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

Lair Osen
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Posted - 2013.09.03 11:05:00 -
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Mournful Conciousness wrote:
Yes I saw the fit. The MJD is unnecessary since in reality it accomplishes nothing that a MWD cannot.
A MJD allows you to go straight to good sniping distances (for LR weapon tracking) instead of racing against npcs when accel gates inevitably dump you in the middle of a blob Also they allow you to warp out in 11 seconds in any circumstances if aligned (or a few more to align after MJDing) instead of trying to outrun a bunch of webbing and pointing elite frigates (this is why I wouldn't consider NOT putting one on any PVE ship) |

Lair Osen
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Posted - 2013.09.03 12:08:00 -
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Mournful Conciousness wrote: I argue once again that marauders would be better served with a velocity bonus rather than a velocity nerf, if they are intended to engage NPCs at close range.
Where do you get this idea? Seeing as Marauders have a range skill bonus instead of tracking and bastion has a range bonus it would seem the opposite?
Mournful Conciousness wrote: A velocity bonus would also give them better gank evasion characteristics in hostile space.
If you're using a BSs speed to evade ganks I think your doing something wrong. |

Lair Osen
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Posted - 2013.09.04 08:04:00 -
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Golem needs to keep its bonus because of the crappy missile damage application that is at all ranges, so increasing the range does not help dps at all, unlike optimal and falloff. |

Lair Osen
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Posted - 2013.09.05 11:02:00 -
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To mare wrote:ithink they really deserve a 5th turret/missile launcher every marauder have less potential dps than one T1 BS of the same race
Where did you get that idea?? Vargur has 10.67 effective turrets, same as Mael and FleePest, (less than Mach with 11.67) Paladin has 10 same as Abaddon and Nightmare (more than Bhaalgorn with 8) Kronos has 10 more than any other than Vindi with 11 Golem has 8, the same as Raven, RNI and SNI (can't really talk about the Rattlesnake with its mixed missile/drone damage) |

Lair Osen
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Posted - 2013.09.05 15:39:00 -
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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 |

Lair Osen
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Posted - 2013.09.05 16:48:00 -
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Kagura Nikon wrote: That si why in my post i said.. Al l ships with WEAPONS... not all ships....
So that discounts Freigters...
However Mining Barges have drones and Indys have Guns/Turrets and both can and have been used for PvP. |

Lair Osen
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Posted - 2013.09.06 02:06:00 -
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Cade Windstalker wrote:Melek D'Ivri wrote:I will do my best to lower my blood pressure before typing much more, but basically:
Marauders have a long standing tradition of being a tank bonused ship, and yes this new bastion mod is, kinda nice looking, but the 100% bonus to boost/rep is because it's going to have a 0 transversal and be stuck in place. And considering I don't see it replaced with an innate marauder bonus to rep, I'll assume my ships should be sold before prices take a nose dive, while I can still make ISK or break even.
Please for the love of God don't get rid of the tanking bonus. Either that or turn the bastion mod into a 200% bonus to boost/rep. This is not how tanking works. Battleships in a mission are already taking almost full damage from mission rats, even while moving, unless you're using a prop-mod. I agree that the hulls should have an innate bonus to tank but because they're tanky ships and shouldn't have to equip Bastion to be tanky, not because them standing still is going to increase damage taken from anything but Dreadnaughts but because having a sub-cap that's defined entirely by a single module seems like a poor idea.
Theres quite a few T2 ships that can be defined by modules Stealth Bomber, HIC, Interdictor, BLOPS for example |

Lair Osen
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Posted - 2013.09.06 13:03:00 -
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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
XLASB + PithX SBA + Crystals + Strong Blue Pill + 100% Bastion Bonus = 5676hp per cycle = 60.5% of 9375 shields (assuming booster no side effect) + really pissed of opponent = 51084hp in XLASB (9 Navy 400 Charges)
Now just hope the devs don't read this and decide to get the nerf bat out again.
Now bring that 7.5% Shield Rep Bonus (so +30% shield rep @ lvl4) back because I can't afford all that expensive stuff (and don't want a giant target on my head), and won't be risking the Drug Side effects (so -30% shield rep). |

