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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Kagura Nikon
Mentally Assured Destruction
481
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Posted - 2013.09.05 11:59:00 -
[1] - Quote
Why in hell the massive nerf to the vargur? So much less HP and loosing 1/3 of its speed? Wtf? I am sellign Mine TODAY if its becommign this crap. |
Kagura Nikon
Mentally Assured Destruction
481
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Posted - 2013.09.05 12:53:00 -
[2] - Quote
THe stasis we b bonus as many pointed doe snto match the other bonus. Sound like a non thinked change.
Better woudl be a combined 5% web strenght AND 10% web Range bonus. At least would make SOME sense. |
Kagura Nikon
Mentally Assured Destruction
481
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Posted - 2013.09.05 13:13:00 -
[3] - Quote
5th turret/launcher!!!!!
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Kagura Nikon
Mentally Assured Destruction
482
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Posted - 2013.09.05 13:31:00 -
[4] - Quote
What i want is a ship that can be useful in some realistic PVP scenario. The range and MJD bonus and reduced mobility goes AGAINST the web bonus.
THe web bonus can only work if its a mixed range and strenght bonus (10%5%) |
Kagura Nikon
Mentally Assured Destruction
483
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Posted - 2013.09.05 14:04:00 -
[5] - Quote
Garviel Tarrant wrote:So basically what we have here are battleship with t2 res
What the actual powercreep ****?
In what universe is that a good sensible idea? Seriously? You know why you havn't put in BS's with t2 res before? Because its a ******* awful idea.
So MAD /o\
That is what EVERYONE expected when t2 battleships were to be introduced. THe T2 battleships we got were quite a failure at any activity other than PVE, because PVE is not risky and you can pay 10 times the price for a 4% extra efficiency.
Now thigns are better.. Eve is a PVP GAME, all ships that bear weapons should be PVP ships as much as possible. |
Kagura Nikon
Mentally Assured Destruction
483
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Posted - 2013.09.05 14:04:00 -
[6] - Quote
Rek Seven wrote:You can't please everyone i guess....
I think the web bonus will be great for PVP fit marauders. It makes sense that a marauder in bastion mode would want to keep a target pinned (webbed) down.
Not effectively. Since the ship is immobile.. NO ONE will enter web range. Every oen will orbit the Battleship at 13001meters |
Kagura Nikon
Mentally Assured Destruction
485
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Posted - 2013.09.05 15:11:00 -
[7] - Quote
Omnathious Deninard wrote:Kagura Nikon wrote:
Now thigns are better.. Eve is a PVP GAME, all ships that bear weapons should be PVP ships as much as possible.
It is a sandbox, and by that right I can say F*U to your PVP. I don't think asking for one solid, dedicated PVE ship in the hordes of PVP ships out there.
its PVP GAME!!!
What you want is IRRELEVANT regarding that. Sure you can try to balance ships for PVE, but not at the cost of makign them USELES for PVP |
Kagura Nikon
Mentally Assured Destruction
485
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Posted - 2013.09.05 15:17:00 -
[8] - Quote
CCP Ytterbium wrote:To quote this other post. CCP Ytterbium wrote:We haven't decided on anything regarding Marauders yet regarding web bonuses, remember until release this is an open discussion we're having.
We will still be running internal tests on both proposed versions on the Marauder thread, as well as some other variations - so consider yourself warned if things evolve in the future. And by that we mean, Winter release is still quite some time away, we want to take our time to shape those things right, and see them on public testing before coming up with a final decision. Theory crafting is nice, but they also need to be put into practical situations.
And that is exaclty what we are asking. THe mini siege , MJD and range bonus is in NO way pratical with web streght bonus, unless you add some web range bonus.
Change that web bonus into an extra damage bonus and the ship gets focused and logical. |
Kagura Nikon
Mentally Assured Destruction
485
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Posted - 2013.09.05 15:26:00 -
[9] - Quote
Kaeden Dourhand wrote:Kagura Nikon wrote:its PVP GAME!!!
What you want is IRRELEVANT regarding that. Sure you can try to balance ships for PVE, but not at the cost of makign them USELES for PVP I heard that if you use more exclamation marks and more capitals your message gets across better and people are more inclined to agree with you.
Might soudn strange, but it does work. Communication is better understood that way, you know.. exclamation amrks exist for a reason in almost all languages... |
Kagura Nikon
Mentally Assured Destruction
485
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Posted - 2013.09.05 15:59:00 -
[10] - Quote
Lair Osen wrote:Kagura Nikon wrote:Omnathious Deninard wrote:Kagura Nikon wrote:
Now thigns are better.. Eve is a PVP GAME, all ships that bear weapons should be PVP ships as much as possible.
It is a sandbox, and by that right I can say F*U to your PVP. I don't think asking for one solid, dedicated PVE ship in the hordes of PVP ships out there. its PVP GAME!!! What you want is IRRELEVANT regarding that. Sure you can try to balance ships for PVE, but not at the cost of makign them USELES for PVP Mining Barges and Industrials are even more useless for PVP :O Better get rid of them immedietly
That si why in my post i said.. Al l ships with WEAPONS... not all ships....
reading is good... |
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Kagura Nikon
Mentally Assured Destruction
486
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Posted - 2013.09.05 20:45:00 -
[11] - Quote
M1k3y Koontz wrote:xTru wrote:I want my marauder skill points back . ^ This. They were cool changed until the update
Only the web bonus is stupid. Make it a damage bonus and Absolutely EVERYONE that used Marauders can bennefit from it. |
Kagura Nikon
Mentally Assured Destruction
488
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Posted - 2013.09.06 10:05:00 -
[12] - Quote
The Spod wrote:The four utility high slots are too much. Three to four neutralizers for station games, four slot spider tank... Those alone with the t2 resists are worth the isk and sp requirements.
If bastion is introduced the resist bonus should go there. Otherwise dump the ewar immunity for something more geared towards the marauder roles of t2 resist. Or, get rid of the MJD bonus and make them slow bricks.
T2 = specialized Now, marauder is "specialized for seven intense roles" I.e. Generalized: GÇó brick t2 resist GÇó good damage GÇó MJD blink GÇó EWAR immunity GÇó 4 utility highs GÇó salvaging on go GÇó target painting (golem)
Pick 2-3 and work on it. EWAR immunity and t2 resist Good damage, MJD blink Good damage and t2 resist
Those are enough to build three different t2 battleships. Do not throw it all in one generalized mess basket.
That is called specialization in genretics.... its the new market trend :P |
Kagura Nikon
Mentally Assured Destruction
488
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Posted - 2013.09.06 10:08:00 -
[13] - Quote
HolidayDerp derf wrote:Game Breaking ASB = 2k hp/cycle add 100%bonus and crystals as well as a booster and you can get 4k-6k hp/cycle
You mean as in you need to risk gettign to 10% of your shield before activate the repair or you will waste half of your repair cycle? NOT SO OP.....
NUmber crunshing is not same as in game. |
Kagura Nikon
Mentally Assured Destruction
488
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Posted - 2013.09.06 11:09:00 -
[14] - Quote
Cade Windstalker wrote:Ganthrithor wrote:Here's a hint for your departmental dialogue: do what I suggested like 50 pages ago. Redo the whole T2 battleship selection with a PvE-specialized BS; an actual PvP / direct combat-focused Marauder; and a revised, more stealthy / support-oriented blackops battleship. It fits your design philosophy (T2 ships specialized for one role) and actually has a hope of making the various crowds that have been posting in this thread happy. Whatever you do, DO NOT try and make a combination PvP/PvE ship and DO NOT end up making a "HAC" version of battleships that would make a viable fleet PvP ship. E: I guess it was more like 70 pages ago. Here's a link: https://forums.eveonline.com/default.aspx?g=posts&m=3559765#post3559765 PvP/Direct Combat focused -> Pirate Battleships Defensive/PvE focused -> Marauders Speed/Stealth -> Black-Ops Battleships It makes very little sense to throw a PvP focused ship into a PvE focused ship-line. Even less to make a T2 ship that's flat better than Pirate Faction.
A good PVP ship will be a good PVE ship as long as its role on PVP is brute force oriented. So there is nothign wrong...
In fact what is wrong is the ABSURD idea of focusing an ICONIC spot as of the T2 battleship for a PVE ONLY ship.
In fact Pirate battleships are more PVE capable than the marauders! So there is not evne need for Marauders to keep a PVE orientation. They should be made into Strong T2 Combat ships, oriented to some sort of vbrute force ( as in the bastion model supports) so that they can be used on PVE AND PVP. |
Kagura Nikon
Mentally Assured Destruction
489
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Posted - 2013.09.06 13:35:00 -
[15] - Quote
HolidayDerp derf wrote:Kagura Nikon wrote:HolidayDerp derf wrote:Game Breaking ASB = 2k hp/cycle add 100%bonus and crystals as well as a booster and you can get 4k-6k hp/cycle
You mean as in you need to risk gettign to 10% of your shield before activate the repair or you will waste half of your repair cycle? NOT SO OP..... NUmber crunshing is not same as in game. you forgot waiting to 10% shields then BOOM!!! 100% shields
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.
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Kagura Nikon
Mentally Assured Destruction
489
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Posted - 2013.09.06 14:36:00 -
[16] - Quote
Grombutz wrote:The Spod wrote:Why this marauder idea is bad:
GÇó capitals are brought on field if subcap fight looks favorable GÇó t2 buffer marauders roflstomp all other subcap fleets (possibly even worse with target spectrum breakers putting the EHP into good use) GÇó only bang for buck counter is dronefleet
What could be done about it:
GÇó Make the bastion a siege mode with guns gaining double rate of fire but hopping tracking and resolution to dread levels. This would -make marauders an anti-capital power creep mechanism. The bastion mode would only hit structures and capships, for subcaps you use them like normal BS. GÇó Cut the t2 resist crap and roll bonus into bastion which now won't work against subcaps. GÇó Cut the ewar immunity crap. GÇó Cut the MJD crap.
Now you have a specialized (t2) anti-capital subcap. Not a "lets do 7 different things and be best at each specialized". The price is high and vulnerability too to make them less powerful vs. subcaps because you can't blink around every minute or fit half million ehp buffer. Counter power creep of capitals. PvE players disagree - as one, I'm eager to say that I don't want to lose the only dedicated PvE-boat available. If you want to make an anti-cap BS, make a new line of battleships for it. TY!
You can make it work for both, just need some adjustment. Keep the new hull resists. Change the web bonus into 10% SCRIPTED BASTION MODE BONUS.
Now also bastion modules can take a script.. Anti capital ( increased damage, reduced tracking), Super tanking ( 10% repair per level) etc etc.. new types depending on the need. Also keep Ewar immunity while in bastion mode.
Also would be nice is marauders in bastion mode get a SIGNATURE reduction of 30% (woudl help as in not beign locke very fast by enemy capitals that would laught at a subcapital STATIC in field)
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Kagura Nikon
Mentally Assured Destruction
489
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Posted - 2013.09.06 15:23:00 -
[17] - Quote
Xequecal wrote:Onictus wrote:Grombutz wrote:
PvE players disagree - as one, I'm eager to say that I don't want to lose the only dedicated PvE-boat available. If you want to make an anti-cap BS, make a new line of battleships for it. TY!
These mauraders would be pretty much useless against a cap fleet. Local tank only wouldn't be able to handle slowcats. Plus an immobile battleship with a large sig? Dread fairy says YES! ......and for a dedicated PvE boat, mauraders kind of suck at PvE, they are big and they are slow and not particularly versatile Golem likely being the best but when I threw a pile of them into the fitter to see if I could come up with anything to justify buying the skill book(s) I came up with "meh" Aside from being able to salvage on the fly there isn't a lot going for them, the pirate BSs, specifcally mach and vidi are just plain better. The first Vargur iteration could local tank three sieged dreads. The Golem could tank four.
Do you even play the game? A naglfar would Insta pop the vargur in a SINGLE HIT!!! |
Kagura Nikon
Mentally Assured Destruction
489
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Posted - 2013.09.06 15:41:00 -
[18] - Quote
Xequecal wrote:CanI haveyourstuff wrote:Xequecal wrote:The first Vargur iteration could local tank three sieged dreads. The Golem could tank four. wut? care to explain and provide numbers or you just troll? With 2x XLASBs and links you could get a >25000 DPS tank on the original Vargur with the 30% stacking resist thing. Volley damage on a dread is like 50k? You could get >150k EHP on the old Vargur and XLASBs cycle faster than dreads shoot. Ok I guess a Naglfar could one-shot it or at least do armor/hull damage on every cycle, but the other dreads wouldn't break it.
My stabber can tank 200 dreads... much more reliably than your Marauders can.... |
Kagura Nikon
Mentally Assured Destruction
490
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Posted - 2013.09.06 15:57:00 -
[19] - Quote
Well the only think that seems generally accepted ( that is not same as unanimously) is that web bonus do not match MJD bonuses....
I can can understand the Khronos with the web bonus.. get CLose to enemy WEb them And THEN enter in bastion :P
But for others is too.. non useful. |
Kagura Nikon
Mentally Assured Destruction
490
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Posted - 2013.09.06 16:25:00 -
[20] - Quote
Ishtanchuk Fazmarai wrote:Kagura Nikon wrote:Well the only think that seems generally accepted ( that is not same as unanimously) is that web bonus do not match MJD bonuses....
I can can understand the Khronos with the web bonus.. get CLose to enemy WEb them And THEN enter in bastion :P
But for others is too.. non useful. They would do better with tracking and explosion velocity bonus in bastion mode, as they're prevented from relying on drones. "I jump 100 km and then let you get closer than 27 km to web you, mwahahaha!" is kind of silly. Whereas "You cornered me, now EAT FIRE" makes more sense, IMO.
The vargur already have that tracking bonus :P
What i Think is that ALL the web bonsu shoudl be come another DAMAGE bonus. YEs DAMAGE, there is nothting so strange on T2 battleships taht enter in a type of siege mode, to have higher damage than T1 battleships.
Even if the damage bonus only applies while in bastion mode.
For example 5% damage per level WHILE in bastion mode.
That is helpful for BOTH PVE and PVP. Woudl make the ship better at BOTH situations, sicne killing enemies faster is the best tank you can have in missions, you would be LOVED in wormholes and incursiosn (if you are tough enough to tank it) and you would be amazing high sec POS killer. |
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Kagura Nikon
Mentally Assured Destruction
490
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Posted - 2013.09.06 16:52:00 -
[21] - Quote
Ishtanchuk Fazmarai wrote:Kagura Nikon wrote:Ishtanchuk Fazmarai wrote:Kagura Nikon wrote:Well the only think that seems generally accepted ( that is not same as unanimously) is that web bonus do not match MJD bonuses....
I can can understand the Khronos with the web bonus.. get CLose to enemy WEb them And THEN enter in bastion :P
But for others is too.. non useful. They would do better with tracking and explosion velocity bonus in bastion mode, as they're prevented from relying on drones. "I jump 100 km and then let you get closer than 27 km to web you, mwahahaha!" is kind of silly. Whereas "You cornered me, now EAT FIRE" makes more sense, IMO. The vargur already have that tracking bonus :P What i Think is that ALL the web bonsu shoudl be come another DAMAGE bonus. YEs DAMAGE, there is nothting so strange on T2 battleships taht enter in a type of siege mode, to have higher damage than T1 battleships. Even if the damage bonus only applies while in bastion mode. For example 5% damage per level WHILE in bastion mode. That is helpful for BOTH PVE and PVP. Woudl make the ship better at BOTH situations, sicne killing enemies faster is the best tank you can have in missions, you would be LOVED in wormholes and incursiosn (if you are tough enough to tank it) and you would be amazing high sec POS killer. Well, the Marauder class already haves a damage bonus (+100%), that's why I didn't suggested to top alpha damage...
easy... 5% rof then...
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Kagura Nikon
Mentally Assured Destruction
490
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Posted - 2013.09.06 16:52:00 -
[22] - Quote
Zane Ziebold wrote:i just think that ccp is trying to cram to much in to one hull, it would be really good if they could change Marauder a little, and then add a T2 attack battle ships that could use bastion mode.
no no no I want to pvp with that T2 TEMPEST hull.. not with the HORRIBLE loooking malestrom hull. |
Kagura Nikon
Mentally Assured Destruction
493
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Posted - 2013.09.06 18:40:00 -
[23] - Quote
Omnathious Deninard wrote:Marauders have plenty of damage, Damage application bonuses are much better served for there function.
Doing same damage as T1 is NOT plenety of damage.
T1 battleships can be remote repaired and do same damage, at a fraction of cost.
Pirate battleships do MORE damage.
On cruiser hulls projection is a good way to boost T2 version, but on battleships is not, because for example an APOC already has an ABSURD projection and more of it will not help. Only damage remains |
Kagura Nikon
Mentally Assured Destruction
500
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Posted - 2013.09.09 10:11:00 -
[24] - Quote
Barrogh Habalu wrote:Omnathious Deninard wrote:The thing is, they were only supposed to be for niche PVP situations and small gang or solo at that, the T2 resists were added because fleet whiners. If only EVE had enough bruteforce ships for fleet work...
Although we do lack somethign to bridge the gap (that is HUGE) between Battleships and Capital ships. |
Kagura Nikon
Mentally Assured Destruction
500
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Posted - 2013.09.09 10:14:00 -
[25] - Quote
Cade Windstalker wrote:sabastyian wrote:I feel like the kronos should keep its web bonuses ( maybe nerf a little....maybe ) and it should get the rep bonus back in place of the range. With these changes and the bastion module, my math was showing a paladin able to hit to like 130-135km with scorch...... 700ish dps at 135km? More Powergrid/Cpu Keep drone bays ( battleships without them are destroyed ) Replace the range bonus for the old rep bonus Change the bastion module in some way to make it more useful then getting blapped by the first dreadnought or arty fleet that sees you, and in the current state it will dominate any small gang without logi. Do not nerf speed, my nidhoggur is faster then half of those marauders. Keep the sensor strength low ( smartbomb for ecm drones ) and the trade off is high dps, high tank for ability to be jammed when not in bastion ( there you just get lolblapped by the first arty fleet/dread ) The web bonus on the vargur and golem need to go..... those ships are just not designed for close range combat Web bonus on paladin should be changed to be similar to that of the bhaalgorn ( keeping it in check with the race ) The falloff bonus is more useful in more situations, especially PvE, than the web bonus and less over-powered. Beyond that you don't provide a very good argument for most of your proposals beyond "this is what I want". Don't nerf speed? These are tanky battleships, there are already plenty of battleships out there slower than your Nidhoggur. Also not everyone fights Dreadnaughts and pretty much anything is susceptible to blapping/alpha no matter what. Balancing against this is not productive. These are also not supposed to be top-tier DPS ships. Overall it looks like what you're asking for is Battleship sized HACs with more drone-bay. How is that even remotely balanced? Zoe Israfil wrote: The T2 resists will make them more viable for missioning level 4's (not really like you're going to need the tank with bastion but at least you have it). Their increased projection should help with bringing mission completion times down, especially if one gets really good at planning triangles. This alone should be a huge buff in the eyes of the high sec marauder-missioner. The T2 resists combined with bastion's local tank bonus also should make them small gang pvp viable / WH viable / anom-combatsignature viable. I think in retrospect the +30% resists were way too strong, and the current option provides plenty of tank for people to explore coupled with a cool idea (transforming is so cool... why ppl h8ting mini dreads that can go through hi-sec?). Furthermore the stationary/sieged dynamic will be a really neat change to PVP (small scale).
Except that T2 tank and no local-rep bonus on the hull mean that if you don't want to use Bastion you're getting an overall mission-tanking nerf on the Vargur and Paladin but a major buff on the Kronos and Golem due to how damage in missions is distributed. For a small dissertation on this issue see my previous post way back here.
Considering tanking is NOT the hard part on a LEvel 4...
If you guys want some buff that pleases GOOD l4 runners (not the noobish ones that think the more tank the better) And also please PVPers, add an extra damage bonus or an extra weapon.
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Kagura Nikon
Mentally Assured Destruction
500
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Posted - 2013.09.09 10:20:00 -
[26] - Quote
Detes cald wrote:It seems good changes and the bastion could be some help!! but as i see at golem at least 7 mids means 5 left for tanking since the other 2 will be target paint and webber meaning 1 active booster !!! and whey removing the shield boosting bonus ?
why taking the drone bay you could only hit the bandwith!!
Oh well most ppl seems that they have told you so !!
And a single Shield Booster , 2 hardeners and 1 DC 2 is more than enough to tank ANY level 4, even if you are not doign them perfectly.
