be roughly in the same ballpark but I also stated that we skipped Guristas. Now with scarlet I did it in 36min in a full T2 fit Vargur (the fit has been posted). The TQ one, due to lower bounty per tick means it took... more ticks to get to the same amount of bounty (roughly) This means that it took... more time! aka 3 ticks as opposed to two (37min) so it took close to an hour iirc, with a Drake helping me. Now as to bling fit on TQ: I have 3 Republic Gyros, two TEs II, Two tracking comps II a Gist X-Type Large shield booster and two Hardener IIs and an Afterburner (not enough PG to fit a MWD). My range was 67km Falloff with aroun .08 tracking.
Compare that to being able to switch out the tracking comps to either give me 82km or 0.13 tracking, only needing two T2 tanking mods and only using a MJD for mobility as opposed to a AB (Although I COULD have fit an AB instead of that 3rd TC on Sisi. Might have made it go faster yes? Remember we got a HUGE increase in PG (Major buff) in rubicon. I can actually fit a large shield booster and a MJD without having to fit a PG module 0.o.
Quote:Anize Oramara wrote: Oh and regarding the links: Thats STANDARD C5 kit. Please learn to wh before making inane comments about it. Unless you are a WH guru then I'd like to know how YOU guys run C5s without them. when I say running C5 solo I mean with links.
I did not mention C5. Solo =/= +links in my statement refers to the TQ vargur in c3-4 of the previous statement. Also "solo" continues to not equal with links, you mean "alone in the site with links." which you have already state is different then solo in post #7107 (which was posted in reference to c5 though i had no statement about c5) I specifically stated that you use links in C5 (because the person who tested this did not and used the failure as reason why the marauder sucks) I clarified before your post that solo in C5 means with links. It seemed that you had not grasped this and as such I clarified it AGAIN.
[/quote]
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Anize Oramara
S T R A T C O M Critical-Mass
40
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Posted - 2013.11.03 18:13:00 -
[91] - Quote
Kusum Fawn wrote:Anize Oramara wrote: The Marauders WILL be able to solo, without links, C1-4 BETTER than they can now because of increased range (C4) and increased tracking (C1-3). Heck they might even be able to solo the Gas and Ore sites in C5 (with ASB of course) without links but I will need to test that to be sure. Incidentally I ran Serpentis extravaganza on TQ and the speed was slower, bounty ticks lower though by not a huge margin around 2-3mill because of the nature of serp rats (most of them like to close in).
actually their utility in c1-4 will be of lower value because of the lack of escape and logistics options. when in bastion mode. Transients in linked wh will have much more time to find and warp to bastioned marauders and find reinforcements to come kill said marauders with competing wh groups at a much higher advantage then previously because they bring both logistics and cap warfare which is the glaring weakness of marauders in bastion. There you go again, you lack of WH knowledge showing through. Running sites in any class of wormhole without first scouting out and potentially closing all incoming holes is asking for trouble. Just like in a C5 you would close all incoming WH including the static before bringing out the dreads (that have 5min cycle time not just 1min) Now I can hear you already starting to whine about 'solo'. And you can do this 'solo' just bring in a scanning ship and scan down all whs then use an orca to collapse the ones you dont want and then bring in the vargur. Alternatively we have had a lone C4 connect to our C5 with NO other whs in it except our C5 (was its static) That would have been IDEAL as there were a LOT of combats.
That said WHs are for the most part group events anyways but you CAN solo them. Also 1min cycle time when enemies are spotted is worst case scenario. Average it'll be around 30sec and a specifically stated there are plenty of other ways to keep yourself safe (IF you knew anything about WHs. This aint null kiddie. [/quote] |

Anize Oramara
S T R A T C O M Critical-Mass
40
|
Posted - 2013.11.03 19:33:00 -
[92] - Quote
Shivanthar wrote:Anize Oramara wrote:Shivanthar wrote:Anize Oramara wrote: As to the enjoyment, as it is currently I'd say my enjoyment has at least been doubled with Rubicon Vargur. I've been running and plexing my 2 accounts with solo vargur for more than a year before I moved to a wh corp. I still run missions every now and then because a little bit is fun every now and then.
Don't have the drone skills to say regarding sentry domis. I hear they are very good in anoms but it's too passive for me, too boring.
It's a lot of things actually. The rapid redeployment with 1min MJD. The auto salvaging of my salvage drones (only have to tractor the wrecks) the sitting in a room and never having to worry about my tank again. The not having to fly around so I can focus on prioritising targets and grabbing wrecks. The opening of wreck and the huge isk ticks I've been getting (18mill, 15mill, 13 mill)
I'd probably be ok with plexing my account on running anoms if I was part of a null corp. Just sitting there nuking wave after wave of enemies (but with a bit more input than making sure my drones stay alive + the salvaging/looting at the same time.
You like the playstyle of marauders with new bonuses, yet found sniper/sentry drone dominix playstyle very boring. These are contrast ideas to each other. You can do the same and/or better in Scarlett without going into bastion mode at all. The problem lies in exactly here. There is no point in all of these bonuses or ship changes for mobile playstyle. Some guys say "there is too little nerf you can tell", but wtf is new for me then? I've waited for my Vargur's weaknesses to be adressed for a long time and all I get is a mobility nerf with a "become a good sentry gun" bonus. Vargur doesn't need any of these bonuses in order to do PvE better. In Rubicon, there is simply nothing neither new, nor interesting for mobile playstyle in PVE. That is all I want to say about it. Have you tried the macharial? I hear it's pretty decent for a mobile playstile. Are you kidding with me? Seriously! Why the hell do you think I trained for a Marauder? Please read my past posts in this thread. I don't want to repeat myself anymore. So you complain that the marauders suck because you are using them wrong they don't fit your preferred playstile? |

Anize Oramara
S T R A T C O M Critical-Mass
41
|
Posted - 2013.11.03 21:21:00 -
[93] - Quote
SOL Ranger wrote:Anize Oramara wrote:
So you complain that the marauders suck because you are using them wrong they don't fit your preferred playstile?
Vargur + speed nerf + Bastion/MJD is the EVE version of Radon toothpaste. Might seem like a good idea at first, but the moment you finally understand... still waiting for you to understand. No see here's the thing (and it's a big secret so don't go spreading it around m'kay?)
I tested it. |

Anize Oramara
S T R A T C O M Critical-Mass
42
|
Posted - 2013.11.04 11:00:00 -
[94] - Quote
Kagura Nikon wrote:chaosgrimm wrote:hmskrecik wrote:SOL Ranger wrote:Vargur + speed nerf + Bastion/MJD is the EVE version of Radon toothpaste. The world is still big in some regards so I don't know what stuff you brush your teeth with, or what kind of it you're smoking, but this nerf we're talking about in effect means that in a minute the new Vargur is 7km behind the old one, when using MWD. Would you care to explain in what PVE situations this difference is so critical? grr I just make a post about trying to stay out of this thread and see this post xD which i cant help but reply to *faceplam, but hey, im already here, so why not estimates for you, im showing closer to: ~7.3km diff in 60 sec, so ~3.65km in 30 sec, and ~1.8KM in 15 sec if the furthest stop distance distance is say 40km, the approx dmg differences respectively are ~9% ~4.5% ~2.25% Now.. check the difference for peopel that used only the MJD (on some missiosn you did that)... and suddenly that gate taht was 8 km away is even more infuriating. And if that speeds doe snto make so much difference as you claim, WHY NERF IT? Specially sicne the vargeur is the marauder that gets the LEAST form the bastion module ? That's 7.3km AFTER a Minute! That is also 68km traveled in one minute while, if you MJD to a gate 68km away (in 9 seconds) then you'll be around 7km away from it IN 9 SECONDS.
The reason for that is that gates have huge activation boxes. Gates that are 75-100km away if you MJD to them you will land at or close to 0 on gate. So someone with a MJD AND a MWD can just MJD to gate Bastion up, shoot all the things and then cancel bastion before last rats are dead and MWD to gate.
Stop trying to use the Bastion Marauder like a normal marauder. Stop thinking inside your closed little box. Think outside the box! Bastion makes the Marauder competitive with the pirate battleships but in a DIFFERENT way. This is exactly what a sandbox is all about giving you different tools to accomplish the same this in roughly the same efficiency so you can decide what you want to use without being forced into using only one type of ship and using only one fit. That is why there isn't just one T2 frigate or one Battleship or one T2 Battleship.
|