Lair Osen
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Posted - 2013.09.06 13:28:00 -
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Bastion 100% Rep Bonus... |

Lair Osen
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Posted - 2013.09.07 07:07:00 -
[10] - Quote
Vindi
4x Cormaks Mag Stabs 3x W-634 Drone damage amps
8x Cormacks Neutron Blasters (Dread Gurista Antimatter)
Hybrid Burst Aerator T2 rig
5x Ogre II
Surgical Strike SS-906 LHT LH-1006
2691 dps
Now the devs can get out the nerf bat (or the nerf powerline pole) |
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Lair Osen
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Posted - 2013.09.08 16:46:00 -
[11] - Quote
And the threadnaught of the week prize goes to... CCP Yitterbium What has he won? Well folks, he's won an all-expenses-paid trip... back to the drawing board. Hopefully he'll have a nice peaceful time of contemplation there. |

Lair Osen
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Posted - 2013.09.10 11:42:00 -
[12] - Quote
Yeah, I rather hope they start up a new thread so they can put this fiasco behind them. I don't want another update or fix for this idea, I'd much rather it was thrown out the window and redone from scratch. |

Lair Osen
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Posted - 2013.09.10 12:24:00 -
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Agolon wrote:Two things i would love to see added Allow use of covert op BS jump bridge. So a Covert op scout BS can call in his Marauder Buddies. Even if it has a hour cool down. I have never used a jump bridge but i think it would be great reason to pvp with it. Can it work ???
The other is a 200% dam when hitting target over BS size so carrier's and POS size objects. I don't see that effecting mission dps or BS on BS fights.
The though of a group of Marauder being jumped into a system by a stealth BS and able to cause all hell on field with MJD. I think with those 2 changes if will give it a powerful PVP reason to fly it with out making it OP or useless in PVE with the way they are now.
You do know that BLOPS BSs have jump drives that can jump to covert cynos right? |

Lair Osen
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Posted - 2013.09.14 14:47:00 -
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Tlat Ij wrote:Posted: 2013.09.05 23:05 - CCP Rise wrote:In the mean time keep up the discussion and you'll hear from us again soon o/ You need to type "SoonGäó" or people might think you actually mean "soon". Most people don't consider 2+ business weeks to be "soon".
We don't even have a name for the next expansion yet, let them keep thinking. Hopefully we can get to 200 before they start a new thread :) |

Lair Osen
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Posted - 2013.09.23 18:54:00 -
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What do you think about replacing the 100% rep bonus with just 50% non-stacked resistance? It would be the same as +100% reps, but fix issues with having to get down to low shields/armour before repping if you have very bonused reps. it would also double the EHP which would help stop them being massive gank targets in Bastion due to the strangely low HP. And the resistance increasing logi effectiveness wouldn't be a problem since they can't be remote repped. It could also make hull tanking viable if the resistance buff is applied to hull as well :) or just mean you dont need a DCU. |

