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

Kane Fenris
NWP
75
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Posted - 2013.08.30 00:16:00 -
[1] - Quote
while i like that something radical was done.... i greatly dislike the idea of imobility in that shipsize...
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Kane Fenris
NWP
75
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Posted - 2013.08.30 18:36:00 -
[2] - Quote
i still dont like the idea off immobile subcaps.
and plz make the timer of sige mode and time to get MJD useable again equal else youd have to stac about 13 seconds without your bonus (of which 3 are fixed to after deactivation and 10 are moveable before the activation) which could be potentially catastrophic. |

Kane Fenris
NWP
75
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Posted - 2013.09.02 10:00:00 -
[3] - Quote
Pookoko wrote: ..... I'm all up for interesting changes, and this definitely is something new, but I do have some practical concerns regarding the use of rails for Kronos in PvE situations.
1) From actual experience, I do know that rail Kronos has hard time applying DPS on Angel battleships inside 10km range without 90% webs. .....
let me clarify i'm against the proposed changes but here i had to say something....
if you even get into 10km of angle bs with the proposed changes you didn't understand the intended use nor how to play eve missions with a mjd bs.
why not bring some vailid complains about those proposed changes??? like an immobile target with selfsustained tank only wont last longer OR wont apply more dmg than a mobile BS that can have logi support in pvp? |

Kane Fenris
NWP
75
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Posted - 2013.09.06 08:15:00 -
[4] - Quote
CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes.
i cant understand this removeing web bonus was a good thing imho cause you realy dont need it on those ships... you dont need it in pve esp with the mjd
and you certrainly do not need it in fleets i guess nobody would fly one of theese solo anyway...
plz remove it and give them something they realy can make use of like warpcore str! |

Kane Fenris
NWP
75
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Posted - 2013.09.06 08:43:00 -
[5] - Quote
CanI haveyourstuff wrote:Kane Fenris wrote:i cant understand this removeing web bonus was a good thing imho cause you realy dont need it on those ships... you dont need it in pve esp with the mjd
and you certrainly do not need it in fleets i guess nobody would fly one of theese solo anyway...
plz remove it and give them something they realy can make use of like warpcore str! webs are good @ incursions, they help aloooot all marauder's need is dps buff to justify their training and cost, and maybe MJD that can be used even when scrammed BANG and you'd have null full of fun pvp again and small bs gangs.
1.) in incursions you have dedicated web (lokis)
2.) you are horribly wrong MJD cant be used SCRAMED only when disrupted.
so id like to make my case for +2 warp strengh:
it would make the ship harder to catch which is of use in pvp and pve and it will make the effort to catch it be more in line with the ship cost. you either need 3 str faction scram or 2x scrams which is by no means uncommon or imnpossible.
so lets look at the gain you would be able to move arround more freely in low (and partly null) it helps with the ability to run lvl5 it even may be of use in incursions the use in pvp is obvious too (and id rather have the tr than a bonused web cause even with bonused web chances are you cant kill or cant kill fast enough that damn interceptor and by all means it shouldnt be so easy to hold a ship with that price tag.) |

Kane Fenris
NWP
75
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Posted - 2013.09.06 10:24:00 -
[6] - Quote
CanI haveyourstuff wrote:Kane Fenris wrote:1.) in incursions you have dedicated web (lokis)
2.) you are horribly wrong MJD cant be used SCRAMED only when disrupted.
so id like to make my case for +2 warp strengh:
it would make the ship harder to catch which is of use in pvp and pve and it will make the effort to catch it be more in line with the ship cost. you either need 3 str faction scram or 2x scrams which is by no means uncommon or imnpossible.
so lets look at the gain you would be able to move arround more freely in low (and partly null) it helps with the ability to run lvl5 it even may be of use in incursions the use in pvp is obvious too (and id rather have the tr than a bonused web cause even with bonused web chances are you cant kill or cant kill fast enough that damn interceptor and by all means it shouldnt be so easy to hold a ship with that price tag.) NO! 1. it's vindis 2. NO **** really? thats why im proposing marauder bonus if MJD fitted then MJD immune to scram's. +2 str is just too OP. lokis.. oh my god, cant get over it.
where did i say that only lokis were used? in vanguards they are common....
and you realize general mjd scram imunity is way more op than +2 str? it would mean that if you dont get killed before you align you ALWAYS get away! how is that less op than simply +2 str |