Anize Oramara
S T R A T C O M Critical-Mass
42
|
Posted - 2013.11.04 12:43:00 -
[95] - Quote
Kagura Nikon wrote:
You mena makign all of them behaving almost exaclty the same?
Pff I have exchanged my remaining marauders for pirate battleships this weekend. BAstion module is a HORRIBLE concept. THe mJD bonus is nice, but the bastion is incredbly mehhhh (specially for vargur).
You say that and comment on how the vargur is different in the same post? GJ. |

Anize Oramara
S T R A T C O M Critical-Mass
44
|
Posted - 2013.11.04 13:31:00 -
[96] - Quote
Kagura Nikon wrote:Anize Oramara wrote:Kagura Nikon wrote:
You mena makign all of them behaving almost exaclty the same?
Pff I have exchanged my remaining marauders for pirate battleships this weekend. BAstion module is a HORRIBLE concept. THe mJD bonus is nice, but the bastion is incredbly mehhhh (specially for vargur).
You say that and comment on how the vargur is different in the same post? GJ. You are incredbly naive or just try to be irritating don you? The only way to use the new marauders is EXACLTY the same among all 4, but the vargur will become the least bennefitted. SAme WAY is not same thing as SAME POWER. Too hard for you to grasp simple concepts? Now STOP TROLLING! Ok I see the problem now, you're trying to use the bastion vargur like you would a bastion Paladin. Basically you get your long range and short range bastion marauders right. We're not counting the arty vargur as that has very disappointing dps. You get your long range marauder (any paladin, Rail Kronos, Cruiser Golem. The gun marauders specialise in high tracking high optimal shots meaning they get a LOT of penetrating hits so although their dps is a bit lower (Except for the Paladin since it uses short range guns at long range) they make up for it with the extra damage form penetrating hits. These ships MJD 100km out and blap things before MJD to the gate.
Then you get the short range ones, the Vargur, Blaster kronos and Torp Golem. These guys are good against ships that come in real close or alternatively at MJD right into the middle of enemies depending on mission. These guys have good tracking guns at decent ranges (around 40km give or take) but higher dps than the long range ones (except for Paladin that has good dps at long ranges as well)
In addition the Paladin is the most powerful marauder but it has somewhat limited choice of type of damage but it will do great in amarr space. The Blaster Kronos is most powerfull short range marauder but again limited damage type. The others are a bit more flexible and will be able to do damage equally to all pirate rats for the most part.
Looks to me like the 4 marauders are pretty diverse... |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.04 21:21:00 -
[97] - Quote
Alvatore DiMarco wrote: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? You can fly a marauder but not use T2 guns?
Are you even serious? |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.04 21:44:00 -
[98] - Quote
Julie Thorne wrote:Anize Oramara wrote: You can fly a marauder but not use T2 guns?
Are you even serious?
I really hope, you were trolling and not being serious. Obviously he meant that he can't fit blasters on his Vargur, therefore the dev's point is moot..
Well since the DEV was talking about the KRONOS using null being able to hit to 50km fine then theres some reading comprehension problems going on here (and in aint me). Why on EARTH would you fit blasters to your vargur? THAT is trolling. He did not say he was fitting blasters to his Vargur thus I chose to assume he was somewhat sane just misguided.
Also I get 82km Optimal using all T2 equiment on sisi with my ACs.
I really don't see why you'd want to fit blasters on an unbonussed hull, why would YOU even assume that? |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.04 22:05:00 -
[99] - Quote
Julie Thorne wrote:Anize Oramara wrote:Julie Thorne wrote:Anize Oramara wrote: You can fly a marauder but not use T2 guns?
Are you even serious?
I really hope, you were trolling and not being serious. Obviously he meant that he can't fit blasters on his Vargur, therefore the dev's point is moot.. Well since the DEV was talking about the KRONOS using null being able to hit to 50km fine then theres some reading comprehension problems going on here (and in aint me). Why on EARTH would you fit blasters to your vargur? THAT is trolling. He did not say he was fitting blasters to his Vargur thus I chose to assume he was somewhat sane just misguided. You have to be kidding me - you WERE serious. Anize Oramara wrote: Also I get 82km Optimal using all T2 equiment on sisi with my ACs.
Setup please. And you are still serious? Dang.. there has to be some kind of miscommunicaiton here we're talking about the kronos, NOT the vargur WRT Null ammo.
Aaaanyways Fit was already posted but I guess I can again: 1 TE, 4 Gyros, 3 TCs, Bastion, 800s, Large shield booster, Invul, Faction short range ammo, MJD. Cans witch out a TC for a MWD/AB where needed. |

Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.04 22:51:00 -
[100] - Quote
Julie Thorne wrote:Anize Oramara wrote: Aaaanyways Fit was already posted but I guess I can again: 1 TE, 4 Gyros, 3 TCs, Bastion, 800s, Large shield booster, Invul, Faction short range ammo, MJD. Cans witch out a TC for a MWD/AB where needed.
That's 78.5km falloff, 4.8km optimal. You are wrong. Edit: put out some flames :) hmm, sisi showed 82km. I might have had one falloff implant not sure. I don't have cybernetics 5 though, just 4 so it wouldn't have been the top of the line one. I expect all mission runners have implants or at least mission runner clones with decent implants?
Is that 78.6km falloff or total range (falloff+optimal?) Will a single implant make up the difference? |
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Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.04 23:37:00 -
[101] - Quote
Julie Thorne wrote:Anize Oramara wrote:Julie Thorne wrote:Anize Oramara wrote: Aaaanyways Fit was already posted but I guess I can again: 1 TE, 4 Gyros, 3 TCs, Bastion, 800s, Large shield booster, Invul, Faction short range ammo, MJD. Cans witch out a TC for a MWD/AB where needed.
That's 78.5km falloff, 4.8km optimal. You are wrong. Edit: put out some flames :) hmm, sisi showed 82km. I might have had one falloff implant not sure. I don't have cybernetics 5 though, just 4 so it wouldn't have been the top of the line one. I expect all mission runners have implants or at least mission runner clones with decent implants? Is that 78.6km falloff or total range (falloff+optimal?) Will a single implant make up the difference? Way to miss the point. Falloff is not optimal. um.. what?
I said I had 82km falloff on sisi on my ACs. What the buck are you talking about optimal now? When I hover my mouse of my ACs when I'm in bastion it shows my range as 82km. (Falloff + Optimal) OR you could say, the point where my falloff ends, 82km.
What part of that do you not understand? |

Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.04 23:38:00 -
[102] - Quote
Arthur Aihaken wrote:T3s can now refit on the fly with the mobile depot. Marauders are now somewhat obsolete. Can they refit subsystems? Can they do over 1k dps? Can they loot 800m3 worth of loot adn salvage? Can they salvage on the go?
If not then how do T3s obsolete marauders? |

Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.05 00:08:00 -
[103] - Quote
Arthur Aihaken wrote:Anize Oramara wrote:Can they refit subsystems? Can they do over 1k dps? Can they loot 800m3 worth of loot adn salvage? Can they salvage on the go? If not then how do T3s obsolete marauders? Also their tanks are notoriously expensive. The marauder can get away with a 2-3 module T2 tank. Yes (that was the change), yes (all of them can do in excess of 1000 dps; more overheated), yes (with the new loot module) and yes (although really the Noctis is better geared towards this). You've obviously never flown any T3...
So we get a mobile module that can switch out sub systems but they still wont allow us to do it at a POS? Interesting. I wont complain it'll finally allow us to switch out subs in our C5 wormhole. I have 3 lokis that I run C3 sites with (solo or RR), PvP with and run C5 sites with as a support.
Though I'd like to see any t3 without links pull off the tank and range and dps a marauder can. While the looting structure can tracktor at long range its slower and it only tractors one item. It can NOT carry the loot (will have to reship) and if you refit to salvage while a marauder loots and salvages at the same time you are losing time to the marauder.
I'm sorry but what you are decribing you are going to do with a t3 you can just as well do it with a pirate BS or navy BS. Also good luck with the damping, TD and jamming. The t3 is flexible but it can not do all of it at the same time like a marauder can nor as good.
Also I'd love to see one of these 1k dps t3s for each t3 (you said all of them could) that can project that damage out to 50-70km (like most marauders) and still tank a room full of aggro without costing a bill in tank modules or require a full specced booster alt or a head with 2bill in implants. I know for a fact you'll need blasters and ACs and probably HAMs. Yey travel time.
But hay, what do I know about t3s right?
How easy is it so suicide gank one of these mobile depos? Hope it didn't have anything important in them. |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.05 00:33:00 -
[104] - Quote
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. Anize Oramara wrote:So we get a mobile module that can switch out sub systems but they still wont allow us to do it at a POS? Interesting. I wont complain it'll finally allow us to switch out subs in our C5 wormhole. I have 3 lokis that I run C3 sites with (solo or RR), PvP with and run C5 sites with as a support. POS, Orca - anything that acts as a fitting station apparently (at least according to CCP). Considering how desperate we've been for this I am genuinely surprised I haven't heard about this before. Is the change on sisi yet? |

Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.05 10:01:00 -
[105] - Quote
Shivanthar wrote: Hahahahahahaha! (-^.O-) (Evil maniac laugh with evil look)
Chaos, we are loosing this battle mate. But, anyway, I don't feel bad for this, because I fought pretty well and long enough with my ideas, with my support to mobile play, with my anti-support to mael-domi breed.
Our ideas have no more shield left. They have no more armor left. While hull is getting lowered to last bit of it, along with ringing alarms everywhere, a nice glimpse in my face turns into enjoyment of loosing a billions-of-worth-hull, with an experienced emotion on my face, knowing that opposition thinks that they guaranteed a nice kill, without knowing that I've already aligned and half of my cap still left for overheated boosting and turning situation upside down.
They'll never, ever be able to experience this anymore after 19th with their stunning marauders, they'll forget what shield alarm is, what armor alarm is, what HULL alarm is, with all content laying dead 50-100km ahead of them. All things come down to the numbers, forgetting the gameplay they want has already been exists in game for years with other ships. Immersion is lost a little bit more, and all come down to numbers and staying away from enemy, exchanging another slot for more tracking and killing fast, 100km ahead. Yet, forgetting Marauders were meant to be a close-range and people who have been happy with them trained them to enjoy close-range warfare. (Maybe golem could be an exception)
Arguing to adapt to long-range play from now on, which is out of question for already-available-playstyle of Marauders, will leave close-range players like me to train for another **** that is waiting to get nerfed in the future, yet throwing hundreds of hours of training to go into the garbage.
No, they don't understand this, they won't understand it. All they care is hitting objects 100km ahead, while won't caring about stuff nearby, they can jump another 100km to open the gap anyway. Less worries, less risk, easier gameplay...
Dat drama  |

Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.05 22:00:00 -
[106] - Quote
Strange, it seems the only people actually testing the changes thoroughly is the guys who think the changes improve lv4 mission running.
I mean if that wasn't true then it'd be easy to prove yes? And yet...
Anyways, been running some more tests on sisi. The build is the following (or slightly modified depending on mission) [Vargur, Bastion] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Large Micro Jump Drive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Adaptive Invulnerability Field II Large Shield Booster II
800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L Small Tractor Beam II Small Tractor Beam II Small Tractor Beam II Bastion I
Large Projectile Ambit Extension I Large Projectile Collision Accelerator II
Hobgoblin II x10 Salvage Drone I x5 Tracking Speed Script x3 Republic Fleet EMP L x8560
For good measure I'm running high grade crystal WITHOUT Omega and 2 5% damage implants and 2 5% Capacitor implants (recharge and capacity) and a 6% falloff implant.
My character is only a 30mill sp character so it's far from max skilled and no bling AT ALL. lv3 marauder, decent Gun skills good cap and shield skills.
The time is in minutes from warping into the site to warping out of the site (aka out of bastion and in warp)
I've been testing the depo as well. I can see where it could be usefull (Worlds collide, AE Bonus room, refit a MWD to get rid of the cap penalty etc.) but it is not the be all end all of amazing. It does work nicely with the 1min bastion time though. A nice little tool for those that want to go the extra mile. It would have been useful in cargo delivery. I took some armor damage (70% armor left) but managed to make it through with a MWD fitted.
Also note that a lot of these missions I've only ever run once with bastion so mistakes were made etc. There is room for improvement.
https://docs.google.com/spreadsheet/pub?key=0AkNC5KM1CqPkdDJueEc1cmxWWENvaHhTakhyMmViOUE&single=true&gid=0&output=html
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Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.06 00:11:00 -
[107] - Quote
Question: I want to look at using the paladin, should I look at tachyons, mega beams or mega pulse? I do not have T2 gun skills on sisi yet and have never used laser weapons at all ever. I want to compare, even a low skilled paladin against a vargur running sansha/blood missions. |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.06 07:23:00 -
[108] - Quote
chaosgrimm wrote:Anize Oramara wrote: ... Anyways, been running some more tests on sisi. The build is the following (or slightly modified depending on mission) [Vargur, Bastion] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Large Micro Jump Drive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Adaptive Invulnerability Field II Large Shield Booster II ... Large Projectile Ambit Extension I Large Projectile Collision Accelerator II ...
snipped to save space. I noticed you changed your rigs. There may be hope for you yet xD! At anyrate, i assume you posted the fit cause you'd like some review so here are a few things to consider, = RF gyros = Granted you may not wanna change all four, but at least 3 (the difference in benefit between RF and T2 by the fourth is small due to stacking penalties). I know you're on sisi atm and may not have access, but it is really something to consider. Changing all gyros to RF is around a 4.3% increase to DPS with your fit but it has another benefit as u'll see: = Changing Collision II to Burst II = On a bare bones T2 fit before implants your dps will increase less than 1% (~0.81%), kinda meh, but it doesnt scale the way you might think. For example, lets say you move to RF gyros, the difference between the Collision II and Burst II is now ~2.73%. Just a secondary perk of this change: i dont really have hard numbers for it, it will depend on your skills and implants as well, but this should help prevent overkill. my AC and all related gunnery skills are maxed. Lightly tanked cruisers are 1 shot and normal cruisers are 2 shot most of the time. frigs are normally killed in less than a full volley. As to the weight of total dmg increase due to a decrease in overkill... I have no idea and it would depend on the mission. = More = SS tracking comps (1.7% dmg inc @ 40km if all changed, but 2 SS TCs -> 3 T2 TC (~2.6%) (compared with current fit) drop a tracking comp for another prop (yeah, ull lose out on 2.6% @40KM, but moving ~2KM closer will inc dmg by ~2.85% on your current fit and of course that 2.85% will continue to increase the closer you get + most missions dont really need a mjd, so if you wanted to you could add the tc back when you dont need to jump. Most missions you dont need to jump anyway.) avoid using bastion to make use of mobility I know you disagree with me about the latter 2 points, but im hopeful after seeing you make the rig change, so imma make this attempt! If you like some of these suggestions and decide to modify your fit, I have a hunch you will start to... well, maybe not agree with me, but see and understand my point of view on these vargur changes xD. Ok, this is the SiSi build. This means getting access to shinies are a lot harder than on TQ. I would OBVIOUSLY be getting shinies. Not sure about the SS TCs as those are hidiously expensive but I already HAVE 3 Republic gyros and I bought a Gist X-type large though that will be ridiculously overkill. I bought it before rubicon changes announced so will probably sell it again so *might* get the SS TCs
On TQ I run two ambit extender IIs but with the implant and Bastion and 3 TCs I get 82km Falloff with just the Ambit I so thats why the change. I'll grab theBurst over the collision though as I already figured out that it'd be better.
As to the other stuff like I said in my post thats just the base build. in missions where I need to travel 20km to get to a gate I usually put on a MWD and use the depo to switch it out. I feel that with 82km falloff my dps at 40km is good enough. That is also why I am training for a paladin, to deal with sansha and blood while the vargur deals with angels, serps, mercs (oh man dat damsel <3 ), EOM and drones. THe rail cronos might do really well against EOM though. Guristas are still a bit of a pain though, not sure if Paladin because of range or vargur be cause of damage type.
Anyways do your math with that build I posted (with shinies) with either 82km falloff (3 TCs) or 79km falloff (2 TCs) or if you want see what range I can get with SS (I have the 6% faloff implant, as good as a T2 ambit and change)
The tank is fine though I did switch out a TC in blockade for a 3 module tank I have not gotten into armor except for Cargo Delivery. |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.06 18:10:00 -
[109] - Quote
Kane Fenris wrote:Joe Risalo wrote: Some players always mention isk/hr, but when they do, they're speaking in specific terms of completion times and they never factor comsumable(ammo/cap boosters/etc.etc.) and fitting costs into this.
just wanted to highlight that.... Indeed, in one of my reports I specifically took into account how much ammo (faction at that) I used and the value of it. Most missions are around 1-2mill in ammo. I personally don't use any other consumables and I haven't lost drones in forever. |

Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.06 18:25:00 -
[110] - Quote
https://docs.google.com/spreadsheet/pub?key=0AkNC5KM1CqPkdDJueEc1cmxWWENvaHhTakhyMmViOUE&single=true&gid=0&output=html
I added isk/h colomn. Now a note on this number: The time I took as mission time was from warping INTO the mission and warping OUT OF the mission. This means I was IN WARP so bastion had already finished cycling if I was using it. The time getting to and from the mission would be the same for every ship you would use to run lv4 missions so you can directly compare this with TQ data if you want to be it a pirate BS or a marauder.
I have not ONCE gotten stuck on a gate because of bastion timer. Not a single time. This has to do with the fact that I cancel bastion when it is no longer needed or because of the new warp changes in Rubicon. The bastion timer impacting mission time was brought up earlier in this thread, after thorough testing it is a non-factor.
Also as you can see salvage/loot has a big impact on isk per hour and is the nature of marauders. Some missions are not worth the time to loot/salvage (drones).
I do find it interesting that no one has bothered to comment on my data. I guess when the data doesn't agree with you opinion it's easier to just ignore it. Ah well, I need to run AE again to see if I can do it better with the depo. I want to get scarlet again. So far that mission gave me insane numbers but I didn't record it in as much detail. |
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Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.06 19:25:00 -
[111] - Quote
Mina Sebiestar wrote:Anize Oramara wrote:https://docs.google.com/spreadsheet/pub?key=0AkNC5KM1CqPkdDJueEc1cmxWWENvaHhTakhyMmViOUE&single=true&gid=0&output=html
I added isk/h colomn. Now a note on this number: The time I took as mission time was from warping INTO the mission and warping OUT OF the mission. This means I was IN WARP so bastion had already finished cycling if I was using it. The time getting to and from the mission would be the same for every ship you would use to run lv4 missions so you can directly compare this with TQ data if you want to be it a pirate BS or a marauder.
I have not ONCE gotten stuck on a gate because of bastion timer. Not a single time. This has to do with the fact that I cancel bastion when it is no longer needed or because of the new warp changes in Rubicon. The bastion timer impacting mission time was brought up earlier in this thread, after thorough testing it is a non-factor.
Also as you can see salvage/loot has a big impact on isk per hour and is the nature of marauders. Some missions are not worth the time to loot/salvage (drones).
I do find it interesting that no one has bothered to comment on my data. I guess when the data doesn't agree with you opinion it's easier to just ignore it. Ah well, I need to run AE again to see if I can do it better with the depo. I want to get scarlet again. So far that mission gave me insane numbers but I didn't record it in as much detail. I am guessing that times are with salvaging included because they are terrible,in say blockade you are stuck there 2x times and some change longer than needed and that is with ship that have range bonus and e-war immune,not to mention over tanked by default. if you want to compare ships than you need to show comparison in combat performance only because salvaging is not marauder specific one can easily use noctis or simply not salvage at all and turn it in and get another blockade from another agent in same station and pull double mission revard and earn 2x lp than you in same amount of time and basically had better isk/h ratio than you. I am not saying that what you are doing is wrong nor do I care but it doesn't make it right either. Combat ships measured with combat performance...gizmos aside. Yes all times are full room clear. I do not blitz missions nor do I use LP at all. I have stockpiles of LP that I haven't used. The problem I see with blitzing missions is the travel time (Especially with the Rubicon warp changes) and the extensive work that needs to go into converting LP into Isk. That is time no one ever factors into their little isk/h values when it's based on LP. If you can LP and can get better isk/h than what I'm getting all the more power to you. What isk/lp conversion do you get? I can plug those numbers into the spreadsheet to get a more accurate representation of isk/h.
And bastion is not a gizmo, at least it's a gizmo just as much as MWD is, or Tracking comps or MJD or almost any module. It is a TOOL to be used or NOT used as the situation calls for it It doesn't take anything away from the hull to fit it (unlike in fact MWD) the hull buffs/nerfs do not count because they would be there regardless if bastion was fitted or not.
The way I see it loot has at the very least their scrap mineral value, some have more. Same with salvage, they have an intrinsic value that cna be leasiles by simply selling them at a trade hub. LP however requires spreadsheets, market research, LP store research etc etc and all the effort in buy the tags, the items etc.
Also, the salvage happens WHILE I shoot things. For completion time with a pirate BS and noctis you have to factor in reship time and then you will start falling far behind (I might test some pirate BS/noctis shenanigans on sisi as well)
Unless you can give me solid numbers (Like I did) I can unfortunately not believe you when you say you will do better isk/h.
And I would love to see how you can just get blockade whenever you want to or even get it from two agents in the same sistem at the same time whenever you want to. I can accept blitzing the bad missions but that is still time lost. By making the most out of the good missions I am less effected by bad missions and dont have to turn down as many missions. |

Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.06 19:46:00 -
[112] - Quote
Kane Fenris wrote:Anize Oramara wrote: Yes a;; times are full room clear. I do not blitz missions nor do I use LP at all. I have stockpiles of LP that I haven't used.
sry this is stupid lp are a very major part of isk/h income esp. when max skilled.... Excelent, do you want to buy my LP from me? I'll sell it for 1500/lp |

Anize Oramara
S T R A T C O M Critical-Mass
45
|
Posted - 2013.11.06 20:03:00 -
[113] - Quote
Kane Fenris wrote:Anize Oramara wrote:Kane Fenris wrote:Anize Oramara wrote: Yes a;; times are full room clear. I do not blitz missions nor do I use LP at all. I have stockpiles of LP that I haven't used.
sry this is stupid lp are a very major part of isk/h income esp. when max skilled.... Excelent, do you want to buy my LP from me? I'll sell it for 1500/lp if you try to imply you cant transfer lp to isk your wrong... buy items and sell em... People do it all the time. You tell me what to buy form the LP store, I contract them to you for the agreed price, bam lp sold.
What do you get for your LP anyways? |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.06 20:47:00 -
[114] - Quote
Mina Sebiestar wrote:I didn't said gizmo for bastion I said it for salvage
in case you didn't notice ....
You don't translate to same as me
And some does not translate to everybody
what you do and can't do or is hard is your perspective,and it doesn't translate to everybody else,I can comment on you salvage operations because that to is situational and mission specific ie gizmo....
If you want comparison do combat comparison in between marauders and or rest of high end ships in one thing that all do..shooting stuff.
If you did salvage while you shoot what exactly did you do in mission for over half and hour I don't know. Yea theres definitely some translation problems here. You're using the wrong words for stuff. It's not gizmo, I think you meant gimmick though it isn't a gimmick for the marauder since that is usually the primary way it gets isk, through loot and salvage. not taking that into account would be like not taking LP into account for mission blitzers.
Understand this very clearly: Marauders are not, and never will be Pirate BS. They do not work the same, they do not run missions the same, they do not make isk the same way.
The only thing really is if they make roughly the same amount of isk per hour and with bastion + salvage + MJD they make more than I can currently on TQ. |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.06 23:14:00 -
[115] - Quote
Kane Fenris wrote:Anize Oramara wrote: People do it all the time. You tell me what to buy form the LP store, I contract them to you for the agreed price, bam lp sold.
What do you get for your LP anyways?
Although on the other hand discussing Mission blitzing/LP farming has zero place in a marauder rebalanced thread. If you lp farm then you are sure as hell not running a marauder. A Pirate BS is far better at it, as it should be.
its about beeing efficient. if a mission is more worth "blitzed" than not it is too in a marauder. some missions are best farmed if you shoot and salvage only the valuable bs and blitz the rest. this is where marauders shine if you shoot all the things and salvage all the thing youd better have an alt with a noctis . so theres why it concerns marauders. ps.: what i get depends what its offerd, what sells best and what has the best lp to isk ratio.... so no simple answer here if somebody has an awnser to tractorunit pullable? that would be great
So what you are saying is that LP income is variable too? Just like salvage and loot?
Interesting. |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.07 07:47:00 -
[116] - Quote
chaosgrimm wrote:quick summary, my general process goes something like: EFT crunch -> live testing -> re-examine via ETF hmskrecik wrote: ... what prevents you from sharing your [live] test results?
added the word "live" for contextThe main reason is that it is harder to prove: * I cant ensure the environments are similar between servers (warp speed changes, spawn locations, warpin locationd, etc) * The tests require different roles, I cant prove that my performance was equally up to par in both roles. ppl will believe what they want to believe. ppl who support bastion staying the same can say I just didnt use bastion correctly, or challenge me with a faster clear time that never actually occurred. * I cant run enough tests to get a decent average to mitigate variable influence * On the other hand, I can very easily prove that like: ~4KM of movement renders bastion projection obsolete. * The numbers are difficult properly display their significance properly. If I say: "Ship A needs a 10% [fill in the blank] increase" the thread goes crazy because the number is concrete. If CCP says "Ship A needs a 10% [fill in the blank] decrease" the thread goes crazy b/c the number is concrete. If I say: "Ship A completion: 10 mins, ship B completion: 9 mins" no one cares If I say: "Ship A completion: 20 mins, ship B completion: 18 mins" no one cares For all anyone knows it could be variables I cant control. In all of these circumstances (save a few select stats), the difference is 10%. hmskrecik wrote: So getting to the point, the easiest way of changing my mind and attitude regarding new balance of marauders is to demonstrate what is performance difference between them. Mind you I don't require court-grade unbeatable, unrepealable evidence. Anecdotal report will do. Actually you can even make up the numbers, if you so desire (let's keep 'em within common sense, m'kay?), and you will win this discussion. Honest.
As indicated above, I wont do that. With the randomness and uncontrolled variables of this game it is very difficult to prove X difference in completion time was directly attributed to factor Y, esp when there are not solid averages to draw from. We are probably (before additional warp ~time on gates, including the use of bastion vs non bastion, not factoring heavy ewar missions) within 5% - 15% differences in missions completion times ( 3 - 9 mins every hour). Things I can prove: * Mobile > Bastion's projection * Dual prop > single MJD + 3rd TC * Bastion needed for dual prop * The rebalance is occuring b/c of power creep * Marauders were promised the ability to project dmg better than pirates * At various AC ranges, benefits of damage at range via bastion < Machariel's turret DPS lead (not to mention the further you get out the less tracking matters) (on realistic loadouts mach can lead til around 50KM, and Vargur gains ~13dps over the mach by around 70KM.. This is before taking the mach's drone advantage into account) * marauders fall victim to power creep due to looting structures in pve Ok so the biggest difference between TQ and rubicon Vargur is speed. I've seen 100m/s thrown out as the difference while running a MWD. The other number I saw was 4km before the TQ vargur catches up with damage projection? Now what I don't know is based on what falloff that is? Is that with JUST a single extra TC? is it with 2 or three TCs? Is it with two ambits or one? or just a t1 ambit? How many TEs? What Falloff is that 4km based on exactly?
Regardless according to those numbers it's 40 seconds (100m/s difference to make up 4km) before the damage equalises between the two. That's 40km give or take at mwd speeds right?
Doesn't seem as world changing as people make it out is all I'm saying. |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.07 10:26:00 -
[117] - Quote
Kagura Nikon wrote:
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get?
Powercreep.
I figure for all the boosts we got a minor speed nerf is a pretty good trade off. |

Anize Oramara
S T R A T C O M Critical-Mass
45
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Posted - 2013.11.07 11:35:00 -
[118] - Quote
chaosgrimm wrote:Anize Oramara wrote:Kagura Nikon wrote:
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get? Powercreep. I figure for all the boosts we got a minor speed nerf is a pretty good trade off. I should reiterate for clarity. It difference wasn't simply speed, it was the difference between typical tq, and a bastion sisi fit. This wasn't a comparison between sisi running the same strategy as tq, I don't have numbers for that, but if those numbers are correct, bastion should be avoided on the vargur when possible. I can prove that the vargur did not get the projection it was promised, and the projection it received is pointless. According to the goals listed in the rebalance, the vargur is supposed to be able to project dmg better than the mach, which hasn't occurred. Instead, the offense gap has been widened. A major point of the rebalance was to make the ship more appealing. Less dps, less mobility, poor RR compatibility, the same terrible sensor strength, and various bastion penalties does not accomplish this. Actually you are lying about the sensor strength. Base sensor strength on the Vargur on TQ is 85mm and on sisi it's 145mm.
They almost doubled it. Add that to the list of huge boosts the hull got. And it does make a HUGE difference in killing frigs before they can get in range and if you so wish makes any sebos you fit all the more effective. |