Lair Osen
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Posted - 2013.09.24 15:31:00 -
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Xequecal wrote:Lair Osen wrote:What do you think about replacing the 100% rep bonus with just 50% non-stacked resistance? It would be the same as +100% reps, but fix issues with having to get down to low shields/armour before repping if you have very bonused reps. it would also double the EHP which would help stop them being massive gank targets in Bastion due to the strangely low HP. And the resistance increasing logi effectiveness wouldn't be a problem since they can't be remote repped. It could also make hull tanking viable if the resistance buff is applied to hull as well :) or just mean you dont need a DCU. 50% resist bonus on top of T2 resists will let you fit out a dual-XLASB Golem to not only permatank the DPS of several sieged Moroses at point blank range but also have the EHP to avoid getting alphaed through your tank. The same goes for a Vargur against Revelations. Seriously, this allows a >30,000 DPS tank on >600,000 EHP with just running one booster while reloading the other one. >60,000 DPS can be tanked by running both. The bastion module as currently designed is just asking for trouble. Vargur turns into a "tank multiple dreadnaughts while neuting 75 cap/sec and doing 1300 DPS with gun tracking good enough to hit interceptors" solo pwnmobile.
Well if you've blinged your ship up enough to get that tank and EHP your ship's going to cost the same as a carrier anyway, so why would you want it alphad off the field by blap dreads? (And if you didn't, why would you bastion anywhere near a bunch of dreads?) And also, to get that much tank out of an XLASB you're probably going to have the cycle time sped up a large amount meaning you're going to be out of charges and cap pretty quickly and dead soon after since you can be RRed, not to mention the risks of having to wait for low shields before you rep since you're probably going to be repping at least half your HP per cycle. Additionally the specific nature of the scenarios you gave is why the T2 resists are a bad idea, IMO. Aside from the Vargur's fairly even resists, the rest just make the ship either OP or bad against certain damage types. Remove the uneven T2 resists, give back the rep bonus and make Bastion 50% resists. |

Lair Osen
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Posted - 2013.09.24 17:14:00 -
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Xequecal wrote: No, that's with no overheating of the XLASB and no operational solidifiers. Also you can get a 20,000/40,000 DPS tank with just T2 equipment. The tracking is so good (0.111 with no tracking mods, medium neutrons start at 0.12) there's no way to get under the guns. You can't ewar it, and neuting doesn't shut off the boosting or the guns. It's literally unkillable with any reasonably sized non-capital gang that doesn't have multiple logistics to rep the dps until you run them out of cap charges.
Err... Please post this 40k dps (with only one boost running?) XLASB, Bastion, T2 tank... |

Lair Osen
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Posted - 2013.09.24 17:24:00 -
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Xequecal wrote:Lair Osen wrote:Xequecal wrote: No, that's with no overheating of the XLASB and no operational solidifiers. Also you can get a 20,000/40,000 DPS tank with just T2 equipment. The tracking is so good (0.111 with no tracking mods, medium neutrons start at 0.12) there's no way to get under the guns. You can't ewar it, and neuting doesn't shut off the boosting or the guns. It's literally unkillable with any reasonably sized non-capital gang that doesn't have multiple logistics to rep the dps until you run them out of cap charges.
Err... Please post this 40k dps (with only one boost running?) XLASB T2 tank... That's why I said 20,000/40,000. Obviously, the 20k is with one booster running while you reload the other, the 40k is with them both running.
Ok what's this 20k dps Bastion T2 tank fit then? |

Lair Osen
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Posted - 2013.09.25 01:55:00 -
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NiteNinja wrote:Dual medium boosters works great on a Golem. Or pulse the XL. XL's aren't designed for permarunning. Even larges. But you can work a dual medium (one perma running, second for backup for the higher DPS Epic Arcs). Bastion will completely screw over the dual medium booster tank setup, beacuse if its like siege mode, Crystal implants won't affect it. My Original Marauder Suggestions Post: http://forums.eveonline.com/default.aspx?g=posts&m=3556070#post3556070
I'm pretty sure the reason crystals don't work in siege is because they don't affect Capital Modules, not that they're nullified in Siege mode. |

