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

Brib Vogt
DC-centre Destiny's Call
5
|
Posted - 2013.10.01 11:26:00 -
[1] - Quote
From the perspective of one who used a Vargur or Golem for HS-PvE and 0.0 Ratting:
Right now i tried them, but i prefer a Macha all the time. The Speed, the possible tank, four sentries and a load of small drones...
I always thought learning the marauders was stupid. Less DPS, less speed, less scan resolution and no resist bonus on a T2 Hull.
In lvl 4 missions a MJD would be Stupid. In 0.0 ratting I jump in, clear the site warp out--> so MJD stupid. I have used a Macha in PVP but a sitting duck BS worth 1.5bil ... not with me.
I was quite happy about the changes, mostly any change would be welcome, but if i am forced to use the bastion i would not be happy.
If I have to go to bastion to use this ship i would like to see a damage plus to finally outrange the macha or the CNR if you fly a golem. Skill level should always reflect something in a ship. |

Brib Vogt
DC-centre Destiny's Call
6
|
Posted - 2013.10.03 08:02:00 -
[2] - Quote
+1 to the last post!!
First: FIX the hull
- T2 or close to T2 resists, OR Noctis resi distribution to create an easy omni tank
- Higher scan resolution
- Change in PG/CPU
- Higher sensor strength
- If you want to disable use of sentrys use a limitation but keep the size up in the drone bay
- do not change speed, hull repair bonus
- change a damage modifier to bring them in sync with the faction battleship, do not make them OP
Use the suggested change in Bastion from the two previous posts
this would be already awesome |

Brib Vogt
DC-centre Destiny's Call
8
|
Posted - 2013.10.07 22:34:00 -
[3] - Quote
Completely unsatisfied:
CNR > Golem
Macha > Vargur
Bastion gives a good tank, but it so hyped fall off bonus gives my vargur 3 km!! In words THREE KILOMETER!
Thats absolutely Crap. And my Macha is working better in any mission DPS wise.
A bit sad right now |

Brib Vogt
DC-centre Destiny's Call
8
|
Posted - 2013.10.08 07:46:00 -
[4] - Quote
For me I have to say that using a vargur in something else than PvE is out of any question. Thats why I tested it mainly in PvE. I love doing PVP (If you check my KB, No this is my standing toon) but not with that kind of money on the table.
LvL 4:
- Tank is extremely good with two pith b-type specific mods and a x-large shield booster
- MJD is only partially usable, problems with some gates, mission items and some rats (More later)
- 1 Trackingcomputer and 2 tracking enhancer completely deny usability for Bastions Fall-Off bonus due to Stacking penalty
Problems I saw here.
- Sometimes the time indicator vanishes and you have no idea how long Bastion is still going after you deactivated it. This is extremely annoying
- The Mordus Legion NPCs are completely annoying too. If you manage a close in jump to a group 90 km away they will slowboat to a 50km distance. With a fall-off stuck at 74km (Phased plasma) with or without Bastion Vargur uses only 80% of the max damage if you hit 100%. That means i do 700 DPS, which is far less then i have with my Macha on the move.
In the end you are a sitting duck, which can not increase DPS via Bouncer (I have 2 slots for drone links) and with no increase in fall-off, which leads to no increase in effective dealt damage
Angel Forsaken Hub
- Tank is extremely good with two pith b-type specific mods and a x-large shield booster
- MJD makes no sense, because you dictate the range you want to fight and the fly towards you.
- 2 Tracking computer, 1 tracking enhancer and 4 gyros kill
Problems I saw here.
- Due to the interceptor changes and the general sitting duck phenomenon I am afraid to use the Vargur here. But in Singularity it was good
- Macha + 4 Bouncer outrank Vargur by far
8/10 DED site
- What should i say. I took a Blue Pill to be on the safe side, but it did it all alone.
Problems I saw here.
- you can't use bastion in the earlier rooms, because you need to move to keep the time you spend inside the site at a minimum. And you don't want to be there sitting in bastion.
Incursions Hypothetically
- Vargur stays an impossible ship for Incusrions. A Macha beats it in every perspective.
|

Brib Vogt
DC-centre Destiny's Call
11
|
Posted - 2013.10.08 09:54:00 -
[5] - Quote
gascanu wrote:Rab See wrote:Ok - tried the vargur in bastion last night.
... Short range weapons - its pointless fitting bastion - so you are back to square one. not even square one, i have to say, cose of the mobility nerfs... 
True. Before the release i thought it will be like this. (In my mind the Marauders had T2 resists even out of bastion)
Vargur LVL 4.
- Slowboat to gate
- on the way, kill all the **** which is in your range
- at the gate, switch on bastion and kill all the **** which is NOW in your range.
Golem Cruise
- Slowboat to gate
- Kill all the big stuff
- at the gate, switch on bastion and receive explo-velocity to kill all the small ****
But you can forget both. Torp-Golem sucks in missis and is beaten by raven and CNR.
And for all the people who are crying for a PVPable Vargur... I have seen a Pirate BS how often in solo PVP? maybe 20 times in 3 years? |

Brib Vogt
DC-centre Destiny's Call
11
|
Posted - 2013.10.08 10:01:00 -
[6] - Quote
Johnson Oramara wrote:Brib Vogt wrote:
Vargur stays an impossible ship for Incusrions. A Macha beats it in every perspective.
Don't worry, they'll be nerfing Macha down to this level too to make this look better. 
Yeah, sometimes this looks like ccps way of re balancing stuff. Instead of fixing one obvious broken thing, nerf the rest to fit it in. |

Brib Vogt
DC-centre Destiny's Call
11
|
Posted - 2013.10.08 10:31:00 -
[7] - Quote
Kagura Nikon wrote:Fact remaisn, ships that tank 2 times more than ships that ALREADY overtanked is useless.
MJD is WORSE than old mobility with a good deadspace AB. So its a HUGE nerf to mobility (pve wise). THe change in signature and mobility make them much weaker for PVP.
THe immunity to ewar i sminimal efffect, since no one cares for the battleships that cannot move and doe snot have more damage than a normal ship.
I mean the tank bonus is okay, because you can get rid of a lot med slot items on a shield tank. My Vargur was perfect with X-Large shield booster, 2 specific hardeners. Normally i have an additional Invul and a heavy cap-booster. now i have two tracking computer, or one and a web.
But what gives me Bastion if the fall-off bonus does not apply? why use the TCs if they steal bastions advantage? |

Brib Vogt
DC-centre Destiny's Call
11
|
Posted - 2013.10.08 10:43:00 -
[8] - Quote
The Djego wrote:Brib Vogt wrote:Kagura Nikon wrote:Fact remaisn, ships that tank 2 times more than ships that ALREADY overtanked is useless.
MJD is WORSE than old mobility with a good deadspace AB. So its a HUGE nerf to mobility (pve wise). THe change in signature and mobility make them much weaker for PVP.
THe immunity to ewar i sminimal efffect, since no one cares for the battleships that cannot move and doe snot have more damage than a normal ship. I mean the tank bonus is okay, because you can get rid of a lot med slot items on a shield tank. My Vargur was perfect with X-Large shield booster, 2 specific hardeners. Normally i have an additional Invul and a heavy cap-booster. now i have two tracking computer, or one and a web. But what gives me Bastion if the fall-off bonus does not apply? why use the TCs if they steal bastions advantage? Why would anybody need a XL booster, 2 Hardeners, 1 Invu and a cap booster on a Vargur today? I mean serious? [Vargur, How To] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Tracking Enhancer II Gistum B-Type Adaptive Invulnerability Field Sensor Booster II, Scan Resolution Script Pith A-Type Large Shield Booster Core A-Type 100MN Microwarpdrive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range 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 Drone Link Augmentor II Salvager II Medium Remote Armor Repair System II Large Projectile Collision Accelerator II Large Core Defense Capacitor Safeguard II Garde II x2 Warrior II x3 Warrior II x2
Because my vargur is cheaper |