Kane Fenris
NWP
75
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Posted - 2013.09.06 10:54:00 -
[7] - Quote
Garviel Tarrant wrote: Mjd's aren't immune to scrams, they are immune to long points (Sorry if i'm missing something from an earlier arguement)
Also anyone who thinks these won't be used in pvp because the blobby nature in eve will make them impractical from soloing is awful.
A battleship with t2 resistances that gets a bonus to MJD's will become the go to fleet ship of any alliance with any amount of isk between their hands. Should rather try to expand on the MJD thing somehow rather than giving them t2 resists.. its just unimaginative and bad.
Give them the ability to use target spectrum breakers without harsh penalties or something. Just.. anything other than this.
yep you are missing something but you seem to habve a somekind simmilar view on the matter.
to make things clear:
i proposed to give the ship +2 str for stated reasons which is i my eyes more desireble than the web bonus but that is just my point of view...
while he said this was just dumb cause with his proposed fix of makeing mjds on marauders immune to scrams would be way better while my +2str proposal would be op  which is opposite around cause it would basically make the ship uncatchable
about the fleet thingy my point of view is the ships would suffer more in general with the webs than they would gain reasoning here is rather complex but i try it in a short version. haveing web bonus would end up either: weakening the fit cause youll have 1-2 mids with webs but in most cases would not end up in a large gain (in fleets youll have already ships that do the job) while haveing no webs and a stronger fit would end up in a useless bonus.
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Kane Fenris
NWP
75
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Posted - 2013.09.06 11:30:00 -
[8] - Quote
Aeronite wrote:Web bonus for golem is a joke since the ship will never get in range to web anything kinda like the curent paladin.Give it another bonus any bonus just not web
+1
but even for the others its a often useless bonus esp if its velocity not range |

Kane Fenris
NWP
75
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Posted - 2013.09.09 09:05:00 -
[9] - Quote
Arthur Aihaken wrote:THESE STILL SUCK.
T2 resists = terrific. MJD = awesome. Other than that, everything else is still a mixed bag of snakes.
true
get rid of the web bonus its the most horrible thing that happened since start of this rebalance |

Kane Fenris
NWP
75
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Posted - 2013.09.13 13:15:00 -
[10] - Quote
CCP Rise wrote: In the mean time keep up the discussion and you'll hear from us again soon o/
8 days wo a blue
just give us a notice what you are brainstorming about. maybe theres some constructive feedback in the storm of feedback youll get. |

Kane Fenris
NWP
75
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Posted - 2013.09.14 21:56:00 -
[11] - Quote
Hena Muri wrote:
Create two bastion modules. Change the Webifier bonus to 100% effect of bastion module bonuses per level.
1st module: Tracking, Web, and Tractor Beam bonuses. People are asking for a brawler style short range BS. Give it to them. 2nd module: Range/Falloff, resists, and MJD bonuses. This keeps the original sniper platform proposal.
thats the beast idea so far in this thread one has to argue about configuration of bonuses on the module but giveing marauders the choice of which bonuses to use through which bastion module fitted coul make the ships work in all ways desired. AND it would allow you to introduce even a third module if you come up with a nice idea some time in the future!
plz CCP do this !!!!!!!!!!!!!!!!!!! (not necessarily in the above sugested fashion even if you want to run a golem with torps painter and web bonus would be stupid)
an alternative would be to give bastion modules diffrent bonuses in on and of mode but i guess it would be to op.... and not that specialized and would fall into tier 3 "versatility" |

Kane Fenris
NWP
75
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Posted - 2013.09.15 12:56:00 -
[12] - Quote
Cade Windstalker wrote: Essentially there are far more people selling these things than there are people attempting to buy them, and if you click over on the price tab the price has been dropping since they were released too but the slowness of the drop further suggests very little movement in the markets, with people gradually lowering prices to try to move product rather than the rapid approaching of base costs you get for most T1 modules.
Rather amusingly I could actually make at least the X-Large variant 'profitably' and I'm by no means an industrialist beyond the skills I got from the old character creation system. Profitably in quotes there because I rather doubt I'd be able to actually sell the things.
So, yeah, overall I would say we won't be looking at an infestation of Ancillary Shield Booster fit ships any time soon. It probably deserves a second look but I just don't see it being a major issue even with Marauders unless they seriously screw up the bonuses on these things.
althogh its offtopic... your obersvation is right but your conclusion may be wrong
your explanation snt the only (and probably not the simplest) which would be there was an overproduction at release which hasnt corrected itself by now.
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Kane Fenris
NWP
75
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Posted - 2013.09.15 23:48:00 -
[13] - Quote
Harvey James wrote: 5% bonus to cruise missile and torpedo explosion velocity per level
5% bonus to cruise missile and torpedo explosion radius per level
same way golem with painter and web would suck golem with both of those would be op |

