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

Barrogh Habalu
Imperial Shipment Amarr Empire
491
|
Posted - 2013.09.04 10:40:00 -
[1] - Quote
I am terribly sorry for posting this insignificant thing in this thread full of insightful analysis and all, but I really wanted to rant about how Amarr ship is getting effectively one less bonus (pretty much static 25% cap bonus from ship prerequisites). I hope that there will be uses to Paladin's mighty (compared to other marauders, 30% more than closest pursuer, plus slightly faster recharge) capacitor that can justify this design (as long as any benefits from that aren't eaten by lasers). |

Barrogh Habalu
Imperial Shipment Amarr Empire
491
|
Posted - 2013.09.04 11:46:00 -
[2] - Quote
Debora Tsung wrote:Funny, time and time again I read posts from amarr pilots that complain about amarr battleship cap issues and not being able to fire all their guns without running dry on cap (I can only imagine how this feels as I am using a golem most of the time) and now you get one ship that can do exactly that and what do I read again... complaints. -..- Well, I admit, that wasn't totally right. I'm well aware on how powerful Paladin's cap is at this point. I just wonder if ability to fully benefit from lasers' projection and that cap will be enough to make up for lack of selectable damage type (and that "bonus slot") on such kind of ship.
That said, it probably won't be a drawback in many cases. And then there is an option to shut guns down to keep tank going when other ships can't while waiting for corpmates in case of things getting hairy. So I actually think that this Paladin suffers from that "Amarr syndrome" the least (not completely free of it as, say, rigged NM with 13k cap and similar recharge rate isn't the thing that doesn't struggle to run everything, and so Paladin will), but it was funny to see again 
On something different: are marauders going to keep their partial T2 resistance profile? |

Barrogh Habalu
Imperial Shipment Amarr Empire
491
|
Posted - 2013.09.05 05:06:00 -
[3] - Quote
It appears that CCP decided to give back web bonuses to allow marauder fleets to try to get rid of ships that try to get closer so that they could scram a fleet member once bastion is down. It kind of make sense, but in this case I'd prefer small web range bonus. That, however, would warrant further reduction of web speed factor bonus (probably). Maybe something like 5% per level bonus to both could work (webs would still require overheating and faction bling, but whatever...).
That said, I feel that this helps noone when it comes to PvE. Maaaybe (some math was done, but not quite sure still about that) those ships will be doing well in logiless 11 man VG fleets (EWar immunity allows you to ignore Niarjas and go straight for Augas and other DPS and that actually can work, although I'm still not sure how competitive those fleets will be), but that's it. |

Barrogh Habalu
Imperial Shipment Amarr Empire
494
|
Posted - 2013.09.05 12:18:00 -
[4] - Quote
Bagrat Skalski wrote:What are those new tech2 resistances on marauders, do they compensate lack of bonuses to the local reps? Sure they don't compensate for both removed basic rep bonus and bastion resistances (here I'm comparing proposition 2 with proposition 1). If we are to compare current proposition with today's marauders, then the answer is "not always". For once, PvE in Paladin takes a hit here as Amarr T2 resistance profile is irrelevant against rats that Paladin is supposed to shoot (and if you aren't shooting Sansha or BR you should just go ahead and grab any other marauder). Plus there is lowered speed unless using MJD, and MJD playstyle doesn't sit well with salvaging on the go... It's a trainwreck really when it comes to missioning. And there's competition with other hulls when it comes to pretty much everything they can do, so yeah...
In PvP T2 profile is not bad, but I'm yet to understand resons to field this new marauder over something of similar price. And as I've said it, if the bonus s there indeed for sniper marauders to protect themselves from tacklers, I'm not really sure how well that will work without slight range bonus.
Debora Tsung wrote:Franz7657 wrote:wtf? webber is completly useless on the golem... Well, the kronos and Paladin Pilots wanted their webs. So now it's all of them or none of them.  I honestly don't think that Paladin needs his webs, and then there's Vindy if you need blaster ship with webs... |