Brib Vogt
DC-centre Destiny's Call
11
|
Posted - 2013.10.08 11:21:00 -
[9] - Quote
baltec1 wrote:People need to stop thinking only with their pve min/max hats on.
People need to stop to think with their "maybe i use this ship in pvp one day" hats on.
The majority uses this ship class in PvE, and the needs of the many outweighs the needs of the few  |

Brib Vogt
DC-centre Destiny's Call
12
|
Posted - 2013.10.08 11:48:00 -
[10] - Quote
baltec1 wrote:Thats only because the ships were terrible for pvp. CCP intend to not only make them able to do pvp but make them viable against everything else out there so demanding all of these pve changes that would make them useless for pvp are not going to happen.
But thats not true. If i had the money and the bravery to fly a Vargur in PVP i would ask for the same thing. Move the resists to the hull and make it a viable T2 ship. Keep the bonus from MJD but re add the web bonus. Give Golem a second modifier for missiles.
All this in this forum has nothing to do with bastion and all of this would support a role in PVP. |
|

Brib Vogt
DC-centre Destiny's Call
12
|
Posted - 2013.10.08 19:27:00 -
[11] - Quote
Arthur Aihaken wrote:Joe Risalo wrote:With my skills and 5% implants, I'm getting 1015 dps with fury cruise at 166km without bastion. 208km with So what's the consensus on the latest Marauder iteration? Yay or nay?
From what i read through the last posts
Paladin yay - quite good with optimal range buff Golem Cyay Tnay - cruise increase in range yay, but why? Torps suck bigtime kronos y-n-ay - big loss of applicable DPS through missing sentries vargur nay - loss of applicable DPS through speed nerf and missing advantage within bastion |

Brib Vogt
DC-centre Destiny's Call
13
|
Posted - 2013.10.09 05:34:00 -
[12] - Quote
TheFace Asano wrote:1v1 vs Fleet Phoon in Vargur, it was 2x 1600mm fit with RHML. I boosted a couple times with my asb and that is it. Hail ammo has a 34km falloff in bastion, and with the increased tracking of the vargur, it cancels out the bad tracking of hail. didn't use any heat.
PVP these things are pretty damn good until RR comes into play and large numbers. Breaking the tank of these is going to take quite a few ships.
please post some good fittings with reasonable use of imps (name them), some ship information and 1 or 2 heavy neuts...vargur sucks |

Brib Vogt
DC-centre Destiny's Call
13
|
Posted - 2013.10.11 13:40:00 -
[13] - Quote
Desert Ice78 wrote:All very nice this theory crafting for PvE, but CCP thinks this is now going to be a PvP ship!!! Tell me about the PvP people...
You can make as much PVP with the marauders as you want. OFC if the ships become viable for PVP.
But what you can't forget is the situation in which all the actual Marauder pilots are. They invested quite some skill time in a ship mostly 95% used for PvE.
So if you change the marauder in any way, leave it in a position that you create no negative effect for the PvElers. And with the actual version of the Vargur i need more time in most missions, which sucks.
I know the tank is extremely good, but in a vargur the free slots are not usable effectivly. |

Brib Vogt
DC-centre Destiny's Call
15
|
Posted - 2013.10.12 09:05:00 -
[14] - Quote
All the richer guys might be happy about using this ship in pvp, but i doubt i will see a lot of them.
The following list is from a quote, but is is a good example someone showing benefits, which aren't for pve:
More cap stability- no advantage for any marauder except the paladin
Better tank- in pve u need 10% of the Tank and you only need it because you are pinned down on one spot
MJD (even awesome in lvl 4s)
Less tanking mods = more damage or application mods- NO thats the common crap.My Vargur and the kronos are losing damage and the application is not rising at all for the vargur or the golem with torps. all the free slots do nothing, but forcing me to stay in bastion or be crushed through bad tank.
Ewar immunity- Thats the plus! BUT I fly mostly against Angels and i am not scared of the TPs.
More range[*] NOT for my Vargur and mostly not for my old torp golem. |

Brib Vogt
DC-centre Destiny's Call
16
|
Posted - 2013.10.13 08:02:00 -
[15] - Quote
Henry Montclaire, i checked your killboard and i had to smile. you talking about marauder pvp gives me a shiver. I am writing with one of my alts, but seriously, if the char Henry Montclaire is not an alt of yours then shame on you.
All your long text and it seems you never did PVP with high class battleships on TQ, or small gang solo pvp.
I don't want to bash you, but singularity fights are mostly so far away from reality that it hurts me someone getting conclusions out of it. Especially if the KB shows nothing similar. |

Brib Vogt
DC-centre Destiny's Call
17
|
Posted - 2013.10.13 08:42:00 -
[16] - Quote
Xequecal wrote:[quote=Dinsdale Pirannha]You really don't get ... ...People in this thread are actually using arguments like, "OMG, with the align time nerf it now takes 5 seconds longer to enter warp, which means 20-30 more seconds to move from the mission to the agent! These ships are WORTHLESS now. They were godlike when it took 20 less seconds, but now they're WORTHLESS blah blah blah blah"
No, instead of trolling you should read more carefully. The most people say:
- Decrease of applied damage
- over tanked cow
- reduction in high sec income per hour
there is no worthless, theyy will be used for certain situations like high chance of e war, but they will not be used for incursions. i make more isk/hour in 0.0. only the bigger incursions increase income compared to 0,0 and wh space, and there you can't take the marauder. |

Brib Vogt
DC-centre Destiny's Call
20
|
Posted - 2013.10.14 07:22:00 -
[17] - Quote
After fooling around a bit with my vargur in pve i come to use a TP next to 2 TC II. It gives her quite a boost to damage application at close range. I am still a bit pissed of the 5% effectiveness of the Bastions increase in fall off, but this close range stuff is nice.
OFC i have marauder only at 4 in TQ which i maybe regret coming from sisi back to TQ. ^^
What i really would like to have now for my vargur:
- Drone bay: 50/125 - I can live with the reduction of bandwidth, but please give me more drones. A set of meds, smalls and 2 sentries would be very appreciated.
- Allow me to insert 2 T2 rigs. give me more possibilities here.
- I really would like to have my old speed back, but i could live without it. I like to fly with friends and their ships are mostly slower.
I am still a bit frustrated with the underwhelming efficiency at targets from 50 to 90 km. I will not install a MJD, but i really don't know what to fit to make it better. If the Bastions fall-off boost would be without stacking, i guess then it would be resolved. |