Kane Fenris
NWP
75
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Posted - 2013.09.16 09:06:00 -
[14] - Quote
Cade Windstalker wrote:Kane Fenris wrote:althogh its offtopic... your obersvation is right but your conclusion may be wrong
your explanation snt the only (and probably not the simplest) which would be there was an overproduction at release which hasnt corrected itself by now.
There are certainly other available explanations, though I feel the idea that these modules are suffering from an over-stock that's managed to persist for over a year since their inception only supports my idea more strongly, since for that to occur you'd have to have almost none of the modules being bought and used.
i agree with you but one could easily come to a diffrent conclusion
lets say uses are equaly distributed over all ships in eve (asumption! this is just to explain the thought) 1/2 pvp 1/2 shield 1/2 active 1/2 solo/smallscale 1/2 of the active smallscale asb (opposed to active non asb) that leaves 1/32 of all ships fitted with asb number for conventional would be larger cause the use is not that specialized (alone all active pve shield fits amount to 1/8)
so now the next asumption which is just the opposite to yours: the modules are quite good! this would end up that of those asb ships (1/32 off all ships) less get destroyed than those ships that oppose them.
so you would end up with small sale values even the module does not suck. and this would mean its easy thinkable that the overstock still persists
the problem of low small sale values is just there because the number of ships useing the modules is small there may be a problem in future cause i think changes to armor tanking havent hit the meta to the whole possible extend. i like asb's in smallscale pvp and think they are mostly fine.
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Kane Fenris
NWP
76
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Posted - 2013.09.16 11:56:00 -
[15] - Quote
Cade Windstalker wrote: I actually considered the use-case where the modules weren't selling simply because the ships weren't dying and I find it highly unrealistic.
not dyining and not dying as often isnt the same dying not as often will just be another thing that slows sales
Cade Windstalker wrote: Overall local tank gets beaten by Logi and people tend to fly solo ships until they die, plus we've already established that only a fraction of hulls can actually fit a dual ASB tank and those that can only fit a single ASB are at something of a disadvantage in a protracted fight even against a single opponent.
you got some things right and some things wrong here and some things neither nor... yes solo pilots tend to fly ships till they explode. but for this subject it does only matter if they kill more than one ship before they pop at average and i belive most solo pilots choose there fights wisely enough. (and for that matter solo pilots in asb just one kill more than an non asb...)
i sense we could have a lenghy discusion about pvp in general but since this is already offtopic i want to keep it as short aas possible
Cade Windstalker wrote: Plus if the modules were really that good and that popular then you'd actually see more of them getting destroyed since it would be ASB fit vs ASB fit, which would increase demand since someone in that fight is going to lose.
this is a valid point but i think 1 on 1 fights are just a very small part of eve pvp mainly done by ppl in high sec and those tend to have logis to cheat their duels ...
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Kane Fenris
NWP
78
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Posted - 2013.09.23 10:05:00 -
[16] - Quote
TehCloud wrote: Even if you check your d-scan there is a chance that within those 60+aligntime seconds you'll lose your ship to some nados, just because you weren't able to warp away or even align due to being immobile.
as i understand it you can not move but you can align |

Kane Fenris
NWP
78
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Posted - 2013.09.23 14:15:00 -
[17] - Quote
Cade Windstalker wrote:Kane Fenris wrote:TehCloud wrote: Even if you check your d-scan there is a chance that within those 60+aligntime seconds you'll lose your ship to some nados, just because you weren't able to warp away or even align due to being immobile.
as i understand it you can not move but you can align If you aren't moving then there is no difference in align time based on direction of your align.
there is....
you can use mjd after mjd finished you are at 100% speed if you were already alinged and can warp instantly this would not work if you could not alingn while not moveing |

Kane Fenris
NWP
78
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Posted - 2013.09.24 11:42:00 -
[18] - Quote
Cade Windstalker wrote:Kane Fenris wrote:Cade Windstalker wrote:If you aren't moving then there is no difference in align time based on direction of your align. there is.... you can use mjd after mjd finished you are at 100% speed if you were already alinged and can warp instantly this would not work if you could not alingn while not moveing I'm not quite sure what you're trying to say here. Some of this is inaccurate though. The MJD does not place you at your destination at 100% speed it places you there at whatever speed you were at when the jump occurred. Also there is no difference in align time to any point if you are moving at 0 meters per second. This can be easily confirmed by jumping through a gate and then aligning in a random direction and timing the warp with a stop watch. Variance of ~1 second is expected due to server ticks and communication lag.
no im right....
you are : -aligned -at 0m/s
-> hit align then instantly hit mjd you accelerate while mjd cycles mjd triggers -> you are alinged at 100% or near 100% speed (near enough to warp) -> instant warp
so you can align at 0m/s in bastion mode when mode finishes you hit aling and mjd so if you dont get scramed while mjd cycles you always get away! |