Why in hell people liek so much of OVERTANKING? |
Kagura Nikon
Mentally Assured Destruction
500
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Posted - 2013.09.09 14:45:00 -
[27] - Quote
Iome Ambraelle wrote:The other thing that doesn't sit well with me about the T2 resists is that it is really picking winners and losers when it comes to the various racial hulls. Here's the resist numbers for a T2 resist Vargur with a DCU2, 2x Invl 2:
Vargur TQ EM 66% TH 68.3% KN 72.8% EX 77.4%
Vargur w/ T2 EM 89.1% TH 82.4% KN 72.8% EX 77.4%
With T2 resists the hull practically becomes immune to laser fire. Conflag w/ 4 faction sinks would do a maximum of like 130 effective dps. The increase in Thermal resist provides a whopping 45% reduction to incoming Thermal damage compared to the TQ version. That covers a significant number of NPC profiles, player weapon systems, and selectable ammo types. With the second version of the proposed changes it will boost some marauders for PVE and PVP (limited application here) and make the others not only less effective than their brothers, their TQ versions, but significantly less attractive than the T1, faction, and pirate hulls for missioning purposes.
If you have to enter bastion mode and have to fit faction/deadspace modules to effectively tank the missions and still be efficient in your racial marauder, you might as well fit those modules to a pirate hull because you'll have nearly the same tanking potential and significantly more raw DPS to apply.
Funny now check your paladin.. because it suddenly became almost immune to Explosive as well!! |
Kagura Nikon
Mentally Assured Destruction
501
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Posted - 2013.09.09 16:27:00 -
[28] - Quote
Iome Ambraelle wrote:Kagura Nikon wrote:Iome Ambraelle wrote:The other thing that doesn't sit well with me about the T2 resists is that it is really picking winners and losers when it comes to the various racial hulls. Here's the resist numbers for a T2 resist Vargur with a DCU2, 2x Invl 2:
Vargur TQ EM 66% TH 68.3% KN 72.8% EX 77.4%
Vargur w/ T2 EM 89.1% TH 82.4% KN 72.8% EX 77.4%
With T2 resists the hull practically becomes immune to laser fire. Conflag w/ 4 faction sinks would do a maximum of like 130 effective dps. The increase in Thermal resist provides a whopping 45% reduction to incoming Thermal damage compared to the TQ version. That covers a significant number of NPC profiles, player weapon systems, and selectable ammo types. With the second version of the proposed changes it will boost some marauders for PVE and PVP (limited application here) and make the others not only less effective than their brothers, their TQ versions, but significantly less attractive than the T1, faction, and pirate hulls for missioning purposes.
If you have to enter bastion mode and have to fit faction/deadspace modules to effectively tank the missions and still be efficient in your racial marauder, you might as well fit those modules to a pirate hull because you'll have nearly the same tanking potential and significantly more raw DPS to apply. Funny now check your paladin.. because it suddenly became almost immune to Explosive as well!! The version 2 Paladin comes out to: EM 77.4% TH 70.7% KN 68.1% EX 83% So for the ammo types that include Explosive damage here's the damage breakdown: EMP 16.7% explosive Fusion 83% explosive Barrage 54.5% explosive Tremor 62.5% explosive Hail 78.5% explosive This only affects some of the ammo selections available to missiles and projectiles with options that become much more effective. The Vargur resists align with lasers perfectly and they can chose their ammo types to be more effective unlike lasers. Again my point is that with T2 resists the Vargur gains a big advantage over the other 3 racial marauders in that they are easily omni tanked and can produce equivalent resist numbers with one less tanking module. As it stands now there will be a definite pecking order of marauders based on resist profile, repair potential, DPS and application, and efficiency. Here's how I view it
- Vargur - Great resist profile. Can fit a 3 slot tank. Good up close damage, high alpha damage from range. Can fit 4 damage mods easily
- Kronos - Pretty flexible resist profile. Great up close damage and good alpha/damage from range.
- Golem - Lack of 3rd rig slot hurts damage application versus faction/pirate hulls. Fully selectable damage. Great resist profile versus most pirate faction NPCs.
- Paladin - Poor resist profiles for faction rats. Subpar resists compared to other three options. Non selectable damage. Great capacitor and very flexible damage range through fast ammo switching
The middle two hulls really are a toss up on which one is better. If the Golem had a third rig slot it would easily beat the Kronos simply because it's shield tanked and has silly tanking options through ASB fittings.
you care about resist agaisnt RATS? LOL
Dude.. ANy of those can tank ANy level 4 with a hand tied behind their backs.
OVERTANKING HELPS IN NOTHING!!!!
NOTHING!!! THe best tank in missions is DPS!!! In PVP tank can be useful, but even then DPS is usually more important.
On your numbers:
this is BASE paladin resists for armor Armor resists: 50% EM / 80% EX / 62.5% KIN / 35% THERM
How in hell you managed to get only 83% in your explosive?
A paladin withn 2 Imperial ENAM and 1 DC (minimum you woudl invest in such a ship) woudl have EM 77% therm 70% kin 83% exp 90% |
Kagura Nikon
Mentally Assured Destruction
501
|
Posted - 2013.09.10 12:03:00 -
[29] - Quote
Lephia DeGrande wrote:Debora Tsung wrote:Lephia DeGrande wrote:The Bastion Modul is awesome, but no Ship should be forced to use a specific Modul to be usefull... (maybe Stealth Bombers are the only exception...) but anyway, Marauder should use Bastion as possibility not as a must have. Stealth bombers can fling torps at battleships at 80km range, tell me that's not usefull... Ok, without their cloaks they need support, but so do other ships. I think your right, but i cant proof it because i lack of experience with SB's. Anyway, my Point is CCP made a mistake creating Ship Bonus for Moduls, in my opinion Moduls should change if fitted in the right Ship, it could free some Moduls from their Super specific usage, Open more possibilitys in niche Situations. Sure it would create some horrific rebalancing but it would change Eve in a good Way.
you mean liek Rof bonus for projectiles? Or god.. damage bonus for hybrids? OMG BONUS for modules!! REMOVE THEM REMOVE THEM!!! |
Kagura Nikon
Mentally Assured Destruction
501
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Posted - 2013.09.10 12:59:00 -
[30] - Quote
Debora Tsung wrote:Kagura Nikon wrote:you mean liek Rof bonus for projectiles? Or god.. damage bonus for hybrids? OMG BONUS for modules!! REMOVE THEM REMOVE THEM!!! Nah, what he meant was that no ship should be useless without that one single module that makes it special. Dreadnaughts and their Siege module (as mentioned above by Cade Windstalker) would be a good example.
You mean like tempestas ataht are useles without guns? Or vagabonds without prop modules?
Or huggins without webs? Or Falcons without jammers?
Face it.. what you describe is exaclty how eve is for several years!!! |
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Posted - 2013.09.10 14:34:00 -
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chaosgrimm wrote:Just another thought, and admittedly spitballing.
What if the bastion module only kept these traits: standard movement restrictions increased range EWAR immunity cant be remote assisted
removed: the additional tanking attributes
But add: Transforms into a heat + energy efficient, but immobile platform. No penalty for overloading modules while in bastion mode. (or maybe no penalty @ thermal dynamics V) optional: Cap use for all modules decreases by x%. (10% ish?)
Then it woudl be USELES and no one would use it!
THe opposite shoudl be made.> More STRONG bonuses in the bastion mode. Not less. |
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Posted - 2013.09.11 14:36:00 -
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Dinsdale Pirannha wrote:Xicho wrote:Dinsdale Pirannha wrote:So....CCP...any more comments on this mess, or are these stats now engraved in wet concrete, and we will see them on Sisi soon? Are you brain dead? This is an idea for the winter expansion, and a first pass at that. Be patient. Actually, we are on the 2nd pass. And with HAC's, if I remember correctly, there were only 2 passes before they showed up on Sisi. Same with command ships.
Do you even READ the thread? THey said they will leave it for a while.. and return at marauders in FUTURE before the expansion. |
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Posted - 2013.09.16 16:02:00 -
[33] - Quote
The issue with rep ammount beign too close to base HP can be solved by changing Bastion bonus from repair ammount into 50% less time on repair/boost cycle and 50% reduction on cap usage of repair/boost modules. |
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Posted - 2013.09.27 09:59:00 -
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GeeShizzle MacCloud wrote:i just wanna go on record saying that in my honest opinion, any mechanic design decision that end in:
'yahh just give it total immunity...'
is a f**king **** poor 3am, 'i dont wanna work i just wanna go home and get some sleep' decision that shouldnt be implemented in a serious sandbox style game like Eve Online.
So in that regard dont give bastion mode 'total' ewar immunity, just bump sensor strength of the ship to something trending towards 'effective' ewar immunity.
You clearly show that you do nto understan EVE. Ewar immunity measn you cannot DAMPEN, JAM, PAINT, or Tracking Disrupt the ship. ITs not simply ECM. |
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Posted - 2013.10.01 10:19:00 -
[35] - Quote
Let me explain why all this marauder concept is faulty.
These are combat ships that are not ewar ships neither remote repair ships. THat means their role is to DEAL DAMAGE.
Dealing damage is their primary work, a work they do as well outside bastion mode as in bastion mode (the meager range extension is almost irrelevant). THere is no reason why I would prefer new marauders to old ones, because they do damage same way while the old ones are way faster .
Bastion mode without damage bonus is a waste of an idea. Who would use dreads if siege only gave them tank?
The only way a bastion module with range bonus would help is if ccp changed the horrifically short 249 km lock range limit. IF we could lock things at 300 km, then this extra range would mean something tactically. But even then would be a minor thing.
Give bastion a 25% damage bonus and the ship magically becomes something that makes sense. |
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Posted - 2013.10.01 14:00:00 -
[36] - Quote
Lair Osen wrote:Kagura Nikon wrote:Let me explain why all this marauder concept is faulty.
1 These are combat ships that are not ewar ships neither remote repair ships. THat means their role is to DEAL DAMAGE.
2 Dealing damage is their primary work, a work they do as well outside bastion mode as in bastion mode (the meager range extension is almost irrelevant). THere is no reason why I would prefer new marauders to old ones, because they do damage same way while the old ones are way faster .
3 Bastion mode without damage bonus is a waste of an idea. Who would use dreads if siege only gave them tank?
4 The only way a bastion module with range bonus would help is if ccp changed the horrifically short 249 km lock range limit. IF we could lock things at 300 km, then this extra range would mean something tactically. But even then would be a minor thing.
5 Give bastion a 25% damage bonus and the ship magically becomes something that makes sense. 1 ... ok 2 To perform their role ships must be able to tank the damage they receive. with a 185% increase in tank they will be able to do this much easier. The 25% range bonus will also be a bonus to damage application in snipe setups, or can compensate for immobility for short range fits. (paragraph is referring to PvE) 3 If siege didn't give them more dps they would probably have a role bonus to increase damage. in this case they would still be used as there is no other comparable (isk wise) options for outputting such large amounts of dps in one ship. what you probably meant was: why siege if it only bonuses tank? In this case, as is the case with marauders atm, people who fly them in fleets will have to be careful in deciding when to siege/bastion, as when facing small groups that can be tanked it will be an advantage, but when facing larger groups it will be a disadvantage. 4 WTF do you want to do from 300km away???? 5 While a 25% dps bonus would be nice, it is not necessary.
2- Tankign more when you already have enough tank does not improve your performance. Its a waste.
3- As you said IF they did nto had they would need it. Fact remaisn they need extra damage to validade the usage of siege.
4- Just an extrapolation that the range bonus on those ships will put in some case syour optimal outside 250 km or very close to it, and that is not useful. As in more thank than needed, mroe range than you can lock is not a real bonus
5- The DPS would give a clear reason to use bastion. My vargur can already tank anything that I can do solo very very easily. Any activity that will use several ships its better done with logistics. THere is no reason to bring a battleship that can self tank more when that tank is already too much for solo activities and too small to tank an enemy fleet . It wil be simply stupid to use bastion on most of the time. THa tunless they give us somethign you can ALWAYS use.. DAMAGE
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Posted - 2013.10.01 14:25:00 -
[37] - Quote
Ager Agemo wrote:Joe Risalo wrote:Ager Agemo wrote:so a dominix is still better than any marauder for making isk, and for fleets? why is it so hard to just turn marauders into marauders and make them oversized HACs?
bastion is a death sentence in fleets, no one is going to use them on true fleets. That's the point though. They're intended to be solo ships, which makes them niche in pvp. If you want a fleet ship, get a different ship Solo ships in a Massive online game... something feels off don't you think? hmmm so I have been thinking about it and like... if you change the mjd to mwd cap use, that would make bastion marauders pretty nice, bastion would be like omfg emergency switch when things go bad so you can get help, wouldn't that be better? plus mjd is useless in pve :( I m not going to do Pythagoras each time I want to land at a jump gate, that's asking too much -.-
Tank is never the OMFG emergency switch. It never saves you. Would be a wasteful resource. The time to get help for you get more help for enemy. |
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Posted - 2013.10.01 14:35:00 -
[38] - Quote
Questio to CCP Ytterbium.
How you guys intend to evaluate marauders in the test server when the largest issue right now is envisioning realistic tactical situations where the ship is worthwhile?
The theoretical numbers of the bastion mode are easy to run. The hard thing is to find situations where a marauder would be much better than a normal battleship. More in fleets (Even small ones) when logistics and Battleships are not vaslty superior to marauders?
The alrgest issue with the bastion proposal is that it adds OVERTANKING to PVE, that helps in nothing, and has very little tactical value in PVP (near to nothing since other more common options are far superior if yu want to keep your firepower alive.) |
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Posted - 2013.10.01 16:17:00 -
[39] - Quote
Joe Risalo wrote:Kagura Nikon wrote:Questio to CCP Ytterbium.
How you guys intend to evaluate marauders in the test server when the largest issue right now is envisioning realistic tactical situations where the ship is worthwhile?
The theoretical numbers of the bastion mode are easy to run. The hard thing is to find situations where a marauder would be much better than a normal battleship. More in fleets (Even small ones) when logistics and Battleships are not vaslty superior to marauders?
The alrgest issue with the bastion proposal is that it adds OVERTANKING to PVE, that helps in nothing, and has very little tactical value in PVP (near to nothing since other more common options are far superior if yu want to keep your firepower alive.) I expect them to see HEAVY use in high sec POS bashing. Also, I just thought of something... This is actually good for high sec mission corps... Most of the time they don't fight wars because they either don't know how to pvp fit ships, or their afraid of losses. It's a ship that could be used to counter these small war dec fieets that aggress easy high sec targets. I mean, it may not happen this way, but it's a possibility.
Not gonna work They do not have the buffer to resist a manned POS, they wil be easily crushed by large POS guns. I would love my wartargets to try using marauders with basion. Woudl simply give me tons of expensive kills that are easier to kill than a HAC.
One usage I tought, that goes nicely is Add to bastion mode the following. 100% remote repair range 100% remote repair effectiveness and 50% reduction in RR capacitor.
No this will nto make logistics obsolete. Logistics are still the shisp for mobile work. And the marauders become mini triage boats. Mini because their bonus is not that strogn but enough so that whiel in bastion mode they can support rest of fleet.
That removes one of the fails of the Bastion mode, the fact ath in gang simply peopel will fire at other ships and ignore the bastion marauder, because cotnrary to dreds they are not significantly more dangeroud while in siege/bastion.. This capability hardly will become OP, because while immobile they achor the whole fleet if there is need fo the RR.
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Posted - 2013.10.01 16:19:00 -
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Joe Risalo wrote:Sergeant Acht Scultz wrote:CCP Ytterbium wrote:Random Woman wrote:CCP Ytterbium wrote:Hey people,
We've been away from this thread for a while to let things cool down a bit.
With Rubicon coming to Singularity soon, we've decided to revert Marauders to the original design for now, as we want to see how they actually fare in practice within player hands before committing to the version 2 change. Does that mean the mass increase in bastion mode is back too? Because that is the killer feature for me, it would make those completly useless ships rather nice for closing WHs. No, there is no mass increase in Bastion mode anymore, even if you can't align or move when it is active. I'm still a sad panda thinking of my Marauder skill being quite useless for pvp, I mean, there's nothing a Marauders offers to me for pvp I can't do it with a cheaper Battleship. I want something special, not necessary a new role but something where my skill training effort justifies the acquisition and playing with a Marauder, and I still think the Bastion module training skill is not really a reward for all the training skills required to fit/fly those ships properly. I don't want a solo powmobile nor a massive fleet of those burning all eden to the ground in a blink of an eye or titan bridge, I want something I take the risk to fly, move in to enemy lines and have a chance to get back or put the misery on them before I blow up in a magnific explosion. ATM doesn't fit at all in my expectations and the only ships (T3) that actually aloud this are on the verge of receiving a huge hammer nerf beyond the ground when they don't need it anymore after latest changes to other ships. :sad panda: the odds of someone using a sub cap hull that costs as much as a capital in pvp is pretty slim anyway. They're going to be alpha'd off the field quickly just cause they're a heavy isk loss... Personally, i'm happy with what they're doing, even if it doesn't help their pvp effectiveness. At least they'll be usable in other forms of solo pve, which they aren't now.
If they are powerful they will be used. See vindicators and amcahriels. Just give us a reason to brign a marauder to the field and we shall do it. But current bastion idea is not useful , not for pvp neither for PVE (again overtanking is useless)
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Posted - 2013.10.01 16:29:00 -
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Vulfen wrote:I wonder if ccp might look into these ship n think that the shield and armour ones are very different. mybe we could see the shield ships keep the 7.5% bonus to boosters but the armour ships may benifit more from 4% armour resist bonus
How about the opposite? WHy the armor ones shoudl get the better bonus? |
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Posted - 2013.10.01 22:42:00 -
[42] - Quote
Joe Risalo wrote:Kagura Nikon wrote: If they are powerful they will be used. See vindicators and amcahriels. Just give us a reason to brign a marauder to the field and we shall do it. But current bastion idea is not useful , not for pvp neither for PVE (again overtanking is useless)
yes, overtanking is useless, however, using a module that allows you to reduce the amount of tank modules you need, plus more range, plus ewar immunity is very nice in PVE.... Having bastion help to reduce tank mods gives us the ability to fit other items like webs, tp's, tcs, ect. ect.. You don't HAVE to overtank in bastion mode....
Even a pair of Anciliary boosters is already oveertankign with basion mode :P |
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Posted - 2013.10.02 10:16:00 -
[43] - Quote
Current amarauders proposal is effectively weaker than the ones in TQ. THe speed/signature they are loosing is WAY more relevant than a button thnat makes you a fat static target that can be ignored until later int he fight because you are not going anywhere.. while at same time not being any more dangeorus than you were when you could still move. |
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Posted - 2013.10.02 10:31:00 -
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baltec1 wrote:Gabriel Karade wrote:Really?.... I guess the level 4 crowd really do shout the loudest.
Ok, seen as the Golem keeps a damage application bonus to it's short range weapon system (i.e. painter bonus for torpedoes), give the Kronos back it's web bonus (for blasters) keep the falloff and optimal bonuses for the Vargur and Paladin.
That way you have two 'long range optimised' Marauders, and two 'close-in optimised' for brawling.
I think the biggest problem you had with Iteration II was the blanket approach rather than keeping things distinct. A web bonus on a ship that sits still is near useless to me.
A web STRENGHT bonus yes. but if was a web RANGE bonus... |
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Posted - 2013.10.04 14:01:00 -
[45] - Quote
Amazes me how balancing the marauders nad finding a role for them woudl be to make them stay parket in hangars because there will be no place in eve where they are the best choice for the job. |
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Posted - 2013.10.07 10:33:00 -
[46] - Quote
DSpite Culhach wrote:I have been reading ALL of this thread. A few of things have become apparent:
* CCP should never again ask people for feedback on a hull :) * CCP should never take a hull and make MASSIVE changes to it :)
I sincerely hope that any changes follow the idea that the Marauder hull can still be flown more or less the way it is now - maybe with some tweaks - and that it kinda-sorta can become a different beast when fitted with a MJD and a Bastion module.
There still seems to be a lot of people that did go out of their way to train a rather large number of SP's to fly them and and are now wide eyed annoyed at their ship suddenly needing to be flown totally different. I get that, I feel the pain.
On the other hand there's a strong chance we might get a hull that's far more commonly seen around the place and not an oddity when seen leaving a station. I pray this becomes a reality.
I guess I'll just wait for the changes, then go fly a Marauder or two. Or go outside and howl at the moon and repeatably beat my face into the sharp parts of my fence. Time shall tell.
