Alright, ran some more tests on our internal servers with suggested changes.
Feedback suggested I ran Buzzkill or Worlds Collide without the web bonus on the Kronos to see how well the ship fared. Challenge accepted. Needless to say it was a slaughter. For the NPCs that is
KRONOMNOMNOS:High:4x Neutron Blaster Cannon II
1x Salvager II
2x Small Tractor Beams II
1x Bastion transformerthingieGäó Module
Med:1x Large Micro Jump Drive
1x 100mn Microwarpdrive II
1x Heavy Capacitor Booster II (5x Cap Booster 800)
1x Tracking Computer II (Optimal range or Tracking speed scripts)
Low:1x Imperial Navy Large Armor Repairer
2x Imperial Navy Energized Adaptive Nano Membrane
3x Federation Navy Magnetic Field Stabilizer
1x Tracking Enhancer II
Rigs:1x Large Hybrid Ambit Extension I
1x Large Hybrid Burst Aerator I
Drones: 5x Warrior II - you don't need them anyway. Might as well be Peanut Butter II drones for that matter.
With the Tracking Computer II running with range script, I get 1220 DPS with turrets alone at 6.7km Range + 41.2km Falloff on Federation Navy Antimatter, or 973 DPS at 18.82km + 57.6km with Null

Yes, yes, that's theoretical falloff damage, but I think that's good enough to compete with Pirate Battleships. You also have MWD + MJD combo to get in range of anything.
I typically use rails on my mission Kronos on TQ
(I've got all 4 Marauders on one of my characters), but with this kind of projection I'll switch to blasters. Oh yes, my precious. So fresh, so shiny, oh yes precious blaster cannons, tastes like a delicious croissant. And the above setup can be pimped more. It's something I've put in 5mins, pretty sure it's not optimized and you'll find holes in it. Who cares, you get the idea.
How to wreck things in missions?Warp in, activate Bastion, use extra projection with Null to smash frigate NPCs while they are closing in
(I usually have transversal or radial velocity as overview column to know which ones I should shoot first). Once they're orbiting and you can't hit them anymore, smash cruisers and higher NPCs with Null or Navy Antimatter depending on range.
Optional: use drones to kill frigates while dealing with bigger NPCs. Shooting frigates with blasters is a waste when you can let drones do it while you waste other targets.If all that's left are frigates orbiting you and don't want drones to be shot, wait for Bastion mode to run out
(best to anticipate one cycle in advance so you don't have to wait), activate MJD. At 100km away, activate Bastion again, wait for them to come in and smash them to pieces. Sure, you aren't going to do full damage in falloff, but even at 60-70km, all it takes is a single good hit on 4 grouped blasters to wreck them.
Having some battleship NPCs sitting at long range?
(quite rare) At more than 50km, use MJD, turn around, then MWD. Less than 50km, just MWD. Funniest moment was the Serpentis / Guristas 120km spawn in Worlds Collide level 4 first room. Jumped straight into the Guristas spawn, then activated Bastion: laughed as they helplessly tried to jam my Kronos while I smashed them to bit at close range. Pay back time for the 1346321 times I got helplessly jammed. That was just my own experience here, your mileage may vary, of course.
Other examples in Bastion
(main weapon damage only, no drones here with tech2 weapons, faction WU mods similar on the Kronos setup above). Numbers may be off depending on setup / typos, I'll leave you guys to correct me.
- Paladin with Megapulses and Scorch: 817 DPS at 92km range +21km Falloff. Or 1025 DPS at 31km range +21km falloff with Imperial Navy Multifreq.
- Paladin with Tachyons and Navy Multifreq: 969 DPS at 67km range + 52 Falloff.
- Golem with Fury Cruises: 946 DPS at 208km range (with rigs, they have 361m explosion radius, 125m/s explosion velocity and 13km/s velocity) Or 776 DPS with Navy Cruises.
- Golem with Caldari Navy Torps: 1002 DPS at 37km range (they have 243m explosion radius, 133.125 m/s explosion velocity and 4.2km/s velocity)
- Vargur with 800mm autocannons II with Republic Fleet EMP: 955 DPS at 4km range + 68.8km falloff
- Vargur with 1400mm artilleries, with Republic Fleet EMP: 720DPS at 43km range+134km falloff
Oh yes, and forgot to mention with a proper deadspace X-L shield booster and a good tank, a single Vargur or Golem can tank the first wave of a Vanguard Incursion by itself. Sure, damage isn't that good when you do (you can't use cap booster, go through charges too fast, thus have to go for cap stable
), but the fact remains it's still possible. Even discussing that very fact with other designers as it most likely is far too OP for PvE.
So while there are still concerns for PvP, I don't think you realize how efficient those things are for PvE. We feel like Dr. Frankenstein looking at a slab with a half-decaying corpses coming back to life. We've created monsters. Mission / PvE efficiency is not all about pure damage. It's also about mobility, projection and time you spend shooting. MJD + MWD helps with the first, Bastion plus new Kronos / Paladin bonuses give the second and EW immunity grants you the last.
As such we are definitely not going to give any kind of damage bonus in Bastion mode - if we ever did, it would be by severely penalizing turret tracking / missile explosion velocity when in Bastion mode, which would severally limit their use in PvE.
Hope this wall of text helps a bit
(PvE side, as I said, we aren't talking about PvP in this post).
Also,
here is a preview of the transformation mode on the Kronos.