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

Mer88
Royal Amarr Institute Amarr Empire
6
|
Posted - 2013.08.31 18:59:00 -
[1] - Quote
this is very exciting change. I do not want them to give marauders anymore dps bonus as it will make them OP and everyone will use this ship for pve. I rather have people make choices between dps or utilies. Also, if you fly a marauder and salvage the whole room. this is not the ship for you. marauder is perfect for missions with only a few BS here and there which means its not profittable to redock and bring in a noctis to salvage a few wrecks. also i find salvaging is really poor, most of the extra isk comes from the loot from large wrecks (angels)
The only thing that i have see a major problem with is the tiny dronebay. The bandwidth isnt too much of a problem but only 25m3 bay is too tiny for a BS.
No matter what there will always be people not happy about the new changes because they want the dev to make ships that suits the way they play. |

Mer88
Royal Amarr Institute Amarr Empire
6
|
Posted - 2013.09.03 04:04:00 -
[2] - Quote
marauder is a pve ship first and pvp second. it was designed to do well in pve content. so mayebe it will be easier on the dev if you just let them do what is best instead of trying to make the marauder do both pvp and pve. We have enough BS to do PVP having one more or less wouldnt make much of a difference. Eve need both pvp and pve. with out pve, all the pvp is meaningless. |

Mer88
Royal Amarr Institute Amarr Empire
6
|
Posted - 2013.09.03 07:30:00 -
[3] - Quote
too many negative posters. I am excited that marauder will be so much different than all the other BS. Even if it suck i dont care , at least it is something new |

Mer88
Royal Amarr Institute Amarr Empire
10
|
Posted - 2013.09.05 17:14:00 -
[4] - Quote
this might sound silly but can we get a web range bonus also while you are in bastion mode? maybe 200% range ? |

Mer88
Royal Amarr Institute Amarr Empire
10
|
Posted - 2013.09.05 17:32:00 -
[5] - 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.
yeah in this game PVE is also pvp even in high sec, you can get ganked by pirates especially when you are hauling mission loots to sell. |

Mer88
Royal Amarr Institute Amarr Empire
10
|
Posted - 2013.09.05 19:15:00 -
[6] - Quote
Dark Ways wrote: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 understand the the change from 30% resistance bonus in Bastion Mode to having T2 resists to try to appeal to the PVP/PVE crowd who want the remote reps. What I DO NOT understand is why you are trying to take away the basis of what these ships have been in the local rep bonus. You are taking a ship and adding new skills and modules to get results close to what the ship already had. I for one did not need the target painter on my golem I surely don't need a web now. In your effort to make this ship appealing for use in PVP don't ruin the ship for the PVE crowd who have been using the ship for years.
I use target painters on my golem
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Mer88
Royal Amarr Institute Amarr Empire
10
|
Posted - 2013.09.05 20:00:00 -
[7] - Quote
perhaps instead of the T2 resist , why not replace it with a flat 20% resist to all like a rattlesnake. ? this way everyone would be happier |

Mer88
Royal Amarr Institute Amarr Empire
10
|
Posted - 2013.09.05 20:27:00 -
[8] - Quote
Trendafil wrote: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. Role bonus: 100% Damage / T2 Resists Battleship Bonus: 5% Damage and 10% Range (optimal / falloff / missile speed) per level Marauder Bonus: 5% Rate of fire and 7.5% Tracking / Exp velocity Bastion Module: Increases shield and armor repair amount by 100% Extends all large turret falloff and optimal by 25% Increases all large missile max velocity by 25% (as originaly posted with all the cooldowns and restrictions) +50% Reduction in local rep cap consumption PvE Out of Bastion: High resists with high dmg projection will be the ship of choice for group content like incursions, WHs and so on. PvP Out of Bastion: High resists and high dmg projection, utility high slots to spare. Will give the other faction battleships good competition for a spot in the fleet. PvE using Bastion: Suited for solo or smaller groups. The improved resist profile and the repair boost will compensate for the lack or remote reps and make it a viable choice PvP using Bastion: Small gang and solo pvp This way the ship will be viable choice for both PvP and PvE with or w/o the Bastion. If you want you have fun with friends grab a marauder w/o a Bastion module and have a logi with you. If you are alone, put a bastion and have all the tank you need to overcome the nasty NPCs.
wheres the trator beam bonus? i wouldnt fly one if theres no trator beams since cnr is better at killing.
|