THe best CCP can ever do is enver listen to YOU.
The fact hat CCP ASK for feedback is the only thing that prevented this game from failcascading several times already. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.07 13:22:00 -
[47] - Quote
DSpite Culhach wrote:Kagura Nikon wrote:
THe best CCP can ever do is enver listen to YOU.
The fact hat CCP ASK for feedback is the only thing that prevented this game from failcascading several times already.
I meant that as a joke. I was actually expecting, like, the smiley faces on the end to convey that, but obviously, there is always one. That's you by the way. As in, "you're the one that didn't get it". I'm stressing that in case you fail to notice the point. Like, AGAIN. ... also, it should not take 100+ pages to "stop things failscading", pretty sure CCP noticed something was up with people not liking changes, like, after page 5 or so.
tradtionally to make it look liek a joke you use or but not :) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.08 10:10:00 -
[48] - Quote
Gwen Ambraelle wrote:Tested the Pally today. All I have to say about it is - awesome! Tachs or Pulses, this thing rules.
But the other ships need work.
Kronos - Either rail damage needs a buff or return it's 125 mb drone bandwith/bay - Blasters are too limiting if you are MJD'ing all over the place. Yes for closeup PvP this thing would be a monster, but for ranged missions it's just blah.
Vargur - Shield bonus is stacking penalised? Not sure that's a good thing.
Golem - I know very little about missile ships, so I've no comment.
So to the great French god of re-balancing - Good job on the Pally, don't mess with it now. Give the Kronos some punch at range.
Cheers.
no ship bonus in the game as far as I know is stack penalized. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.08 10:16:00 -
[49] - Quote
Fact remaisn, ships that tank 2 times more than ships that ALREADY overtanked is useless.
MJD is WORSE than old mobility with a good deadspace AB. So its a HUGE nerf to mobility (pve wise). THe change in signature and mobility make them much weaker for PVP.
THe immunity to ewar i sminimal efffect, since no one cares for the battleships that cannot move and doe snot have more damage than a normal ship. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.08 17:32:00 -
[50] - Quote
marVLs wrote:And what about that statement that You (CCP) want them to be better at damage application? Well it's bullsh...
- stacking penalized range and probably tracking (didn't check that yet) bonuses won't helping in that ffs...
- standing still wont help at damage application
- overall it's even nerf to damage application lol
Terrible changes, CCP decide role for them, fast agile BS's or DPS monsters, because they don't have any useful role now, and pirate BS's have all... speed, drones, agility, buffer, deeps, ewar, application bonuses etc. and don't tell me they will get rebalance because You know You wont nerf them that much, maybe only taking them tracing bonuses, so still they will be superior in every aspect. I suggest remove active tanking bonus from bastion, make 20% omni resists, allow remote reps, cut speed by 70%, range bonuses non-stacking penalized, bring T2 Bastion with 50% speed reduction, 30% omni resists and 40% range bonuses. With unnerfing speed of base hulls, or allow range selection for MJD (from 20km to 100km with cool range choose slider)
Bastion is useless just that. The CURRENT marauders can run missiosn better than the upcommign ones.
And both are useless at PVP. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.08 17:41:00 -
[51] - Quote
Joe Risalo wrote:Kagura Nikon wrote:marVLs wrote:And what about that statement that You (CCP) want them to be better at damage application? Well it's bullsh...
- stacking penalized range and probably tracking (didn't check that yet) bonuses won't helping in that ffs...
- standing still wont help at damage application
- overall it's even nerf to damage application lol
Terrible changes, CCP decide role for them, fast agile BS's or DPS monsters, because they don't have any useful role now, and pirate BS's have all... speed, drones, agility, buffer, deeps, ewar, application bonuses etc. and don't tell me they will get rebalance because You know You wont nerf them that much, maybe only taking them tracing bonuses, so still they will be superior in every aspect. I suggest remove active tanking bonus from bastion, make 20% omni resists, allow remote reps, cut speed by 70%, range bonuses non-stacking penalized, bring T2 Bastion with 50% speed reduction, 30% omni resists and 40% range bonuses. With unnerfing speed of base hulls, or allow range selection for MJD (from 20km to 100km with cool range choose slider) Bastion is useless just that. The CURRENT marauders can run missiosn better than the upcommign ones. And both are useless at PVP. that's a flat out LIE. I've flown the Golem on live and test, with and without ewar. Bastion Golem outperforms by leaps and bounds.
Maybe the galoem, but with the vargur i am right. Vargur main asset was how fast it moved and crossed gates.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.09 14:34:00 -
[52] - Quote
Mc Cormeg wrote:To spread the usefullnes of Marauders in PVP maybe its worthwile to grant the Bastion Module a repair amount bonus not only to loal reps but rather also to RR reps?
That could be lead us to some interessting "triage" warfare with marauder wolfpacks.
That si what I proposed several pages ago. It would give a reason for enemeis to keep shoootign at the mraruders when they enter bastion mode.. because otherwise they would keep repairing allies. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.09 14:35:00 -
[53] - Quote
baltec1 wrote:Mc Cormeg wrote:To spread the usefullnes of Marauders in PVP maybe its worthwile to grant the Bastion Module a repair amount bonus not only to loal reps but rather also to RR reps?
That could be lead us to some interessting "triage" warfare with marauder wolfpacks. It would make them far too powerful.
Nope.. would just make bastion into somehtign useful Because as of now bastion only usage is as BAIT ship. And a too obvious bait ship to even work.
There is no reason why anyone would shoot a battleship in bastion mode when there are other targets around. The remote repair would grant that. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.09 14:37:00 -
[54] - Quote
Barrogh Habalu wrote:Mc Cormeg wrote:To spread the usefullnes of Marauders in PVP maybe its worthwile to grant the Bastion Module a repair amount bonus not only to loal reps but rather also to RR reps?
That could be lead us to some interessting "triage" warfare with marauder wolfpacks. Only if nothing more but small reppers can be applied to them
marauders cannot be remote repaired in bastion, so givign them logistic capability woudl not exscalate into somethign overpowered. Would just give the bastion marauders something to be meaningful in a fight. Otherwise the marauders only trick is "being left to be killed by last on the fleet" "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.09 14:54:00 -
[55] - Quote
Joe Risalo wrote:Kagura Nikon wrote:Barrogh Habalu wrote:Mc Cormeg wrote:To spread the usefullnes of Marauders in PVP maybe its worthwile to grant the Bastion Module a repair amount bonus not only to loal reps but rather also to RR reps?
That could be lead us to some interessting "triage" warfare with marauder wolfpacks. Only if nothing more but small reppers can be applied to them marauders cannot be remote repaired in bastion, so givign them logistic capability woudl not exscalate into somethign overpowered. Would just give the bastion marauders something to be meaningful in a fight. Otherwise the marauders only trick is "being left to be killed by last on the fleet" NO!!!! A RR fitted and bonused Marauder would do nothing but hurt the rest of us. As soon as one got used in the Alliance Tournament, they would get the crap nerfed out of them.. And since we all know CCP, they would nerf something that kills the ship, instead of simply removing the RR capability... Even outside of bastion, their self rep amount means they could cap transfer and be able to tank like a champ and RR with the best of them... Tinker tanks would be unstoppable.
That is nto true.. Alliance tournament already had in post rules on RR. Like only a single ship in team may have RR. THat can be easily solved
NEVER EVER spoil a ship just because itsd tournament performance.
Also the RR bonus shoudl be in the BASTIOn module, not not he hull. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.09 16:19:00 -
[56] - Quote
CCP Ytterbium wrote:Quoting myself not to leave you in the dark. CCP Ytterbium wrote:So far, what I can see based on the actual testing of those ships, is that the Bastion mode is good, but that the hulls were most likely nerfed a bit too much.
I agree with the drone flexibility - while I don't see them necessarily keep the TQ bandwidth, they can use moar dronebay.
Also considering reverting some of the other hull nerfs, will let you know when we have more details (we aren't going to change their role though). And sorry to say, but version 2 with web bonuses is not coming back, it just didn't fit that well with the role and Bastion mode.
My personal problem is not with that. Is with fact aht bastion module is a powerful for nothign module. THere is hardly a situation where this module makes sense. Increased defenses in a falacious way (falacious because nto be remote repaired is more of a nerf than a bufff) is nto relevant. When a marauder get in bastion mode people will just shoot the other ships, because the bastion marauder is not more dangerous in bastion mode than outside.. it is LESS dangerous!!
A commitment like the "sieging" of the bastion mode should come with an increase in threat factor of the ship. The modest buffs on the projection are not enough for that.
You can already tank a level 4 with 1 shield booster and 1 resit module and an AB, so there is no reason why i would ever get into bastion mode! In PVP its even worse situation. On other high end PVE, the huge alpha strike of sleepers for example make the marauder too prone to vaporization before the bastion can save it.
That last situation could be fixed if the ship received more base EHP, but the others need an increase in threat of the ship while in bastion mode to make sense. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Posted - 2013.10.10 11:36:00 -
[57] - Quote
Desert Ice78 wrote:baltec1 wrote:Desert Ice78 wrote:I haven't been able to get onto Sisi yet, so, as regards my already excellently performing golem for nul-sec ratting on TQ, I am just wondering if anyone has figured out:
- Why do these ship need to be changed?
- Why do we need these ship to now be able to pvp (snigger!)?
- In what situations can anyone envisage using the bastion module in cyno-happy-zone nul-sec?
- In what situations can anyone envisage using a pvp fit maurder, bastion moudule fitted or not, in nul-sec?
1. They need changed because they are near useless in pvp and many areas with rats that jam. 2. They are the only combat ships that cannot do pvp. 3. Bait, station camping, gate camping, small gang roams, sig fleet roams, system defense, sniping, null anoms. 4. Small gang roams, sig fleet roams, bait, station camping, gate camping, defense fleets, sniping.
- They were never ment to be used for pvp. Quite the opposite in fact.
- See above.
- You are having a laugh? Aren't you? With the exception of bait, and null anoms (i.e. ratting, what they are designed to do) your pvp is going to consist of activate bastion, recon declokes, light cyno, remember to update your clone before reshipping.
- See above.
Its a ship, taht can field guns, that makes them automatiically made for PVP. They were nerfed for PVP on fear they would be OVERPOWERED on PVP. That is completely differnt on being made so they could not PVP.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.10 13:42:00 -
[58] - Quote
Zeus Maximo wrote:+1 for the future noobs that will try to pvp in a ship that can't move! CCP Ytterbium wrote:So far, what I can see based on the actual testing of those ships, is that the Bastion mode is good, but that the hulls were most likely nerfed a bit too much.
I agree with the drone flexibility - while I don't see them necessarily keep the TQ bandwidth, they can use moar dronebay.
Also considering reverting some of the other hull nerfs, will let you know when we have more details (we aren't going to change their role though). And sorry to say, but version 2 with web bonuses is not coming back, it just didn't fit that well with the role and Bastion mode. They were already nerfed before this update. You buffed a nerf Congrats for the Oxy M......
The catch is.. can 't move while staying as dangerous or effective as it was before it deliberately thrown away its move capability. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.10 13:44:00 -
[59] - Quote
baltec1 wrote:marVLs wrote:Still w8ing for their new stats. Especially better range bonuses in bastion...
BTW. For those interested, single dread will tear apart bastion without problems, tested on golem with DCU, T2 Invus x2, x-large ASB + large ASB + boost amplifier, all overheated and Naglfar blap it within seconds... Please do this on Tranquility.
Dependign on how many marauders you field its really worth to sacrifice a naglfar that wil have a lot of its cost covered by insurance.
A nagalfar can easily defeat 10 marauders in the field.. while costing 1/5th of that. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.10 15:11:00 -
[60] - Quote
baltec1 wrote:Caleb Seremshur wrote:You would actually fly a kronos in null? Ok... I'll be snipin in mah naga squadron while you sit 100km away being useless. .. I'll be still on grid long after your naga glass cannons have turned to dust. Get off EFT and start using these ships before commenting.
Dude you are the one EFTing. A continued tank without any improved dps is nearly irrelevant on most PVP scenarios. Most of the scenarios where this ship would be useful you should already skip into a dread.
You cannto move? You cannot harm me more than thos eother battleship but you have super tank? Whatever.. I will kil those other battleships and have the effective same improvment in my battle scenario .. and after that I think about the marauders ... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
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Posted - 2013.10.11 11:04:00 -
[61] - Quote
chaosgrimm wrote:Dinsdale Pirannha wrote:Well, ran another test tonight on Sisi. The Paladin looks to be finished as a viable boat in Vanguards. Thanks CCP. Why can't you guys just come out and say "**** you high sec". Every one of your actions displays what you think.
Oh, and will the new Marauders tank L4's? Very easily. Will they finish them any faster? Doubt it.
You guys always whine about how this is an MMO, and we are supposed to play with others. Of course, then you wreck a ship class that was used in groups, that being Incursions.
Will the Marauders still work in Incursions? Yup. no doubt. But the DPS is such a joke now, there are umpteen boats that are much cheaper, and skill-intensive, yet now outclass the Marauders in performance in Vanguards.
And for all you clowns gloating about this, remember, the same guys wrecking this class are coming after your Vindi's. Machs, and Nightmares soon.
Lawl how bout they take ur favorite PvP ship that took months to train into and turn it into a PvE / Indy ship. Oh and your second best choice for pvp happens to take less train time. Then we post a rant about how you should stop whining and move to hisec.
are you trying to be stubborn or you are that limited? makign a ship PVP does nto make it non PVE able.
The macahriel was made for PVP, yet is used a LOT for pve. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.11 15:35:00 -
[62] - Quote
chaosgrimm wrote:Kagura Nikon wrote:chaosgrimm wrote:Dinsdale Pirannha wrote:Well, ran another test tonight on Sisi. The Paladin looks to be finished as a viable boat in Vanguards. Thanks CCP. Why can't you guys just come out and say "**** you high sec". Every one of your actions displays what you think.
Oh, and will the new Marauders tank L4's? Very easily. Will they finish them any faster? Doubt it.
You guys always whine about how this is an MMO, and we are supposed to play with others. Of course, then you wreck a ship class that was used in groups, that being Incursions.
Will the Marauders still work in Incursions? Yup. no doubt. But the DPS is such a joke now, there are umpteen boats that are much cheaper, and skill-intensive, yet now outclass the Marauders in performance in Vanguards.
And for all you clowns gloating about this, remember, the same guys wrecking this class are coming after your Vindi's. Machs, and Nightmares soon.
Lawl how bout they take ur favorite PvP ship that took months to train into and turn it into a PvE / Indy ship. Oh and your second best choice for pvp happens to take less train time. Then we post a rant about how you should stop whining and move to hisec. are you trying to be stubborn or you are that limited? makign a ship PVP does nto make it non PVE able. The macahriel was made for PVP, yet is used a LOT for pve. Yet the proposed nerfs to the marauders pve efficiency, were implemented for PvP... After all, marauders currently can be used for PvP, there are just much better choices out there... This is fairly similar bc with the proposed nerfs, pirate ships are more appealing for pve, even though I could still use a marauder.
These nerfs are NOT because of PVP.. they are there because of BASTIOn that is a compeltely PVE focused module (because in PVP those capabilities are useles).
THe only PVP buff was the MJD bonus. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.11 15:37:00 -
[63] - Quote
Brib Vogt wrote:Desert Ice78 wrote:All very nice this theory crafting for PvE, but CCP thinks this is now going to be a PvP ship!!! Tell me about the PvP people... You can make as much PVP with the marauders as you want. OFC if the ships become viable for PVP. But what you can't forget is the situation in which all the actual Marauder pilots are. They invested quite some skill time in a ship mostly 95% used for PvE. So if you change the marauder in any way, leave it in a position that you create no negative effect for the PvElers. And with the actual version of the Vargur i need more time in most missions, which sucks. I know the tank is extremely good, but in a vargur the free slots are not usable effectivly.
Nope. I have marauder V for years and for PVP . Tried a bit of pve if them.. but mehhh sicne the nerf to T1 loot drop became useles. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.11 16:53:00 -
[64] - Quote
baltec1 wrote:Kagura Nikon wrote:
These nerfs are NOT because of PVP.. they are there because of BASTIOn that is a compeltely PVE focused module (because in PVP those capabilities are useles).
THe only PVP buff was the MJD bonus.
Because the more range, E-War immunity and super tank is of no worth in PvP
The range that is irrelevant sicne you cannot move? The Ewar immunity that is near irrelevant since you are less dangerous than a T1 battleship and therefore not gonna be the primary focus of the Ewar boats?
The super tnak that wil ljust make the rest of your fleet die before you,, because they have a full minute they do not need to worry of you runnign away? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.11 16:53:00 -
[65] - Quote
TheFace Asano wrote:baltec1 wrote:Kagura Nikon wrote:
These nerfs are NOT because of PVP.. they are there because of BASTIOn that is a compeltely PVE focused module (because in PVP those capabilities are useles).
THe only PVP buff was the MJD bonus.
Because the more range, E-War immunity and super tank is of no worth in PvP On the test server, 1v1 these things are beasts. I died to a thanatos with furlbogs only because for some reason my ASB's wouldn't reload. Otherwise I couldv'e tanked then for quite a while. High sec wars this thing will be the go to large ship.
Right we will love to see our targets flying those pinatas.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction
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Posted - 2013.10.11 17:48:00 -
[66] - Quote
baltec1 wrote:Kagura Nikon wrote:
The range that is irrelevant sicne you cannot move?
Use the new E-War frigs. Kagura Nikon wrote: The Ewar immunity that is near irrelevant since you are less dangerous than a T1 battleship and therefore not gonna be the primary focus of the Ewar boats?
Just as much firepower as T1 and longer range with better damage application. They wont jam you because they cant. Kagura Nikon wrote: The super tnak that wil ljust make the rest of your fleet die before you,, because they have a full minute they do not need to worry of you runnign away?
So it already has an advantage over the other snipers.
1- irrelevant to the situation, they are valid for any other ship.
2- No they will nto jamm you beceuse thier focus now is jamming logistics and other ewar and tertiarily battleships to reduce DPS. IF they can jam a normal Battleship they achieve same efficiency as jammign a marauder. So unless your fleet is 100% marauders.. its MEANINGLESS! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.12 13:17:00 -
[67] - Quote
The cost wil not prevent the usage in PVP. Peopel use far more expensive things commonly. What wil make it not be used is that bastion is a nearly useles module and the marauders are basically LESS powerful than some of the T1 battleships in most pvp scenarios. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction
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Posted - 2013.10.14 13:35:00 -
[68] - Quote
Serge SC wrote:I agree with what's said. If we're not allowing ANY assistance, why should we allow neuting? These ships have an extremely high reliance on their caps. When Bastion'ed, one is too vulnerable to neuts, tank requires cap to work, and in the case of the paladin and kronos, to shoot. Since we're immobile, it's quite a flaw that we can get capped out entirely and become sitting target practice...
After some more tessting with the Vargur, I like it, quite a bit. I'd just add some extra shield HP on it and -forcebly have to rely on bastion- or give me proper T2 resists. Most T2 hulls have good resistances, but low HP. Why do Marauders get ever-so-slightly extra resists and no HP? We're getting the worst of both worlds and compensating with yet another "gimmick", the Bastion module.
EDIT: Also, if Bastion is here to stay on it's current iteration, might as well give us a T2 version of it too, like Siege Modules! 40% resists accross, 40% to optimal and falloff, and 150% to shield boosting, while also giving the ship added tracking 15%? (other option is to make the hull usable standalone and Bastion as an added thing)
because neuts have always been immune to ewar immunity. Same as in Dreads in siege , Moms, Titans etc...
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.16 13:23:00 -
[69] - Quote
Again.. Minamtar ship is HEAVIER than Amarr ones.. WHat are you guys SMOKING?
Why cant you keep racial consistency? WHy the ships that look made of sails weight more than the Bricks of solid metal?
WHy to give a FAKE 5 ms speed advantage for the vargur when he mass cancels it?
WHY? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.16 16:37:00 -
[70] - Quote
CCP Ytterbium wrote:Harvey James wrote:Also Ytterbium -have you considered replacing TP bonus on golem for an explosion radius bonus???
Ah yes, forgot to address that in the previous post . Yes, we did - it all comes down to this:
- TP bonus:
+ More than one can be added, allowing to give more benefit than the explosion radius bonus. Especially useful due to the Bastion module that frees med slots. + Target painting affects a whole group of players - Require med slots in the first place
- Explosion radius bonus:
+ Doesn't require med slot in the first place + Always applied as long as you shoot - Static, cannot be influenced by itself - Doesn't affect other players
So far, we prefer the TP bonus - but that's debatable. The other Marauders don't rely on specific tackling / EW modules anymore (web bonus removed), thus it could make sense to remove it as well.