Kane Fenris
NWP
78
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Posted - 2013.09.24 12:37:00 -
[19] - Quote
Cade Windstalker wrote:Kane Fenris wrote:no im right....
you are : -aligned -at 0m/s
-> hit align then instantly hit mjd you accelerate while mjd cycles mjd triggers -> you are alinged at 100% or near 100% speed (near enough to warp) -> instant warp
so you can align at 0m/s in bastion mode when mode finishes you hit aling and mjd so if you dont get scramed while mjd cycles you always get away! Ah, okay, I thought there was a disconnect here. I thought you meant that the module left you at 100% speed. Also you can't align while your speed is set to 0 m/s. Besides which the facing of your ship does not impact align speed unless your ship is moving. Therefore the MJD doesn't impact the time it takes you to get into warp, it just allows you to potentially escape a bubble if the people trying to hold you down didn't bring a Warp Scrambler.
you are right the models alingment isnt the alingment of you model. (but that does not matter for example whil in mjd cycle your model does not aling while the alingment variable does change!) but where does it say you cant rotate while not moveing forward?
i think we need a clarification here CCP plz?
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Kane Fenris
NWP
78
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Posted - 2013.10.01 09:33:00 -
[20] - Quote
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. We will let you know if and when we move to version 2 again. WeGÇÖll most likely open a new thread when they appear on Singularity as this one has become quite convoluted. That means:
- Shield, armor and hull resists in Bastion Mode only
- Keep the 37.5% tank bonus on the Marauders, no web bonus
We are also aware this won't please everyone here - regarding their comparison with Pirate Battleships, especially the Machariel, please remember we have stated many times Pirate hulls were due for a rebalance, with Angel Cartel being on the front line for tuning changes. Thanks for your time.
im glad that stupid web is gone .... rest not so much
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Kane Fenris
NWP
96
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Posted - 2013.10.18 08:40:00 -
[21] - Quote
Kagura Nikon wrote: 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.
havent been on testserver myself but from this i conclude you cant rotate (align) while in bastion mode?
...if so that would be sad and should be changed |

Kane Fenris
NWP
96
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Posted - 2013.10.18 19:07:00 -
[22] - Quote
Anize Oramara wrote:Kane Fenris wrote:Kagura Nikon wrote: 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.
havent been on testserver myself but from this i conclude you cant rotate (align) while in bastion mode? ...if so that would be sad and should be changed as someone who HAS tested the changes on sisi I will tell you that it makes no difference since you keep lock on the rats throughout so even as you deactivate bastion, align, jump, land and bastion up you will be applying dps. something youd be doing regardless if you were mwd to the gate or mjd. only difference is that I now have 4more modules dedicated to applying my dps more effectively than a ship with 1/3 more dps. As someone who has not used mjd before I will say iy was easy, effective and intuitive to use.
...and i tell you it will make a B I G difference in some pvp scenarios |

Kane Fenris
NWP
96
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Posted - 2013.10.19 10:24:00 -
[23] - Quote
the new Golem's "wings" are horrible while i like the new cocpit/mid section |