Mer88
Royal Amarr Institute Amarr Empire
11
|
Posted - 2013.09.05 20:46:00 -
[9] - Quote
instead of giving web bonuses to all ships which is pointless too golem how about give 10% bonus to target painters per level for all ships and replace the current golem tp bonus to a 5% radius exp radius bonus per marauder level? This way, the turrent ships can apply their damage better at range also helps out the drone shooting down orbiting frigates. having a web bonus on a slow/immobile BS doesnt seem to make any sense if the only thing that it is going to do is to web frigates. TP would be much better for all BS while in batsion mode. |

Mer88
Royal Amarr Institute Amarr Empire
11
|
Posted - 2013.09.05 21:02:00 -
[10] - Quote
Pi Selina wrote:Quote:GOLEM
Marauders Skill Bonus: 7.5% bonus to the velocity factor of stasis webifiers per level 10% bonus to effectiveness of target painters per level I have to say this looks just plain wrong. It looks like the red-haired stepchild of a drunken night between a RNI and a Vindicator. There's no direction with these bonuses. Most PvEer's comments I've seen is "MJD out there and snipe those frigs" Most Incursioners comments I've seen is "Get in there and web those frigs" The Golem can do neither. Even with Cruise Missiles, the above bonuses, 2x Rigor IIs, 3x RBTPainters and 2x Domination Webs,.. and frigs heading straight towards me, I'm gettin' 423 DPS to 14km and 139 DBS to 45,.. from theoretically 8 Cruise Launchers. With Torps as we all know,.. it'd be even worse! Sure Gunnery Marauders can 1-Blap Frigs as they're barreling straight at you, a Vargur has little change in DPS between Frigs, Cruisers and BCs given the "straight at you" situation,.. which can be controlled and reset every 54-57 seconds. The Golem (in my experience) requires Light Drones to deal with frigates. Elite Frigates get pounded as EWAR happens,.. the rest are ignored until I vacuum up a mission site. Please remove this Web Bonus on the Golem's Hull. While the Target Painting Bonus is useful against Cruisers+,.. the Web Bonus has no use on a ship that can't apply damage to frigates in the first place. A bonus to TORPEDO Velocity would be appreciated,.. because sure, applying Cruise Missile DPS ASAP is great,.. when your targetting range is only 250km,.. and your midslots are tied up with TPs and a new MJD, who has the room for a Sensor Booster. Do as others have stated and put the web bonus in a script for the Bastion module, I really can't see how webbing frigates will benefit Large Missiles at all,.. Though if someone could point out how I COULD use Webs on frigates with Large Missiles,.. I'm all ears,..
I can 1-2 shot frigates in WC l4 using navy missiles with 2 tp and a web, but still wasting even 1 volley on a frigate is a waste considering the slow rof and high volley missile system has. I am sure with 3 tp you will get the same effect and with the up coming 5 s tp cycle time, i dont even see the purpose of using web. .
|