I hope you realize that the "Uses a slot and fittings (you forgot the uses fittings)" is worht a lot of MINUSES when comapred to any of those other points. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
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Posted - 2013.10.16 17:15:00 -
[71] - Quote
Serge SC wrote:Joe Risalo wrote:
At least Marauders are large enough targets for missiles to be pretty effective against..
Not to mention they're immobile
Aside from the immobility, their signature has been greatly reduced, that's a HUGE advantage. The main problem with a Paladin in incursions was that ungodly signature, and the Golem was right behind, even worse with shield penalties. EDIT: Wording/idea wasn't well expressed
Still large enough to take more damage than normal T1 battleships.
BTw I am selling my 2 vargurs, 1 paladin and 1 kronso. Now that ccp is throwing them into the garbage can of ships with this useles over tank but no offensive advantage mode. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.16 18:27:00 -
[72] - Quote
Vendictus Prime wrote:Simple Solution;
When the changes go live, just let the marauder market tank, don't buy them , don't build them and then CCP might take notice of bad design changes.
Since I started playing Eve, in 2007, I have always understood marauders to be the ultimate PVE battleship but as many have pointed out, a Machariel will run circles around them. As for PVP, I have been in null fleets since before the fall of the NC and no one is going to use these over priced hulls for null PVP to ANY degree. Alliances are not going so provide SRP for BS hulls that are as expensive as capitals, when they can buy and build 5 or 6 T1 battleships hulls for the same price.. especially when taking into consideration the utter crap state of null income potential at all levels, after all the hits to income generation.
1 additional thing, The new Golem stills looks like S*** .
nooo!!!! I want to get rid of my marauders!!!! do not listen to this guy!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.16 18:32:00 -
[73] - Quote
Arthur Aihaken wrote:Dinsdale Pirannha wrote:But CCP won't listen. Guys like Yitterbum refuse to see the reality of this mess. The reality is that with the third iteration, Marauders are finally the ships the majority of us have been hoping for. I'm not sure if you've been following this from the beginning, but the latest revisions are light years from the original two proposals. .
You have been hoping for an useles ship that basically there is no reason to use over a T1 Battleship in PVP since they have less dps and that is worse in PVE than they used to be? Again because PVE is about making money and making money is about having BARELY enough tank and a LOT of dps?
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.17 01:36:00 -
[74] - Quote
Octoven wrote:Arthur Aihaken wrote:It occurs to me that every other T2 ship has increased damage. Case-in-point:
Navy Hookbill: +20% kinetic damage, +10% missile velocity (3 launchers = 3.6 equivalent) Hawk: +10% kinetic damage, +5% rate of fire, +10% missile velocity (3 launchers = 4.4 equivalent)
Caracal: +5% rate of fire, +10% missile velocity (5 launchers = 6.67 equivalent) Caracal Navy: +5% rate of fire, +5% explosion radius (6 launchers = 8 equivalent) Cerberus: +5% rate of fire, +5% kinetic damage, +10% missile velocity, +10% flight time (6 launchers = 10 equivalent)
Drake: +10% kinetic damage (6 launchers = 6.6 equivalent) Drake Navy: +5% explosion radius, +10% missile velocity (8 launchers = 8 equivalent) Nighthawk: +7.5% kinetic damage, +7.5% rate of fire, +5% explosion radius (5 launchers = 11 equivalent)
Raven: +5% rate of fire, +10% missile velocity (6 launchers = 8 equivalent) Raven Navy: +5% explosion radius, +10% missile velocity (8 launchers = 8 equivalent) Golem: +5% explosion velocity, +10% missile velocity (4 launchers = 8 equivalent)
Bastion should really be giving these a damage, rate of fire or heat absorption (overloead) bonus. I disagree, you should have more tank or more DPS shouldnt have both
Its a cobmat ship..without more damage is is worth exaclty as much to the fleet as a t1 ship. SIcne they have LESS firepower than t1 ships, these marauders are useless on most scenarios.
THey are NOT versatile, on the contrary. THey are the most pigeonholed ships ever. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.17 01:54:00 -
[75] - Quote
Drunken Bum wrote:Dinsdale Pirannha wrote: You do realize that 1 Keres and 1 Sentinel will now be able to pin down a Marauder that is running solo in low sec? Both the Keres and Sentinel will lock the Marauder long before it locks them. The Keres will damp the range of the Marauder, the sentinel will start neuting it, and both will kill the first 5 small drones that might be on the field. Any subsequent flights of drones sent out by the Marauder will not attack, because the Marauder has no lock, and that's that.
The Marauder is pinned down, until heavier ships show up to kill it.
Hell, one inty will likely get under the guns, and easily speed-tank the guns because of the removal of the web bonus, while shooting any drones that can catch it.
Are you kidding me? Have you actually flown one of these yet and tried anything or have you just whined on the forums? How are you gonna do anything do an ewar immune ship with a keres? Weve tried to see how well a single inty can handle a marauder right now. Orbiting a vargur at various ranges from 40-1k ab and mwd fits. Vargur is killing the taranis usually with a single volley from each gun. Webs ARENT useless. If you were gonna mission in lowsec, you could easily fit a web scram and neuts on your marauder. Easily. While having enough tank for level 5s. How fast is an interceptor gonna orbit a ship while its webbed and scrammed? Not fast enough to avoid being hit. You're gonna need a LOT more then two ewar frigates to pin down a marauder now. (P.S. they're immune to damps while bastioned) If your gang takes longer then 60 seconds to show up, no marauder kill for them.
lol .. go try.. i really want to see peopel tryign to use marauders so much in PVP. we gonna get so many nice kills.
Just a hint.. the number of tornados needed to one shoot a marauder is still same... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.17 11:13:00 -
[76] - Quote
CCP how about you give paladin a REAL bonus in place of the capacitor one? Even if weak. IT feel REALLY like a "we dont care" when you leave fake bonuses like those in hulls. Any bonsu that applies to base hull stas and matched to the T1 ship skill are effectively fake bonuses :/ "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.17 18:56:00 -
[77] - Quote
Serge SC wrote:DSpite Culhach wrote:Question for people that know what they are doing:
If you got into say, a Golem, and went into an Incursion site, and just bunny hopped via MJD a LOT, and just stayed as far as possible with cruise missiels and popped stuff, even assuming you'd eventually pop big triggers and start running into some nasty DPS before having to skedaddle - oh look I used a new word - will that actually still make you more then running an L4?
I have another 2 bored people that I might be able to get to fly Marauders, maybe we can squeeze some new fun out of this, we're still too wussy to go in WH's.
Well, you can use MJD to move, but as incursion fleets manage nowadays, an MWD is more efficient. However, you can drop bastion and 4 open highs for 2xRR and 2xCap Xfers, making marauders a desireable ship to low-logi fleets, should they be organised. Will you do more than lvl 4s? Most likely yes, if you're in a fleet.
Proper minmaxed fleets wont have space for marauders. They will be 3 logis and about half half t3 and Vindicators (or other flavor damage ship of the season).
Marauders cannot replace any of those in fleets and tryign will result in less money per hour. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.17 19:09:00 -
[78] - Quote
Anize Oramara wrote:Xqpvqsvs Qr'atyuqink wrote:Anize Oramara wrote: pfffft easy. mjd to a mid point 100km away from gate/ starting point
Whats the point of mjd if warpgate is at half of mjd range?, u will jump it over and end on other side as far as u was before. learn math mate Besides half missions got npcs between your warpingpoint and warpgate, and some got npcs at warpgate, so juimping around in random directions wont help at all. Hahahahahaha! learn math? Hahahaha omg I cant breathe! pythagoras would like to have a word with you, as would your primary school math teacher. Ive tested this on sissi. it works. your theory crafting means nothing in the face of actual expetience.
But doing triangulation would still be slower than traveling those same 60km for example on a vargur with deadspace ABurner. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.17 19:43:00 -
[79] - Quote
Serge SC wrote:Kagura Nikon wrote:Serge SC wrote:DSpite Culhach wrote:Question for people that know what they are doing:
If you got into say, a Golem, and went into an Incursion site, and just bunny hopped via MJD a LOT, and just stayed as far as possible with cruise missiels and popped stuff, even assuming you'd eventually pop big triggers and start running into some nasty DPS before having to skedaddle - oh look I used a new word - will that actually still make you more then running an L4?
I have another 2 bored people that I might be able to get to fly Marauders, maybe we can squeeze some new fun out of this, we're still too wussy to go in WH's.
Well, you can use MJD to move, but as incursion fleets manage nowadays, an MWD is more efficient. However, you can drop bastion and 4 open highs for 2xRR and 2xCap Xfers, making marauders a desireable ship to low-logi fleets, should they be organised. Will you do more than lvl 4s? Most likely yes, if you're in a fleet. Proper minmaxed fleets wont have space for marauders. They will be 3 logis and about half half t3 and Vindicators (or other flavor damage ship of the season). Marauders cannot replace any of those in fleets and tryign will result in less money per hour. I'm moslty talking about large size fleets (Assaults and up). But you are right. Marauders can't actually replace ships in an incursion fleet, unless you get 10 marauders for VGs with local tanks and know what you're doing and how to FC a different kind of fleet, even then it would be arguable. My point is that Marauders shouldn't be shunned from the incursion community or fleets in general. Its a different ship now, it fulfills a new role, they aren't out yet, but people have already called them DOA. Either we adapt to the changes (since the BS hulls are getting the rebalance next), or we just perish and give up. The first is harder but you get to learn way more from a game that has hundreds of possibilities, some better, some worse, some fun, some boring, some more effective, some lousy... the second is the easy solution - don't touch the status quo and resist it as much as possible - giving us a rather stagnant game (and to be very honest, EVE doesn't need more stagnation anymore, the pace of the game is slow already, slowing it down would make it terrrible)
BS hulls already got the rebalance pass!
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.18 00:24:00 -
[80] - Quote
Anize Oramara wrote:Kagura Nikon wrote:Anize Oramara wrote:Xqpvqsvs Qr'atyuqink wrote:Anize Oramara wrote: pfffft easy. mjd to a mid point 100km away from gate/ starting point
Whats the point of mjd if warpgate is at half of mjd range?, u will jump it over and end on other side as far as u was before. learn math mate Besides half missions got npcs between your warpingpoint and warpgate, and some got npcs at warpgate, so juimping around in random directions wont help at all. Hahahahahaha! learn math? Hahahaha omg I cant breathe! pythagoras would like to have a word with you, as would your primary school math teacher. Ive tested this on sissi. it works. your theory crafting means nothing in the face of actual expetience. But doing triangulation would still be slower than traveling those same 60km for example on a vargur with deadspace ABurner. Did you miss the post where I said it actually wouldn't? Unless that is you are going faster than 700m/s you're not going to be faster than a MJD. if you are going around 700m/s it will take THE SAME AMOUNT OF TIME as doing a triangulation. 9sec to spool up the MJD, 1min of bastion, another 9 sec to spool up. that's 88sec. 60km going at 700m/s will take you 85.7sec lawl
You are deconsiredign the 15 seconds a marauder takes more or less to correct its direction so you MJD to the correct position. Of course some of that overlaps, but its more complicated aand at end less efficient because the propulsion mod is more versatile. SPecially when the distances are smal like 20 km to a gate. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
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Posted - 2013.10.22 23:22:00 -
[81] - Quote
Alvatore DiMarco wrote:zentary wrote:ok ccp wtf kinda logic is this.... CCP Ytterbium wrote: Why keeping the damage projection in Bastion stacking penalized?
We want to keep the projection in check. A Paladin with Scorch can already reach insane ranges (to the point where Beams are quite redundant on it), so we are not willing to remove the stacking penalty for now. Or at least not until we are seeing some hard use numbers on TQ first.
If your that worried why even give the paladin a range bonus per level? That's like the epitome of backwards thinking..... How changing that buff to something else so this thought of needing some stacking penalty in bastion mode isn't needed. it just hurts every other ship just because you didn't think of another bonus to give the paladin. Give it tracking speed per level or 2% resists per level for armor or scan res per level (i know it's dumb) Or even 2% armor amount per level since amarr are extreme armor freaks. I Just don't see a point in giving a bonus to a ship and then penalizing everyone else because of some off form of logic on your part. I do hope you reply to this question and somewhat of a resolution to this conundrum of yours. You guys think of some off things to fix a simple problem like this all the time.... Ohh.... this one shoots too far so instead of chaining a bonus (a new one mind you) you penalize every ship of that type for it. You guys often go to extremes when only a small simple fix is needed. Or instead of that, CCP could.. you know.. make Scorch not completely ridiculous.
Marauders will make some peopel feel what is the drawback of scorch for real. Lower trackign in the lowest trackign weapon wil be a PAIN when you cannnot move to reduce transversal.
Scorch is not overpowered, Mega Pulses altough coudl loose the enhanced trackin they got in 2009 for no sane reason. That would keep scorch in check
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.23 07:31:00 -
[82] - Quote
baltec1 wrote:Arthur Aihaken wrote: GÇó Increase the speed (not necessarily "Mach" fast, but faster than each Faction equivalent by 5-10 m/s) GÇó Retain the MJD feature/bonuses and give them full T2 resists already GÇó Turn Bastion into a performance-based module with the following bonuses (per) Marauder level: +10% sensor strength, +10% scan resolution, +10% cooling and +5% to shield/armor/hull resistances
By tying Bastion into the Marauder skill, it actually justifies training it and rewards those players who already made the commitment. With the higher T2 resists and no longer being stationary, Bastion bonuses have been adjusted down, removed or replaced entirely. Because Bastion still runs in 60-second increments, effectively managing the overheating and cooling aspects of Marauders will prove to be a challenging skill to master. However, it does offer some interesting scenarios:
GÇó Engaging Bastion to allow for an attempted escape (overheating a MWD to get clear to initiate a MJD) GÇó Engaging Bastion to allow for short-range offense (overheating webs, scrams and weapons, increasing sensor strength and providing increased defense against EW) GÇó Engaging Bastion to allow for rapid engagements (overheating an afterburner or MWD to close range to targets) GÇó Engaging Bastion as a limited tank (base resistance increase; overheating active resistance and increasing the boost/repair rate while reducing cycle times)
You just invalidated every other BS.
You mean, just like the HACs can defeat their T1 coutnerpart the absolute majority of time?
There is nothgin wrong on t2 beign stronger. And they should be. As long as they are not vaqslty stronger against ALL "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.23 09:23:00 -
[83] - Quote
Another thing i find funny ( because I would be moderated if I used to intended word) is.. why 3 of the marauders lost 5 ms of max speed, while the vargur lost 20 ?
WHy this damm homogenixation? Why this huge effort to make everything bland and equal?
Why dont we make them exact same ship s then and just change the weapons? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.23 09:49:00 -
[84] - Quote
Debora Tsung wrote:Kagura Nikon wrote:
Why dont we make them exact same ship s then and just change the weapons?
I guess it's easier. You can create 4 balanced ships in a few weeks if all of those 4 ships are mostly the same. You'd need a lot more time if those four ships were completely different but still balanced to each other AND their T1 counterpart.
aa i was under the impression that CCP employees were PAID to do their job. If I proposed to my boss doing a horrible work just because that way woudl be easier.. I would loose my job... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.24 10:59:00 -
[85] - Quote
Caellach Marellus wrote:Arthur Aihaken wrote:Caellach Marellus wrote:The alternative to MJD kiting though is MJDing straight into the thick of it, popping beast mode for the tank and clearing everything out with higher damage ammo on faster RoF weaponry. Marauders: n00b and improved... Oh very much so, the tank is broken for PvE purposes, with the combine of high resists and extreme amounts of rep per cycle, it's completely open to being abusable. Suicide jumping into what were previously high DPS epic arc missions with a "zero f##ks given" attitude is now a valid tactic. You have to do something very wrong to lose one of these ships now. But as long as they stay with that beastly tank, there's no reason to not combine short range guns and ammo with the MJD for a higher kill speed. Considering the actual time it takes to then drop the rats, the active time you need to cycle your repper is rather low, which saves on cap/cap boosters/cargo hold.
They can stil be broken rather easily by neuts. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.10.24 22:39:00 -
[86] - Quote
Shinzhi Xadi wrote:DSpite Culhach wrote:So is the new tactic to drop into people running gate camps, turn on Bastion, activate a Target Spectrum Breaker and FoF them to death? Lol, I can imagine the lulz and tears this would produce, bravo for a brilliant stratagy.
PLease try this useles tactic.. another free marauder kill for us or some other entity.
WTF people? Peopel are just hat blind to the realization that being static measn no one has to be inside your range if you are dangerous? That means that ALL fights that you effectively do fight... are the ones that you are sure to loose! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.10.24 22:49:00 -
[87] - Quote
Arthur Aihaken wrote:Joe Risalo wrote:your second assumption would be correct. with a pith x-type XL shield booster, I am boosting the Golem for 26% of its shield HP per cycle at my skills. Pretty epic. So it's +137.5% shield boost with Bastion vs. the original +37.5%? Who cares about the TP and shield bonus of the Golem! Marauders-I for the win! I'll take the 107.5% and allocate the training elsewhere. I don't even want to think about the 45% from a set of Crystal implants...
They are separate bonuses.. so if your starting cap boost is 100%. You add a 37.5% you have 137% of your original boost. NOw.. you add a 100% bonus. You get 274%.
Doe snto matter the order. You coudl do 100% apply the 100% bonus to 200% then add 37.5% and end up with the same 274% of what you started.
Add crytal set over that again in a composite way "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.10.24 23:39:00 -
[88] - Quote
Joe Risalo wrote:Kagura Nikon wrote:Arthur Aihaken wrote:Joe Risalo wrote:your second assumption would be correct. with a pith x-type XL shield booster, I am boosting the Golem for 26% of its shield HP per cycle at my skills. Pretty epic. So it's +137.5% shield boost with Bastion vs. the original +37.5%? Who cares about the TP and shield bonus of the Golem! Marauders-I for the win! I'll take the 107.5% and allocate the training elsewhere. I don't even want to think about the 45% from a set of Crystal implants... They are separate bonuses.. so if your starting cap boost is 100%. You add a 37.5% you have 137% of your original boost. NOw.. you add a 100% bonus. You get 274%. Doe snto matter the order. You coudl do 100% apply the 100% bonus to 200% then add 37.5% and end up with the same 274% of what you started. Add crytal set over that again in a composite way Where are you getting the 74%? Thought it would be 237.5% over standard? Oh, and is it stacking penalized? I'm guessing without bonus I would rep 5-6% with pith-x XL. So, if i'm repping 26% with bastion and lvl 5 marauder (no implants I believe). That's.....over 4x more rep than without any bonuses...... Maybe my math is wrong...
The ship bonus is never stack penaliozed.
Take for example you have a booster that boost 100 shield
Now you add the ship bonus of 37% so you boost 137 shield. Now you add 100% over that.. the bastion bonus. GOes to 274 shield.
The same way that you put a damage module that adds 10% of damage on a ship that has 50% damage bonus. THe final damage bonus is not 60%. Its 65% "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.10.24 23:55:00 -
[89] - Quote
Joe Risalo wrote: I thought it was of the base shield boosts... Not factoring skills... not factoring other bonuses(unless stacking penalized).
Basically, the 100% bastion bonus only boosts the shield boost of the booster itself, and does not boost the shield boost bonus of the hull. Maybe I'm wrong, but if I am, it seems odd. That means you'd boost base shield boost stat, boost skill bonuses, boost hull bonus, and boost implant bonuses.
That's a lot of bonusing...
ALL bonuses in eve are multiplicative and are applied over an attribute. One after the other. THey are NEVER summed then applied. THeya re aLWAYS applied one by one.
That is the whole reason for stack nerfign exist.
The bastion bonusapplies over the shiled boost. PERDIO... What value is that? The shiled base value , after applied the ship hull bonus.
That is how EVERYTHING works in eve! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.10.25 01:09:00 -
[90] - Quote
Arthur Aihaken wrote:DSpite Culhach wrote:Well, it was just a thought of how funny it would look on say, a station camp, if a bunch of Marauders undocked and did this. For the record, to FOF Cruise missiles you are always "in range", especially with Bastion on, so I'm not sure I understand the comment regarding that part. It's still an interesting idea. Maybe you struck a nerve...
Nerrve? maybe you shoudl do your homework... we do not camp in UMAD ( except camping for a specific target that we followe dinto a system and we know it will come out trough that gate).