Barrogh Habalu
Imperial Shipment Amarr Empire
494
|
Posted - 2013.09.05 12:24:00 -
[5] - Quote
Trendafil wrote:Pve is not about tanking more it's about dps. Implementing new module that gives defensive boost to ships that did not had tanking problems to begin with is bad design. I love the idea of tranformation and i reaaaally hope its not gonna end up like the dreds (guns sticking out a bit). Well, tbh tanking bonus kind of allows ships to dedicate more mods to DPS/projection instead of using them to tank, but I see your point. And yeah, I like transformation idea too. |

Barrogh Habalu
Imperial Shipment Amarr Empire
496
|
Posted - 2013.09.05 13:06:00 -
[6] - Quote
Xequecal wrote:I'm more worried about the fact that so many people seem to only care about its level four mission performance, and not care about any other forms of PvE. The last round of changes is a vast improvement to its PvE ability in incursions, wormholes, lowsec, and nullsec, and everyone is crying because now it only knocks L4 mission difficulty down to "profoundly autistic" instead of going all the way to "syphilitic ******** monkey" levels of easy. The problem is, I feel that there's no reason to use this ships in wormholes or incursions because of how good ships that compete with them are in such environement. I'm pretty sure that the same can be said about L5s/null anoms/whatever. That's pretty much why we are mostly hearing mission folks when it comes to PvE.
Okay, you may be right about stuff like Kronos (that can do decent against serpentis due to how their damage and resistance profiles stack), but other stuff (like Paladin) becomes pretty useless.
Edit: Okay, the point above makes sense. Got ninja'd but discussion progression. There are still issues when it comes to effectiveness outside of "gank possibility" scope. |

Barrogh Habalu
Imperial Shipment Amarr Empire
496
|
Posted - 2013.09.06 04:38:00 -
[7] - Quote
Trinkets friend wrote:Crimminy still with the "waah waah Marauders will suck at level 4's with Bastion and MJD".
Here's the thing: MJD + Bastion might not suit your style of doing level 4's as you do them now (slowly motor to out gate while blam-blam) and you may need to adjust your play style to utilise them propelry...but how is that 'ruining' the ship class for its supposed 'intended role'?
The idea with designing a ship class should be to give it capabilities and let it loose and see where it ends up. People thought the Tengu was so-so for level 4's, and then they discovered the 100MN fits, and the price of CNR's dipped because you could get equal performance and way too much tank from a Tengu. This shows that what you may think a ship is intended for gets warped and twisted around by the players who find novel and unique ways to use them.
I thought the MJD was a fairly pointless module. Suddenly, there's people mumbling the 3 minute cooldown timer hurts them because they have to jump away from Level 4 mission rats twice which takes them 6 minutes to get back to gate.
Oh, hey, you can do it in 1/3rd the time with a Marauder with the Bastion mode! zomg!
The problem with the line of thinking that marauders are intended for PVE in level 4s (or as now, warped by Incursion bear whining) is that this leads to revisions and rebalances that further force the ship into what "the community' sees as an intended role.
Sure, this may be true of HICs and Dictors and Logi of all kinds, as these are very specialised ships. However, all other T2 combat ships have ship bonuses which give them special abilities and people automagically come up with interesting uses. Sentry ishtar ratting? Check. Blops running 8/10's? Check. Stealth bombers doing level 4 FW missions? Check. Soloing level 4's in Retributions? Check. Oh. My. God. CCP better buff these ships so they are more effective at their intended role of missioning!
Sarcasm in case you missed it.
The iteration 1 marauder changes gave us a niche PVP ship which would solo small POSs (yeah baby), Dickstars (hahaha), totally ruin the lamest "PVP" in EVE (being docking games), allow donut punching of lowsec gate camps (huehuehue). The problem? You can't run incursions. But you CAN destroy Level 4's. Well, shucks.
iteration 2 is a compromise which barely reduces the Marauder's use in PVE, assuming you can figure out MJD missioning style and aren't prone to ridiculously overtanking your ships for missions because you want your AFK Rattler back. It really only increases their use back to slightly worse than pirate BS for incursions. not that anyone uses them in incursions now, nor will they afterwards.
What it does do is destroys its use in PVP in any conceivable fashion. Docking games are back on because if you are going to undock a marauder, you may as well undock a Vindicator. Yay, thumbs up!
Lowsec gate camps won't have to worry about these things permatanking them while their gangmates destroy the pirates. Your sniper mode Marauder is gone, the 80% web being about as useful as bulls with DD boobs.
Whereas before i was looking forward to dropping one into harms way, assured that if I calculated right I'd have a good 10-15 minutes of fun and get a few kills baiting people, now its just a more expensive and less useful navy Faction BS equivalent with a "kill me now" module and no utility.
Be brave, CCP Ytterbium. Maybe fiddle the Bastion resist bonus to being a free DCU, or 5% across the board non-penalised. Keep the active rep bonus so you can actually tank outside Bastion mode (while, eg, hoofing it to gate), and tank in the 2-3K range while in it. You will then have a small gang or even solo boat able to punch hard, tank stronk and be a PITA.
Structure the other bonuses to actually work together to make a formidable long range platform which can protect itself from numpty ceptor pilots, idiots who blow their sig and can't tank 1000-1200 DPS and can't rid themselves of tackle. Leave the web bonus out, it will then be the achilles heel and force marauder pilots to work hard on their fits to counter the inevitable hero tackle Incursus of doom.
Iteration 1 Marauders, piloted by smart people with good gangs who pick their fights were going to be a handful. Well, guess what, an 850 DPS 280K EHP rail Proteus is a handful right now and you don't have any "kill me now" module on T3's like you do with iteration 2. It's amazing feeling when someone makes a write-up that encompasses all yout thoughts and then some. Thank you, kind sir. This should be seen. |