Brib Vogt
DC-centre Destiny's Call
20
|
Posted - 2013.10.14 08:40:00 -
[18] - Quote
marVLs wrote:If they're designed to solo high class PVE then well... they won't work in lvl5 because Bastion dosn't have immunity to neuts. Marauders need:
- non stacking range bonuses in Bastion
- more scan res
- more locking range
- bigger range bonus for torps in Bastion
- neuts immunity in Bastion (or at least 50%)
- +50 drone bays
- better speed, more agile
- better warp speed
- a little more buffer
- 600 rigs calibration or 3rd rig or +1 med(vargur, kronos,paladyn ) +1low slot (golem )instead of high slot
- changing tractor bonus for something more usefull with new tractor structure (maybe bonus for salvager cycle, range and power)
- automatically overheated guns when in bastion without taking heat damage
You ask for too much but i underlined the things i see important.
- Neuts immunity is not going to work. Neuting is not seen as E-War, otherwise you can't kill supers, carrier and dreads with a smaller gang. No one in PVP wants always to get a bunch of alpha snipers to kill a marauder.
- Why is the tractor bonus not useful? I want to keep that bonus. Saves me a lot of time in missions. I will only use the new device in a 8 salvager fitted noctis.
- Why buffer? For PVP or anti-gank protection?
- Just remove one high slot and give a little cpu/PG to enhance the fittings. for example: a golem with t2 fitting has 3 empty highslots (without imp support)
- as much as i would appreciate an increase in damage, just enhance damage application
|

Brib Vogt
DC-centre Destiny's Call
20
|
Posted - 2013.10.16 23:50:00 -
[19] - Quote
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 |

Brib Vogt
DC-centre Destiny's Call
20
|
Posted - 2013.10.17 00:00:00 -
[20] - Quote
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
without sarcasm: if the MJD had a 50 OR 100 km option the vargur would out damage the pirate ships. |
|

Brib Vogt
DC-centre Destiny's Call
20
|
Posted - 2013.10.17 00:03:00 -
[21] - Quote
Arthur Aihaken wrote:Savira Terrant wrote:How about adding an explosion radius bonus and change the TP strength to optimal bonus? Explosion radius is fine for the Golem, but optimal only applies to turrets (not launchers).
i guess he meant strength to optimal range bonus for the TP itself, not the guns |

Brib Vogt
DC-centre Destiny's Call
20
|
Posted - 2013.10.17 00:06:00 -
[22] - Quote
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 |

Brib Vogt
DC-centre Destiny's Call
20
|
Posted - 2013.10.17 00:09:00 -
[23] - Quote
Anize Oramara wrote:Are we taking into account mid level range increasing implants lv4 missioners will have?
Oh and the vargur is going to absolutely ROCK in angle space. Can you just imagine, 3 tracking comps with tracking scripts, battleships at optimal?
i have used a clone with 2x +5 damage imps and the 5% falloff imp
OFC you are right, i am flying in angelspace, but you have not only angel missions there. serpentis assault or vengeance will drive you crazy if you stay stationary and your applied damage is crap |

Brib Vogt
DC-centre Destiny's Call
20
|
Posted - 2013.10.17 00:14:00 -
[24] - Quote
the bonus for marauders should be 25% optimal and 50% falloff, because within the fall off you have the drop of dps. |

Brib Vogt
DC-centre Destiny's Call
25
|
Posted - 2013.10.17 08:15:00 -
[25] - Quote
[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. |

Brib Vogt
DC-centre Destiny's Call
25
|
Posted - 2013.10.17 09:20:00 -
[26] - Quote
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. |

Brib Vogt
DC-centre Destiny's Call
25
|
Posted - 2013.10.17 09:25:00 -
[27] - Quote
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. |

Brib Vogt
DC-centre Destiny's Call
25
|
Posted - 2013.10.17 11:00:00 -
[28] - Quote
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. |

Brib Vogt
DC-centre Destiny's Call
25
|
Posted - 2013.10.17 11:25:00 -
[29] - Quote
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. |

Brib Vogt
DC-centre Destiny's Call
26
|
Posted - 2013.10.17 21:19:00 -
[30] - Quote
chaosgrimm wrote:Sigh I just don't get it. Ytterbium said the mobility nerf was to penalize the ship for being tanky... but it doesn't become any tankier until activating bastion... at which point, it stops overrides all mobility nerfs by becoming immobile.
Just to summarize: mobility was nerfed to compensate for additional tank gained only while the ship isn't able to move???
Pls revert these mobility nerfs.
True, especially the strange mass increase of the vargur which negates the +5 m/s speed by far. |
|

Brib Vogt
DC-centre Destiny's Call
27
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Posted - 2013.10.18 09:07:00 -
[31] - 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
And it is even worse. (Underlined part)
I tested the 1400 arty version within sisi with high tracking, an MJD, only one t2 invul and an afterburner, because sometimes it is just stupid to triangulate for 20 km. The problem with this ship is the way you need to use it.
I did a worlds collide and first pocket I used afterburner to get to the gate and with my range rig i could target the rats and kill them on the way. Yay, saved some time.
Second pocket i needed to instantly activate MJD and jumped off, activated bastion and kill the rats. While it is totally relaxing you have to use all guns one by one or you lose a lot of isk/hour. Still it seems a lot slower and i really needed more time then with a package of 800s. Maybe due to angels.
ATM the bastion turned off the vargur starts accelerating in direction and with speed it had before it went into Bastion. so to activate MJD again you have to re align, lose speed and accelerate again.
Conclusion
I don't know, this style is nothing for me. I like to fly into a bunch of ships, take full agro and kill em all. Vargur was already an awesome tanker, something what a macha never could do. For me with bastion you take it away. I do not need more tank, i need more damage.
And for a Vargur the applied damage in fall-off means nothing if your fall off is 60km or 70, when you are used to kill the rats at 30km. it increases the max damage by around 20 dps.
You only can apply most damage if you stay inside a 90% DPS range, which for 70km fall off means within 20km (addition of 5km optimal). |

Brib Vogt
DC-centre Destiny's Call
27
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Posted - 2013.10.18 11:07:00 -
[32] - Quote
Anize Oramara wrote: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.
I have to say it again. Vargur was always good in applying damage. I t only sucked on sensor strength and scan resolution. Tank was awesome. If you fly into a bunch of ships with 600m/s (booster) or 500 without, you can take full agro in close range and kill em all.
Vargur was already an awesome tanker, something what a macha never could do. For me with bastion you take this away. I do not need more tank, i need more damage. so i would only activate bastion if i am e-wared to death, but after i flew into the ships.
And for a Vargur the applied damage in fall-off means nothing if your fall off is 60km or 70 when you are used to kill the rats at 30km. it increases the max damage by around 20 dps.
You only can apply most damage if you stay inside a 90% DPS range, which for 70km fall off means within 20km (addition of 5km optimal).
25% more optimum gives you 25% more range of full damage if you hit. 25% more fall off gives you a slight increase of already reduced damage. Thats the crap.
Whoever thinks that a vargur with 80km fall-off fights at 80 km is a moron. its less then 50% damage. And it brings me nothing if I apply it SO GOOD. |

Brib Vogt
DC-centre Destiny's Call
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Posted - 2013.10.18 16:03:00 -
[33] - Quote
Vulven: Quote:"but better range for applying DPS,"
Thats just wrong. The only ones having it is Paladin, rail Kronos, Cruise Golem and Arty Vargur.
Cruise golem and arty vargur don't need it. Torp golem and ac vargur can't get the big advantage out of it. Torps are still too close and falloff bonus gives nearly no advantage. |