Anize Oramara
S T R A T C O M Critical-Mass
46
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Posted - 2013.11.07 12:35:00 -
[119] - Quote
Kagura Nikon wrote:Anize Oramara wrote:chaosgrimm wrote:Anize Oramara wrote:Kagura Nikon wrote:
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get? Powercreep. I figure for all the boosts we got a minor speed nerf is a pretty good trade off. I should reiterate for clarity. It difference wasn't simply speed, it was the difference between typical tq, and a bastion sisi fit. This wasn't a comparison between sisi running the same strategy as tq, I don't have numbers for that, but if those numbers are correct, bastion should be avoided on the vargur when possible. I can prove that the vargur did not get the projection it was promised, and the projection it received is pointless. According to the goals listed in the rebalance, the vargur is supposed to be able to project dmg better than the mach, which hasn't occurred. Instead, the offense gap has been widened. A major point of the rebalance was to make the ship more appealing. Less dps, less mobility, poor RR compatibility, the same terrible sensor strength, and various bastion penalties does not accomplish this. Actually you are lying about the sensor strength. Base sensor strength on the Vargur on TQ is 85mm and on sisi it's 145mm. They almost doubled it. Add that to the list of huge boosts the hull got. And it does make a HUGE difference in killing frigs before they can get in range and if you so wish makes any sebos you fit all the more effective. This is can resolution.. nto sensor strenght. Really if you do not know that.. how can we take your posts as serious? So it is, I was thinking about scan res since well, sensor strength means nothing in lv4s with bastion now, my apologies.
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Anize Oramara
S T R A T C O M Critical-Mass
46
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Posted - 2013.11.07 12:53:00 -
[120] - Quote
Kagura Nikon wrote:Anize Oramara wrote:Kagura Nikon wrote:
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get? Powercreep. I figure for all the boosts we got a minor speed nerf is a pretty good trade off. I dont think you get it.. Vargur got zero buffs. BAStion is NEGATIVE on it . The MJD thing is cool, but is INFERIOR to old vargur speedy movment when you run L4 to make real isk real fast. I repeat.. vargur got ZERO buffs!! Using bastion mode is detrimental to anyoen that knew how to use the ship. Zero buffs you say? Surely you must be mistaken?
Well if you insist - Reduced mass - Improved inertia modifier (I think) - Improved shield capacity - Improved capacitor capacity - Improved targeting range - Improved Scan res - Improved sig radius - Extra high slot - Almost double PG - Decreased MJD activation time
Now I might be crazy but those seem like buffs to me? Might need a 3rd party to corroborate. |
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Anize Oramara
S T R A T C O M Critical-Mass
46
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Posted - 2013.11.07 15:16:00 -
[121] - Quote
Kagura Nikon wrote:Anize Oramara wrote:Kagura Nikon wrote:Anize Oramara wrote:Kagura Nikon wrote:
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get? Powercreep. I figure for all the boosts we got a minor speed nerf is a pretty good trade off. I dont think you get it.. Vargur got zero buffs. BAStion is NEGATIVE on it . The MJD thing is cool, but is INFERIOR to old vargur speedy movment when you run L4 to make real isk real fast. I repeat.. vargur got ZERO buffs!! Using bastion mode is detrimental to anyoen that knew how to use the ship. Zero buffs you say? Surely you must be mistaken? Well if you insist - Reduced mass - Improved inertia modifier (I think) - Improved shield capacity - Improved capacitor capacity - Improved targeting range - Improved Scan res - Improved sig radius - Extra high slot - Almost double PG - Decreased MJD activation time Now I might be crazy but those seem like buffs to me? Might need a 3rd party to corroborate. let me go 1 by 1 - Reduced mass - More than coutnered by speed reduction - Improved inertia modifier (I think) - aligns a bit better because of mass. Effectively not usable because speed reduction takes you more than that. - Improved shield capacity - Almost irrelevant, as I said vargur can already shug any damage incommign from any level 4 as if it was a joke - Improved capacitor capacity- since the only things using capacitor were the tank (That was already overpowered for its usage) and the prop mod.. that now is less useful and you need to run it for longer time, effectively makign you use MORE cap during the mission - Improved targeting range - You mean you can now lock stuff way outside any possible engagement range of your AC? Imrpessively useful - Improved Scan res - Ok this is a boost, small sicne marauders can already lock so many targets taht you have a queue of targets that never empties... so it can save you 2 seconds at start of mission - Improved sig radius - Again, vargur coudl already ignore a level 4 damage level!!! - Extra high slot - to fit what? the useles bastion mode? yet ANOTHER tractor bem? LOL - Almost double PG - the first 5% are useful, the rest is overkil lsince no one will use arties. So is a joke in fact. - Decreased MJD activation time - As I sated this is the only real bonus the ship got.. And its almost useles since the old vargur used MWD AND AB on the best way to run missions. Doesn't matter, you said there were zero buffs. You were wrong or lying or being a drama queen. Wonder what else you've said is just complete and utter BS? You obviously don't care about the truth.
Also a LOT of those buffs are really really good and will make a huge difference in PvP for example. Just because you lack the imagination or creativity to see how those buffs can be used to improve both PvE and PvP doesn't mean others are bound by the same limitations. |

Anize Oramara
S T R A T C O M Critical-Mass
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Posted - 2013.11.09 19:22:00 -
[122] - Quote
The mobile depo, as i have tested it, invalidates 90% of all the whiners in this thread.
gf ccp. |

Anize Oramara
S T R A T C O M Critical-Mass
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Posted - 2013.11.09 20:24:00 -
[123] - Quote
Spc One wrote:When do we get T-2 bastion module ?
As we have T-2 Siege and T-2 Triage modules it would be fair to get T-2 Bastion module as well.
There are a lot of modules that don't have T2 versions. |

Anize Oramara
S T R A T C O M Critical-Mass
52
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Posted - 2013.11.09 21:24:00 -
[124] - Quote
Julie Thorne wrote:Anize Oramara wrote:The mobile depo, as i have tested it, invalidates 90% of all the whiners in this thread.
gf ccp. I would love to take your word for that, but you posted earlier in this thread such terrible mission completion times (with which you seemed to be content with), that objectively your assessment of the situation isn't worth much. Oh really? Strange, I can't seem to remember you posting completion times with isk made. I must have missed it, mind linking it to me? I'm sure we can compare income and completion times and come to an agreement.
Also if you don't mind please share your experiences with the mobile depo while we're at it. I've found some interesting uses for it and am curious to see what a more experienced player has made of it. |

Anize Oramara
S T R A T C O M Critical-Mass
52
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Posted - 2013.11.09 23:47:00 -
[125] - Quote
Julie Thorne wrote:Tsukinosuke wrote:still "torp golem" or "slow vargur" things??? drop it, enough.. it is NOT a specific fitting rebalance, it is fckn broken marauder(T2) class rebalance.. and after all, they are now having better hull and bonuses.. and plus a bastion module for only marauders, it is all up to you "use or not"..
I am sorry, but when 1. some ships can take full advantage of bastion mode and some can't 2. some ships are affected by the speed nerf and some aren't 3. some ships get actual boosts that matter while others don't then there something has to be wrong. See, it's not 'just "torp golem" or "slow vargur" things'. The issues go way deeper than that. You can't redesign a ship class around a concept that only benefits one (maybe 2). 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? |