It sjut hat the idea is stupid and anyoen that tries it will die! And the more marauders that die in such stupid ways, the less of them we will have to hunt.
And no you cannot adapt to the fact that when you cannot move, the enemy may at any time just ignore you and get out of there. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.10.25 01:11:00 -
[91] - Quote
DSpite Culhach wrote:Kagura Nikon wrote:Shinzhi Xadi wrote:DSpite Culhach wrote:So is the new tactic to drop into people running gate camps, turn on Bastion, activate a Target Spectrum Breaker and FoF them to death? Lol, I can imagine the lulz and tears this would produce, bravo for a brilliant stratagy. PLease try this useles tactic.. another free marauder kill for us or some other entity. WTF people? Peopel are just hat blind to the realization that being static measn no one has to be inside your range if you are dangerous? That means that ALL fights that you effectively do fight... are the ones that you are sure to loose! Well, it was just a thought of how funny it would look on say, a station camp, if a bunch of Marauders undocked and did this. For the record, to FOF Cruise missiles you are always "in range", especially with Bastion on, so I'm not sure I understand the comment regarding that part.
The ECM woudl mean nothing. PEopel would not stay within its pathetic range. And your marauder would STILL DIE!!!
Your uber huge tank will not save you! You will just die a little bit later.
Want to break a gate camp? Do it the proper way, with a smart team with remote repair, or nano ships, or e war and reasonable firepower. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.10.25 07:55:00 -
[92] - Quote
ShahFluffers wrote:Congratulations CCP Ytterbium.
Whether it was intentional or not... you have created one of the largest, if not THE largest, "serious" threanoughts in the F&I sub-section... possibly even the entire EVE-O forums.
I hope you're happy (hopefully eating a baguette and laughing manically).
This is nothing compared to the balance projectils thread that reached 800 pages. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.25 08:07:00 -
[93] - Quote
DSpite Culhach wrote:
You are an angry angry person and you need to lighten up.
So you want to test your theory? Feel free to try after patch. MEet us in any trade hub zone or low sec border close to those.
Check how effective those brakers are when only 3-4 persons are lockign you. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.25 14:46:00 -
[94] - Quote
Optimo Sebiestor wrote:Welome to Maurauder Online, where we will just tank you into oblivion
try that when a curse finds you..... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.25 16:18:00 -
[95] - Quote
baltec1 wrote:Kagura Nikon wrote:Optimo Sebiestor wrote:Welome to Maurauder Online, where we will just tank you into oblivion try that when a curse finds you..... Cap boosters are cool.
and eventually end.. contrary to the patiene of the curse pilot ;) Also a curse can easily, really easily overhelm a large cap injector. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.25 16:19:00 -
[96] - Quote
Tsukinosuke wrote:baltec1 wrote:Kagura Nikon wrote:Optimo Sebiestor wrote:Welome to Maurauder Online, where we will just tank you into oblivion try that when a curse finds you..... Cap boosters are cool. see? your mind is working only for PVP view, what ppl are talking about above either you dont read or just ignore cos of it is not about PVP.. wildcard slots are for only support in PVE, like TC, TP, SeBo etc.. really still not sure why are you here? you dont add anything for marauder's sake or i missed it. im not sure there is a position in goons rank for forum-filler (i didnt want use trolling atm)
This is a PVP game. PERIOD! Face it! Nothign in this game is ONLY for PVE. That is exact reason why marauders are being changed! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.25 19:08:00 -
[97] - Quote
Optimo Sebiestor wrote:We arnt even talking about cap injectors, XL ASB's and Count how many navy 400's you can put in Your hold.. :P
still they end.... and still marauders cannot move.. and therefore cannot track any damm single AB cruiser. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.26 16:47:00 -
[98] - Quote
baltec1 wrote:Kagura Nikon wrote:Optimo Sebiestor wrote:We arnt even talking about cap injectors, XL ASB's and Count how many navy 400's you can put in Your hold.. :P still they end.... and still marauders cannot move.. and therefore cannot track any damm single AB cruiser. Blasters on my kronos will start hitting said ab curse from 100km and will track it down to 10km before hitting issues. It will be dead or in warp before it can evern get into range. If they hit me at close range then the curse will empty its hold of boosters long before I do and if it gets under my guns it has to deal with the smartbombs. Against small ships these ships are are just down right deadly.
really again.. I dare you to TRY! Youa re talkign with someont hat lives from killin g peopel that think that what they know in PVE applies to PVP "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.27 11:12:00 -
[99] - Quote
baltec1 wrote:Alvatore DiMarco wrote:baltec1 wrote:It works and works well. You should try them, they are much better than the old ones. While I confess that I don't entirely have much of a grasp on how to interpret a ship's inertia modifier, the Vargur looks like it accelerates better and is more agile than the Tempest it was created from. Not only that, but it has more EHP and better cap as well. No complaints on hull stats here. I can tank anoms with just two lows and my blasters go out to 90 to 100km. Or swap out the scripts and I can track frigates orbiting me down to under 10km at which point my smartbombs take over. I have no need for drones other than salvagers and a few ecm just in case.
but in high sec smartbobms are a big no no "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.29 09:10:00 -
[100] - Quote
SOL Ranger wrote:Joe Risalo wrote: ... I don't know a single ship that wouldn't have problems with the bonus room, and bastion Golem took it like a champ without even using cap boosters.
Translation: Bastion is so utterly overpowered it trivializes missions to the point where piloting skills, fitting, effort and consequences in battle mean nothing.
and how is that different than now? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
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Posted - 2013.10.29 13:29:00 -
[101] - Quote
Joe Risalo wrote:SOL Ranger wrote:Joe Risalo wrote: ... I don't know a single ship that wouldn't have problems with the bonus room, and bastion Golem took it like a champ without even using cap boosters.
Translation: Bastion is so utterly overpowered it trivializes missions to the point where piloting skills, fitting, effort and consequences in battle mean nothing. Isn't that exactly what we should be getting out of a pve focused ship that take forever to train and cost as much as a capital? I mean, they're supposed to be top teir pve. They should be able to clear lvl 4's with no issues because they should be focused towards more difficult pve.
They are not PVE focused anymore. Read the OP. PVE focused doe snot match EVE concept.. stated at start of thread. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.30 09:20:00 -
[102] - Quote
Anize Oramara wrote:chaosgrimm wrote:Kane Fenris wrote:chaosgrimm wrote: If you want to play with the impact of drones: An alternative is that the TQ vargur could decide to stay in one place while in SISI vargur is in bastion. The TQ vargur's extra 25 bandwidth could be used to field a sentry drone, which would make up the 36 dps difference.
Alternatively, as taking an extra sentry would forgo light drones on TQ, you can bring a fleet of lights + 2 sentry drones. So lets say the sisi vargur is bastioned, and maybe a frigs got under its guns. It pulls in one sentry, releases 4 hobs to take care take care of it. The TQ vargur who might also be in a similar situation, maintains both sentry drones giving it the station advantage + releases 3 hobs to dispatch the frig. The TQ vargur still maintains an advantage as rare as a frig getting in under your guns is in a vargur and drones dont lose dps via travel time if they are sentry drones.
and yet again you proove that you neglect all effects to your sdisadvantage. a sentry i worth **** outside eft in this scenario you yourself say marauders and esp the vargur have to be mobile.... else you place the sentry at range or else it wont apply any meaningfull dps to anything completly unbonused and even if you do you'll end up looseing more time placeing it and scoopeing it up than you would never useing it. i think we wont reach a consense here because your unwilling to see that your view of drone dps is fundamentally flawed btw ill agree with you on the most part of the movementspeed and bastion but that doesnt make up for the drones blunder.... The purpose of the post is to reflect that w/ general mission running, outside of the original advantages I have spoken about again and again including in the very first post you replied to (ewar, rare needs for MJD < 3mins) that the ship has taken an overall nerf. I am glad that you see the advantages in mobility, and that when it comes to mobile vs bastionedcombat that the tq vargur maintains an advantage over the sisi vargur. The point related to drones was not a blunder, and serves to indicate that even in immobile vs bastioned combat, the tq vargur maintains an advantage over the sisi marauder due to the drone bandwidth. Remember that original 36dps was estimated at a range of 40km. (all lvl V) an unbonused bouncer II(i.e. difference in bandwidth) deals around ~48dps to BS moving in a perfect 40km orbit around the stationary vargur. Assuming the same BS is on the approach, its ~53 dps. You dont waste time scooping if you arent moving. In immobile combat, the tq vargur maintains an advantage over the sisi vargur In summary: TQ vs SISI vargurs in general lvl 4 combat outside of its few niche uses which I have on many occasions mentioned: mobile vs mobile = winner TQ mobile vs bastioned = winner TQ immobile vs bastioned = winner TQ The vargur has been nerfed. You are wrong as I have shown in the post right above yours. The increased damage application, increased penetrating hits and REAL WORLD (haha internet spaceships) results far outstrip the paltry paper dps theory crafters circle jerk over. Hell I didn't even use my drones since I get far more isk/m by simply having my salvage drones salvage while I shoot things. That's the whole point of the marauder. If you try and use the bastion marauder as you would the TQ one, or WORSE a pirate BS you will fail and deservedly so. Adapt and you will excel. The change is coming so everyone will have to adapt or switch over to pirate BS. Gankers would prefer that to be honest as I don't need a SINGLE bling module to full room tank vengeance and apparently angel extrav bonus room while your pirate BS still needs plenty of bling.
sorry but no. Any good vargur pilto knows hwo to use its superior speed (in TQ) to cancel transversal of enemy and apply a LOT more dps.
Rubicon vargur is much weaker than the TQ one by mobility nerf alone.
The only marauder that got better on l4 (but worse on incursions) is the paladin because now it can abuse pulse lasers. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.10.30 10:51:00 -
[103] - Quote
Also I still do nto get, why the vargur was speed nerfed 4 times more than the other 3.
Why so much hate for the conceptual speed advantage of minmatar?
Why not remove all drones from gallente then? Woudl be same thing. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.11.01 08:58:00 -
[104] - Quote
I think that bastion mode would have made way more sense if level 5's were in high sec.... (no no one will send a marauder into low sec just for a minimal increase in income compared to level 4 +˘)
Overal the marauder changes failed at star, when CCP decided to not increase the damage bar, an ERROR.
THe bar is already increasded in several places and we have a HUGE gap between battleship and capital ships, while the gap between a t1 cruiser and a battleships is muuuch smaller.
Overal the whole Battleship size needs help, they do not feel battleanything. All except the pirate ones, the pirate ones are the ONLY battleship sized vessels that can really excel at their role.
An no fancy overtankign gonna make marauders copensate the MASSIVE damage difference from a vindicator for example. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.11.01 10:46:00 -
[105] - Quote
hmskrecik wrote:Kagura Nikon wrote:[....] the pirate ones are the ONLY battleship sized vessels that can really excel at their role. Which is what? Talking like a pirate, yarr? New marauders have actually been given a role and they seem to be quite good at it. Quote:An no fancy overtankign gonna make marauders copensate the MASSIVE damage difference from a vindicator for example. Erm, when we're talking about Megathron hull, the performance gap between Kronos and Vindicator has actually narrowed. And that's not even taking into account the upcoming pirate battleship nerfrebalance.
A role is not somethign taht you take from your head from your desires. Is somethign you take from real world need (real world being TQ in this case)
There is no need for a ship that can tank a crapton more than any solo content PVE can dish at it. There is no role for marauders, they do not feel any NEED that players had. Using a marauder still is worse for L4 missions , because makes less isk per hour than pirate battleships, and rubicon marauders will do even less.
Incursions its not place for a ship designed to not be targeteable by remote repair.
Your wishful thinking is NOT a role! TANKING is not a role! Running level 4 better than other high end ships is a role, close support in PVP is a role, neutralizing in PVP is a role, Tackling is a role. Tanking capability is a TOOL , that can be used in a role.. but does nto make a role on its own. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.11.01 10:49:00 -
[106] - Quote
Anize Oramara wrote:hmskrecik wrote:stoicfaux wrote:Seriously, can we quit whining about Rubicon Marauders in level 4s? The only people who have valid complaints are those can afford losing a billion isk hull in PvP, and those who need the webs for Incursions, WHs, and similar. Speaking of, had any WH dweller commented on marauders' performance out there? I'm genuinely curious. I live in a c5 and honestly I can think of a Lot of fun things to doowith the new marauders. it can probably solo c5 sites and even help clean up cruisers and the like in cap escalations. it will do great as the new c1-4 'dreads' esp to kill capshipless poses. paladins and ral kronos and even cruise golems will do very well esp in c4s and vargurs will be usefull in c5s. note the same precautions should be taken as woth cap ships as they are expensive so lock down holes/scouts etc. they will prolly run on asbs and the armor variant. golems will also do good in c5 thinking about it now (loki support + asbs) I actually already experimented with a rr vargur as part of a t3 fleet for c3 and c4 sites. will do decent in c4 with arties now.
Test in sisi, they blow up in between repair cycles (at least the armor tanked ones) when you get bad luck timed bursts of damage.
IF they had a much larger EHP pool, then they might indeed have a role in wormhoels as solo site runners. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
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Posted - 2013.11.01 11:16:00 -
[107] - Quote
I did nto try kronos, But vargur is FAR FAR worse on sisi than oN TQ.
Smart peopel in TQ use propulsion mods to blitz trough missions as fast as possible.
The MDJ cannot even remotely match the mobility advantages that the vargur lost.
If the vargur had lost only 5ms speed like others marauders, the would be acceptable. But as of now.. well I already sold mine for a reason. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
631
|
Posted - 2013.11.01 13:37:00 -
[108] - Quote
hmskrecik wrote:Kagura Nikon wrote:I did nto try kronos, But vargur is FAR FAR worse on sisi than oN TQ.
Smart peopel in TQ use propulsion mods to blitz trough missions as fast as possible.
The MDJ cannot even remotely match the mobility advantages that the vargur lost.
If the vargur had lost only 5ms speed like others marauders, the would be acceptable. But as of now.. well I already sold mine for a reason. The use of MJD does not preclude ability to fit AB or MWD, you know. But well, it's your choice. If they prices will drop like all doomsayers preach, I may even buy a second hull, to keep just in case.
The ship is MASSIVELY slower than before!!! Vargur was almost 20% faster before. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
631
|
Posted - 2013.11.01 13:39:00 -
[109] - Quote
Anize Oramara wrote:Tsukinosuke wrote:125/125 drone bay/bandwidth for all marauders, would it break the game's balance?!? yes. you'd out damage, out range, out track and out tank pirate ships. currently pirate ships at least out damage marauders.
They do far more than that. And they woudl continue to be more powerful in PVP than marauders even if marauders had more damage.
90% web, Almost as fast as a cruiser, Super Neut bonuses are all capabilities that are orthogonal to marauders. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
631
|
Posted - 2013.11.01 13:41:00 -
[110] - Quote
Anize Oramara wrote:Kagura Nikon wrote:Anize Oramara wrote:hmskrecik wrote:stoicfaux wrote:Seriously, can we quit whining about Rubicon Marauders in level 4s? The only people who have valid complaints are those can afford losing a billion isk hull in PvP, and those who need the webs for Incursions, WHs, and similar. Speaking of, had any WH dweller commented on marauders' performance out there? I'm genuinely curious. I live in a c5 and honestly I can think of a Lot of fun things to doowith the new marauders. it can probably solo c5 sites and even help clean up cruisers and the like in cap escalations. it will do great as the new c1-4 'dreads' esp to kill capshipless poses. paladins and ral kronos and even cruise golems will do very well esp in c4s and vargurs will be usefull in c5s. note the same precautions should be taken as woth cap ships as they are expensive so lock down holes/scouts etc. they will prolly run on asbs and the armor variant. golems will also do good in c5 thinking about it now (loki support + asbs) I actually already experimented with a rr vargur as part of a t3 fleet for c3 and c4 sites. will do decent in c4 with arties now. Test in sisi, they blow up in between repair cycles (at least the armor tanked ones) when you get bad luck timed bursts of damage. IF they had a much larger EHP pool, then they might indeed have a role in wormhoels as solo site runners. what class wh was that in? what was the fit? did you have at least 2 1600 plates fitted? were you running armor links? (mandatory in c5) I will see about testing the vargur in sisi this weekend thoigh I do not have access to links :(
Tried in Paladin in a C5, but I did not had a slave set.
YEt, they a re still not there at the level they woudl need to be to risk them on a C5. As I said they woudl need to have another 1k, 1200k n their tanking layers. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
631
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Posted - 2013.11.01 14:19:00 -
[111] - Quote
hmskrecik wrote:Kagura Nikon wrote:The ship is MASSIVELY slower than before!!! Vargur was almost 20% faster before. You got me curious. I just did fly Vargur side by side on SiSi and on TQ. Same ship, same skills, same implants. I admit that I did not measure time very precisely but with MWD on in about minute (time to cool down MJD) Vargur on TQ covered about 55km while on SiSi it went 50km. When Vargur on TQ reached 100km mark, on SiSi it was at about 88km. The only massive thing I see so far is your overuse of the Caps Lock key.
Just plug the numbers on EFT! It already has both marauders type son it.
The ship got slow enough !
Stop with your " I felt nothign wrong".. numbers.. numbers do not lie!!! The base speed was hugely nerfed and the decrease in mass is nowhere near 20% "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
631
|
Posted - 2013.11.01 15:54:00 -
[112] - Quote
Anize Oramara wrote:Kagura Nikon wrote:hmskrecik wrote:Kagura Nikon wrote:The ship is MASSIVELY slower than before!!! Vargur was almost 20% faster before. You got me curious. I just did fly Vargur side by side on SiSi and on TQ. Same ship, same skills, same implants. I admit that I did not measure time very precisely but with MWD on in about minute (time to cool down MJD) Vargur on TQ covered about 55km while on SiSi it went 50km. When Vargur on TQ reached 100km mark, on SiSi it was at about 88km. The only massive thing I see so far is your overuse of the Caps Lock key. Just plug the numbers on EFT! It already has both marauders type son it. The ship got slow enough ! Stop with your " I felt nothign wrong".. numbers.. numbers do not lie!!! The base speed was hugely nerfed and the decrease in mass is nowhere near 20% this just in folks! real world results are not valid. only eft numbers matter. BAHAHAHAHAHAHAHAHAHAHAHAHAHA
Are you an idiot or unable to read? I clkaim that FEELINGS do not mattter. These are not RESULTS. You cannot fly a pre rubocon marauder side by side with a rubiicon one. So all your observations in test servers are INVALID!!
For god sake.. sometimes it amazes me how mentally limited people can be!
No.. you feeling does not reflect ANYTHING that can be measured. EFTS numbers give the near exact speed the ships will fly in NUMBERS. NUmbers can be comapred.
Now.. if you never even reached your 4th year in basic school, I would undertstand that you cannot fully grasp this amazing concept called MATH!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
631
|
Posted - 2013.11.01 15:56:00 -
[113] - Quote
hmskrecik wrote: You beat me to it. What is the smiley for facepalm?
Facepalm is your lack of capability of understanding how to comapre things. Or how pahtewtically youa re trying to troll people swith lies in this thread.
You cannot fly both vargurs side by side, and you did not stop wathc measured their results, threfore your imrpessiosn are COMPLETELY IRRELEVANT!!!!
MATH is the only truth in universe!! If you cannot comprehend that you shoudl not be in a balance thread on a ship of excel online! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
632
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Posted - 2013.11.04 10:16:00 -
[114] - Quote
chaosgrimm wrote:hmskrecik wrote:SOL Ranger wrote:Vargur + speed nerf + Bastion/MJD is the EVE version of Radon toothpaste. The world is still big in some regards so I don't know what stuff you brush your teeth with, or what kind of it you're smoking, but this nerf we're talking about in effect means that in a minute the new Vargur is 7km behind the old one, when using MWD. Would you care to explain in what PVE situations this difference is so critical? grr I just make a post about trying to stay out of this thread and see this post xD which i cant help but reply to *faceplam, but hey, im already here, so why not estimates for you, im showing closer to: ~7.3km diff in 60 sec, so ~3.65km in 30 sec, and ~1.8KM in 15 sec if the furthest stop distance distance is say 40km, the approx dmg differences respectively are ~9% ~4.5% ~2.25%
Now.. check the difference for peopel that used only the MJD (on some missiosn you did that)... and suddenly that gate taht was 8 km away is even more infuriating.
