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

Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
33
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Posted - 2013.09.04 19:14:00 -
[1] - Quote
Ok, here i am :)
CCP, if you realy want players use Marauders in PvP, you should think about it price... 1+k k k ! Realy? I m better use Mega instead of Kronos. Mobility is most important attribute in PvP and marauders as BS have realy low mobility. And you give them module that will decrease mobility even more!... Ofc MJD with lower activation cycle is cool... But 80 sec in siege make you dead in most situation. How about 40 sec bastion activation time (30 with skill5). So marauders will be more flexible in PvP and "no change" in PvE in that case. Make them cheaper. "But cost no matters! People use Tengu fleets!" Well, cost always matters. When fleets clash, only cost difference matter at all. Nobody will use marauders even in small gangs becuase of mobility (gate camp? No, you cant run if something will goes wrong, and you lose 1+ k k k isk). If you want BS gang you wont use this marauders, becuase you cant heal them with logi (for today like 90% of all gangs have 2+ logi).
So what we have? "Solo" ship that still useless in PvP becuase you cant run if you use "core" mechanic of the ship, 80 sec of double rep (5 T3 will blow you up in 20-30 sec) + you cant move. In gang it still useless, becuase enemy fire power will grow as well and you cant tank with logi like them. Your enemy just will blow marauders with alpha.
In PvE marauders will be much better. Mb i will even buy Kronos! |

Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
33
|
Posted - 2013.09.06 07:37:00 -
[2] - Quote
I like the ideato use scripts for bastion. For example script that will dramatically increase self-repair (300-400%) but also decreased combat capability. You can't change script while bastion running.
Or script that add neut immune.
Scripts will give much more customization and flexibility.
Main problem with bastion in PvP is that you can't get help from your fleet members (tbh logist... Its always about logists. Game meta - use logists in fleet or die). Mb if marauder could omni-tank medium gank (like he get reps from 2-3 logists) for a short time, mb it will be ok in PvP. |

Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
34
|
Posted - 2013.09.06 13:42:00 -
[3] - Quote
Kagura Nikon wrote:
That can very easily go wrong.. as in 10% shield then BOOM you are dead because a single alpha strike kileld you sicne you were forced to brign your effective HP very low in oder to make you of max power of your repair.
This why armor reps need new mechanic. For example constant heal when armor rep ON. Not a lack of up at the end of cycle. Just constantly repair. |

Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
34
|
Posted - 2013.09.13 05:49:00 -
[4] - Quote
I have a great idea (mb not only me). What if mjd range will depend on when you activate mjd second time? Like: You turn on mjd. If you do nothing you'll jump at 100km. If you activate mjd once more (while cycle on) you will jump proportionally of time mjd was active. If you turn of mjd after 30% of cycle time you will jump at 30km. Or make 1-st 50% deadzone. So your min jump will be 50km. Ofc this only for marauders :) |
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