Lair Osen
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Posted - 2013.09.25 03:07:00 -
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Jasmine Assasin wrote:Lair Osen wrote:NiteNinja wrote:Dual medium boosters works great on a Golem. Or pulse the XL. XL's aren't designed for permarunning. Even larges. But you can work a dual medium (one perma running, second for backup for the higher DPS Epic Arcs). Bastion will completely screw over the dual medium booster tank setup, beacuse if its like siege mode, Crystal implants won't affect it. My Original Marauder Suggestions Post: http://forums.eveonline.com/default.aspx?g=posts&m=3556070#post3556070 I'm pretty sure the reason crystals don't work in siege is because they don't affect Capital Modules, not that they're nullified in Siege mode. That is correct.
Thats actually kind of strange since Slaves still affect Capitals :S |
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Lair Osen
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Posted - 2013.09.25 22:47:00 -
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Where's my locator agent?....
But seriously, who Overloads for PvE?? |

Lair Osen
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Posted - 2013.09.26 01:48:00 -
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Joe Risalo wrote:ConranAntoni wrote:"Hey guys lets give a ship designed to harrass and MJD away or remain completely stationary a bonus to webbing which is commonly only used between 10 and 15km."
I absolutely love the way the entire ship class is now a confused transvestite of a hull. /agreed People seem to forget the capabilities of the pirate ships. Marauders are getting a design that better suits them, yet many people want them to be designed pretty much the exact same way pirate ships are currently designed... Advice.... buy a pirate ship
Very true. To all you people who keep going on about how Marauder supposedly means the ability to fly around really fast, just buy a Machariel for gods sake. |

Lair Osen
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Posted - 2013.09.26 20:29:00 -
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Well if they're adding a new auto-salvage deployable structure, thats going to make the salvage bonus on the marauder pretty useless. |

Lair Osen
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Posted - 2013.09.28 16:41:00 -
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Joe Risalo wrote:[quote=zbaaca]So, the Golem can't fly in Caldari space, due to jams, can't fly in Minmatar space due to heavy damage and TPs, can't fly in Gallente space due to damps.
So, it needs EWAR immunity, now how could it get that?..... |

Lair Osen
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Posted - 2013.09.28 19:01:00 -
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Vorseger wrote:THANK YOU for the proposal for T2 resists. There is one bit of of information that could use some feedback to benefit the team changing marauders: "Uses no specific fuel or capacitor - we were discussing the use of Heavy Water as fuel. However, it doesn't really provide any gameplay (as CCP Rise mentioned, capacitor is the main limiting factor in combat with those ships). Plus it adds more consumables to a class that already commonly uses charges for weapons, cap boosters and need to keep cargo for possible salvaging. " This states that I NEED cargo for POSSIBLE salvaging. I would like to know how many players that currently make significant use of this ship actually use the salvager and tractor beams instead of a Notics. Also, how many players would even consider using them when new deployable structures come about? Maybe new technology such as the Notics and deployable structures are making this role bonus antiquated. I cannot agree more with Wedgetail. I have no use for a MJD. I will not fit one over options of other modules (navigation or not). I will not use a web. How can I track (which this expansion/change wants me to make more use of my primary weapon system?) anything but a battleship sufficiently when it is in web range? If focus is meant to be placed on primary weapon system, make it appealing to all types of high slot fittings (close range/long range and each weapon type), and make sure someone with elite fitting skills can still fit big guns (ex: 4 arty....without having to have a module or implant to boost power output). If you want me to sacrifice some drone damage output, please make up for it by giving some form of damage boost to the primary weapon system. As far as Bastion Mode: Who wants to be a stationary target?! The bonus to shield/armor repair does/doesn't outweigh the damage increase caused by being STATIONARY and the INCREASE in mass?!? I admire trying something new to add to the game. This comes with great risk. Feedback now tends to have minimal impact. YOUR EXPANSION IS <2 MONTHS AWAY. You are not going to overhaul an ENTIRE feature/change, (gimmick?) even if you now realize it is a horrible idea. Your pride, hard work, time you put into this, AND your coming deadline will make changes to these proposals more or less tweaks. Good luck mates.
You both seem to be looking at this from a fleet doctrine view. It seems very clear these ships are not meant to be used in fleets and I really don't know why anyone would since they're so expensive for little dps benefit over t1 (and dps is the only thing that really matters in a fleet). However, the MJD is Very useful in PvE, especially since, with the PG buffs, its a lot easier to fit long range weapons, and many PvEers will be perfectly happy and able to sit still at 100km with double tank and more range for only a minute. Especially since the MJD means that if some scram rats get under its guns It can just MJD away when the rest of the minute is up. |