Mer88
Royal Amarr Institute Amarr Empire
11
|
Posted - 2013.09.05 21:08:00 -
[11] - Quote
Cassius Invictus wrote:Ranger 1 wrote:Sarmatiko wrote:Crysantos Callahan wrote:why the paladin gets the stupid resist pattern for its own limited damage pattern with lasers. Because developers played through precise tests and decided that Paladin works most effectively against Angels (EM/Thermal lasers against Exp/Kin npc, what a great idea). Or they promote even more BD&SM experience in PVE. Or simply they don't have any clue.  Of course their resist profile has a direct relationship to their racial enemy, but you knew that. Since a Paladin has more than enough tank to deal with whatever you choose to hunt, you should consider that the extra tank in other area's provides you with a bit of protection in case of a gank (where the attacker usually fits weaponry that does a damage type they assume the ratter won't tanked for). Always a silver lining.  Ah there you are wrong Mate. Amarr racial enemy, the Minmatar, deal ALL damage types. Thats why Amarr should have more of a omni tank (but still with exlpo/kin being the highest). The problem is that while in PvP I can cover resist holes with modules - I don't care where the hole is - I will be omni tanked anyway (so the resists spread is of lesser consequence in PvP). But for PvE I am forced to cover em/thermal hole (coz Paladin being a lazor ship should fight sansha/blood what escapes some peoples attention here...) while Kronos and Golem can use those slots for damage projection mods. Thus Kronos/Golem are much more effective at PvE because they can focus on dealing dmg (faster mission speed) while in my Paladin I have to cover my resist holes first. That is HUGE disadvantage. Also remember: with laser I can't chose my dmg types. So I'm forces to either fight rats which hit my resist holes or rats that have high resists against lasers. So its lose/lose scenario. Vargur is less affected coz it can fight all rats (can change dmg types), Golem the same, while Kronos has highest resists for rats that is't weaponry is good against. Again for PvP I will be omni tanked anyway and will cover any large hole no matter which one is it. Just change Paladin resists profile so its better for PvE, so it can fit damage projection mods in lows instead of tank mods.
I think he meant while you will be slightly less tank in your paladin pve you will be more protected from suicide ganks as you will have a better omni tank where as a golem will have a huge em hole during their pve missioing while fighting angels or serpentis. most pve missioner wouldnt consider being suicide ganked while in a missiion in high sec so most likely most would not fit EM resist in their golem when fighting angel rats |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.05 21:49:00 -
[12] - Quote
Bruised Mee wrote:Mer88 wrote:instead of giving web bonuses to all ships which is pointless too golem how about give 10% bonus to target painters per level for all ships and replace the current golem tp bonus to a 5% radius exp radius bonus per marauder level? This way, the turrent ships can apply their damage better at range also helps out the drone shooting down orbiting frigates. having a web bonus on a slow/immobile BS doesnt seem to make any sense if the only thing that it is going to do is to web frigates. TP would be much better for all BS while in batsion mode. I still think the web would benefit gunboat more than a TP but i suppose it could work .
alternately, instead of a passive tp bonus per skill, we could tie the tp to the bastion module like 50% bonus of tp effectiveness when bastion module is active. I think that gun boats need tracking the most when the ship is sitting still. And if they are sniping at 50km +, they wouldnt even need tp due to low trans vel. ships that gets into range 30km -10km the tp will make sure each shot will be a good one while being immobile lessoning the effect of not being able to move to lower the transverse. on the other hand , this might make the golem too OP  |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 02:39:00 -
[13] - Quote
Warlord Cybrid wrote:As it stands right now i get almost double the amount of DPS with my skills vs being in a marauder. I have the skills to pilot all the mara's for every race and while ive tried them all their DPS is horrid even compared to the new rebalance work done on the navy ships.
How did you manage to get almost double the dps in a navy BS vs in a marauder? |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 02:42:00 -
[14] - Quote
Baal Zann wrote:Right: this new iteration is garbage, the old one was far better, i >currently< use the vargur in pvp, adding webs to it is indeed usefull if ships come close, it is also pointless because of the range of the ship, the vargur plays out in pvp like a versatile assault ship, able to tackle any assault role fairly well, but is also slow and currently has ewar issues and due to that ends up getting picked apart solo, with the old boosts they were boosting the way i play, and have scene played, vargurs in general, cant say for other marauders because i don't fly them mind you, the tank nerf is exceptionally disapointing, as in pvp, the vargur always gets primary, its just shiny like that, and without rr or nice local tank to back you up you just fall apart, now if its the bastions tank that's annoying incursion runners just have the module not run in incursion systems, i could not care less about incursions, and i will not be using a vargur for pve
so you want the dev to custom make a marauder just for your pvp needs and screw the pve players. ya i am sure the dev would really take your point seriously. |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 04:31:00 -
[15] - Quote
Baal Zann wrote:Mer88 wrote:Warlord Cybrid wrote:As it stands right now i get almost double the amount of DPS with my skills vs being in a marauder. I have the skills to pilot all the mara's for every race and while ive tried them all their DPS is horrid even compared to the new rebalance work done on the navy ships.
How did you manage to get almost double the dps in a navy BS vs in a marauder? easily, marauders bar the golem do not put out massive dps, they just apply it easier, and track smaller targets EDIT: forgot the kronos, and both can be out dps'd by a navy ship
|