Barrogh Habalu
Imperial Shipment Amarr Empire
496
|
Posted - 2013.09.06 08:49:00 -
[8] - Quote
Kane Fenris wrote:1.) in incursions you have dedicated web (lokis) I just wanted to note that "dedicated webbers" like Lokis and Bhaals don't have much DPS to contribute. In reality it's Vindicators who are dedicated webbers in many cases. Oh and they provide more DPS than marauders anyways. Although I'm not sure whether it holds with command links nerfs that reduced the range of Vindi webs quite significantly. |

Barrogh Habalu
Imperial Shipment Amarr Empire
496
|
Posted - 2013.09.06 09:10:00 -
[9] - Quote
The Spod wrote:The four utility high slots are too much. Three to four neutralizers for station games, four slot spider tank... Those alone with the t2 resists are worth the isk and sp requirements. I kind of feel that their sensor strength still presents a problem for RR gang (if you actually field a marauder gang) as even brand new folks in BBs and probably even Griffins can pose a threat to chains... And probably anything they do. YMMV on how your opponent's ability to field zerg support fleet can affect your actual gameplay. For one, those will have to stay at range (probably even much further than web range), where they may be vulnerable to bastion'd fleet member. Although the latter will become rather vulnerable in RR gang and ECM locusts may be easy to replace, depending on environement... |

Barrogh Habalu
Imperial Shipment Amarr Empire
496
|
Posted - 2013.09.06 15:11:00 -
[10] - Quote
Debora Tsung wrote:If there was ever a reason to buy a marauder, this was not it.  Honestly salvaging on the fly...  The only time I ver used that tractor beam range bonus was when I wanted to get that mission critical loot one minute earlier... Doesn't happen that often, as I could just kill all, warp out and come back with my noctis. And once you go for blitzing all missions, you've got a MWD anyways, no? TBH looting stuff on the go provides some ISK/hour gain if you do missions in a manner that doesn't really benefit from stopping the process of grinding to loot stuff with dedicated ship. But justifying this training just for that... I don't know... |
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Barrogh Habalu
Imperial Shipment Amarr Empire
497
|
Posted - 2013.09.07 12:29:00 -
[11] - Quote
Garviel Tarrant wrote:Bastion doesn't have a damage bonus, why would you use these for structure bashing?
Bad reading comprehension? Well, it still does have a niche of gringing hisec dickstars (or at least bringing down those arrays so that you can continue grinding with ABCs or something like that) in case you don't have manpower to overwhelm them. I don't know how much that amounts to "structure bashing" though. |