Anize Oramara
S T R A T C O M Critical-Mass
52
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Posted - 2013.11.10 00:03:00 -
[126] - Quote
Julie Thorne wrote:My mission completion times for the missions I do from your list (Gone Berserk, AE, Worlds Collide (Angel)) are HALF of your posted times on TQ(seriously). In high sec my LP rewards are 18-36% higher than yours. I don't record loot&salvage, as I feel it is a waste of time. I would rather just do more missions instead.
Aaah I see, you 'feel' it is a waste of time. If only you had solid numbers to back that 'feelings' up. I have solid numbers but without you having solid numbers I just can not corroborate your erm... 'feelings' on the matter and will have to defer to hard numbers (as eft kiddies like to chant their mantra).
Quote: Anyone can tell you, that your times are not good (to put it mildly). Therefore you telling us that everything will be fine, has to be taken with a grain of salt. Sorry.
Well that's simply because I don't run missions the same way as you. Mission completion times are ONLY there to help measure your isk/h. That's what everyone cares about end of the day correct? Or am I missing some huge secret? I honestly don't care how you get your isk, be it LP/Reward blitzing because you have lv5 social skills (I do not) or salvage/bounty but I HAVE given you my isk/h numbers. Man up and give me numbers too or I will have to take your assertions on the matter with a bit MORE than just a grain of salt.
Quote: Nonetheless I appreciate the time you put into recording all that data. It was quite helpful, just not the way you imagined it would be. (Now I know for sure that immobile Vargurs are terrible.)
Again without numbers to compare them to your interpretations are based on feelings and not on concrete factual numbers. That was the whole point of the data right? That's why everyone asked for it? Soon as I get it for you guys suddenly it's just deemed inferior without any evidence.
Quote:Anize Oramara wrote:Also if you don't mind please share your experiences with the mobile depo while we're at it. I've found some interesting uses for it and am curious to see what a more experienced player has made of it. I mostly think that they would be way to situational to have any significant impact. Using them is more bothersome than refitting in stations, so (EDIT) refitting at stations between missions would be preferred. Sure, in some missions it may make sense to drop let's say a TC for an MJD for a room, and then swap it back, but I am not sure it is really worth the hassle. Most missions are just too short for that. Also I want to point 3 things out: 1. Any ship will be able to use the new structures. Meaning the Mach will get significantly better, while the Vargur will stay roughly the same. 2. Some marauders get much more out of the marauder changes than others. EDIT: 3. You can't use mobile depots while MWDing. Stationary ships get more out of them. Am I the only one who sees a pattern here? I'm interested in how you want to use the mobile depo that takes 45 seconds to deploy on a platform as mobile as the Mach? Isn't the whole point of the Mach to as soon as you're in pocket fly towards the enemy battleships/triggers at warp 9.9 or maneuvering to get transversal down? It works with the marauders because of bastion.
I used it particularly well in the bonus room of AE for example. Soon as I drop into the pocket I lock the cruise launchers and activate my MJD. I end up really close to the enemy ships and turrets (30km) in 9 seconds. I then activate bastion, plop down my depo and kill the cruise launchers. Soon as depo deployed switch out teh MJD for more tank and viola I got my 3 TCs on, got my 3 module tank running and I am killing stuff as they rush towards me. It's a particularly good example of it.
Another one (and I know you blits this one yawn) cargo delivery. MWD to container, drop depo and replace MWD with a TC/Tank and kill all the serps.
That's been my experience with the depo. Another good place will prolly be gurista assault (man hated that mission).
Think outside the box, and get me my damn numbers. |

Anize Oramara
S T R A T C O M Critical-Mass
52
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Posted - 2013.11.10 00:08:00 -
[127] - Quote
Alvatore DiMarco wrote: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. Ah yes the curse of not having a language as your native tongue. I'm sure the meaning got through to the astute. My browser can tell me if a word is spelled correctly but it can not tell me if the word I'm using is the correct one 
(homogeneous for those who haven't figured it out ) |

Anize Oramara
S T R A T C O M Critical-Mass
53
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Posted - 2013.11.10 00:37:00 -
[128] - Quote
Tsukinosuke wrote:Julie Thorne wrote: 1. Any ship will be able to use the new structures. Meaning the Mach will get significantly better, while the Vargur will stay roughly the same. 2. Some marauders get much more out of the marauder changes than others. EDIT: 3. You can't use mobile depots while MWDing. Stationary ships get more out of them. Am I the only one who sees a pattern here?
"3" invalidates "1"  am i wrong? prolly i couldnt get things right.. machariel vs vargur, isnt it a joke? fitting a ship glass-cannon doesnt mean OverPower.. and also machariel is an option for who doesnt like "new" stationary style combat.. Indeed, why WOULD anyone blitz misisons in a vargur instead of using a macharial if speed was that important? Doesn't the mach have far more speed and DPS than even TQ marauder?
(aimed at whiners)So many mixed messages! Do you blitz or don't you? Why do you fly the Vargur if you blitz? if you don't blitz and fly the Vargur why is the data I supplied not valid? If you blitz and use a Mach why are you even asking for Vargur numbers or for that matter even CARE abut the marauders?
Well? |

Anize Oramara
S T R A T C O M Critical-Mass
57
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Posted - 2013.11.10 15:58:00 -
[129] - Quote
poppeteer wrote:Anize Oramara wrote:what I am most interested in though is ofcourse the possible usesin c5. itd be great for example to clear high end gas and ore sites without needing a carrier and even clearing cruisers in combat sites. everytjing I know tells me that itd work great but I will want to test it on sisi. This is already possible. Pretty old post t quote but to clarify, what I meant there was solo. What ship can you solo clear 4 C5 battleships that neut? |

Anize Oramara
S T R A T C O M Critical-Mass
59
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Posted - 2013.11.13 14:39:00 -
[130] - Quote
Shivanthar wrote:Debora Tsung wrote:Shivanthar wrote: First page, first post, sixth paragraph (second bullet), second sentence. Designing something in a way of its big brother makes it "mini big-brother". CCP designs some ships in this way.
For example, from the design perspective I can show you 2 bigger brothers of a hurricane. With Rubicon, this number will become 3.
You mean that one? Quote:However, like Dreadnoughts, they cannot be remote assisted or even move when that happens. He also said they'd have fancy animations like the rorqual but nobody would ever call them Mini-Rorquals.  Also he never called them Mini-Dreadnaughts. Not in that post at least. Bravo Debora! That has always been my question of why people keep calling them mini-dreads but not mini-rorquals. I kindly ask you what will happen; 1- When you engage bastion mode and 2- When you engage siege mode I have always wondered why they put some sort of rainbow patterns in IQ tests and ask for correct answer that matches the original pattern. They don't look the same but normal people keep finding correct answer... If you get what I mean.
3- When you engage triage mode.
ooooooooooh |
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Anize Oramara
S T R A T C O M Critical-Mass
59
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Posted - 2013.11.13 15:18:00 -
[131] - Quote
Shivanthar wrote:Generally when I got stuck in my limited English vocabulary, somebody who understands what the hell has happened jumps out from the crowd and explains things in a neat way. This proved to be correct with explaining the relationship of "raiding" and "speed" in one of the past pages.
Let me explain in another way;
If you look at eve wiki, siege module's explanation is nearly as same as bastion's. It is for sure that bastion module is inspired from siege module.
When you engage bastion, you get 100 percent same penalties with siege modules. When you engage bastion, you won't get 100 percent same benefits as you get with siege modules.
Design team tried to find more fitting bonuses for BS class hulls. However, not being able to get RR, they are very pity against concentrated fire. CCP exactly wants this, they want Marauders die in a fleet combat when they're primaried. What they forgot is the price/performance ratio.
How much time it take for a dread in siege mode to die in a concencrated capital fire (except doomsday)? I know this is very relative to combat, but there is an idea. Let's say that other dreads giving the most damage to them, which are their price equavalent.
So the basic thinking is if let's say 10 non-siege dreads are shooting one siege dread, it is 10 isk shooting at 1 isk. If 10 BS' shooting at 1 marauder, it is 10 isk shooting at ~10 isk. But CCP's flaw here is that they want Marauders to go down fast! Just for this price/effectiveness ratio, I find their idea as flawed.
The problem is, these marauders are not dreads exactly, but penaltized in the same way as them when engaged into their specialized role, while having much lesser EHP than dreads in order to withstand BS fire. only you are wrong. you are not taking into account the range bonuses and 30%omni resist on shields armor and hull that increases its ehp. these are unique bonuses that are not found on siege or triage. also not the same penalties apply either (tracking and locked targets or no drones). that was my point about triage. just like triage is similar to but not the same as siege, bastion is similar but not the same as siege. |