Brib Vogt
DC-centre Destiny's Call
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Posted - 2013.10.18 19:29:00 -
[34] - Quote
Joe Risalo wrote:What you're not factoring here is that killing targets 100km away is completing faster. With an arty fit, you will have killed several targets before they get into AC range. This means faster...
Crap. Crap. Mega crap.
I actual flew 10 sites on sisi with arty vargur and ac vargur. Arty vargur is slower then active flying ab/ac vargur with close range use of bastion. MJD AC Vargur is slower too. Arty vargur only beats MJD AC Vargur.
Afterburner Vargur > Arty MJD Vargur > AC MJD Vargur
My Afterburner Vargur can't effort 2 tank slot fittings. it needs 1 booster and 2 specialized modules. But the attack range of under 20 km makes more dps then the boosted bastion ACs.
So in total i fly my vargur the same way as pre patch but at 3/5th of the speed. |

Brib Vogt
DC-centre Destiny's Call
30
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Posted - 2013.10.18 20:04:00 -
[35] - Quote
michaelthered wrote:So they've killed the AC vargur then with this rebalance it sounds like. Meh. Then they're gonna nerf the Machariel here soon so 800mm AC's are going to die.
Nah i wouldn't say that. It's just Bastion, MJD and ACs do not work well without an additional AB. And then i can just ignore the MJD totally.
In pve its all about ISK/ hour OR ISK as close to AFKing as possible. |

Brib Vogt
DC-centre Destiny's Call
30
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Posted - 2013.10.18 20:14:00 -
[36] - Quote
baltec1 wrote:
Mega does fast roaming gangs better than the new kronos and fleet work with rails and blasters.
OMG can't believe i am saying this, but he is right. |

Brib Vogt
DC-centre Destiny's Call
30
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Posted - 2013.10.18 22:30:00 -
[37] - Quote
Joe Risalo wrote:So much crying...
Don't speak about PvP. If your Account is your main please just don't |

Brib Vogt
DC-centre Destiny's Call
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Posted - 2013.10.19 09:59:00 -
[38] - Quote
Joe Risalo wrote:You guys are just flat out lieing, or haven't tested it.
The test golem performs way better than anything I have flown.
I don't think y'all are even giving it an opportunity because it doesn't suit your agenda/play style. If you don't like it, don't use it.
Edit... I would put a bastion/MJD long range marauder against any other ship in game, on any mission and I'll guarantee faster or equal completion times. The problem is I don't care enough about how you feel to actually test it myself
No we are not, c'mon mummy tell this guy i tell the truth...
AAAHHH. Of course it is from our point of view and from our experience. I can fly t2 arties, t2 acs, t2 torps, t2 cruise and t2 blaster. so i tested blaster kronos, and all golem vargur variations.
every sniper variation plays itself easily, (problem with the tartgeting range, i needed a t1 targeting rig on vargur to be able to use mjd without losing targets). You jump away, bastion on, pew pew pew, jump back.
It is totally relaxed but it is soooooo slow. The cruise golem performs very good, i have to admit that, but the torp golem, omg! After such a long time, the golem still is the only viable ship for pve torps and it performs so bad.
so my rating with all of them for isk/hour.
AC/AB Vargur = Blaster kronos (only with certain npc) = Cruise golem > blaster Kronos (sanshas) > arty mjd vargur > torp golem
i never flew a torp golem with dead space AB but the torp fitting is cpu/pg wise at the biggest limit. |

Brib Vogt
DC-centre Destiny's Call
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Posted - 2013.10.19 22:53:00 -
[39] - Quote
Kirimeena D'Zbrkesbris wrote:CCP Ytterbium wrote: Why keeping the damage projection in Bastion stacking penalized?
We want to keep the projection in check. A Paladin with Scorch can already reach insane ranges (to the point where Beams are quite redundant on it), so we are not willing to remove the stacking penalty for now. Or at least not until we are seeing some hard use numbers on TQ first.
Have you ever thought that it is a problem of Scorch and not hull? Why penalize all other turret weapon platforms because of one unbalanced ammo type?
You are right. But ccps answer sounds to me like: we talked about it, we like the idea of a "true optimal and fall off bonus" but we have no idea how to implement it. So we use the scorch as an excuse.
And again: the fall-off bonus should always be twice as strong as the optimal bonus! |

Brib Vogt
DC-centre Destiny's Call
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Posted - 2013.10.19 23:57:00 -
[40] - Quote
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. |
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Brib Vogt
DC-centre Destiny's Call
32
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Posted - 2013.10.20 09:03:00 -
[41] - Quote
baltec1 wrote:Nefra Ravenheart wrote:baltec1 wrote:
With bastion they dont need RR.
You're wrong. You can tank entire pvp gangs solo in these things.
Every time i would see a vargure in bastion i would get a scanner, a ceptor and some arties. You just have to coordinate alpha and it dies. A double LASB on TQ was already hard to beat for a gang. but alpha always did the job. Now with this fat cow marauders you just need to identify the fitting and it is dead.
OFC a gang of those marauders is a hard nut to crack, but a gang of them would be much more dangerous if they would move and rr each other. Awesome resists, buffer against alpha and quite good damage. |

Brib Vogt
DC-centre Destiny's Call
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Posted - 2013.10.20 16:59:00 -
[42] - Quote
Yep Serge SC, that what i am saying the whole time.
- Cruise Golem: range increase absolutely not needed, but in theory it enhances the ability to inflict damage linear.
- Torp Golem: range increase absolutely welcome, but if you have not much range 25% means not much more. Still, the bonus increases the ability to inflict damage. But there is no bonus to better damage application.
- Kronos: Best damage done close range. But optimal increase of rails help to apply damage better, because you can avoid shooting in falloff. Loss of web decreases applied damage in very close range.
- Paladin: awesome increase of applied damage through good increase in optimal, because you can avoid shooting in falloff.
- AC Vargur: Fall-off bonus delivers nearly no increase in applied damage. To hurt with this ship you need to stay closer then 30 km / 3-5 x optimal
- Arty vargur: Bonus is welcome, no comparison to TQ possible. Arties just very slow. The high cycle time is terrible if you miss your target.
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Brib Vogt
DC-centre Destiny's Call
34
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Posted - 2013.10.20 19:42:00 -
[43] - Quote
Mina Sebiestar wrote:So that arty start being viable for rest of pvp situations and all possible pve that is in this game hell i would accept cap usage on them(slowish ROF should offset that).
Vargur as lowest dps lowest range boost and static in bastion rly is sad story to the point that if you do bastion you are doing it wrong.
imo.
Right now my vargur would end up at 842 DPS from guns and 105 dps from two bouncer.
[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, Optimal Range Script Tracking Computer II, Optimal Range Script 100MN Afterburner 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 Drone Link Augmentor II [empty high slot]
Large Projectile Burst Aerator II Large Ionic Field Projector II
Warrior II x5 Bouncer II x2
The MJD would force me to fight between 120 and 60 km. and i would end up with 450 (120km) - 800 dps (60km). BUT after flying with it, it seems necessary to unstack all guns and use them one by one. And even with maxed skills and implants the 1400 sometimes miss a BS which flies straight at you. |