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 04:37:00 -
[16] - Quote
Baal Zann wrote:Cade Windstalker wrote:Baal Zann wrote:Mer88 wrote:How did you manage to get almost double the dps in a navy BS vs in a marauder? easily, marauders bar the golem do not put out massive dps, they just apply it easier, and track smaller targets EDIT: forgot the kronos, and both can be out dps'd by a navy ship Which actually does very comparable DPS to the current Kronos on TQ. I'm staring at 1442 on the Kronos with all 5s vs 1486 on the Navy Mega. Saying that they do "almost twice" is an extreme exageration. In reality three of the four have damage bonuses and the forth, the Golem, ends up dead-even for DPS with the Navy Raven at 8 effective turrets and 75mbits of bandwidth each. Please check numbers before posting ridiculous claims, please and thank you  was afk getting pizza, sorry the reply is late: yes. fleet issue phoon can get 1800 dps at the same range give or take as a kronos, im going to assume a cnr can get even more, a vindi with gank fit can even get 3k, so yeah, kronos is probably the weakest marauder atm imo, due to lack of range
i see well those high dps is only under certain condition with really terrible damage application and bare mim tank. but when you are talking about mission fits that an average player use that is more suitable for many different types of mission. a marauder and a navy bs has the same dps generally speaking. Also, typhoon lacks missile speed which means you lose many volley much easily just like the navy scorpion. |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 15:20:00 -
[17] - Quote
what about removing the web bonus and give a 10% target painter bonus per level instead? a BS shouldnt even use a web because it is so slow to get close to anyone in the first place. A target painter give you so much more range and helps tracking so much better. |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 15:54:00 -
[18] - Quote
Wolfgang Achari wrote:Why not roll the web bonus into the Sebastian module, but make it a range bonus. This way you can give a rep bonus back to the marauders, but instead of doing rep amount bonus why not provide a 7.5% nanite usage bonus for AAR's and a 6% cap booster capacity bonus to ASB's? Keeping the 100% bonus in Sebastian mode. Combined with a proper T2 resist profile you give players a reason to still use normal reps, but give them a good advantage when using charged reps.
*Just thought I should add that this would give AAR's 11 cycles and ASB's 12 cycles.
most people dont use AAR or ASB for pve that bonus seems to specific forcing people to use such module for defence |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 22:58:00 -
[19] - Quote
Wizzard117 wrote:How to rebalance marauders, Wizz style ^^
Version 1
Role: specialized to work under "unsafe" conditions. Can do stuff in PvE due to damage application bonuses.
Role bonus: 100% to damage 25% damage absorbed by overheating modules 25% reduction to nanite paste consumption while repairing modules 20% bonus to modules repair speed while using nanite paste
Racial BS skill bonuses (both indirect damage application of primary weapon system) +7.5% expl radius +7.5% expl velocity or +7.5% tracking speed to respective turret type +5% faloff and optimal
Marauders skill bonuses +7.5% primary tanking type boost amount +5% bonus to overheated module primary effect * *Non-overheated AB gives for example 200m/s, overheated 250, overheated with Marauders5 200+(250-200)*(1+0.05*5) = 262.5
Fits into: survivability in hostile space. Requires a careful selection of what to overheat and when thus requires high piloting skills. t2 resist profile and repair bonus, making it imba sustainable tank, but intentionally left prone to alpha
CCP, tell me u just didn't said u have not enough imagination ^^
Terrible for pve no trator beams? why would pves would fly a marauder if you cant have the bonus tractor beams? the navy version is better in every way. i believe most people who flys marauder today are for pve anyways
|

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.08 02:43:00 -
[20] - Quote
i believe the original idea of the marauder was so that you can salvage loot and do the mission at the same time. This was the reason for such a long training time, but now with the intro of noctis, the newer players started to question the reason for long training time for marauder when other ships can do the same and better. I think it is only fair that the marauder get a nice boost to its salvage + tractor beams to keep the tradition. |