Lair Osen
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Posted - 2013.10.01 10:51:00 -
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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. |

Lair Osen
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Posted - 2013.10.01 12:08:00 -
[27] - Quote
Debora Tsung wrote: For the frigates some might say. But who in their right mind would want to tackle you when you are in bastion mode? That's a waste of time. And who would want to use a scram on you when everyone could stay out of your webber range by simply using a warp disruptor?
Frig in web(scram) range, web and kill it. Frig in disrupt range, you can point it, but its point is useless because of your MJD. The web addition wasn't completely stupid (except for the golem), it just didn't fit in with the rest of the range and PvE bonuses enough to be worth the loss of the rep bonus. |

Lair Osen
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Posted - 2013.10.01 14:03:00 -
[28] - 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 -.-
Freighters, indys and exploration ships are all designed for solo use, get over it.
If you want something thats fast and high damage with a good tank, you already have HACs, T3s and Command Ships and Pirate ships somewhat. I don't see why the game needs another class like this.
MJD is great for PvE, especially where jump gates are involved, and snipey fits or range bonused bastion fits, since jump gates tend to put you in blobs of enemies and MJD allows you to instantly pull range and force enemies to come at you with no transversal. It also makes it a lot harder to get your ship killed in PvE since you can MJD away from any pointing frigs.
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Lair Osen
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43
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Posted - 2013.10.02 01:41:00 -
[29] - Quote
People say the ASB is OP, but the fact is it can only be used for a maximum of 45 seconds before needing 60 to reload. If you can take the damage for 60 seconds without using active reps, then you should be able to perma pulse tank with a normal booster anyway. Using dual ASBs is the only way you can even get close to the the statistical tanking values of the ASB. |

Lair Osen
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Posted - 2013.10.02 15:59:00 -
[30] - Quote
Roime wrote: with rails in PVE it can't hit anything that gets close.
With MJD in PvE nothing Should be getting close... |
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Lair Osen
Unlawful Unit Initiative Mercenaries
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Posted - 2013.10.03 16:47:00 -
[31] - Quote
Arthur Aihaken wrote:So is there any truth to the rumor of the new Golem ship that looks like a platypus?
I sincerely doubt it. |

Lair Osen
Unlawful Unit Initiative Mercenaries
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Posted - 2013.10.05 06:36:00 -
[32] - Quote
baltec1 wrote:Its amazing how many pve players are demanding a ship with no drawbacks.
More like they don't want their expensive ships nerfed in order to accommodate a module and playstyle that that will be detrimental for their activities for various reason. |

Lair Osen
Unlawful Unit Initiative Mercenaries
50
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Posted - 2013.10.07 06:06:00 -
[33] - Quote
Joe Risalo wrote: I don't know how we're supposed to test bastion when he haven't even been given a for sure skill on it.
Well theres no info at all for half the stuff there so that'd be the least of the problems. Its probably still just HEP IV |

Lair Osen
Unlawful Unit Initiative Mercenaries
50
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Posted - 2013.10.07 17:56:00 -
[34] - Quote
To test Bastion on SiSi, goto Moveme channel and type bastion to get skills for all marauders and bastion.
On the Bastion Module. please ensure the range bonuses are non-stacking, since they're half the reason to use the modules and they don't seem to be ATM. |