Brib Vogt
DC-centre Destiny's Call
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Posted - 2013.10.20 22:25:00 -
[44] - Quote
Serge SC wrote: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.
- Your Vargur can't target beyond 94 km which sucks for a sniper fitting bigtime.
- Your paper DPS is even more terrible then mine. With RF FUSION 936.6 dps after jumping 100km with MJD reduce to 561 DPS without the chance to set damage type. You should stay with faction ammo
|

Brib Vogt
DC-centre Destiny's Call
34
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Posted - 2013.10.20 22:30:00 -
[45] - Quote
Mer88 wrote:what implant u got?
Genolution set EO-605 MR-705 EM-805 SS-905 LP-1005 |

Brib Vogt
DC-centre Destiny's Call
34
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Posted - 2013.10.21 00:20:00 -
[46] - Quote
Serge SC wrote: It's the best DPS I can get with 1400s, with a LP-1006 and a RF-906 to boost it.
Targeting range is 101km (the maximum). How are you getting more damage with that ammo? With RF versions, which is what I mostly use, I get 923.3 DPS, with max skills.
When MJD around, I use RF DU for a paper DPS of 615.5 at 90km optimal (tremor has too much range which is a waste in this case)
Sorry man, totally my fault in stupid writing. That makes more sense:
Your paper DPS is even more terrible then mine with RF FUSION. 936.6 dps with quake after jumping 100km with MJD reduce to 561 DPS without the chance to set damage type. You should stay with faction ammo.
Arties just are not meant for the vargur due to the fall off bonus on the hull. they were never supposed to be fitted there and used in PvE. They were always heavy one shots in PvP. At least at the moment the vargur was released. Giving the PG to use 1400s with the vargur but not fixing the coherence of both is another problem i notice now. I never used arties in missions. Maybe within the first 3 month of my eve playtime, when we flew blockades in badly skilled arty maels with multiple warpouts to survive the mission :D. |

Brib Vogt
DC-centre Destiny's Call
34
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Posted - 2013.10.21 08:07:00 -
[47] - Quote
Vulfen wrote:
CCP aren't really changing marauders though honestly. They are replacing a couple bonuses on the hulls and giving them extra fitting other than that they can be used in the same way as they were previously just with much better fittings and a couple extra options when it comes to fitting. Admittidly the web bonus was a big thing on the kronos and paladin but they have a tracking buff now so you could cope with a 60% web
I think if there is an issue with these ships it is with the gun systems they use, but CCP cant buff or nerf large weapon systems or it would mess the entire balance of power up. Because to Tier 3 BCs. the only thing they could do without messing it up is a small tracking buff across the board.
The whole concept is just a bit crappy. IF CCP would have said "We introduce more CPU and Fitting potential and we decided to give em the T2 resists they deserve" everyone would be happy. If they had said "and we fix the poor sensor strength and scan resolution" everyone would be even more excited. And if ccp would argue, that with this buffs the marauder need a nerf i would have understood it. A general reduction of 25m-¦ drone bandwidth to all ships would be a reduction in effective DPS and more then enough to justify the changes.
But no, they had to create a module which makes you stationary, which in itself is a huge drawback. It is the ultimate BS sized defensive module on a ship class tending to be over tanked already. |

Brib Vogt
DC-centre Destiny's Call
35
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Posted - 2013.10.21 10:29:00 -
[48] - Quote
hmskrecik wrote:Not really. It's 48km. And if anyone can't slowboat 4km then they have problems outside of scope of this discussion.
Even with MJD i fit a 100mn afterburner. So close range NPCs can be killed and salvaged. but some just rely on mjd bastion combination and then you have the following situation.
- You are a close range BS and you jump into the npcs -->No problem with 48km TBeams
- You are a sniper and try to be at 80-120km --> TB worthless during fight, you have to salvage after you jump back to gate. Which makes the noctis even more efficient.
|

Brib Vogt
DC-centre Destiny's Call
35
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Posted - 2013.10.21 13:34:00 -
[49] - Quote
Vulfen wrote:Brib Vogt wrote:
The whole concept is just a bit crappy. IF CCP would have said "We introduce more CPU and Fitting potential and we decided to give em the T2 resists they deserve" everyone would be happy. If they had said "and we fix the poor sensor strength and scan resolution" everyone would be even more excited. And if ccp would argue, that with this buffs the marauder need a nerf i would have understood it. A general reduction of 25m-¦ drone bandwidth to all ships would be a reduction in effective DPS and more then enough to justify the changes.
But no, they had to create a module which makes you stationary, which in itself is a huge drawback. It is the ultimate BS sized defensive module on a ship class tending to be over tanked already.
So you think that droping 25m3 of drone bandwidth would be worth a 200K EHP buff good sensors while keeping all the utility... now thats some balance. I do however think CCP are missing some key things here. Personally i dont think the bastion module setup in its current iteration will see any use in PVP except for high-sec station games. I believe the E-War immunity is an balanced option anyway, i think it should offer more like "E-War Resistance" where all ewar effects cast upon the ship is reduced by 50%, and remote assistance suffers the same penalty. With this i then believe you will see them in pvp as a good option. As currently you might aswell just field a T1 BS and if you die grab another quickly.
Have i mentioned with one word BASTION. Bastion came, but sensor strength, scan resolution and cpu/PG buff is enough. and this changes would be okay for 25 m-¦. |

Brib Vogt
DC-Centre Destiny's Call
35
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Posted - 2013.10.24 09:10:00 -
[50] - Quote
Right now i can only speak again for my Vargur and torp-golem, because i am not able to fly Kronos anymore on SISI and my Cruise golem is alright. I re-read CCP Ytterbiums text and i am still astonished about some things.
CCP Ytterbium wrote:... 1. Why buffing those hulls? As mentioned here and based on your feedback, we realized the hulls have been overnerfed in iteration 1 next to the benefits given by Bastion.
... 2. Why having a slighly nerfed max velocity next their tech I counterparts? Those hulls are the very epitome of tanking, through the Bastion module. For balance purposes, they have to pay for that somehow. Max velocity nerf is a good way to compensate, especially when considering the fact they have MJDs at their disposal to hop around the battlefield. However, the first speed nerf was a bit harsh, which is why we are mitigating it by increasing their max velocity a bit next to iteration 1.
... 3. Why keeping the damage projection in Bastion stacking penalized? We want to keep the projection in check. A Paladin with Scorch can already reach insane ranges (to the point where Beams are quite redundant on it), so we are not willing to remove the stacking penalty for now. Or at least not until we are seeing some hard use numbers on TQ first.
...
1.) Thats the problem nerfed to the benefits given by Bastion. Unnerf the ship and decrease the extreme impact the Bastion still has. A lot of people would like to see T2 resists on a T2 ship. Even the command ship bonus would be alright if bastion comes with DCII bonus.
I do not like to have multiple slots free because of increased tank, but to have to use bastion for not being so fragile.
2.) Those hulls were the very epitome of tanking even without bastion. I know no Marauder pilot pre rubicon who said, OMG my marauder gets into a lot trouble through lvl 4 NPCs.
What i need is to get as fast as possible into the crowed of npcs (ac vargur, torp golem) and then to activate bastion. If i have enemies at 60km I would use MJD to be 40km behind them, but i still would use ab to fly into them. Only then i would activate bastion
And to reduce vargurs speed from 130 to 110 is still harsh.
3.) The argument using a paladin with huge improvement of optimal is no good when you compare it to ac vargur and torp golem.
|
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Brib Vogt
DC-Centre Destiny's Call
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Posted - 2013.10.25 11:48:00 -
[51] - Quote
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:
- TC II:
Optimal Bonus: 7,5% Fall-Off Bonus: 15%
- TE II:
Optimal Bonus: 10% Fall-Off Bonus: 20%
- Hopefully Bastion:
Optimal Bonus: 25% Fall-Off Bonus: 50%
It makes sense and would not be OP at all.
My lvl 4 vargur with arties and faction fitting (4 RF Gyros and T2 Projectile Burst Aerator) has 863 DPS with RF Fusion.
With one TE II, One TC II with Tracking Speed and one TC II with Range script it has 44+155km range, which means a final dps at 80km (usage of minimal tank forces me to use MJD) of 740 DPS. which sucks.
If Bastion would provide 50% fall-off it would be like 44+177km, ending up in 760, which still suck but is better. 4 guns shooting every 12-15 sec (fitting/skills) produce a high decrease in dps if just one shot misses..... |

