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

Edward Olmops
Sirius Fleet
89
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Posted - 2013.08.30 08:02:00 -
[1] - Quote
Obviously, MJDs should be encouraged to produce more variety on the battlefield. In general, I am cool with this. But somehow you tend to produce supercomplicated niche things that need tons of skill time and are viable only in very specific situations.
What about cutting MJD reactivation delay in general? You want to see more of them, great. Why not in regular BS? Would they be OP if they could hop every minute?
Also you could do something like add range scripts to MJDs to make smaller Hops. Change Script-> jump only 50km. (ok you will say: terribad UI, but i have no idea how to do this differently in the current UI to parametrize a module) Then MJDs as a whole would be more useful and we might see ships that dont need 2 prop mods. |

Edward Olmops
Sirius Fleet
97
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Posted - 2013.09.05 12:43:00 -
[2] - Quote
These new proposed changes cut the tank in HALF before adding T2-resists. Overall much less "bastion" than before... and more of the OP webs. I am not sure I like the new version.
As for mass increase and wormholes: 115m kg mass times ten is more than fits through most WHs anyway. You could as well have said: 20 times the mass and it would not have gone through ANY WH. |

Edward Olmops
Sirius Fleet
97
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Posted - 2013.09.09 13:28:00 -
[3] - Quote
I don't think the combination of web strength bonus and bastion mode is a good idea. What is supposed to stop this behemoth but a bigger number of the very same class?
Normal battleships always have to be afraid of small vessels that manage to get under their guns. Imo it's bad enough that you can hardly counter a Vindicator/Kronos/Paladin now, because they easily create a zone-of-frigate-death around them with their superior webs. Now you introduce MORE of these hulls with stronger webs AND you also give them E-War immunity in bastion mode!
Plus: If I fit Scram+dual web on a marauder and somehow get close to SOMETHING, I can just enter bastion mode while tackling the enemy ship. Even if the web bonus is "just" 7,5% (=37,5% on lvl V), this still means that 2 webs can slow a ship down by 95%!!! (1 web 60%*1,37= 82,5%, 2 webs 82,5% and 0,87*82,5%=72% -> remaining speed = 17,5%*28%=4,9%)
Which means: enemy is tackled, the marauder can't move for a minute, but the enemy won't ever get away with only 5% speed. Take any ship with 500m/s (I consider that rather fast for any cruiser-sized ship). It will be reduced to 25m/s and not be able to get even HALF WAY out of scram range within one minute. Not to mention that the E-War immune supertanking marauder big guns is still sitting next to the nearly unmoving target.
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Edward Olmops
Sirius Fleet
108
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Posted - 2013.11.19 15:24:00 -
[4] - Quote
But you can hardly argue that the Vargur has got the coolest deployment animation. ;-)
Also, just if you are interested in a little controversy, check out Jester's Trek, where our CSM delegate Ripard Teg lays out in his piece "Shake your money-maker" why marauders have as of today become incredibly powerful PvE machines. |
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