And if that speeds doe snto make so much difference as you claim, WHY NERF IT? Specially sicne the vargeur is the marauder that gets the LEAST form the bastion module ? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
632
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Posted - 2013.11.04 11:03:00 -
[115] - Quote
Anize Oramara wrote:Kagura Nikon wrote:chaosgrimm wrote:hmskrecik wrote:SOL Ranger wrote:Vargur + speed nerf + Bastion/MJD is the EVE version of Radon toothpaste. The world is still big in some regards so I don't know what stuff you brush your teeth with, or what kind of it you're smoking, but this nerf we're talking about in effect means that in a minute the new Vargur is 7km behind the old one, when using MWD. Would you care to explain in what PVE situations this difference is so critical? grr I just make a post about trying to stay out of this thread and see this post xD which i cant help but reply to *faceplam, but hey, im already here, so why not estimates for you, im showing closer to: ~7.3km diff in 60 sec, so ~3.65km in 30 sec, and ~1.8KM in 15 sec if the furthest stop distance distance is say 40km, the approx dmg differences respectively are ~9% ~4.5% ~2.25% Now.. check the difference for peopel that used only the MJD (on some missiosn you did that)... and suddenly that gate taht was 8 km away is even more infuriating. And if that speeds doe snto make so much difference as you claim, WHY NERF IT? Specially sicne the vargeur is the marauder that gets the LEAST form the bastion module ? That's 7.3km AFTER a Minute! That is also 68km traveled in one minute while, if you MJD to a gate 68km away (in 9 seconds) then you'll be around 7km away from it IN 9 SECONDS. The reason for that is that gates have huge activation boxes. Gates that are 75-100km away if you MJD to them you will land at or close to 0 on gate. So someone with a MJD AND a MWD can just MJD to gate Bastion up, shoot all the things and then cancel bastion before last rats are dead and MWD to gate. Stop trying to use the Bastion Marauder like a normal marauder. Stop thinking inside your closed little box. Think outside the box! Bastion makes the Marauder competitive with the pirate battleships but in a DIFFERENT way. This is exactly what a sandbox is all about giving you different tools to accomplish the same this in roughly the same efficiency so you can decide what you want to use without being forced into using only one type of ship and using only one fit. That is why there isn't just one T2 frigate or one Battleship or one T2 Battleship.
You mena makign all of them behaving almost exaclty the same?
Pff I have exchanged my remaining marauders for pirate battleships this weekend. BAstion module is a HORRIBLE concept. THe mJD bonus is nice, but the bastion is incredbly mehhhh (specially for vargur).
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
632
|
Posted - 2013.11.04 13:05:00 -
[116] - Quote
Anize Oramara wrote:Kagura Nikon wrote:
You mena makign all of them behaving almost exaclty the same?
Pff I have exchanged my remaining marauders for pirate battleships this weekend. BAstion module is a HORRIBLE concept. THe mJD bonus is nice, but the bastion is incredbly mehhhh (specially for vargur).
You say that and comment on how the vargur is different in the same post? GJ.
You are incredbly naive or just try to be irritating don you?
The only way to use the new marauders is EXACLTY the same among all 4, but the vargur will become the least bennefitted. SAme WAY is not same thing as SAME POWER.
Too hard for you to grasp simple concepts? Now STOP TROLLING!
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
632
|
Posted - 2013.11.04 17:21:00 -
[117] - Quote
MeBiatch wrote:Dinsdale Pirannha wrote:People are starting to get it:
Kronos: 1 month ago In Jita: 1019M, today: 979M Paladin: 1 month ago In Jita: 1001M, today: 923M Vargur: 1 month ago In Jita: 948M, today: 937M Golem: 1 month ago In Jita: 1006M, today: 1099M
In 3 of the 4 cases, prices have dropped. The market is speaking CCP.
These changes are garbage. yes totally a 4% market flux totally spells disaster
I have seen countries reliability notes droped for far smaller changes :P |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
635
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Posted - 2013.11.05 09:11:00 -
[118] - Quote
I get amazed how many peopel do not KNOW how to pilot their ships. The point of vargur speed is not simply to get from point a to point B. Its to MATCH cruisers speed and transversal ZEROING their transversal, amplifying a LOT your DPS.
Also amazing how some of the peopel here saying the base 15ms speed reduction means nothing, were a few months ago screaming for neerf winamtar in every thread because they were 20-25 ms faster than other races. Double standards? or short memory? |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
638
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Posted - 2013.11.06 09:42:00 -
[119] - Quote
Anize Oramara wrote:chaosgrimm wrote:Anize Oramara wrote: ... Anyways, been running some more tests on sisi. The build is the following (or slightly modified depending on mission) [Vargur, Bastion] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Large Micro Jump Drive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Adaptive Invulnerability Field II Large Shield Booster II ... Large Projectile Ambit Extension I Large Projectile Collision Accelerator II ...
snipped to save space. I noticed you changed your rigs. There may be hope for you yet xD! At anyrate, i assume you posted the fit cause you'd like some review so here are a few things to consider, = RF gyros = Granted you may not wanna change all four, but at least 3 (the difference in benefit between RF and T2 by the fourth is small due to stacking penalties). I know you're on sisi atm and may not have access, but it is really something to consider. Changing all gyros to RF is around a 4.3% increase to DPS with your fit but it has another benefit as u'll see: = Changing Collision II to Burst II = On a bare bones T2 fit before implants your dps will increase less than 1% (~0.81%), kinda meh, but it doesnt scale the way you might think. For example, lets say you move to RF gyros, the difference between the Collision II and Burst II is now ~2.73%. Just a secondary perk of this change: i dont really have hard numbers for it, it will depend on your skills and implants as well, but this should help prevent overkill. my AC and all related gunnery skills are maxed. Lightly tanked cruisers are 1 shot and normal cruisers are 2 shot most of the time. frigs are normally killed in less than a full volley. As to the weight of total dmg increase due to a decrease in overkill... I have no idea and it would depend on the mission. = More = SS tracking comps (1.7% dmg inc @ 40km if all changed, but 2 SS TCs -> 3 T2 TC (~2.6%) (compared with current fit) drop a tracking comp for another prop (yeah, ull lose out on 2.6% @40KM, but moving ~2KM closer will inc dmg by ~2.85% on your current fit and of course that 2.85% will continue to increase the closer you get + most missions dont really need a mjd, so if you wanted to you could add the tc back when you dont need to jump. Most missions you dont need to jump anyway.) avoid using bastion to make use of mobility I know you disagree with me about the latter 2 points, but im hopeful after seeing you make the rig change, so imma make this attempt! If you like some of these suggestions and decide to modify your fit, I have a hunch you will start to... well, maybe not agree with me, but see and understand my point of view on these vargur changes xD. Ok, this is the SiSi build. This means getting access to shinies are a lot harder than on TQ. I would OBVIOUSLY be getting shinies. Not sure about the SS TCs as those are hidiously expensive but I already HAVE 3 Republic gyros and I bought a Gist X-type large though that will be ridiculously overkill. I bought it before rubicon changes announced so will probably sell it again so *might* get the SS TCs On TQ I run two ambit extender IIs but with the implant and Bastion and 3 TCs I get 82km Falloff with just the Ambit I so thats why the change. I'll grab theBurst over the collision though as I already figured out that it'd be better. As to the other stuff like I said in my post thats just the base build. in missions where I need to travel 20km to get to a gate I usually put on a MWD and use the depo to switch it out. I feel that with 82km falloff my dps at 40km is good enough. That is also why I am training for a paladin, to deal with sansha and blood while the vargur deals with angels, serps, mercs (oh man dat damsel <3 ), EOM and drones. THe rail cronos might do really well against EOM though. Guristas are still a bit of a pain though, not sure if Paladin because of range or vargur be cause of damage type. Anyways do your math with that build I posted (with shinies) with either 82km falloff (3 TCs) or 79km falloff (2 TCs) or if you want see what range I can get with SS (I have the 6% faloff implant, as good as a T2 ambit and change) The tank is fine though I did switch out a TC in blockade for a 3 module tank I have not gotten into armor except for Cargo Delivery.
You realize 3 tc, bastion and ambit are all stak nerfed and you are effetively wastign slots?
Anything more than 2 TC alongside bastion is a huge waste because of stack nerfing.
Vargur as in SISI will be INFERIOR to current vargur. The paladin wil be superior, the golem a bit superior and the Kronos.. well that is harder to decide upon (blasters wil be way weaker, but rails stronger).
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
638
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Posted - 2013.11.06 10:01:00 -
[120] - Quote
Doed wrote:Kagura Nikon wrote:Anize Oramara wrote:chaosgrimm wrote:Anize Oramara wrote: ... Anyways, been running some more tests on sisi. The build is the following (or slightly modified depending on mission) [Vargur, Bastion] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Large Micro Jump Drive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Adaptive Invulnerability Field II Large Shield Booster II ... Large Projectile Ambit Extension I Large Projectile Collision Accelerator II ...
snipped to save space. I noticed you changed your rigs. There may be hope for you yet xD! At anyrate, i assume you posted the fit cause you'd like some review so here are a few things to consider, = RF gyros = Granted you may not wanna change all four, but at least 3 (the difference in benefit between RF and T2 by the fourth is small due to stacking penalties). I know you're on sisi atm and may not have access, but it is really something to consider. Changing all gyros to RF is around a 4.3% increase to DPS with your fit but it has another benefit as u'll see: = Changing Collision II to Burst II = On a bare bones T2 fit before implants your dps will increase less than 1% (~0.81%), kinda meh, but it doesnt scale the way you might think. For example, lets say you move to RF gyros, the difference between the Collision II and Burst II is now ~2.73%. Just a secondary perk of this change: i dont really have hard numbers for it, it will depend on your skills and implants as well, but this should help prevent overkill. my AC and all related gunnery skills are maxed. Lightly tanked cruisers are 1 shot and normal cruisers are 2 shot most of the time. frigs are normally killed in less than a full volley. As to the weight of total dmg increase due to a decrease in overkill... I have no idea and it would depend on the mission. = More = SS tracking comps (1.7% dmg inc @ 40km if all changed, but 2 SS TCs -> 3 T2 TC (~2.6%) (compared with current fit) drop a tracking comp for another prop (yeah, ull lose out on 2.6% @40KM, but moving ~2KM closer will inc dmg by ~2.85% on your current fit and of course that 2.85% will continue to increase the closer you get + most missions dont really need a mjd, so if you wanted to you could add the tc back when you dont need to jump. Most missions you dont need to jump anyway.) avoid using bastion to make use of mobility I know you disagree with me about the latter 2 points, but im hopeful after seeing you make the rig change, so imma make this attempt! If you like some of these suggestions and decide to modify your fit, I have a hunch you will start to... well, maybe not agree with me, but see and understand my point of view on these vargur changes xD. Ok, this is the SiSi build. This means getting access to shinies are a lot harder than on TQ. I would OBVIOUSLY be getting shinies. Not sure about the SS TCs as those are hidiously expensive but I already HAVE 3 Republic gyros and I bought a Gist X-type large though that will be ridiculously overkill. I bought it before rubicon changes announced so will probably sell it again so *might* get the SS TCs On TQ I run two ambit extender IIs but with the implant and Bastion and 3 TCs I get 82km Falloff with just the Ambit I so thats why the change. I'll grab theBurst over the collision though as I already figured out that it'd be better. As to the other stuff like I said in my post thats just the base build. in missions where I need to travel 20km to get to a gate I usually put on a MWD and use the depo to switch it out. I feel that with 82km falloff my dps at 40km is good enough. That is also why I am training for a paladin, to deal with sansha and blood while the vargur deals with angels, serps, mercs (oh man dat damsel <3 ), EOM and drones. THe rail cronos might do really well against EOM though. Guristas are still a bit of a pain though, not sure if Paladin because of range or vargur be cause of damage type. Anyways do your math with that build I posted (with shinies) with either 82km falloff (3 TCs) or 79km falloff (2 TCs) or if you want see what range I can get with SS (I have the 6% faloff implant, as good as a T2 ambit and change) The tank is fine though I did switch out a TC in blockade for a 3 module tank I have not gotten into armor except for Cargo Delivery. You realize 3 tc, bastion and ambit are all stak nerfed and you are effetively wastign slots? Anything more than 2 TC alongside bastion is a huge waste because of stack nerfing. Vargur as in SISI will be INFERIOR to current vargur. The paladin wil be superior, the golem a bit superior and the Kronos.. well that is harder to decide upon (blasters wil be way weaker, but rails stronger). 3rd TC is still worth it. And yes Vargur is absolutely horrid along with Kronos, a 100 ms+ slower than on live.
Wellt he TC is worht because it has a better bonus than the Bastion.
In fact no sane vargur pilto will bother with using a bastion module. .. hard wil be to find sane pilots using a vargur after these changes. |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
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Posted - 2013.11.07 09:55:00 -
[121] - Quote
Anize Oramara wrote:chaosgrimm wrote:quick summary, my general process goes something like: EFT crunch -> live testing -> re-examine via ETF hmskrecik wrote: ... what prevents you from sharing your [live] test results?
added the word "live" for contextThe main reason is that it is harder to prove: * I cant ensure the environments are similar between servers (warp speed changes, spawn locations, warpin locationd, etc) * The tests require different roles, I cant prove that my performance was equally up to par in both roles. ppl will believe what they want to believe. ppl who support bastion staying the same can say I just didnt use bastion correctly, or challenge me with a faster clear time that never actually occurred. * I cant run enough tests to get a decent average to mitigate variable influence * On the other hand, I can very easily prove that like: ~4KM of movement renders bastion projection obsolete. * The numbers are difficult properly display their significance properly. If I say: "Ship A needs a 10% [fill in the blank] increase" the thread goes crazy because the number is concrete. If CCP says "Ship A needs a 10% [fill in the blank] decrease" the thread goes crazy b/c the number is concrete. If I say: "Ship A completion: 10 mins, ship B completion: 9 mins" no one cares If I say: "Ship A completion: 20 mins, ship B completion: 18 mins" no one cares For all anyone knows it could be variables I cant control. In all of these circumstances (save a few select stats), the difference is 10%. hmskrecik wrote: So getting to the point, the easiest way of changing my mind and attitude regarding new balance of marauders is to demonstrate what is performance difference between them. Mind you I don't require court-grade unbeatable, unrepealable evidence. Anecdotal report will do. Actually you can even make up the numbers, if you so desire (let's keep 'em within common sense, m'kay?), and you will win this discussion. Honest.
As indicated above, I wont do that. With the randomness and uncontrolled variables of this game it is very difficult to prove X difference in completion time was directly attributed to factor Y, esp when there are not solid averages to draw from. We are probably (before additional warp ~time on gates, including the use of bastion vs non bastion, not factoring heavy ewar missions) within 5% - 15% differences in missions completion times ( 3 - 9 mins every hour). Things I can prove: * Mobile > Bastion's projection * Dual prop > single MJD + 3rd TC * Bastion needed for dual prop * The rebalance is occuring b/c of power creep * Marauders were promised the ability to project dmg better than pirates * At various AC ranges, benefits of damage at range via bastion < Machariel's turret DPS lead (not to mention the further you get out the less tracking matters) (on realistic loadouts mach can lead til around 50KM, and Vargur gains ~13dps over the mach by around 70KM.. This is before taking the mach's drone advantage into account) * marauders fall victim to power creep due to looting structures in pve Ok so the biggest difference between TQ and rubicon Vargur is speed. I've seen 100m/s thrown out as the difference while running a MWD. The other number I saw was 4km before the TQ vargur catches up with damage projection? Now what I don't know is based on what falloff that is? Is that with JUST a single extra TC? is it with 2 or three TCs? Is it with two ambits or one? or just a t1 ambit? How many TEs? What Falloff is that 4km based on exactly? Regardless according to those numbers it's 40 seconds (100m/s difference to make up 4km) before the damage equalises between the two. That's 40km give or take at mwd speeds right? Doesn't seem as world changing as people make it out is all I'm saying.
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Its a simple matter.. anyone keeping a vargur after this NERF patch is DUMB or cannot fly a Paladin.
If bastion gave 2 times the falloff bonus (as ALL range bonus do, because we arelady prooved in the past iwth MATH the equivalence between range and 2x falloff bonuses). THEN vargur might be still usable.
But so much whining (unfairly mostly) over minmatar last year made CCP over nerf minmatar as much as they could.
Being mobile with AC is far superior to get a massive boost in tank... over a tank that can already shrug the hardest L4 dps.. and a pathetic minimal increase in falloff.
For god's sake CCP, give us correct falloff bonus on bastion, OR give it back 15ms of speed... andyou can even remove the bastion from the vargur, will not make a difference.
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
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Posted - 2013.11.07 12:23:00 -
[122] - Quote
Anize Oramara wrote:Kagura Nikon wrote:
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get? Powercreep. I figure for all the boosts we got a minor speed nerf is a pretty good trade off.
I dont think you get it.. Vargur got zero buffs. BAStion is NEGATIVE on it . The MJD thing is cool, but is INFERIOR to old vargur speedy movment when you run L4 to make real isk real fast.
I repeat.. vargur got ZERO buffs!! Using bastion mode is detrimental to anyoen that knew how to use the ship. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
649
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Posted - 2013.11.07 12:24:00 -
[123] - Quote
Anize Oramara wrote:chaosgrimm wrote:Anize Oramara wrote:Kagura Nikon wrote:
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get? Powercreep. I figure for all the boosts we got a minor speed nerf is a pretty good trade off. I should reiterate for clarity. It difference wasn't simply speed, it was the difference between typical tq, and a bastion sisi fit. This wasn't a comparison between sisi running the same strategy as tq, I don't have numbers for that, but if those numbers are correct, bastion should be avoided on the vargur when possible. I can prove that the vargur did not get the projection it was promised, and the projection it received is pointless. According to the goals listed in the rebalance, the vargur is supposed to be able to project dmg better than the mach, which hasn't occurred. Instead, the offense gap has been widened. A major point of the rebalance was to make the ship more appealing. Less dps, less mobility, poor RR compatibility, the same terrible sensor strength, and various bastion penalties does not accomplish this. Actually you are lying about the sensor strength. Base sensor strength on the Vargur on TQ is 85mm and on sisi it's 145mm. They almost doubled it. Add that to the list of huge boosts the hull got. And it does make a HUGE difference in killing frigs before they can get in range and if you so wish makes any sebos you fit all the more effective.
This is can resolution.. nto sensor strenght. Really if you do not know that.. how can we take your posts as serious? |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.11.07 14:50:00 -
[124] - Quote
Anize Oramara wrote:Kagura Nikon wrote:Anize Oramara wrote:Kagura Nikon wrote:
If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?
Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get? Powercreep. I figure for all the boosts we got a minor speed nerf is a pretty good trade off. I dont think you get it.. Vargur got zero buffs. BAStion is NEGATIVE on it . The MJD thing is cool, but is INFERIOR to old vargur speedy movment when you run L4 to make real isk real fast. I repeat.. vargur got ZERO buffs!! Using bastion mode is detrimental to anyoen that knew how to use the ship. Zero buffs you say? Surely you must be mistaken? Well if you insist - Reduced mass - Improved inertia modifier (I think) - Improved shield capacity - Improved capacitor capacity - Improved targeting range - Improved Scan res - Improved sig radius - Extra high slot - Almost double PG - Decreased MJD activation time Now I might be crazy but those seem like buffs to me? Might need a 3rd party to corroborate. let me go 1 by 1
- Reduced mass - More than coutnered by speed reduction - Improved inertia modifier (I think) - aligns a bit better because of mass. Effectively not usable because speed reduction takes you more than that.
- Improved shield capacity - Almost irrelevant, as I said vargur can already shug any damage incommign from any level 4 as if it was a joke
- Improved capacitor capacity- since the only things using capacitor were the tank (That was already overpowered for its usage) and the prop mod.. that now is less useful and you need to run it for longer time, effectively makign you use MORE cap during the mission
- Improved targeting range - You mean you can now lock stuff way outside any possible engagement range of your AC? Imrpessively useful
- Improved Scan res - Ok this is a boost, small sicne marauders can already lock so many targets taht you have a queue of targets that never empties... so it can save you 2 seconds at start of mission
- Improved sig radius - Again, vargur coudl already ignore a level 4 damage level!!!
- Extra high slot - to fit what? the useles bastion mode? yet ANOTHER tractor bem? LOL - Almost double PG - the first 5% are useful, the rest is overkil lsince no one will use arties. So is a joke in fact.
- Decreased MJD activation time - As I sated this is the only real bonus the ship got.. And its almost useles since the old vargur used MWD AND AB on the best way to run missions.