Brib Vogt
DC-Centre Destiny's Call
35
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Posted - 2013.10.25 12:24:00 -
[52] - Quote
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.
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Brib Vogt
DC-Centre Destiny's Call
35
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Posted - 2013.10.25 12:34:00 -
[53] - Quote
I mean an arty vargur is pure PvE. Who wants to use a Vargur with 1400 in PVP? A tornado does everything better. |

Brib Vogt
DC-Centre Destiny's Call
35
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Posted - 2013.10.25 18:27:00 -
[54] - Quote
Debora Tsung 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. Really? I don't see a bastion module on that list. Your Vargur has 8 High slots now. I've got a few questions since I'm no gun user: How usefull is that TP for a Gun Ship? How's your current damage with this setup and wouldn't it be more usefull to switch one of those Gyros for an additional TE? And if you use a bastion module, wouldn't it be better to loose that Invul in favour for yet another TC?
- You do not see a bastion module, because my eft has no bastion module to put it in. I just showed you my fitting like i have it on singularity.
- So you are no gun user but you have helpful advices. for gun users?
- Multiple modules using the same modifier decrease the total effect. To use the bonus of bastion you can't use more then 3 modules giving you range. Thats the crap!
Thats why i ask for 50% fall off bonus on bastion. Fewer modules with bigger effect are better.
And the TP helps to hit a target better then another TC or TE because it uses another modifier!!!
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Brib Vogt
DC-Centre Destiny's Call
35
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Posted - 2013.10.25 18:59:00 -
[55] - Quote
Optimo Sebiestor wrote:We arnt even talking about cap injectors, XL ASB's and Count how many navy 400's you can put in Your hold.. :P
But they are a broken toy in my eyes. You shouldn't be allowed to fit more then one. |

Brib Vogt
DC-Centre Destiny's Call
35
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Posted - 2013.10.28 20:06:00 -
[56] - Quote
After some other playtime with my Vargur i am absolutely sure that a 1400 setup is no use for lvl 4. The amount of small ships is reducing ISK/hour a lot. It might be okay for forsaken hubs in 0.0.
My favorite fitting right now is:
[Vargur, Best ISK] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Tracking Enhancer II
Prototype 100MN Microwarpdrive I Heavy Capacitor Booster II, Cap Booster 800 Tracking Computer II, Tracking Speed Script Adaptive Invulnerability Field II Gistum C-Type Adaptive Invulnerability Field Gist X-Type X-Large Shield Booster
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 Small Tractor Beam II Drone Link Augmentor I Drone Link Augmentor I Bastion
Large Projectile Burst Aerator II Large Projectile Ambit Extension I
Bouncer II x2 Warrior II x5
The heavy cap booster is not for tank, it is for the mwd. |

Brib Vogt
DC-Centre Destiny's Call
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Posted - 2013.10.29 21:20:00 -
[57] - Quote
Mer88 wrote:Vargur got the option to use 1400mm like it or not still an option . now if you use 1400mm you can tell it will work very well with bastion. vargur will probably be the best ship for artillery in rubicon
the second option is pretty OP giving marauder an extra mid slot without any drawbacks. At least right now the high slot is ultility which wont affect performance of the ship.
You sound like one of the guys who can't use the vargur or 1400s T2 on TQ at all. 1400 work not better in bastion then out of it. Tornado will probably stay the best ship for artillery in rubicon if you want to stay mobile and Maelstrom will be the best ship for artillery with a decent buffer tank in rubicon. You will not see Arty Vargurs. If you do it is for brain afk lvl pve-ers. |

Brib Vogt
DC-Centre Destiny's Call
36
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Posted - 2013.10.29 21:23:00 -
[58] - Quote
Kane Fenris wrote:chaosgrimm wrote: If I free up a mid and add a 3rd tracking computer + activate bastion, its about a 3-4% dps increase (~36dps) vs targets 40KM away... moving about 2KM makes up this difference... 25Mb bandwidth loss is more than 36dps.
when i read stuff like this i seriously doubt the competence of the writer.... you ignore everythng but raw dps numbers this is just stupid.
If you stay still with a vargur you waste dps and so you waste isk.if you can't use mjd to jump into the middle of npcs it is useless for vargur. |

Brib Vogt
DC-Centre Destiny's Call
37
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Posted - 2013.10.30 07:04:00 -
[59] - Quote
Mer88 wrote:Brib Vogt wrote:Mer88 wrote:Vargur got the option to use 1400mm like it or not still an option . now if you use 1400mm you can tell it will work very well with bastion. vargur will probably be the best ship for artillery in rubicon
the second option is pretty OP giving marauder an extra mid slot without any drawbacks. At least right now the high slot is ultility which wont affect performance of the ship.
You sound like one of the guys who can't use the vargur or 1400s T2 on TQ at all. 1400 work not better in bastion then out of it. Tornado will probably stay the best ship for artillery in rubicon if you want to stay mobile and Maelstrom will be the best ship for artillery with a decent buffer tank in rubicon. You will not see Arty Vargurs. If you do it is for brain afk lvl pve-ers. you sound like one of those who mix pvp and pve up just to get a point accross. why are you bringin tornado into the mix? how exactly is malestorm better than a vargur in the expansion? vargur got falloff bonus and bastion give more optimal and falloff.
The changes are mainly to make the vargur usable in a non pve scenario. this is what i read around here, but not what i think is good for the ship.
I love pvp, it's the only thing keeping me playing this game, but i never thought "i want my vargur in pvp". For nearly every situation i could use a vargur, one of the prior mentioned artillery ships do the job much better.
I actually used both, the maelstrom and the tornado in pvp. I once used a vargur with 800s in a station game scenario with an insanely high amount of neutral rr.
From what i experience now I would never ever use the bastion version of vargur in pvp. especially a 1400s version of it becomes a dead fish atm it goes into beastion.
"He's in bastion. get the scanner drones out and warp a ceptor into close range"
If you want a mobile arty platform you will buy 10 Tornados for one vargur and if you want a buffer tanked RR supported arty boat you use a mael.
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Brib Vogt
DC-Centre Destiny's Call
37
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Posted - 2013.10.30 09:01:00 -
[60] - Quote
I tested the 4x faction gyro Arty Vargur in "Gone Berserk" lvl 4. I thought it will be nice for an arty boat. But with
less than 600DPS
It is so boring and slow. While I was always in optimal range with this ammunition (rf titanium sabot) i did nearly no damage. How much does a T2 railgun fitted Kronos do here? |
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Brib Vogt
DC-Centre Destiny's Call
37
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Posted - 2013.11.01 18:19:00 -
[61] - Quote
Anize Oramara wrote: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.
Vargur will not apply more damage.My mach has 4 rf gyros and 3 te+1TC, Vargur has 4 rf gyros one TE and 2 TCs. I am way faster with macha which is the main factor for applying damage. Fly in and deal heavy damage.
Even on Forsaken hubs a macha outperforms a vargur in raw dps and the ability to field 4 Sentries.
If you try to fly the vargur like a mach to keep up the killspeed you completely render the bastion module useless.
In my eyes the "new" bastion vargur could easily work with 1200 paper dsp on 4 rf gyros and faction short range ammo. It would end up in around 800 dps at 40km while you are stationary. |