Mer88
Royal Amarr Institute Amarr Empire
20
|
Posted - 2013.09.08 17:11:00 -
[21] - Quote
I think the problem witth marauder is that ccp wants to make this super expensive ship pvp and pve capable. For having only 2 slots for rigs, most people will use T2 rigs that means the hull plus rigs alone will cost about 1.5 B . To risk a 1.5b bs in pvp people expect it to do alot because when it comes to pvp, people expect a certain amount of performance per isk spent. But in reality a navy BS is just as capable if not better than a marauder in pvp but cost only 1/3 or less.
if you consider marauder a pvp ship, it will never perform well when you consider how much isk/ time you have to spend on the ship so I think ccp should come out and say that marauder is only for pve that way the ships role is more defined and all the ideas should be how to balance this ship in terms of pve and survive from ganks in hostile environment. Lets face it, low ehp, low sensor strength, high cargo bay capacity, tractor beams.....that all pve . |

Mer88
Royal Amarr Institute Amarr Empire
23
|
Posted - 2013.09.09 19:31:00 -
[22] - Quote
can we say that trying to make a marauder a pvp ship is what ruins them? for all i know marauder has been a pve ship ever since it came out. then noctis cames in and ruins the marauder for the pve. Now people are trying to find a pvp role for it . I just dont think marauder is designed for pvp. It is way too expensive to risk. You will never justify spending 1.5b BS when other cheaper bs are just as capable. of course this is only my opinion. |

Mer88
Royal Amarr Institute Amarr Empire
25
|
Posted - 2013.09.10 06:41:00 -
[23] - Quote
Gabriel Karade wrote:I don't understand the backlash against the web bonus:
a) Two of the Marauders already had it (actually a 75% more effective bonus, in terms of target velocity, than that proposed...) and it is a requirement for a good blaster boat
b) You don't need a repair bonus for PVE activities - 'low end stuff' (Missions/Complexes) are trivial with MJD and a long reach, 'high end stuff' (Incursions/Wormholes) you will be relying on remote repair, for which the T2 resist bonus is awesome.
TP bonus on BS makes more sense especially on a slow moving /stationary BS like maraufer. On the other hand the could make the bastion module give a web range bonus like 300 percent but decrease the effectiveness by 50%(less OP) so you can actually get to use the web more than once a day. |

Mer88
Royal Amarr Institute Amarr Empire
26
|
Posted - 2013.09.10 19:16:00 -
[24] - Quote
Why not get rid of the dumb webber for BS and have TP bonus instead ? Webs on a stationary defensive ship? really ? also drone bay needs to be at least 50,
And for the golem , maybe have a bonus which affects tracking computers to affect missle explosion radius/ explosion velocity at 10% per level. So TC with tracking/range script will give 30 X 50% = 15 explosion radius or 15 explosion velocity at max level depending on script. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.09.15 05:45:00 -
[25] - Quote
Joe Risalo wrote:Also
I wanted to add that the name may need to be changed as bastion would be specific to the Marauder.
One more thing to add. The changes to TP cycle time is EPIC, however, since they're the least effective ewar out there, perhaps they should also have their optimal/falloff removed and instead be able to work at any range, as long as you can lock the target. This sounds fair to me... Or at least give them a max range instead of optimal/falloff, and then give specific ships (like golem) a TP range bonus.
so whats the reason for no tractor /salvage? i hate using noctis i must have tractor/salvage on my marauder |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.09.15 22:00:00 -
[26] - Quote
Proteionos wrote:It seems to me (very confusing with 1 correction post in the middle of everything) that the Marauders are loosing their PVE specialization with less tank overall plus slow speed.
Tanking some enemies will be better and others worse, e.g. a Vargur will be tanking Blood/Sansha/Amarr better with the T2 resists, but tanking Angels/Mercenaries a lot worse from the removal of the 7.5% SB bonus pr. level plus slightly worse cap recharge. Tanking Serpentis/Guristas will also become slightly worse... Which seems strange, going from fast well tanked mission beasts, to slow bricks that tank worse against their most common PVE enemies.
But with those enemies they are now weaker against, one could ofcourse fit arties, MJD far away, deploy bastion and slowly pick them off, then MJD back to the next gate.
I don't know... It was nice being able to just fly into the face of the enemies and brawl them at all times, and being quick about transportation. This seems impossible with Bastion mode since there are no bonuses to tank, or what? Is the "100% bonus to shield or armor repair amount" removed, as with the 30% more resistance in bastion?
Why not just assemble and edit info on page 1 along the way so it's clear what the current plan is?
Besides that I'm really looking forward to seeing the animations :)
i am pretty sure the 100% repair when bastions is active is still there. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.09.17 02:04:00 -
[27] - Quote
im training up my torpedo skills for golem as i feel like the bastion modules will favor torpedos with bonus range and mjd. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.09.20 20:38:00 -
[28] - Quote
Musca Sklir wrote:i would find if neat if the bastion module was designed to absorb heat and would thus allow you to perma overheat.
how about bastion modules when turn on will repair any damaged modules and drones after the 1min cycle is over.
while bastion module is cycliing,
ship repairs 50% more to shield and armor does 20% less damage cannot overheat ewar immune cannot move
|