Barrogh Habalu
Imperial Shipment Amarr Empire
497
|
Posted - 2013.09.07 14:37:00 -
[12] - Quote
Zillu Ban wrote:Sorry, I may not have made it clear. I was saying that the Marauder would have a niche so small people most likely won't even bother training for them. I was comparing it to the dread, which has the 2 purposes of structure and capital bashing. Dreads are used against anything given proper web support.
CanI haveyourstuff wrote:showme Just check out WH killboards. The point is not that marauders are going to be cheaper, the point is that 1+ bil price tag won't stop anyone if the thing in question is really good for some given environement.
TravelBuoy wrote:This is the new ISK sinking idea ? Easy targets for SBs and fast billions sinking to refuse bin? Bravo, the CCP can suprise me with their new and new dumb ideas. Tell me how this can sink any ISK and not mode it to people who produce ships. Unless CCP secretly seed them at the markets 
CanI haveyourstuff wrote:there is no reason to use javelin torp over simple T2 cruise. Sadly. Well, you don't swap launchers on the fly. Other than that, I see your point. |

Barrogh Habalu
Imperial Shipment Amarr Empire
499
|
Posted - 2013.09.08 11:41:00 -
[13] - Quote
Just throwing in a random thought: If scripig bastion mod looks like offering it too much versatility, it's not a problem to make bastion require at least one script and make reloading time 1min/3min/whatever you want.
Although I doubt that the idea about scripts will be accepted, but still... |

Barrogh Habalu
Imperial Shipment Amarr Empire
500
|
Posted - 2013.09.09 04:20:00 -
[14] - Quote
Omnathious Deninard wrote:The thing is, they were only supposed to be for niche PVP situations and small gang or solo at that, the T2 resists were added because fleet whiners. If only EVE had enough bruteforce ships for fleet work... |

Barrogh Habalu
Imperial Shipment Amarr Empire
500
|
Posted - 2013.09.09 09:42:00 -
[15] - Quote
Isinero wrote:But I am really not sure that T2 ressist means that I will get ressists of heavy assault ships :-) (who know what they mean by saying T2 resists). Can someone confirm me this? There are precise numbers in the OP. Basically, yours are correct. |

Barrogh Habalu
Imperial Shipment Amarr Empire
500
|
Posted - 2013.09.09 18:08:00 -
[16] - Quote
Ersahi Kir wrote:Designing marauders for PvE is what ruined them in the first place. They need to be balanced for PvP because mission runners are just going to pick the ship that runs missions the quickest anyway. I agree but I would like to make 2 points:
1) PvE content doesn't end @ lvl4 missions. Harder PvE is where some ships can be situationally useful. Ofc, marauders require extensive training, but then again, it can be situational about that too (dread pilots won't have hard time training for marauder, for one);
2) PvP usefulness is what is supposed to save these ships from being least flown (at least somewhat...), but I'd like them to become something that isn't just BS-sized fleet "grunt" with T2 resists. I know that CCP intended new marauders to help not-so-large entities with some ISK at hand (EVE is full of those actually), but something didn't go well and now we are looking at ships that don't know what they do, or so it seems to me.
Wedgetail wrote:yes i do - marauders already fight attrition warfare, through utility high slots sporting remote repair modules, they sit back spider tanking raining death, this is what this iteration of bastion says it's trying to get them to do...just without the RR cuz..you're in bastion mode you can't receive remote aid, this means that if you're within the enemy's firing line while in bastion mode, you die - just as dreads die sieged to battleship alpha fleets now, no amount of self mounted repair modules will save you against a fleet. And this is what I'm talking about - bastions (and marauders by proxy) weren't intended for your average fleet battle in the first place. And that's why giving them rev.2 treatment looks like attemp of shoehorning them into "business as usual" general usage they can't do, but it is demanded still "cuz T2 resists on BS". |