Brib Vogt
DC-centre Destiny's Call
37
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Posted - 2013.11.06 20:37:00 -
[62] - Quote
m3talc0re X wrote:I really don't understand the complaints. You wanna chase **** down, use a mach. You wanna use a super tank, brick up and kill everything, use a Vargur. They're not supposed to overlap in their roles.
Also, Kronos does not suck and with bastion mode being immune to jams from Guristas, it's even better. Vargur isn't worse now either, it's better. It can finally fit 1200mm arties. I just ran The Blockade vs Serps and it did great. About to run a Guristas mission to see how it fairs, which should be good, too.
This is what I'm using on Sisi atm: [Vargur, 1200mm Arties copy 1 copy 1] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Capacitor Flux Coil II
Large Shield Booster II Shield Boost Amplifier II Thermic Dissipation Field II Kinetic Deflection Field II Tracking Computer II, Optimal Range Script Tracking Computer II, Tracking Speed Script
1200mm Artillery Cannon II, Republic Fleet EMP L 1200mm Artillery Cannon II, Republic Fleet EMP L 1200mm Artillery Cannon II, Republic Fleet EMP L 1200mm Artillery Cannon II, Republic Fleet EMP L Small Tractor Beam II Small Tractor Beam II Small Tractor Beam II Bastion Module I
Large Capacitor Control Circuit II Large Capacitor Control Circuit II
That my friend is one of the most terrible vargurs i have ever seen. You must be a troll.
low dps. no prop mod. extreme overtanked. what are you even doing with cruisers orbiting you at 5000km. oh man, i do not know if to laugh or to cry. |

Brib Vogt
DC-centre Destiny's Call
38
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Posted - 2013.11.06 22:02:00 -
[63] - Quote
Joe Risalo wrote:
Uhh, he's in a Marauder... Overtanking is what a marauder does now...
However, I have my own thoughts on why this isn't that good of a fit.
1) With bastion and how awesomely it does for reps, you can either pulse tank, or perma run a medium booster
2) You have way too much cap focus on that ship. Truthfully, you shouldn't even need one, unless it's a cap booster in a spare mid.
3) Vargur has natively high resists. You can get away with one invuln II.
4) The shield boost amp is almost useless with Bastion, so drop it.
5) Drop the Cap flux for your low. If you feel you need more tank, put a DCU II.
6) In the rigs, fit dps rigs, or some other type of rig.. No need for the cap.
7) Fit an MJD in one of your free mids. THIS will help counter close range orbitting targets.
8) If you're running short on cpu/pg due to MJD or whatever, you can fit it in your rigs.
I'm sure there are some more points i can mention, but i'm not sure what atm.
1-4) One Invul, one booster 5+7) if mjd, why a dcu 6) ROF rigs 8) do you know the new vargur? this fit, even with dual prop, has so much free cpu and pg.
In total: His fitting bring 600dps at 30km. If you jump away with mjd and you fight in falloff you have even less. |

Brib Vogt
DC-centre Destiny's Call
38
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Posted - 2013.11.07 12:47:00 -
[64] - Quote
Anize Oramara wrote: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.
Yeah you are right with the increase in SCAN RESOLUTION, BUT i can't remember a single mission where i couldn't sniper the frigs with ACs before they reached me. There are indeed some missions where frigs are already in close proximity when you enter the grid, but there your increased scan resolution helps you nothing at all.
I have no idea how to fly my varg after patch. I though i have a fitting after testing 12 missions on sissi with an ac fit, but right now the fittings are so contradictory.
Small tank/bastion -> a lot of application mods, which inside of bastion mode can't be used with full potential.
Every km you move towards npcs brings you more applied damage then any increase in fall-off through bastion. |

Brib Vogt
DC-centre Destiny's Call
38
|
Posted - 2013.11.10 17:30:00 -
[65] - Quote
baltec1 wrote:Alvatore DiMarco wrote:Spc One wrote:Alvatore DiMarco wrote:Then maybe you should explain to me then why the Vargur and the Kronos both have tracking bonuses. Because tech 1 "Megathron" also has tracking bonus. Apocalypse also has optimal range bonus, that's why paladin should have it. Apocalypse also has a tracking bonus, that's why the Paladin should have it. Then you make the nightmare pointless and the paladin overpowered.
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. |

Brib Vogt
DC-centre Destiny's Call
39
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Posted - 2013.11.16 10:22:00 -
[66] - Quote
The questions are coming from Xqpvqsvs Qr'atyuqink. Awesome name by the way. I hope there is another char on your acount with a short name. Loggin in and to be forst to type in the nam of this one would be so awefull
1. Why Golem doesn't have build in bonus from EW module and is forced to waste med/tank slot to be usefull?
Nobody forces you. Golem is a good pve ship and it becomes better with tp bonus.
2. Why Bastion module got double range bonus on turrets (25% to optimal and 25% to falloff) while only 25% to missile speed (why its not 50% or at least 37,5% since missiles doesn't have falloff)?
Those questions mostly come from people with no idea of guns in the game. in the end it would be fair if it would be like 25% optimal 25% missile speed and 50% fall off. You know that the Golem is the only marauder with selectable t2 damage types. Even vargur is then stuck in explosive.
Vargur has high damage loss over distance. Paladin is stuck in EM. Kronos in thermal kinetik. Golem sucks with torps but out ranges everything with damage changing cruise missiles.
3. Does Bastion module makes Golem invulnerable against defender missiles same as makes rest marauders invulnerable against tracking disruptors?
I used a cruise/bastion golem in around 10 missions on sissi and the damage loss through defenders is negligible. You do the same dps to all npcs and over all distances. If this is not a big advantage.
4. Why Golem is the only marauder who doesnt have damage bonus or rof bonus
Because you can use all T2 damage types to increase damage to the lowest resist. |

Brib Vogt
DC-centre Destiny's Call
41
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Posted - 2013.11.17 14:52:00 -
[67] - Quote
Xqpvqsvs Qr'atyuqink wrote:
You really must be a troll. You are a bit aggressive my friend. Calm down a bit and start a new.
Are we discussing PvP or PvE? For marauders that means mostly the biggest difference. I can tell that i will never do PvP in a Marauder in low or nullsec. And i will never activate bastion within our High Sec wars. So for me a Marauder is stuck with PvE and the cruise golem is still one of the best. |