Kane Fenris
NWP
97
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Posted - 2013.10.21 12:57:00 -
[24] - Quote
Mina Sebiestar wrote: Never did I stated that marauders should out dps pirate ships I just stated that arty are bad and cant brake certain dps margain like other MARAUDERS do while still have worst tracking,dps,range then any of them...it is not like they have worse tracking than tachs but better dmg than rails NO that are worse in everything compared to anything.
i guess theres a great problem with Bs arty. anythig but alpha sucks on artys...
if you nerf alpha and up dps ppl will whine.
i think to fix the under/unused ammo types could help but theres the problem it wouldnt only affect large turrets...
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Kane Fenris
NWP
105
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Posted - 2013.10.29 22:20:00 -
[25] - Quote
chaosgrimm wrote:Kane Fenris wrote:chaosgrimm wrote: If I free up a mid and add a 3rd tracking computer + activate bastion, its about a 3-4% dps increase (~36dps) vs targets 40KM away... moving about 2KM makes up this difference... 25Mb bandwidth loss is more than 36dps.
when i read stuff like this i seriously doubt the competence of the writer.... you ignore everythng but raw dps numbers this is just stupid. lawl, last time I checked, a TC isnt raw dps, it adds projection / effective dps.... I also like how you only quoted part of the post and failed to quote the parts talking about mobility differences, the MJD bonus, ewar immunity, etc Your argument is that dps numbers are less important than.....well, you didnt list the change that is supposed to invalidate my arguement... If you believe these changes to be an overall buff for level 4s, why not actually make an argument with factual information that shows how whatever 'mystery topic' is will consistently result in more isk/hour
you didn't understand the point i quoted this passage because of the very flawed logic in this passage. you only talk about the damage bonus at a fixed range your TE gives you and THEN you make the worst mistake .....you say compared to old bandwith you loose dmg (with a ship thats supposed to e in the middle of a fight in your preffered fit)
if you actually belive youll do better clear times useing med drones your just bad. small drones (with selected dmg) wil clear all small ships up to cruisers while you apply your damage to cruisers and above will lead to better clear times than just going with most dps drones (like hobs). and if you say youll loose dps by not beeing able to swap between drones when all small ships are dead you greatly underestimate the travel times of drones.
so effectively you'll loose way less dps than these 36 if even any dps.
thats why i called it dumb cause you neglect all but your eft dmg (in this case).
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Kane Fenris
NWP
105
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Posted - 2013.10.29 23:07:00 -
[26] - Quote
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....
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Kane Fenris
NWP
105
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Posted - 2013.11.01 08:22:00 -
[27] - Quote
Mer88 wrote:[quote=stoicfaux][quote=Mer88] unless you can tell me that you can do full damage on a BS traveling at 275m/s consistently i think still have to say cruise missiles range is not as good as everyone thinks.
use rigor rigs..... why rigor and not flare? figure out your self :Missile Mechanics
Ps.: donst skip the chapter about practical application and minimum velocity factor most people dont know about these... |

Kane Fenris
NWP
105
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Posted - 2013.11.01 18:38:00 -
[28] - Quote
hmskrecik wrote:Alvatore DiMarco wrote:Is this what we've devolved into in this thread? Someone observed that since thread goes about such nitpicking on details it's good indicator that there isn't anymore any major design flaw. I find it hard not to agree with.
could be or could be that all people with good arguments have resigned
i think the concept of the bastion module is fundamentally flawed yet the marrauders did not get waeker in lvl4's but i dont know if that is an great achievement in game design.
but there are alot of cool things in rubicon so im only a bit disapointed |

Kane Fenris
NWP
105
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Posted - 2013.11.02 00:03:00 -
[29] - Quote
Mer88 wrote:the mobile structure tractor is too slow. i wouldnt mind making it faster so you can use 3 salagers .
you have to remember the structure doesnt care what it tractors in, even useless small wrecks so unlike marauder you cant pick and choose which wrecks to bring in . also, isnt 100m3 volume a bit too much? i barely have room to loot in a marauder i cant imgine with only 600m3 in a t1
why not drop one in every room and afterwards come with your noctis alt ? all things will be packed up pretty so youll have 7-8 salvages maybe 1 tractor for wrecks to far away for the tractor unit....
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Kane Fenris
NWP
105
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Posted - 2013.11.02 22:42:00 -
[30] - Quote
Mer88 wrote: heavy missiles got exp velocity of 150m/s ?? no sure but it is nothing compare to 2000m/s cruiser.
clearly you have no clue of missile mechanics i strongly advise you to read and understand the link i posted few pages ago... |