Lair Osen
Unlawful Unit Initiative Mercenaries
51
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Posted - 2013.10.10 09:52:00 -
[35] - Quote
Isinero wrote:Cyaron wars wrote:Dear CCP,
I would like to point out to some issue I found testing different setups on SiSi last night. Issue is ASB tank on Vargur and Golem. So I had a very plain fit on my golem: MJD, 2x XL ASB, 2x Invuls, Shield boost amplifier and TP, damage control, 2x bcus, co processor, t1 resist rigs and rapid heavy launchers. I was sitting on one of the combat beacons with bastion mode turned on when 2x Paladins, Bhaalgorn and sleipnir engaged me. Despite having 0 cap thanks to Bhaalgorn I had no issues tanking them. After 10 minute fight I realized that my ship would run out of missiles faster then it would run out of Cap booster 400 for reloading ASBs. in 10 minute fight I only realoaded ONE of my ASBs ONCE. I find this odd. I understand that this is not issue of ship but broken ASB mechanics you have implemented and refuse to fix. While armor ships are still vulnerable to neuts and u cannot do anything about ASB fit battleships unless you don't poses a huge alpha to simply break through it's rep cycles. I've to admit that rep amount on shield ships is stupidly high, full shield in 1 cycle? In other threads I already pointed out on issue of fitting oversized reps to shield tanked ships (X-L on cruiser and BC) while armor is still limited to only 1 AAR. ASB tank is much stronger on shield ships rather then on armor. For example you have to invest around 5-6 bil ISK into fit for Kronos to get almost half of ASB Vargur/Golem's tank. Why cannot you limit size of booster for individual class and limit number of ASBs fitted on ships? Shield looks a bit OP compared to armor tank just because of Shield boost amps, Active invuls that you can overheat and of course Crystal set implants. I would appreciate to actually get an answer on my question at least once, or should I simply do a mass petition so you can pay attention to this issue? Thanks ahead. The difference between active armor tank and active shield tank is too big and its sad that no one is doing with that anything. The only way how to have similar repair amount as shield is to fit 2 repairers and then because its still not enough you must fit also rigs to increase repair amount. I really dont think that its correct. (this is for example comparison between tengu and legion and legion fit will be even more expensive, but its not only these 2 ships) Other thing is that you have less effective HP just due to the fact that you can count with shields at all...
Armour was designed so that it excels at buffer tanking which is why the 1600 t2 plate is more than 2.5x the hp of the large shields and why the implants give you a 50% increase in HP instead of tank. The advantage of armour is that you should fairly easily be able to get twice the EHP of a shield ship, which helps a lot if you have logi. |

Lair Osen
Unlawful Unit Initiative Mercenaries
54
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Posted - 2013.10.12 01:46:00 -
[36] - Quote
Rowan Jak wrote:Why arent Bastion moduals on SiSi Anymore???
They are, they've just been reasigned a random name for some reason along with a lot of the other new stuff You can find them in the market in weapons upgrades>siege modules called [no messageID: 290003] |

Lair Osen
Unlawful Unit Initiative Mercenaries
60
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Posted - 2013.10.15 10:10:00 -
[37] - Quote
Hell ***** wrote:joshua mckayne wrote:Capt ****** wrote:Does anyone have any firm DPS figures for the new marauders?
I tried artillery on the VArgur last night and the DPS was atrocious - 710 at best, and given mjd puts you at 100k ... then falloff means that the arty vargur is useless. I can get a tengu, proteus, sleipner - anything .. to do 700 dps.
WTF? Does anyone have figures for (T2 fit) Golem/ Pally/ Kronos? dont know about the other marauders but the pally can get 1k dps at max skills EDIT: with conflag, useful as it is  1K dps with conflag, that seems, well crap really, the extra range from bastion will increase its usefullness but that's still really really poor for a top flight hull with Max skills. I was thinking of training up marauders since i got all BS's at V but if that's as good as it gets i don't think i'll bother wasting time maxing out a rank 10 skill. Are you sure, my nightmare pushes 1k dps with tachs at max skills, seems very low for conflag.
Well the nightmare and the paladin have the same damage bonuses so they should have the same dps. |
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