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

Elfi Wolfe
University of Caille Gallente Federation
9
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Posted - 2013.10.08 17:03:00 -
[1] - Quote
MeBiatch wrote:oh and can someone explain why my math is wrong.
afaik 60% resists multiplied by 30% resists should end up being
0.6 * 1.3 = 0.78 or 78% resistance
but in the game the Resistance for hull is 73%
i just want to know how to correct my math please and thank you.
60% resistance. 40% left. 30% of 40% is 12% 60%+12% = 72%. "Please point to the place on the doll where the carebear touched you." |

Elfi Wolfe
University of Caille Gallente Federation
9
|
Posted - 2013.10.08 17:39:00 -
[2] - Quote
My notes on Maruaders using 1st version (ie resistance in bastion, +37.5% repair/boost)
Tested using short ranged weapons and long ranged weapons. Break point does not include bastion mode.
Golem 1040 dps 27km Torp Golem 768 dps 177km Cruise Break point 27km (in bastion mode and one large rocket fuel cache partition I rig for Torp)
Paladin 564 dps 26-42km pulse to 235 dps 85-100km pulse Paladin 520 dps Optimal 58km fallout 96... to 220dps 188-226km.. Beam Break point 25km
Kronos 642 dps 6-40km to 320 dps 17-51km blaster Kronos 488 dps 46-115km to 244 dps 131-199km Rails Break point 22km
Vargur 556 dps 4-68km to 230 dps 13-78 km Vargur 430 dps 38-138km to 178 dps 124-224 km Break point 38km
So 2 ways to use. Long ranged weapons and use bastion mode for the increased ranged. Short ranged weapons using the MJD to jump out at an angle and then jumping back in to land on top of target. Bastion mode used for tanking and when you have enough targets in range that you do not have to chase them.
Long range. Pro: less cap used for repairs. Once in place able to keep applying DPS constantly. Easier to hit small frigates at 100km as they burn right at you (no transversal velocity) easier to keep situational awareness Con less DPS on paper. Long lock times at that range. 3 slots mid (MJD. Targeting Computer, Sensor Booster)
Short Range. Pro: pew pew (ie more action than picking targets at range), Cap recharges during the 50secs between double jump, higher DPS during engagement Con: not firing during the 50s in the middle of a double jump. Several NPC ships will move away as soon as you land and all move toward you when you jump out. 3-4 slots mid (MJD. Targeting computer(or target painter), afterburner to try and keep NPC in range). Short optimal range on paper (but the break point between when the short range weapons out damage the long range weapons is 22-38km) you have to pull out and figure out which way to jump to try and adjust range. Easier to lose situational awareness.
Easiest way to do a double jump. pull out bring up the tactical display and jump from 70-90 degrees, then use the 50s to fly away or toward the target to get range closer to 100km. align and jump on target. with a double jump you should land anywhere from 0 to 200km away from you in any direction in 50 secs.
Target
1st MJD target
You
Looking at v2 Resistance on ship and not bastion mode will help with the close in weapons during maneuver phase (but may take another slot for hardener. Web bonus will help short range ships by stopping the ship from getting away and making it easier to take out small targets. Web bonus will help long range ships as well if a ship gets inside 10km by making it easier to track that ship.
So with my skills and the way I fly. both short and long range weapons are viable. "Please point to the place on the doll where the carebear touched you." |

Elfi Wolfe
University of Caille Gallente Federation
11
|
Posted - 2013.10.14 15:55:00 -
[3] - Quote
BrandKuiken wrote:As the Vargur and Golem are my main ships and lvl 4 missions are my main income, I have some issues with the new ideas. From my point of view, the marauders class in general (as T2 ships are designed for specializing) is to specialize in PVE/missions. Currently their benefits over pirate BS are better tank, more efficient ammo use, tractor beam range and cargohold.
It seems after rubicon that the marauders will be losing most of this specialization. Tractor beam deployed module now means Faction BS share similar ability. MJD takes most function away from 48km tractor beams. Ships are being reduced in speed now to limit ability of afterburners.
During missions I rarely find myself sitting still and constantly moving around to collect wrecks, meaning the bastion module would lesson the current isk/hr rate of marauders instead of increasing it.
I suggest that the bastion module also further increase the range of tractor beams to give it a defined advantage in a PVE role over pirate BS.
MJD is 100km.. so you can salvage wrecks 48km near.. MJD to other side. then you just have to move 4 km to get the wrecks that was at 49km from your first position.
"Please point to the place on the doll where the carebear touched you." |
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