Kane Fenris
NWP
105
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Posted - 2013.11.02 23:18:00 -
[31] - Quote
Mer88 wrote:Kane Fenris wrote:Mer88 wrote: heavy missiles got exp velocity of 150m/s ?? no sure but it is nothing compare to 2000m/s cruiser. clearly you have no clue of missile mechanics i strongly advise you to read and understand the link i posted few pages ago... if its so clear then say it shouldnt be that hard to explain. what i observe is what it is. i dont use formulas im sorry
you only compare explosion velocity and velocity....but the damage modifiyer is dependent on 4 values
ship veloocity ship signature missile explosion velocity missile explosion radius
you neglect 2 of the 4 ...and to those are applied :
mwd 500% malus bonused target painters and probably rigor rigs
so there it will be the other way arround leading to a not so big advantage on side of the cruiser (those 4 values are calculated into one a*b/(c*d)^c )
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Kane Fenris
NWP
106
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Posted - 2013.11.03 11:23:00 -
[32] - Quote
Mer88 wrote:
ok explain this to me. I was in test server in a golem using 2x t2 rigors, 5 target painters, cruise missiles 4x bcs. went rattling on null sec belt. fired a few volleys at an angel bs he was using mwd for speed of 600m/s to 700m/s my volley damage was around 1000. normally it is 3.8k to 4.4k . As soon as the BS got close to me and speed went back to 200m/s i was doing full damage.
so please explain to me how mwd doesnt reduce missile damage?
i never said it would not (but you although i seriously doubt your given numbers from your sisi cause it would strongly deviate from TQ)
to my point you tried to make a point with a totally wrong example 150m/s / 2000 m/s would not be the factor of dmg reduction actually the factor would be way bigger thus you tried to make your point with false data so either you have no clue or are dishonest in your arguments. |

Kane Fenris
NWP
107
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Posted - 2013.11.03 17:04:00 -
[33] - Quote
Mer88 wrote:Kane Fenris wrote:Mer88 wrote:
ok explain this to me. I was in test server in a golem using 2x t2 rigors, 5 target painters, cruise missiles 4x bcs. went rattling on null sec belt. fired a few volleys at an angel bs he was using mwd for speed of 600m/s to 700m/s my volley damage was around 1000. normally it is 3.8k to 4.4k . As soon as the BS got close to me and speed went back to 200m/s i was doing full damage.
so please explain to me how mwd doesnt reduce missile damage?
i never said it would not (but you although i seriously doubt your given numbers from your sisi cause it would strongly deviate from TQ) to my point you tried to make a point with a totally wrong example 150m/s / 2000 m/s would not be the factor of dmg reduction actually the factor would be way bigger thus you tried to make your point with false data so either you have no clue or are dishonest in your arguments. I did not lie about the data, but i think they turned off the mwd so they were decelerating so the 500% sig boom was gone.
this would make sense if you hit em before they slowed down but the mwd was alread turned off.... but it would partly invalidate your argument.
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Kane Fenris
NWP
108
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Posted - 2013.11.04 15:07:00 -
[34] - Quote
i think we could agree to the following:
Forceing marauders to get stationary to fully utilize their bonuses is a design flaw |

Kane Fenris
NWP
110
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Posted - 2013.11.05 13:16:00 -
[35] - Quote
Dav Varan wrote:CCP Ytterbium wrote:
BASTION MODULE
Increases shield and armor repair amount by 100%
Boosts all shields, armor and hull resistances by 30%
Extends all large turret falloff and optimal by 25%
Increases all large missile max velocity by 25%
GOLEM
Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity 5% bonus to cruise missile and torpedo explosion velocity per level
With the introduction of Rapid heavy missile launchers as a choice on BS Hulls Can you include Heavy missiles in the bastion and Golem boosts.
you obvisually did not read anything about RHML did you?
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Kane Fenris
NWP
110
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Posted - 2013.11.05 15:39:00 -
[36] - Quote
Dav Varan wrote: There are no dev responses in this thread to read on the subject of Maurader/RHML
If I missed that can you supply #number so I can see please.
If you have something useful to add don't be shy.
If you have nothing to add why bother convoluting the thread ?
Making incorrect assumptions and statements as to what I may or may not have done isnt very constuctive is it ! But then some people just like to jump up and down and wave there arms around for attention don't they.
theres a whole thread about it: [Rubicon] Rapid Heavy Missile Launchers
now i hear you saying: "but theres nothing about the Golem !!!!!11111"
right but let me ask you a question: what would make the golem not op haveing bonuses applied that other bs have?
Debora Tsung wrote:Harvey James wrote:or why does the golem still have a target painter bonus? Maybe for the same reason the other marauders still get their damage or damage application bonus?
i believe hes referring to ccp saying the thought about replacing tp bonus with explosion radius....
to this i say leave my precious tp bonus its actually better than a expl. bonus anyway
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Kane Fenris
NWP
110
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Posted - 2013.11.05 16:18:00 -
[37] - Quote
Dav Varan wrote:Kane Fenris wrote:theres a whole thread about it: [Rubicon] Rapid Heavy Missile Launchersnow i hear you saying: "but theres nothing about the Golem !!!!!11111" right but let me ask you a question: what would make the golem not op haveing bonuses applied that other bs have? I don't know what your saying there. Making RHML bonused would not make the golem op in the same way that bonusing Dual 250mm Rails won't make a kronos op. It's just a choice you make when doing your fittings. Better v big stuff or better v fast stuff. The RHML is to Cruise launchers what the Dual 250 is to 425mm Its just the weaker launcher thats easier to fit and is better at hitting fast stuff at the expense of dps. Thats why it needs to have its bonuses otherwise useless.
im saying if you seriously think having bonuses apply other than those who affect the number of effective launchers (missile velocity is debateable though), wont break the game ballance your insane or stupid you may choose which. if you seriously think thos bonuses should apply plz post in the RHML thread cause it concerns the launcher not the golem....
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Kane Fenris
NWP
110
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Posted - 2013.11.05 17:20:00 -
[38] - Quote
Harvey James wrote:Kane Fenris wrote: to this i say leave my precious tp bonus its actually better than a expl. bonus anyway
yes and no really.... TP is only useful if you can target a ship, and if that ship is immune to e-war or not.. seems a bit silly for an e-war immune ships (bastion mode) to get a bonus to an e-war mod.. Also if uses up a mid slot which reduces options... also since the rest don't have bonuses to Tracking computers golem shoudn't have one for TP's.
you may have a point in pvp but in pve the only ewar immune ship i can think of is zor. the pve use of autotargetting missiles is .... lets call it limited despite all that with tps you can help your fleet in wh' incursions and in pvp too... last don't see any reason why the non existence of a tc bonus should prohibit the exsitence of a tp bonus |