Anize Oramara
S T R A T C O M Critical-Mass
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Posted - 2013.11.13 15:26:00 -
[132] - Quote
you said they were 100% the same while that is a lie. just calling you out on you BS. |

Anize Oramara
S T R A T C O M Critical-Mass
65
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Posted - 2013.11.15 00:04:00 -
[133] - Quote
Doed wrote:So, in short.
Lasers are bad because angels and Guristas exsist. good reasoning.
And you can perfectly fine "EFT" damage when you know how well they track and what ranges they can do this hurting at. and what mobility your ship has.
Some of you people have absolutely garbage "excuses".
And I've tested both of them just to back up my "LOL EFT WARRIOR" comments. If you had even the faintest clue about pve you'd know that some rats, especially Angel, guirista and serp have high EM resistances, so high that the EFT damage gets cut in HALF.
That said the palladin is god mode in Amarr space with sansha and blood rats. It does ok against serp since they are moderately weak against thermal. |

Anize Oramara
S T R A T C O M Critical-Mass
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Posted - 2013.11.15 00:43:00 -
[134] - Quote
Doed wrote:Anize Oramara wrote:Doed wrote:So, in short.
Lasers are bad because angels and Guristas exsist. good reasoning.
And you can perfectly fine "EFT" damage when you know how well they track and what ranges they can do this hurting at. and what mobility your ship has.
Some of you people have absolutely garbage "excuses".
And I've tested both of them just to back up my "LOL EFT WARRIOR" comments. If you had even the faintest clue about pve you'd know that some rats, especially Angel, guirista and serp have high EM resistances, so high that the EFT damage gets cut in HALF. That said the palladin is god mode in Amarr space with sansha and blood rats. It does ok against serp since they are moderately weak against thermal. High bounty Sansha and Blood already cut your EFT damage by over half in a Palaidin, Are you clueless or just terrible at math? To an angel Seraphim(Highest bounty Angel BS) it'd do 288.41 DPS (1146 dps before resists) and 391.55 to an Angel Commander(Lowest bounty angel BS) That's 25.1666(repeating)% of EFT dps to the Seraphim and 34.1666(repeating)% of EFT dps to the commander, half is 50%, not 25.16% or 34.16%. To a Sansha's Tyrant(Top bounty Sansha BS) it'd do 546.91 dps which is 47.72338568935428% of EFT damage, this is already less than half ? how terrible at math are you? Also, Kronos also sucks vs Angels(Not as bad as the paladin, but with so much lower dps it's actually not that huge of a difference), and it's worse vs drones and pretty even vs mercs compared to the Paladin.
EFT warriors make me giggle.
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Anize Oramara
S T R A T C O M Critical-Mass
65
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Posted - 2013.11.19 09:08:00 -
[135] - Quote
What I've found works great in almost all missions with the new bastion is to purposefully kill the triggers first. what this does is it gets everything spawned faster meaning esp in angels the rats are closer to you faster meaning you do more damage.
also in my honest opinion if you are NOT salvaging and looting while running the mission then what in the hell are you doing in a marauder in the first place? you are quite literally doing it wrong.
And the new tractor beam structure? it improves all marauders efficiency (long range like pally a bit more perhaps) by quite a bit. also dont forgetbthe mobile depo. |

Anize Oramara
S T R A T C O M Critical-Mass
66
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Posted - 2013.11.19 10:55:00 -
[136] - Quote
Kagura Nikon wrote:Anize Oramara wrote:What I've found works great in almost all missions with the new bastion is to purposefully kill the triggers first. what this does is it gets everything spawned faster meaning esp in angels the rats are closer to you faster meaning you do more damage.
also in my honest opinion if you are NOT salvaging and looting while running the mission then what in the hell are you doing in a marauder in the first place? you are quite literally doing it wrong.
And the new tractor beam structure? it improves all marauders efficiency (long range like pally a bit more perhaps) by quite a bit. also dont forgetbthe mobile depo. Since all the nerf salvaging and looting is worth barelly a couple million per mission. Much better to use the fittings for something better. my previously published numbers prove this to be a lie. salvage and loot is usually between double to sometimes almost triple the bounty value of a site.
why you lie so much?
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Anize Oramara
S T R A T C O M Critical-Mass
71
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Posted - 2013.11.20 23:51:00 -
[137] - Quote
You can solo C5 sites in a T2 fit Vargur with either boosts or a Crystal set (and it seems the Pally can do it too).
I for one welcome our new marauder overlords. |

Anize Oramara
S T R A T C O M Critical-Mass
71
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Posted - 2013.11.21 00:26:00 -
[138] - Quote
Mournful Conciousness wrote:Anize Oramara wrote:You can solo C5 sites in a T2 fit Vargur with either boosts or a Crystal set (and it seems the Pally can do it too).
I for one welcome our new marauder overlords. We are so looking forward to finding these solo wormhole maraduers. Oh the tears... 
For what? a hull with a cheap T2 fit that I can buy from less than a single afternoon's work? I mean if you catch a cap fleet that will take at least 3 afternoons to replace then maybe but a single marauder? pfft.
kids  |

Anize Oramara
S T R A T C O M Critical-Mass
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Posted - 2013.11.21 09:29:00 -
[139] - Quote
actually he was doing around 300mill an hour so for a 1.2bill ship + fit its 4 hours. that said with a buddy as we are planning on running we should be able to reach around 750 an hour if we're good (refit to gank fit when not being focused will improve timess) meaning our break even will be around 3hours.
also being able to carry and refit to pvp fit before you even land means we should be able to give a small gang a run for its money.
hmm bait vargur... I hear thats a thing now |

Anize Oramara
S T R A T C O M Critical-Mass
71
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Posted - 2013.11.21 10:51:00 -
[140] - Quote
yea man those roaming gangs of nags flying around wh space is what you have to look out for. |
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Anize Oramara
S T R A T C O M Critical-Mass
71
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Posted - 2013.11.22 10:13:00 -
[141] - Quote
Kagura Nikon wrote:Anize Oramara wrote:yea man those roaming gangs of nags flying around wh space is what you have to look out for. As I said, my view was not about WH, I am at least capable of addressing a statement as a minimally brain capable human. You on other hand must make a ******** statement that is on goon level of wisdom. So I am forced to reply.. grand news.. WH population is a TINY fraction of 0.0 and low sec combined!!! Hahahahahaha how did you not realise this was a joke?
Hahahaha. |
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