Barrogh Habalu
Imperial Shipment Amarr Empire
500
|
Posted - 2013.09.10 10:34:00 -
[17] - Quote
Ralph King-Griffin wrote:Siddicus wrote:Cade Windstalker wrote:
I digress though, this has very little to do with Marauders, which is more or less the point of the last 170 pages...
And it's been 34 pages (coming on a week soon) since the last dev post, pretty much everything to be said about the proposed changes has been said =/ Indeed , ill shout. CAN WE GET A BLUE TAG HERE PLEASE!!!!!! Dude, relax. Blue tag told us that they need to take their time. |

Barrogh Habalu
Imperial Shipment Amarr Empire
502
|
Posted - 2013.09.10 10:40:00 -
[18] - Quote
To mare wrote:so what? 72 pages w/o updated by CCP Meaning the more we spam, the faster CCP works, eh?  |

Barrogh Habalu
Imperial Shipment Amarr Empire
502
|
Posted - 2013.09.10 13:33:00 -
[19] - Quote
Debora Tsung wrote:Which gun module are you talking about? And without which EWAR module and which propulsion module exactly will those ships be useless. And which of those modules can only be used by that very ship? On the other hand, this "must" module that can only be fitted on "this very ship" can be just a workaround that is needed because EVE code doesn't support "special active function" of the hull. Like, you can't have dread hull that can go into siege mode, so you need to implement a module to provide a button for siege mode on the UI... Same with these proposals. |

Barrogh Habalu
Imperial Shipment Amarr Empire
503
|
Posted - 2013.09.12 12:34:00 -
[20] - Quote
Ms. Ambraelle has some interesting proposals, but I wonder: just how much of that stuff is codeable within current EVE engine without requiring massive code rewriting that can presumably take years. |
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Barrogh Habalu
Imperial Shipment Amarr Empire
504
|
Posted - 2013.09.13 04:53:00 -
[21] - Quote
Cage Man wrote:You also want to almost force pilots to use the MJD, which really isn't practical, unless of course you plan on putting all the mission gates exactly 100KM apart? 1 minute cooldown of MJD on this ship means that you can get anywhere within 0 to 200 km radius in slightly more than one minute (between 2 jumps) as long as you don't fail basic geometry (and can estimate angles decently). As I've posted already, I wouldn't mind if tactical overlay had an option to help with that last bit. |

Barrogh Habalu
Imperial Shipment Amarr Empire
508
|
Posted - 2013.09.16 08:01:00 -
[22] - Quote
Lloyd Roses wrote:From the sounds of it, would highly like the 100% repairamount to become a 50% cycletime-reduction + 50% cap consumption reduction. In fact, some active tanking mods (ahem) could use this treatment applied to them, regardless of the hull... But that's another, pretty much flame-inducing, topic...
But wait. If your idea is to be implemented, it can solve that pesky ASB-on-the-marauder-with-GOOD-bastion-mod issue. Here, have your sick burst tank, but you will have to reload it much sooner.
And while we are at it, it's possible to set the numbers differently to balance dem mods out, for example:
-50% cycle time; -50% cap consumption; +0% repair amount.
Or:
-33% cycle time; -33% cap consumption; +34% repair amount.
etc. Unless I messed up with numbers, that still amounts to "+100% HP per second" while allowing devs to tweak ancillary/normal mods balance.
The downside is, as always, that AARs are completely screwed up unless you can specifically make a bonus to paste consumption. |