Kane Fenris
NWP
111
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Posted - 2013.11.06 12:11:00 -
[39] - Quote
Quish McQuiddy wrote: Iv started the train for the Machariel - but I just know that minamatars role is gone, and somehow CCP just want to homegenize ship roles. Yawn
its the curse of the tempest hull to suck.... |

Kane Fenris
NWP
112
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Posted - 2013.11.06 13:22:00 -
[40] - Quote
m3talc0re X wrote:Does anyone have the MJD skill at 5 and a marauder to put it on? If so, could you get on Sisi and tell me what your reactivation timer is?
reactivation time does not depend on the skill activation time does |

Kane Fenris
NWP
112
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Posted - 2013.11.06 17:35:00 -
[41] - Quote
m3talc0re X wrote:SOL Ranger wrote:m3talc0re X wrote:I really don't understand the complaints. I rest my case. So you're saying you have no case? I don't understand the complaints because I don't think they're warranted. If nothing else, the 1200mm's could maybe use a bit faster rof.
for people who dont care about efficency those ships might seem fine ....
if you ever tried to do lvl 4's in a Max|h(isk(h)) style youd see the issues |

Kane Fenris
NWP
112
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Posted - 2013.11.06 17:49:00 -
[42] - Quote
Joe Risalo wrote: Some players always mention isk/hr, but when they do, they're speaking in specific terms of completion times and they never factor comsumable(ammo/cap boosters/etc.etc.) and fitting costs into this.
just wanted to highlight that.... |

Kane Fenris
NWP
112
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Posted - 2013.11.06 19:28:00 -
[43] - Quote
Anize Oramara wrote: Yes a;; times are full room clear. I do not blitz missions nor do I use LP at all. I have stockpiles of LP that I haven't used.
sry this is stupid lp are a very major part of isk/h income esp. when max skilled....
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Kane Fenris
NWP
112
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Posted - 2013.11.06 19:57:00 -
[44] - Quote
Anize Oramara wrote:Kane Fenris wrote:Anize Oramara wrote: Yes a;; times are full room clear. I do not blitz missions nor do I use LP at all. I have stockpiles of LP that I haven't used.
sry this is stupid lp are a very major part of isk/h income esp. when max skilled.... Excelent, do you want to buy my LP from me? I'll sell it for 1500/lp
if you try to imply you cant transfer lp to isk your wrong...
buy items and sell em... |

Kane Fenris
NWP
112
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Posted - 2013.11.06 22:15:00 -
[45] - Quote
Anize Oramara wrote: People do it all the time. You tell me what to buy form the LP store, I contract them to you for the agreed price, bam lp sold.
What do you get for your LP anyways?
Although on the other hand discussing Mission blitzing/LP farming has zero place in a marauder rebalanced thread. If you lp farm then you are sure as hell not running a marauder. A Pirate BS is far better at it, as it should be.
its about beeing efficient.
if a mission is more worth "blitzed" than not it is too in a marauder.
some missions are best farmed if you shoot and salvage only the valuable bs and blitz the rest. this is where marauders shine if you shoot all the things and salvage all the thing youd better have an alt with a noctis .
so theres why it concerns marauders.
ps.: what i get depends what its offerd, what sells best and what has the best lp to isk ratio.... so no simple answer here
if somebody has an awnser to tractorunit pullable? that would be great |