Brib Vogt
DC-centre Destiny's Call
41
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Posted - 2013.11.18 19:59:00 -
[68] - Quote
hmskrecik wrote:Kagura Nikon wrote: Let me point you to:
Vargur was the marauder that lost MOST speed.
Vargur was the marauder that reduced the LEAST its signature radius.
Vargur is the marauder that gained LEAST range from bastion.
Vargur is the Maraurder that has highest difficulties on fighting at 100 km ( MJD).
Let me point to you that before rebalancing Vargur was the best marauder. It's others which were brought more to the line so yes, in comparison it may not be as awesome as it used to be.
Mega crap. Have you seen Vargurs in Incursions? I havn't. And now all other marauders might be gone too. Vargurs were the best marauder when applying damage through moving towards the npcs. Thats reduced now too.
My winner now is cruise golem as the easiest to handle T2 BS. Vargur is still good, but this has nothing to do with anything correlated to the bastion module itself. I, for myself, think my style of playing the vargur and keeping the ticks high has been nerfed.
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Brib Vogt
DC-centre Destiny's Call
41
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Posted - 2013.11.19 02:35:00 -
[69] - Quote
hmskrecik wrote:Brib Vogt wrote:hmskrecik wrote:[....]before rebalancing Vargur was the best marauder. It's others which were brought more to the line so yes, in comparison it may not be as awesome as it used to be. Mega crap. Have you seen Vargurs in Incursions? I havn't. And now all other marauders might be gone too. Vargurs were the best marauder when applying damage through moving towards the npcs. Thats reduced now too. My winner now is cruise golem as the easiest to handle T2 BS. Vargur is still good, but this has nothing to do with anything correlated to the bastion module itself. I, for myself, think my style of playing the vargur and keeping the ticks high has been nerfed. Not once and not twice I have agreed that marauders got shafted incursions wise. Maybe players will adapt or maybe it will be impossible, I don't judge on that. The upside is that basically every other activity got boosted. I can vouch for L4 missions and there were people reporting good results with other stuff. Going back to Vargur. The falloff bonus is still there, the tracking bonus is still there. Speed is lowered, okay, but I'm still waiting for anyone reporting HOW MUCH lower income they now generate. Could it be you?
The upcoming patch was made to promote new stuff. I endorse the design of the stratios, i love the new mobile structure and i like the advantages my cruise golem gets with bastion. Damage application rises with the chance to fit multiple TPs, to reduce tank and to jump around with mjd. It isn't like the golem wasn't able to tank all lvl 4 missions, but at least now you can do it semi afk.
To take advantage from bastion in an ac vargur; the Arty abomination might actually be seen in incursions but not in lvl4s with its puny dps; you need a very special situation.
You have to fly missions in non minmatar space
You have to rely on long range situations.
You have to hope that you can forget, that moving 4 km towards the npcs gives more dps then the bastion module.
To take advantage of a mjd you need to fit dual prop because even the mjd does not increase dps significantly if you can't land and stay within 30km of the npcs.
My dominix fitted with a standard mjd does more damage with higher application then the actual vargur.
So to answer your question: I will maintain the ticks in minmatar space with my old fitting, but i will lose a lot of isks compared to all other marauders atm you want to utilize the advantages of bastion in e-war rich areas.
Sorry for the wall of text, but i am so angry about the way ccps devs presented their communication. It would have been better to make a single post (This is what we will do...) and close this thread afterwards for public postings, instead of giving me the illusions to help them make it right. Right now it is just a prestige object of a devs imagination without pointing a marauder overhaul to the individual problems of each marauder/marauder setup. Arty vargur, Torp golem and other combination still need some love. |

Brib Vogt
DC-centre Destiny's Call
41
|
Posted - 2013.11.19 08:29:00 -
[70] - Quote
hmskrecik wrote:Brib Vogt wrote:I will maintain the ticks in minmatar space with my old fitting, but i will lose a lot of isks compared to all other marauders atm you want to utilize the advantages of bastion in e-war rich areas. And one day I will fly a Titan. The question is, do we know it or we're merely speculating? Or, to stay on topic, did you measure your performance in any way? If no then the discussion pretty much ends to me. Except for maybe asking, more or less politely, how the hell do you know something you don't measure. If yes, then there would follow two another questions: - What are your results? - How did you measure it? What were conditions, what were you looking at or after and in case our results were dramatically different, briefly describe how did you fly your ship. This second question is specifically tailored to avoid whole the thing becoming e-peen comparison. I want to compare notes. Anyway the case is moot since after today's DT we won't have old marauders anymore so everyone will happily stick to their already set convictions. To the rest of your comments.: - I don't share your sentiment that devs were sitting in their ivory tower when working on this. There were three updates after all and unless I am mistaken, they were based also on feedback in this very thread. - Yes, the MJD can't replace other prop module and we have to deal with it. - I admit I don't have it properly theorycrafted but it's a simple observation: sometimes moving 4km towards your present target moves you 4km away from the next one in queue. So it's not always as simple as just dogchasing. - After experience trying them on Machariel, I have no idea where arties could be useful in PVE on falloff bonused hull and I accept it as a fact. But I'm open to suggestions.
I was flying missions for SoE in langisi minmatar space on SiSi. I flew 4 Angel Extravaganza with different vargur setups and in the end 2 assaults with the 2 final setups. I salvaged with an altchar so i only looted mission specific items or the implant in AE pocket 4.
AE: AC Vargur with Bastion, 1 Invul, 1Booster, rest tracking
AC Vargur with Bastion, MWD+cap booster
AC Vargur with bastion, AB + MJD
AT Vargur with bastion, MJD lots of TCs
While against angels i didn't need to take advantage of the of the e-war immunity, i flew one with instant bastion after entering area. It works good in pocket 1,2 and 3 but last spawns in 4 and 5 and the extra pocket take quite some time.
especially pocket 4 increases time spend inside of the pocket if vargur doesn't move. Reduces dps by 40%. Tactical movement with spawn 3 and 4 allows much more dps applied, therefore reduce time spend in site.
Always bastioned vargur needed 6:40mins longer in this site compared to free flying vargur with its less fall-off on the paper.
Arty vargur was a disgrace. it took me so much longer that i didn't flew extra pocket. So much clicking. All guns ungrouped + Targetpainter (yes i know it is unusual but it works much better than a third tc) makes 5 things to switch on and off. terrible.
Assault: AC Vargur with Bastion, 1 Invul, 1Booster, rest tracking
AC Vargur with Bastion, MWD+cap booster
I decided to only measure time between this both.
To know what to kill first makes the big difference in this mission. If you do it wrong you will be damped for the first minutes before you reach the npcs or you switch on bastion. So with MWD Vargur i instantly moved into the npcs and switched on bastion. I killed all damp cruiser on my way and was not in the need to use bastion because of e-war immunity, but because of necessary tank.
after some cycles i burned to BS group - bastion - and back to gate. Works good, will be my final setup.
Instant bastion vargur pilots will have the ship for lazy people but will increase time spend in missions quite a lot. I needed 8 more minutes in this site.
Of course i did mistakes with the bastion some times so you could go down to 7 or even 6 more minutes needed. but still noticeable difference.
So in the end:
If i leave minmatar space to fly in areas where e-war is more common i need to use bastion more often which will translate into less isk/hour. |
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