Barrogh Habalu
Imperial Shipment Amarr Empire
510
|
Posted - 2013.09.17 10:21:00 -
[23] - Quote
Xequecal wrote:You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs. MJD is a good counter to NPC frigs in most cases, although I suppose that enemies like guristas in general can force you to focus something else than frigs first, considering that their DPS isn't really mitigated that much by range. Plus this post is irrelevant to Golem... |

Barrogh Habalu
Imperial Shipment Amarr Empire
513
|
Posted - 2013.09.19 16:35:00 -
[24] - Quote
Bastion Arzi wrote:not sure if im doing this right but i think your losing a 37.5% shield rep bonus for a 100% shield rep bonus... fair enough u can only rep that much for a minute at a time but still.
was the cooldown of the bastion module mentioned in the original dev post? I don't think there's a CD. It's pretty much about trading off mobility for another bonuses... |

Barrogh Habalu
Imperial Shipment Amarr Empire
513
|
Posted - 2013.09.19 19:10:00 -
[25] - Quote
So I've realized that hulls in EVE actually can have unique active abilities after all (like, jump drives and the like). Just saying... |

Barrogh Habalu
Imperial Shipment Amarr Empire
513
|
Posted - 2013.09.19 19:26:00 -
[26] - Quote
Lem Comrad wrote:What sens from bastion in damage? Right,no sens. If i can make missions more quickly at pirate BS,marauders still usless. More tank there,where it's not need. GIVE US MORE DPS!!!! Better application = more actual DPS. More in-built tank = more mods for damage and damage projection... You spoiled shield-doer! 
Actually, scratch that. Shield ships' applied DPS still benefits from in-built tank if it is needed. Just not in PvE scenario where mid slots are abundant on most ships.
P.S. No offence meant. |

Barrogh Habalu
Imperial Shipment Amarr Empire
529
|
Posted - 2013.10.08 05:30:00 -
[27] - Quote
The Djego wrote:It doesn't work for the golem, because it became a ultra brick with the changes(read 731 m/s, with maxed navigation skills) Is this what passes for "ultra brick" these days? Because sure as hell it can outrun pretty much anything plated.
Josh Cox wrote:I just spent a bit of time trying out World's Collide in a Vargur and I have to agree with the sentiment that the range bonus does hardly anything on it.
I'd also like to mention that the Vargur seems overtanked now. Bastion mode really didn't help me complete anything faster because more tank doesn't help me do stuff faster. Again, for armor ships this tanking bonus will allow you to do stuff faster without being tinfoil-thin when it matters, but still be at the efficiency of shield setups at best.
That's pretty much the problem, different ships are treated like they absolutely have to recieve same bonuses, but of cource they are more useful to one ship than to another. |

Barrogh Habalu
Imperial Shipment Amarr Empire
529
|
Posted - 2013.10.08 09:45:00 -
[28] - Quote
Brib Vogt wrote:Incursions Hypothetically
- Vargur stays an impossible ship for Incusrions. A Macha beats it in every perspective.
Some people decided to crunch numbers and it seems that taking Vanguards is kinda sorta possible with Bastion (that was during v1.0 times, so I believe it's the same as right now), so you can take 10-11 DPS ships and no logi. Perhaps such a lolfleet could be somewhat competitive Although you being unbuffered ship with no logi support will make a better gank target than usually, so... In other scenarios, yeah, there's no point really. |

Barrogh Habalu
Imperial Shipment Amarr Empire
532
|
Posted - 2013.10.09 11:40:00 -
[29] - Quote
Mc Cormeg wrote:To spread the usefullnes of Marauders in PVP maybe its worthwile to grant the Bastion Module a repair amount bonus not only to loal reps but rather also to RR reps?
That could be lead us to some interessting "triage" warfare with marauder wolfpacks. Only if nothing more but small reppers can be applied to them  |