Kane Fenris
NWP
112
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Posted - 2013.11.06 23:42:00 -
[46] - Quote
Anize Oramara wrote: So what you are saying is that LP income is variable too? Just like salvage and loot?
Interesting.
Also on many missions in my DATA salvage/loot accounts for well over half my income for that mission. You will also note that in my data I did not bother salvaging the one mission (and will only blitz drone missions from now on eww) so yeas there is merit to that but so many missions have so much isk in the form of salvage and loot and the best part is I skip the whole traveling bit that is part of blitzing missions. Basically say you have an hour right. Travel time is say 5 min per mission. If you can do 4 missions in that hour and I only do 2 you wasted 20min on travel and I only spent 10min on travel. I spent more time making money you spent more time traveling around not making money.
At least thats my theory.
id rather end that discussion cause its off topic but you leave me no choice here...
you did understand that i uses the " " with purpose on "blitz"
if i run a mission where i get bs spawns but the gate is unlocked and i kill salvage and loot the bs but leave the frigs (unless i have time to shoot them cause im not finished looting and salvageing the bs) which yields a better lp/h while takeing the greatest part of bounties loot and salvage will get better isk/h than shooting and salvageing all the stuff in a marauder? (or shooting all and returning to salvage all on the same account)
and leaving small stuff may even make up for travel time if you have 2 accounts because the isk/h is inhomogeneous distributed over ships. a minute spend killing frigs yields less then a minute send killing bs. (thats true for bounties loot and salvage!) minimizing mission time increases value of lp for the mission (if you earn 8000lp in 30 min the lp reward is better than if you spend 45 doing so)
i cant make it clearer than that if you dont understand you cant just fly every mission the same and ignore lp in general i cant help any further |

Kane Fenris
NWP
112
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Posted - 2013.11.07 21:22:00 -
[47] - Quote
Cassiel Seraphim wrote: I'll add a few things to what Dav said ...
It would make sense to refer to the Rapid Heavy Missile Launcher thread if things were consistent. But they are not. Let me point a few things out that might help you see why we want a specific notice in _this_ thread.
you do realize he was not talking only about the 100% launcher dmg bonus which would be totaly fine if it applied, but of speed and explosion velocity and bastion too?
Dav Varan wrote:
RHML is less powerful to start with than either Torp or Cruise. It needs the same bonusing on the hull to keep it's power in ratio with other BS launchers. Otherwise its not an option and Sandbox means options.
Kronos flyer would be rightly miffed if 350's and D250's did not get bonused removing choice.
this may be true for pve but i cant help it... im pretty sure applying all bonuses (painter do already apply) would make it a ridiculus force in pvp.
the other bs do not get ex radius and ex velocity for a reason! if you'd just wanted the 100% dmg bonus to apply it would be fine, although with bonused target painters on the hull it would be more bonused than any other bs having the option to fit those so that might be the reason why it does not apply.
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Kane Fenris
NWP
112
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Posted - 2013.11.08 11:52:00 -
[48] - Quote
for your notice:
CCP Rise wrote:zbaaca wrote:will role bonus on golem affect RHML ? Yes
from: [Rubicon] Rapid Missile Launchers - v2 |

Kane Fenris
NWP
117
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Posted - 2013.11.13 23:00:00 -
[49] - Quote
Thaddeus Eggeras wrote:Golem -
High - - Cruise Missile Launcher II - Scourge Fury Cruise Missile, Scourge Precision Cruise Missile, Caldari Navy Scourge Cruise .... - Large Warhead Rigor Catalyst II
Drone - - Warrior x5 - Hammerhead x5
Better
3x CN ballistics 2x RF painter use the utility highs for something usefull like a drone range amp or some other stuff fit ab+mjd or cap booster+Micro warp deadspace/officer mod em ward and adaptive.
then its better |

Kane Fenris
NWP
118
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Posted - 2013.11.20 18:31:00 -
[50] - 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.
lol... why even talk to the winner? they are both wrong. the only ones who think they are OP are the "i overtank ever ship i fit cause i dont know how eve works" players. and the ones who say they are nerfed beyond useability are the " i'm pro all others are dumb i am the only one that knows how to fly ships proper" players.
note this does not mean i see marauders rebalance as a sucsess.
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