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
654
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Posted - 2013.11.07 17:06:00 -
[125] - Quote
Anize Oramara wrote: Doesn't matter, you said there were zero buffs. You were wrong or lying or being a drama queen. Wonder what else you've said is just complete and utter BS? You obviously don't care about the truth.
Also a LOT of those buffs are really really good and will make a huge difference in PvP for example. Just because you lack the imagination or creativity to see how those buffs can be used to improve both PvE and PvP doesn't mean others are bound by the same limitations.
No , i am not being a drama queen, You on other hand are being a B#@!#!@#!. Everyone with half a brain understood what I meant in the context. You are not trying to have an argumentation, you are just trying to stomp your feet and nitpick ion irrelevant non arguments.
Stop that. NO ONE CARES FOR PEOPLE THAT ACT LIKE THAT!
It does not matter that my freighter suddenly got improved sensor strenght. That is NOT a buff!!!!! Same thing for the unusable changes on the vargur.
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
654
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Posted - 2013.11.07 17:08:00 -
[126] - Quote
Alvatore DiMarco wrote:Hell ***** wrote:Liquidtrance123 wrote:Jake Sake wrote:
3. Paladin optimal is too high in B-mode, it's simply not needed - change to tracking.
Playing with EFT settings its telling me my Rubicon T2 Tach Paladin in Bastion Mode (1x TC) gets me 233KM Optimal and 40km Falloff with Aurora. I would agree that is obscene range not many people will use / need. It would take almost 3 minutes and 3 MJD jumps to put me that far out from a static target. Tracking would be MUCH better and would be much needed. I agree with what your saying, the last thing a Bastioned up Paladin needs is more optimal, but to give it tracking would step on the toes of the Nightmare, which goes against the goal of the changes - marauders have the edge in tank and projection whilst the pirate BS's win out in absolute DPS and application. Plus if your using Aurora your doing it wrong, INMF tachs and conflag pulses are where its at. If Marauders are all about projection and not damage application, why is the Paladin the only one that doesn't have an application bonus? Kronos: Tracking Vargur: Tracking Golem: Target Painter
BEcause range effectively is a damage application bonus, sicne you can use higher damage crystals and acn even use PULSE weapons.
The range bonus is the MOST POWERFUL bonus of ALL the marauders!!!!
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
655
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Posted - 2013.11.08 10:53:00 -
[127] - Quote
Alvatore DiMarco wrote:Xequecal wrote:Arthur Aihaken wrote:Alvatore DiMarco wrote:Paladin has a damage bonus. Vargur has a RoF bonus. Kronos has a damage bonus. Golem has a ...velocity bonus. Yeah, but don't bother pointing that out... because it's "not fair". BS launchers are considered to be "bigger" than BS turret weapons. Unbonused torps do substantially more DPS than even unbonused neutrons. For this reason, no battleship in the game has 8 launchers and a damage or RoF bonus. The Golem has 8 effective launchers, that's why it doesn't get a damage bonus. Does the Raven State Issue, which still exists, count as "in the game"? Eight launchers, RoF bonus.
Unique ships are NOT balanced. You could have a 800% damage bonus on state raven that would mean nothing to eve balance. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.11.08 10:55:00 -
[128] - Quote
chaosgrimm wrote:Alvatore DiMarco wrote:Remove the Paladin's optimal bonus and give it a tracking bonus like the other Marauders have. Then take the stacking penalty off the Bastion module. Just like that, short-range weapons become just slightly better in Bastion without projection on lasers becoming ridiculous.
I like the sound of this. Would like to add 1 more thing to it though: Falloff bonus should be double the optimal range bonus like everything else.
Tracking bonus woudl be FAR FAR weaker than range bonus n paladin.
Paladin with range bonus is the marauder recievign the LARGEST buff!!
GEt real people!! To be able to fight at MDJ range with PULSES is HUGE!
The trackign bonuses are the weak ones, because marauders are made to fight at 100km, where tracking is IRRELEVANT (you can track any npc frigate at that distance) |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.11.08 15:37:00 -
[129] - Quote
chaosgrimm wrote:Kagura Nikon wrote:chaosgrimm wrote:Alvatore DiMarco wrote:Remove the Paladin's optimal bonus and give it a tracking bonus like the other Marauders have. Then take the stacking penalty off the Bastion module. Just like that, short-range weapons become just slightly better in Bastion without projection on lasers becoming ridiculous.
I like the sound of this. Would like to add 1 more thing to it though: Falloff bonus should be double the optimal range bonus like everything else. Tracking bonus woudl be FAR FAR weaker than range bonus n paladin. Paladin with range bonus is the marauder recievign the LARGEST buff!! GEt real people!! To be able to fight at MDJ range with PULSES is HUGE! The trackign bonuses are the weak ones, because marauders are made to fight at 100km, where tracking is IRRELEVANT (you can track any npc frigate at that distance) CCP said they didn't want to remove the stacking penalty from bastion because of the paladin. The hull bonus is the problem. It can reach over 90km optimal with pulses w/o bastion. The point is to change this bonus while improving the bastion bonus by removing the stacking penalty, so that all marauders can be better. Either that or improving the range bonus on the hulls of the other marauders... I kinda like the idea though of bastion being useful on side. Tracking has less of an impact the further out you are, agreed. This is why the paladin is crazy right now... Normally you gotta trade range for base wep tracking. It's way out of place right now compared to the rest of the marauders. If CCP finds they paladin acceptable, other marauders need their hull bonus to range increased. No reason the paladin should get that kinda range with pulse outside of bastion, while the vargur can't even overcome the machs turret dps lead with bastion
Its not that way out. Cruise golems and rail kronos can match it pretty well.
In fact most peopel will use tachyons not pulses on paladin. Anyoen that has tried them seriously and tested on sisi knows it.
So the too much range on pulse is not relevant. THe apoc is not problematic with pulses, so the paladin will nto be as well.
If the paladin gets a trackign isntead of range bonus, then it will become another useles marauder.
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
673
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Posted - 2013.11.09 11:20:00 -
[130] - Quote
Julie Thorne wrote:Alvatore DiMarco wrote: Inb4 someone says "Moving around in a Marauder is the wrong way to fly them now".
Luckily even Ytterbium would disagree with that argument: :) CCP Ytterbium wrote: 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.
I am banking on him finally realising that it is a bit unbalanced that all marauders have practically the same DPS and speed with MWD - but some of them have to move closer to apply that damage.
THAT.. If the vargur has a much inferiro damage projection (example0) it needs to keep its superior speed. |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
683
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Posted - 2013.11.11 08:56:00 -
[131] - Quote
baltec1 wrote:Alvatore DiMarco wrote:
Care to cite your internal sources within CCP?
Its not hard to see which of the pirate ships are unbalanced and which are near perfect as is. Nightmare, bhaalgorn and vindi will not be seeing much change while the mach will be getting a nerf and the rattle will most likely see work done on it.
Considerign I see much more vindis in high sec PVP ( I say high sec because pirate BS are very very rare on PVP elesewhere) and in incursiosn than machariels. I would find strange if the vindi doe nto get some fine tunning. Well except for the fact that Rise is super fan of gallente |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
683
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Posted - 2013.11.11 08:57:00 -
[132] - Quote
Spc One wrote:Alvatore DiMarco wrote:Spc One wrote:Alvatore DiMarco wrote:Then maybe you should explain to me then why the Vargur and the Kronos both have tracking bonuses. Because tech 1 "Megathron" also has tracking bonus. Apocalypse also has optimal range bonus, that's why paladin should have it. Apocalypse also has a tracking bonus, that's why the Paladin should have it. Maybe paladin should have both bonuses optimal and tracking. That said it would look like this: Amarr Battleship skill bonus per level: 5% bonus to Capacitor capacity 7.5% bonus to Large Energy Turret optimal range 7.5% bonus to Large Energy Turret tracking Marauders skill bonus per level: 7.5% bonus to Armor Repair amount 5% bonus to Large Energy Turret damage Role Bonus: 100% bonus to Large Energy Turret damage 100% bonus to range and velocity of Tractor Beams 70% reduction to Micro Jump Drive reactivation delay Can fit Bastion Modules Good enough ? I still think tracking for paladin is overpowered.
You can just remove the FAKE 5% capacitor capacity bonus. THis is a bonus that was removed form apocalypse YEARS ago becuasse its a FAKE bonus that shoudlbe rolle din the hull.
If the paladin losses the RANGE bonus, then it become a useless piece of ****, alongside the other marauders.
The range is the only thing that really ins increasing mission speed in this patch. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
683
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Posted - 2013.11.11 09:56:00 -
[133] - Quote
Doed wrote:Kagura Nikon wrote:
You can just remove the FAKE 5% capacitor capacity bonus. THis is a bonus that was removed form apocalypse YEARS ago becuasse its a FAKE bonus that shoudlbe rolle din the hull.
If the paladin losses the RANGE bonus, then it become a useless piece of ****, alongside the other marauders.
The range is the only thing that really ins increasing mission speed in this patch.
It already has 33% better cap/sec than the Kronos, which means it already has this bonus buildt in.. it just gets a second cap bonus which gives it absolutely beast cap. why complain about that?
Dont you get it? Its a bonus tied to a skillt hat wil ALWAYS be level 5.
The bonus does not exist! They Made the ship expecting that cap and simply reduced the base cap by 25%.
Bonuses tied to the t1 skill should never be upon base hull attributes, but upon weapons and modules modifiers.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
688
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Posted - 2013.11.11 14:44:00 -
[134] - Quote
Doed wrote:Kagura Nikon wrote:Doed wrote:Kagura Nikon wrote:
You can just remove the FAKE 5% capacitor capacity bonus. THis is a bonus that was removed form apocalypse YEARS ago becuasse its a FAKE bonus that shoudlbe rolle din the hull.
If the paladin losses the RANGE bonus, then it become a useless piece of ****, alongside the other marauders.
The range is the only thing that really ins increasing mission speed in this patch.
It already has 33% better cap/sec than the Kronos, which means it already has this bonus buildt in.. it just gets a second cap bonus which gives it absolutely beast cap. why complain about that? Dont you get it? Its a bonus tied to a skillt hat wil ALWAYS be level 5. The bonus does not exist! They Made the ship expecting that cap and simply reduced the base cap by 25%. Bonuses tied to the t1 skill should never be upon base hull attributes, but upon weapons and modules modifiers. I very much get it. YOU on the other hand DOES NOT get it. Is it really that complicated for you? really? It has 8 cap/sec, kronos has 6 cap/sec, others got 5.5 and 5.6. Amarr ships have always had slightly more cap/sec (apart from t2's etc because whoever desined the t2 command ships etc is a lazy clown) Currently BEFORE said bonus is applied the Paladin has 33.33% more cap/sec than the Kronos, that's HUGE, that's like an officer cap relay buildt into it. add the 25% cap bonus and it's got 10 cap/sec compared to 6 on the Kronos(yes I am very much aware that this takes up 1 of it's bonuses) You honestly think it's fine that Paladin would have 66.67% more cap/sec than the Kronos without any bonuses and over 78-80%+ more than Vargur and Golem? Please don't ever post on these forums again if you don't happen to have any clue about what you're saying. Paladin is BEAST post changes, Golem is lame, Kronos is Lame, and Vargur is ASS.
Omg .. and HOW much cap TACHYONS use compared to the weapons the Kronos use?
Clearly you are the one that does not have a clue. I play this game for 7 years, and there always were a reason for ammar have FAR more capacitor than other races.
And my line of reasoning was EXACLTY the one CCP gave OFFICIALLY when they removed that SAME CAPACITOR BONUS form the old apoc. YES.. SAME BONUS!!!! That the paladin inherited because It was made BEFORE the APOC was changed and the Capacitor bonus was rolled INTO the hull.
So shut up. If you are too young to remember when the APOC was changed you should not emit opinion on this.
Trough tiercide CCP has been removign such bonuses, as in the VAgabond for example. For exact same reason, they are FAKE bonuses! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
688
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Posted - 2013.11.11 14:46:00 -
[135] - Quote
Alvatore DiMarco wrote:I've never flown in the AT and I can tell you that the Machariel's heading for a nerf. The same thing for the Cynabal and possibly the Dramiel. They're incredibly fast ships with not-so-bad tanks and devastating damage output.
This, however, isn't the pirate rebalancing thread so I'll leave anything else for that thread.
The dramiel was already nerfed a lot. When CCP commented on the need to nerf machariel they said the ship needed it because it did not pass for the same treatment that the Dramiel passed. That implies that Dramiel is OK.
The cynabal problem is steppign on vagabond toes, not so much its strenght. PRoblem is how to make it not step in vagabond, withotu becomeing too weak. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.11.12 09:25:00 -
[136] - Quote
Doed wrote: Played since 2004, I very much remember when paladin had the cap bonus. I even remember when Blackbirds fit Torps and Thoraxes flew around with 8 heavy drones. (didn'-żt play when frigs fit CM's)
Removing the cap bonus would give it less cap/sec than it has on sisi now, as it would NOT be allowed to have that bonus buidlt into the hull ON TOP of the "bonus" it already has buildt in which balances out Tachs cap use and some extra. If you expect it to have 66% better than Kronos while shedding that bonus for a tracking bonus, Esp considering how powerful it is now, then you are a complete and utter moron.
But it's already proven by your comments that you're an idiot of a rather high magnitude.
So stop your insulting of people when you have absolutely no clue what balance is. you are dumb as F.
You are the one doing the insulting. And If you cannot undersntand that the paladin lost some base cap exaclyl to keep that bonus.. then I cannot help you. But it is pretty obvious to anyone that want to try to understand, not just sit as a rock and close ears to anythign different from his own vision.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
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Posted - 2013.11.12 09:27:00 -
[137] - Quote
Xequecal wrote:Jake Sake wrote:Don't you get it? The moment you can put your ass in that ship you have already trained your Amarr Battleship skill to 5. That means you get +25% total cap at most early stage of your life with Paladin. Total amount of cap can be integrated in hull (as it's just one of hull's attributes, and was done in previous balancing of other ships). The more reasonable bonus would be -10% (or -5% or -7.5% or -3.75% any would do) to Energy weapon cap consumption as in some other cases. Or any other bonus, but something that not related to hull's attributes. Something like mentioned already weapon/module bonuses. The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it. How many battleships other than the Marauders get an range bonus and a damage bonus? Right, just the Machariel, otherwise known as the most overpowered ship in the game. The Paladin bonus is also an optimal bonus, which means you get 100% of your DPS for the whole range, unlike the falloff bonuses of the other 3 ships that get range + damage bonuses. It's not a "worthless bonus" any more than any of the other base hull bonuses on any other T2 ship.
And those other hull bonuse son t2 hulls, based on the t1 skills ahve been mostly removed trough tiercide. That is my point.
My original statement was that if they removed the range bonus for soemthiugn weaker like tracking Then they should integrate the cap bonus in the hull and give somethign on its place. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
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Posted - 2013.11.12 09:54:00 -
[138] - Quote
Doed wrote:Kagura Nikon wrote:Xequecal wrote:Jake Sake wrote:Don't you get it? The moment you can put your ass in that ship you have already trained your Amarr Battleship skill to 5. That means you get +25% total cap at most early stage of your life with Paladin. Total amount of cap can be integrated in hull (as it's just one of hull's attributes, and was done in previous balancing of other ships). The more reasonable bonus would be -10% (or -5% or -7.5% or -3.75% any would do) to Energy weapon cap consumption as in some other cases. Or any other bonus, but something that not related to hull's attributes. Something like mentioned already weapon/module bonuses. The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it. How many battleships other than the Marauders get an range bonus and a damage bonus? Right, just the Machariel, otherwise known as the most overpowered ship in the game. The Paladin bonus is also an optimal bonus, which means you get 100% of your DPS for the whole range, unlike the falloff bonuses of the other 3 ships that get range + damage bonuses. It's not a "worthless bonus" any more than any of the other base hull bonuses on any other T2 ship. And those other hull bonuse son t2 hulls, based on the t1 skills ahve been mostly removed trough tiercide. That is my point. My original statement was that if they removed the range bonus for soemthiugn weaker like tracking Then they should integrate the cap bonus in the hull and give somethign on its place. And what should be given in it's place ? that wouldn't be overpowered? if I may ask? Less cap use on guns with 4 turrets for even more ridiculous cap benefit to the Paladin?
As I stated, that would be moslty needed if the RANGE bonus was to be removed as the guy just before myoriginal post was requiring. On the current scenario, with the range bonus the "lost" bonus is acceptable. But if paladin lost its only POWERFUl bonus, then the cap bonus would need to be gone for basically anything useful. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
690
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Posted - 2013.11.12 10:31:00 -
[139] - Quote
Hell ***** wrote:Kagura Nikon wrote: As I stated, that would be moslty needed if the RANGE bonus was to be removed as the guy just before myoriginal post was requiring. On the current scenario, with the range bonus the "lost" bonus is acceptable. But if paladin lost its only POWERFUl bonus, then the cap bonus would need to be gone for basically anything useful.
So let me get this right, all your posts full of capital letters and insults were actually about a theoretical Paladin that doesn't exist, apart from in your head, and your calling people stupid because they don't get your imagined vision of what a Paladin would need if it was different to what we have, what are you smoking dude? You've basically said that your argument stands up, but only if we twist reality to the point where we're discussing something that isn't happening.
Insults? i did nto insult anyone. Peopel shoudl learn to read the covnersation before getting in middle of it. I was answering to another post that asked for the range bonus to be removed because it was too powerful
For god sake people, learn to use a forum, read the thread, not singleposts. This is not twitter! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
691
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Posted - 2013.11.12 10:41:00 -
[140] - Quote
Debora Tsung wrote:Kagura Nikon wrote: Insults? i did nto insult anyone. Peopel shoudl learn to read the covnersation before getting in middle of it. I was answering to another post that asked for the range bonus to be removed because it was too powerful
For god sake people, learn to use a forum, read the thread, not singleposts. This is not twitter!
I had a valid point a few hundret pages back. You can go look for it. Also, chill man, it's just a game, in the end nobody will be hurting over it.
Not raging on you, jsut bafled on a person that half read a post that states that my other post was upon what another guy posted ignoring the part of another guy and transforming it in " imagination".
Too many people read these messages as twitter, these youglings that do not grasp what a FORUM is. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.11.12 10:52:00 -
[141] - Quote
Debora Tsung wrote:Kagura Nikon wrote: Not raging on you, jsut bafled on a person that half read a post that states that my other post was upon what another guy posted ignoring the part of another guy and transforming it in " imagination".
Too many people read these messages as twitter, these youglings that do not grasp what a FORUM is.
I know, but look at this threadnaught. Reading the whole post history might lead to a flame war with one post per day per user. IF there's nothing else to do, like eating or sleeping. Also I said chill because some of your typos looked like you were quite enraged at the time, I could almost feel your thoughts and how you wanted to strangle the other guy. ^_^
Nope, I just type horribly when I am typing fast while at work and alt tabing very fast. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.11.13 10:13:00 -
[142] - Quote
Shivanthar wrote:I engaged dread on sisi with my Vargur once. When that ship is in siege mode, nobody really wants to get tracked by those massive bonused guns. You've to think not twice, but three times before approaching head to head on a dread (with a BS). If somebody will call Marauders as a "subcap dreads", I really want others to think three times before engaging/approaching to a bastion Marauder then. It is any Marauder pilot's right from the term/appliance perspective. If I will be the one nailed for becoming stationary in order to unleash something, I expect my barrels to protect me. Protecting me hard enough that others will have to think before approaching. Well, with that little ehp compared to a dread, my barrels will be my only choice for that one minute. Or, at least, I want my triple 800mm repeating artillery! (Minmatar philosophy FTW)
Why would that be? The vargur deals no more damage than a maesltrom.
And the capability of moving of normal battleships result in effective SUPERIOR tracking to the bastion user.
The only PVP usage for mareauders will be killing ECM filled POSs in high sec. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
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Posted - 2013.11.14 09:57:00 -
[143] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Inb4 "OMFG CCP FU 5% NERF YOU MADE MACHARIEL WORTHLESS WTF OMFG WTFFFFFFF!!!!!!! I'M UNSUBBING ALL 300 OF MY ACCOUNTS PREPARE TO GO OUT OF BUSINESS WTFFFFFFFFF"
Or something like that. No kidding. If we thought 7500+ replies for Marauders was insane, wait until they remove one of the Machariel's guns and nerf the speed.
