
EM00
Active Fusion Cold Fusion.
0
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Posted - 2013.09.14 19:55:00 -
[1] - Quote
I have always liked the "Raven-type" ships and therefore the Golem is a personal favorite. I have flown the other 3 Marauders too, but for shorter times.
It has been said many times that CCP originally designed them for Pve/mission use - and it has been said just as many times that Pve is the reason a lot of people invested time, skillpoints and isk to train for them. (That is the same reasons I trained for them. :) ) I am not saying this to complain - I actually like the idea of CCP adding more versatility and roles to the Marauders. My point is simply: While CCP adds more cool stuff and makes changes, at the same time please remember to keep their mission abilities. (otherwise we invested all this time to find out the 'cake' is a lie...)
Here are some suggestions that I hope is useful:
I think on the Kronos, Paladin and Vargur a web bonus is very useful. But instead of strength I think a range bonus might solve some problems: +10% range to stasis webifiers per level. To me this brings a good use both for missions and for Pvp.
For the Golem instead of webifiers it makes more sense to me to have a explosion radius bonus: 5% explosion radius per level (similar to some other ships) Perhaps this will help the people that fly with dual target painter setups to remove one and free up a slot for a micro jump drive without totally killing the tank.
I would like it if the Marauders keep their tractor range. (which at the moment looks like it stays) I use a Noctis to salvage, but there are a few situations where a mission critical item drops a distance away and the Marauder tractor range is very useful in saving time and preventing it stolen by thieves. (The tractor range keeps me sane when I get the 'Duo of Death' mission and I have no fast ships closeby)
Overall I like the Bastion module. To me it looks like it has a nice use in missions - if things go really wrong and you get overwhelmed by full aggro and multiple waves (or aliens attack) you can use it as an emergency to survive longer. (since it increase repair amount and projects damage better) And for Pvp I think it is great for short range high dps ships because it adds extra range to the guns/torps while improving the tank to last longer.
I also like the Micro Jump Drive bonus. It definitely is good for Pvp snipers to jump around the battlefield. I also like the triangulation trick that some others posted for missions gates in 2 jumps. (There is that one mission where all Npc's always seem to be destroyed before you get halfway to the next gate... :) ) And the fact is: the ship having the bonus does not force you to fit it - so you don't loose a middle slot unless you actually fit the MJD... and in that case it makes sense that you have to sacrifice something for the extra ability. So I am OK with it.
One thing I don't like is the Vargur and Golem loosing roughly 10% of their cap recharge. Even though they get higher total capacitor points, the 10% recharge decrease is bad and makes a huge difference. Especially since we will have to use less boost amps and more active shield modules that use cap on the Golem to fill the slightly bigger EM hole. Please take the recharge back to what it was.
I agree with others that have said that the T2 resistances while removing the repair bonus create gaps in the tank when doing missions. (except for the Vargur) The recent increase to local repair modules compensates for this partially, but it still means a roughly 25% drop in tanking for 1 resistance - While 2 other resistance are actually overpowered. So I am definitely recommending making the resistances slightly more uniform... decrease the high ones slightly, and increase the lowest one a bit please. |