Barrogh Habalu
Imperial Shipment Amarr Empire
543
|
Posted - 2013.10.14 07:12:00 -
[30] - Quote
Serge SC wrote:It's a cool concept, but that would basically make the marauders moving auras or fleet boosters on top of the proper fleet boosters with ganglinks. Also would make marauders primaries all the time, and highly unlikeable due to their high price. I don't quite understand why people keep pushing marauders as some sort of aura buffers. Boosts with limited range were discussed quite a lot in boosting changes thread about 6 months ago and it was concluded that it isn't going to happen (because of possibly causing too much pressure if those are used with large group of ships or something). |
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Barrogh Habalu
Imperial Shipment Amarr Empire
546
|
Posted - 2013.10.16 21:33:00 -
[31] - Quote
Dinsdale Pirannha wrote:The reason I don't fly a Vindicator is because it is **** compared to the Paladin in armour incursions... Last time I checked, armor incursion fleets had no real advantages compared to shield fleets, no? If it's still so, the point is pretty much moot.
Dinsdale Pirannha wrote:...and is **** against Sansha's in missions. Rubicon Paladin is going to be better than current TQ Paladin, NM and ofc Vindi in those missions, so I don't see your point here either.
Dinsdale Pirannha wrote:So now I will have to fly an inferior boat... You don't have to. Pick the best one available. Unless you are relying on ISK faucets too much, market will balance your income out for you.
Dinsdale Pirannha wrote:...until it is also nerfed, at which point the armour incursion channel will likely fold up, since running L4's at that point will be more profitable, until they get wrecked also. Please, share source of this wonderful info. Unless it's a product of "grrr nullsec" tinfoil hattery. |

Barrogh Habalu
Imperial Shipment Amarr Empire
548
|
Posted - 2013.10.19 13:08:00 -
[32] - Quote
Nefra Ravenheart wrote:A Nightmare will stomp all over any marauder in missions; and it shares the advantage of using half the ammo. I doubt that, or I just don't run same missions you do. Optimal bonus really helps, including helping with hitting out to ranges where Nightmare's tracking bonus is less useful. You may be right though, so you could join the discussion here and point out stuff that is wrong with reasoning. Tbh lasers isn't the weapon system that makes you count your shots as much as ACs or CMLs. |

Barrogh Habalu
Imperial Shipment Amarr Empire
552
|
Posted - 2013.10.23 04:38:00 -
[33] - Quote
Arthur Aihaken wrote:Ralph King-Griffin wrote:We are back here with the first iteration for a reason. Yeah, because certain elements were always set in stone. Or because second iteration was rubbish trying to fit even more heavily contested niche roles than what we have now. Current proposal may or may not in the end find its place, but at least it won't force anything off into obscurity (or suffer the same fate, but without even testing any waters). |

Barrogh Habalu
Imperial Shipment Amarr Empire
553
|
Posted - 2013.10.29 07:59:00 -
[34] - Quote
SOL Ranger wrote:Translation: Bastion is so utterly overpowered it trivializes missions to the point where piloting skills, fitting, effort and consequences in battle mean nothing. Implying those things were ever relevant in missions. Except maybe fittings, but those are developed for a long time already. |

Barrogh Habalu
Imperial Shipment Amarr Empire
558
|
Posted - 2013.11.06 16:55:00 -
[35] - Quote
Doed wrote:Where's the 4th iteration that makes these ships non-GARBAGE outside of "wannabedread" mode?
And Kronos being bumped up to a level where it's worth flying?
Did you stop giving a damn? I believe it was stated that further tweaking is expected after some TQ playtesting, meaning it's probably not earlier than Rubicon 1.1 or whatever. |

Barrogh Habalu
Imperial Shipment Amarr Empire
558
|
Posted - 2013.11.11 06:53:00 -
[36] - Quote
Brib Vogt wrote:Nightmare pointless? you can fly it so early and switch to paladin when you have the skills. Isn't that the major advantage from T1 -> Faction -> T2. You have T2 potential at higher price with less skills. Because having some ships as little but "stepping stones" isn't design CCP are getting rid of specifically. Kay, got it.
I mean, entire effort was even called "tiericide" because of getting away from that design.
Also, by the logic of comparing with T1 hulls Paladin shouldn't have damage bonus, amirite?  |
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