I think they will do only one or the other. If they do BOTH they will need to nerf the vindicator as well and then its a freakign snowball downhill. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
778
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Posted - 2013.11.17 08:15:00 -
[144] - Quote
M1k3y Koontz wrote:Mer88 wrote:[The Golem] is the only marader that doesnt lose dps due to being stationary. Wait, what? No ship LOSES DPS because it isn't moving... are you referring to how gun ships can mitigate transversal by moving in line with its target? Cause BSs have about zero chance of being able to do that. Golem will be the best because it will be an ECM immune NRaven. Because **** ECM RATS!!!(I haven't done any Guristas ratting in over a YEAR and those things are still the single most annoying thing I've ever dealt with in EVE... other than "solo" players who bring a falcon alt, but that's a rant for another thread.)
Only if you never tried! A vargur could match the non MWD Speed of non angel frigates and coudl even overtake most cruisers.
Stop stop typing 3!#!#!!
540 ms is more than enough to AB around avoiding the enemy transversal "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
778
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Posted - 2013.11.17 09:58:00 -
[145] - Quote
passey wrote:Blaster kronos or rail kronos then?
Can get about 60km max range with my setup on blasters.
do u reckon that will be enough?
Gets about 1,100 with long range ammo 1400dps uo to 30km
The only real boost the marauders got was the MDJ cycle time.
So If you are very good at triangulation, blasters are OK, otherwsie the easiest way to use them effectively is with rails. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
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Posted - 2013.11.18 09:16:00 -
[146] - Quote
Alvatore DiMarco wrote:Mer88 wrote:the vargur is not a bad ship, just bad compare to the other marauder. it is still way better than many other BS. Perhaps this is because I can't actually fly a Vargur on TQ, but I will say that on SiSi I rather like the Vargur - both in AB-powered and Bastion-powered modes - and look forward to flying the hell out of it. In Rust We Trust.Gäó
Let me point you to:
Vargur was the marauder that lost MOST speed.
Vargur was the marauder that reduced the LEAST its signature radius.
Vargur is the marauder that gained LEAST range from bastion.
Vargur is the Maraurder that has highest difficulties on fighting at 100 km ( MJD). "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
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Posted - 2013.11.18 09:18:00 -
[147] - Quote
Placibo son Son wrote:Would have liked marauders to be more central for incursions. and so...
---
Let group buffs to persist while in bastion mode( for mmo sake ), and change the rep boost bonus to all rep boosts received self and fleet.
---
So even if we do less damage than some ships, we tank better and are less of a burden on our fleet.
Ok.. add a 800% boost to beign remote repaired. Makes no difference sicne ewar immunity prevents anyoen from repairingyou. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
779
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Posted - 2013.11.18 09:19:00 -
[148] - Quote
hmskrecik wrote:Brib Vogt wrote:I [....] will never do PvP in a Marauder in low or nullsec. And i will never activate bastion within our High Sec wars. So for me a Marauder is stuck with PvE and the cruise golem is still one of the best. Curious remark because in my carebearish imagination I would actually consider going into PVP with those new Marauders. Would I die? Most probably. The common knowledge is that PVP ship should be written off at the moment it's undocked. But I'd expect to have at least a chance to have a few moment of action when I'm a force to be reckoned with.
You wotn be reckoned. You are less dangerous than a t1 battleship when youy press that bastion thing. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
795
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Posted - 2013.11.19 09:05:00 -
[149] - Quote
Alvatore DiMarco wrote:Sir Spottington wrote:at risk of being flamed
when did they put the 30% resists back in? i thought that went? Hundreds of pages ago, when they decided that Marauder Rebalance v2 was terrible.
In fact i prefered that second iteration, sans the web bonus.
With that it would at least be usable on PVP. Since bastion is a suicidal button in PVP, marauders are sleaed of from serious PVP for another 5 years. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
795
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Posted - 2013.11.19 09:08:00 -
[150] - Quote
Mer88 wrote:Kagura Nikon wrote:Alvatore DiMarco wrote:Mer88 wrote:the vargur is not a bad ship, just bad compare to the other marauder. it is still way better than many other BS. Perhaps this is because I can't actually fly a Vargur on TQ, but I will say that on SiSi I rather like the Vargur - both in AB-powered and Bastion-powered modes - and look forward to flying the hell out of it. In Rust We Trust.Gäó Let me point you to: Vargur was the marauder that lost MOST speed. Vargur was the marauder that reduced the LEAST its signature radius. Vargur is the marauder that gained LEAST range from bastion. Vargur is the Maraurder that has highest difficulties on fighting at 100 km ( MJD). we are talking about pve here. sig radius is useless especially when bastion is turn on. , speed while useful wont make a big difference to overall mission time. on the plus side they made all marauders more agile so it should help gun boats outside of bastion to reduce transverse more. IMO, vargur is pretty much the same as the old vargur. if you like the tq vargur you will like the new vargur. with the mobile depot, you can switch to artillery for 100km fights.
Sig radius is NOT useles. Anyone that knows how to fly a vargur knows that. I used to be able to finish several mission boosting my shield only 2 times. Mitigating ALL damage with speed and signature.
And NO you wil not liek new vargur. Because now if you are smart you will dump it and get a golem or a paladin that are both FAR superior "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
795
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Posted - 2013.11.19 09:34:00 -
[151] - Quote
Anize Oramara wrote:What I've found works great in almost all missions with the new bastion is to purposefully kill the triggers first. what this does is it gets everything spawned faster meaning esp in angels the rats are closer to you faster meaning you do more damage.
also in my honest opinion if you are NOT salvaging and looting while running the mission then what in the hell are you doing in a marauder in the first place? you are quite literally doing it wrong.
And the new tractor beam structure? it improves all marauders efficiency (long range like pally a bit more perhaps) by quite a bit. also dont forgetbthe mobile depo.
Since all the nerf salvaging and looting is worth barelly a couple million per mission. Much better to use the fittings for something better. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
803
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Posted - 2013.11.20 08:55:00 -
[152] - Quote
Dinsdale Pirannha wrote:Tramar wrote:Quish McQuiddy wrote:Brib Vogt wrote:
.. some nice analysis ...
Arty vargur was a disgrace. it took me so much longer that i didn't flew extra pocket. So much clicking. All guns ungrouped + Targetpainter (yes i know it is unusual but it works much better than a third tc) makes 5 things to switch on and off. terrible.
.. some revealing conclusions ...
So in the end:
If i leave minmatar space to fly in areas where e-war is more common i need to use bastion more often which will translate into less isk/hour.
Yes - as I sit here waiting for the end of my time using a Marauder in all mission, I know that I wont use it anywhere. Artillery is terribad and gets nothing from the changes, and 'flying' ships seems to be getting nerfed with the MJDbastion doctrine. I never ran missions for pure speed, just as a time killer in some respects. The vargur flew nicely and killed that time pleasurably - perhaps the only BS doing it with flair ... the speed nerf makes it feel like a Maelstrom .. and this is what they made it! Yep, after this rebalance Vargur is the Maradeur which lost the most and gained the least. Not so sure about this. The Paladin and Kronos are totally finished in Incursion VG's. And the Paladin was always terrible in 3 of the 4 racial mission types, and that has not changed. The best part is 2 bloggers, one of them a CSM member, are already starting up the campaign to nerf the Marauder or Bastion module, since it is OP, in their opinion. The CSM member's reasons were classic. One was that the ships are now "risk-free" in high sec.....yup, a ship with about a quarter the EHP of a freighter is always safe. And the other reason, which is the best reason, is because they are OP for alliance tourneys....you know, those contrived fights that affect less than 1% of the player base.
All missions were already risk free. Now they are less risk free, because if you disconnect while in bastion mode, you die.....
And be sure that traveling in high sec is nto risk free on some certain gates :P
Overall bastion made even easier to run missions. A bit faster on my paladin, quite slower on my vargur. Vargur probably will never undock again, will sell it for a golem.
Wish the bastion module had a smaller tank bonus (like 50%) but with some damage bonus (like 15% even)
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
803
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Posted - 2013.11.20 08:57:00 -
[153] - Quote
Mer88 wrote:Tramar wrote:Quish McQuiddy wrote:Brib Vogt wrote:
.. some nice analysis ...
Arty vargur was a disgrace. it took me so much longer that i didn't flew extra pocket. So much clicking. All guns ungrouped + Targetpainter (yes i know it is unusual but it works much better than a third tc) makes 5 things to switch on and off. terrible.
.. some revealing conclusions ...
So in the end:
If i leave minmatar space to fly in areas where e-war is more common i need to use bastion more often which will translate into less isk/hour.
Yes - as I sit here waiting for the end of my time using a Marauder in all mission, I know that I wont use it anywhere. Artillery is terribad and gets nothing from the changes, and 'flying' ships seems to be getting nerfed with the MJDbastion doctrine. I never ran missions for pure speed, just as a time killer in some respects. The vargur flew nicely and killed that time pleasurably - perhaps the only BS doing it with flair ... the speed nerf makes it feel like a Maelstrom .. and this is what they made it! Yep, after this rebalance Vargur is the Maradeur which lost the most and gained the least. what it lose ? a little bit in top speed? it is no worst than the old vargur. I rather take the bastion vargur everytime. now all i need is 2 slots to tank + bastion the rest can be for mwd, cap booster, tracking comps. Btw, i think they ninja in 50 bandwidth so now you can use 2 sentry drones in vargur.
You already neede donly 2 slots to tank! I ran so many times even angel extravaganza extra pocket with only 2 modules tank (and crystal set)
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
807
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Posted - 2013.11.21 09:36:00 -
[154] - Quote
Mournful Conciousness wrote:Infinity Ziona wrote:I'm divided on the changes. On the one hand I really like that finally a battleship has a tank that is superior to everything else in game subcap. On the other I can tank a Blood Raider 10/10 without hardners and be cap stable. Seems slightly OP. But also its a battleship.
I'd like to see this on normal battleships but without the EW immunity and perhaps half the tankability of the Marauder. :-) since you can build a dual-rep, triple remote rep, cap stable paladin which (with fleet boosts) tanks 9000dps with plenty of cap to spare, (+100 Gj/s) while being totally immune to ECM, I'd say marauders were totally OP - by a wide margin. This triage marauder tanks as much as a... *dreadnaught in siege mode* while delivering 700dps, repairing its buddies and shrugging off a 12-man cruiser fleet. This would be reasonable for a carrier, not a battleship. Bastion is just ridiculous. As I said before, I'll abuse it while I can, but it needs to be removed from the game.
Bastion is not even powerful for most pvp scenarios. The power projection of the ship is very low. It cannot go along your fleet movement during combat so its use is very limited.
But I would prefer if the marauder had gotten only 50% more repair and in exchange 20% more damage.
That would make them central in static combat, not somethign you just ignore until the rest of the targets are gone.
Also you cannot compare the tank to a dread tank. a dozen arti boats will crush your marauders crossing the defense layer in 1 volley, while the dread only has to worry with a titan DD doing that ( because lets be frank, even in 0.0 500 battleships is not a common sight on a single gang). "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
807
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Posted - 2013.11.21 09:40:00 -
[155] - Quote
hmskrecik wrote:Mournful Conciousness wrote:These new marauders at first look like an awesome opportunity, but they are so OP that they will spoil the game. I wish I could get all dudes rambling that new marauders are nerfed beyond all recognition, put them together in one room with all dudes rambling that new marauders are overpowered like hell, give to each a brick and talk with the one who goes out.
The thing is, marauders made even easier to do PVE, but was already easier. But they are worse at doign isk/h in high sec.
Also the ship may LOOK powerful for PVP on paper, but on real battleground its immobility makes it not very relevant anywhere outside high sec POS bashing. Anywhere else they are just food for naglfar insta popping.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
807
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Posted - 2013.11.21 10:49:00 -
[156] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:hmskrecik wrote:Mournful Conciousness wrote:These new marauders at first look like an awesome opportunity, but they are so OP that they will spoil the game. I wish I could get all dudes rambling that new marauders are nerfed beyond all recognition, put them together in one room with all dudes rambling that new marauders are overpowered like hell, give to each a brick and talk with the one who goes out. The thing is, marauders made even easier to do PVE, but was already easier. But they are worse at doign isk/h in high sec. Also the ship may LOOK powerful for PVP on paper, but on real battleground its immobility makes it not very relevant anywhere outside high sec POS bashing. Anywhere else they are just food for naglfar insta popping. You're right in null sec and 0.0 In WH space they are going to be very relevant. The fleets are smaller and (usually) there are no capitals. Kagura Nikon wrote: Bastion is not even powerful for most pvp scenarios. The power projection of the ship is very low. It cannot go along your fleet movement during combat so its use is very limited.
Almost all WH combat is in a bubble, at ether a wormhole or a combat anomaly. The fight is very localised. Any ewar coming from the (immune to ewar) marauder is extremely relevant since it cannot be countered in any way other than a full (and lossy) retreat. I take the point about alpahing a marauder (although the bait golem has about 250,000 ehp before you run the tank...) However, in WH space people just don't roam around in fleets of 25 artillery tornados like they do in 0.0 - you'd get murdered on a wormhole by a 5-man T3 fleet, and in any case there are just not enough targets available in a short enough time to keep the fleet interested. WH combat is like u-boat combat - you spend a long time looking for a prize in a small squad. Using a triage marauder in a C3/4 with a backup fleet nearby will become the bait-du-jour, and obvious bait is obvious.
Granted I do not have deep feel of wh current meta. My views are mostly from high sec, low sec and 0.0 combat. And low sec and 0.0 are not healthy places for marauders. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
809
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Posted - 2013.11.21 14:31:00 -
[157] - Quote
Anize Oramara wrote:yea man those roaming gangs of nags flying around wh space is what you have to look out for.
As I said, my view was not about WH, I am at least capable of addressing a statement as a minimally brain capable human. You on other hand must make a ******** statement that is on goon level of wisdom.
So I am forced to reply.. grand news.. WH population is a TINY fraction of 0.0 and low sec combined!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
809
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Posted - 2013.11.21 14:33:00 -
[158] - Quote
Infinity Ziona wrote:Mournful Conciousness wrote:Infinity Ziona wrote:I'm divided on the changes. On the one hand I really like that finally a battleship has a tank that is superior to everything else in game subcap. On the other I can tank a Blood Raider 10/10 without hardners and be cap stable. Seems slightly OP. But also its a battleship.
I'd like to see this on normal battleships but without the EW immunity and perhaps half the tankability of the Marauder. :-) since you can build a dual-rep, triple remote rep, cap stable paladin which (with fleet boosts) tanks 9000dps with plenty of cap to spare, (+100 Gj/s) while being totally immune to ECM, I'd say marauders were totally OP - by a wide margin. This triage marauder tanks as much as a... *dreadnaught in siege mode* while delivering 700dps, repairing its buddies and shrugging off a 12-man cruiser fleet. This would be reasonable for a carrier, not a battleship. Bastion is just ridiculous. As I said before, I'll abuse it while I can, but it needs to be removed from the game. I don't see why being able to build a battleship, let me say that again - battleship - with an awesome tank, that can't be shut down by a ECM mod and made pointless, while doing ok but not OP dps, nowhere near that of a regular battleship with that sort of tank, is bad. Why should battles be over in a few seconds, or a minute, that's a small ship mentality, these are battleships. They're supposed to do battle. Marauders are finally in the right spot on the field imo, I only hope that CCP follows up and allows bastion or some version on other battleships so they can be useful as well.
Mmm nerf t1 bastion to 50% more repair, allow it for any large hull . Make a t2 one that only marauders can use with 80% repair and 15% damage bonus? :))))) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
810
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Posted - 2013.11.21 15:03:00 -
[159] - Quote
Harvey James wrote:mm.... i was amazed at how much a dual ASB vargur could tank .... maybe the bastion module should be nerfed a bit .... and add a T2 version that requires more skills and is about 80% of the current bastion module... although i found it hard to get the kronos to tank as much it kind of shows the disparency between ASB' and armour reps/AAR
Also i thought the bastion module didn't allow for fleet links to work on it am i wrong??
ASB are very limited time wise. For the typical engagement scenario of a marauder they are not the best choice. So not overpowered.
Bastion module is too extreme on one side and too weak on other. I need less defensive power and more offensive power. Add a 25% tracking and change the falloff bonus to 50% then reduec the repair ammount to somethign like 60-70% "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
811
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Posted - 2013.11.21 16:13:00 -
[160] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:Harvey James wrote:mm.... i was amazed at how much a dual ASB vargur could tank .... maybe the bastion module should be nerfed a bit .... and add a T2 version that requires more skills and is about 80% of the current bastion module... although i found it hard to get the kronos to tank as much it kind of shows the disparency between ASB' and armour reps/AAR
Also i thought the bastion module didn't allow for fleet links to work on it am i wrong?? ASB are very limited time wise. For the typical engagement scenario of a marauder they are not the best choice. So not overpowered. Bastion module is too extreme on one side and too weak on other. I need less defensive power and more offensive power. Add a 25% tracking and change the falloff bonus to 50% then reduec the repair ammount to somethign like 60-70% This is factually incorrect. I't very easy to fit a golem with dual ASB. You alternate the pulses of ASB and time them so that one is depleting while the other is reloading. This way you achieve 63.75% of the headline tank figure for 1 ASB in EFT or Eve HQ. It's possible to run the ASBs overheated for the entire fight because only one at a time is being used. While perms-tanking this monstrous dps, the golem is able to push out over 1000dps and field a target painter. Bastion is a mistake. Allowing dual ASB breaks the game, which is a shame since CCP almost fixed it with the previous 2 patches. I'll post a fit + stats in the next post
When an ASB had enough charges for a full minute.. yes.. sicne they were nerfed you wil lget a few secodns with no repair between them. That is when you get vulnerable....
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
815
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Posted - 2013.11.21 19:20:00 -
[161] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote: When an ASB had enough charges for a full minute.. yes.. sicne they were nerfed you wil lget a few secodns with no repair between them. That is when you get vulnerable.... not that is a large time. Just pointing the thing is not so invulnearable.
You misunderstood me. The ASB is to be pulsed, with a time gap between each pulse. Thus the one that is reloading is ready by the time you have exhausted the active one. That is why I reduce the tank number to 63% of the headline - to compensate for this pulsing. You need to leave 2 seconds between each cycle. The ASB cycle time is 4.5 seconds. There are 9 charges. 60/9 = ~6.5. This way there is *no* delay between reloads. It really does have 2.5m ehp against any fleet that cannot out-dps it. This is more than a T2 fitted dreadnought. You can even make the fit neut-proof at the expense of some tank by fitting passive hardeners, or drop some DPS and increase the neut-proof tank to an astonishing 10,000 continuous dps. Like I said, totally OP, and I will be totally abusing it util they nerf it.
Ok, I see what you mean. But at least the player must do several clicks and not be drunk for it to work :) that is far more than most overpowered ships difficulties: P "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
818
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Posted - 2013.11.22 08:57:00 -
[162] - Quote
Mournful Conciousness wrote:Infinity Ziona wrote:Mournful Conciousness wrote:Infinity Ziona wrote: ...snip... If you overheat your invuls on the marauder you get close to 100k dps, on the Rattler, 64k.
You wouldn't want solidifiers - you'll want cargo expanders so you can carry more cap boosters - this gives you more effective hitpoints over the course of a fight. The fits you have posted are extreme, you're right. Use of crystals and a booster is by no means unusual, and ridiculous (i.e. as much as a dread) tanks are very possible with T2 modules only. Are you seriously arguing that this is desirable? What I'm saying is they're not as OP as you're making out. If we T2 fit the golem and the rattler, with the same boosts and links we get 22k Rattler, 27k Golem. Golem is unable to be RR'd and is immobile while the Rattler can receive RR and is mobile. The Rattler needs an extra ASB and an extra boost amp but given the RR and the mobility there's not a lot of difference in baitability or killability. Wrong. The rattlesnake has nowhere near the cargo capacity. Cargo = cap boosters = ehp But you do (re)raise another eve problem - allowing dual ASB in the first place. The pro argument says that in order to fit them you have to gimp the ship. The rattlesnake, deimos, vargur, sleipnir, tengu, etc all give the lie to that. Perhaps my concerns would be addressed if CCP did the decent thing and limited the ASB to 1 per ship.
I woudl like the ASB to be limited to 1 per ship, but then returned to its status before the ASB nerf ( 2 more charges and a tiny bit faster cycle) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
818
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Posted - 2013.11.22 09:01:00 -
[163] - Quote
BTw I would love to find those 60 K dps tank marauders on the field. The loot wil be epic. BEcause we will slowly and with patience keep it tackled ( just need to be paying attention).. And keep our ships alive thanks to logis. And eventually it will run out of juice. Since its offensive caabilities are not that great.. its just a matter of time before the marauder dies. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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