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.02 15:49:00 -
[29] - Quote
stop trying to remove the tractor beam bonus. just because you dont use it doesnt mean everyone else wont also. Whats worst is some people seem to think just because you remove a bonus , that means you can replace it with any other bonus like damage boost.
There is nothing wrong with tractor beams bonus on a marauder, its not OP its not useless , its utility that makes your life a little easier some of the time. if anything, they need to incraese the tractor beam bonus and velocity by at least 100% when bastion is active. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.02 15:53:00 -
[30] - Quote
Roime wrote:Glad I didn't buy the marauders skillbook yet, what a disappointment this revert decision is.
Bastion Kronos without the web bonus fails when fit for blaster brawling, it can't hold targets inside blaster range, and with rails in PVE it can't hit anything that gets close.
For 600-700mil hull this would be ok performance, but not at nearly billion.
how do you plan to catch and hold your target inplace when you have bastion active? or do you plan to mwd >>>web>>>bastion >>kill target>>>turn off bastion>>>mwd next target>>>web >>>bastion? ?
the o |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.02 16:02:00 -
[31] - Quote
Joe Risalo wrote:Mer88 wrote:stop trying to remove the tractor beam bonus. just because you dont use it doesnt mean everyone else wont also. Whats worst is some people seem to think just because you remove a bonus , that means you can replace it with any other bonus like damage boost.
There is nothing wrong with tractor beams bonus on a marauder, its not OP its not useless , its utility that makes your life a little easier some of the time. if anything, they need to incraese the tractor beam bonus and velocity by at least 100% when bastion is active. You're missunderstanding the intent behind the removal of tractor bonus. CCP announced that they are releasing a small deployable structure that can tractor wrecks and I think cans, and loot them. So we're wanting to swap it for a salvager and/or salvage drone bonus.. However, That's assuming the tractor structure doesn't suck, and that the Marauders can carry one.
i notice people has been asking to remove the tractor beam way before the ccp announcement. I still would argue that tractor beam should be useful since you can use it as you move to the gate unlike a structure. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.07 23:50:00 -
[32] - Quote
why do they have to change the golem skin? cant they jus keep the current one? it looks better. besides all the other marauder use the same model . |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.08 00:18:00 -
[33] - Quote
Crazy KSK wrote:the marauder siege range bonus is next to useless since it is stacking penalized imho it should not be and give a flat 25% that stacks
i think its kinda works for torp golem since they can do 2 x flight time riggs so the missile velocity dont get penalty |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.08 02:09:00 -
[34] - Quote
Joe Risalo wrote:Wyndeigo wrote:new Golem is absolutely horrible looking.
It could have worked if you kept the main hull the same and just added the new wing design. I don't really care for or against the new hull, I just hate the bastion transformation... Seriously, WTF was the art department working on? Is it all in game? Cause it's pathetic.
hmm I think the hull(golem) looks ugly but the transformation looks cool. Kronos looks amazing in both |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.08 16:19:00 -
[35] - Quote
what if bastion mode do the complete 180 of what it is doing now?
when bastion mode is on,
-100% repair/boost -30% resist -25% weapon range
+100% velocity
+200% agility
|

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.08 19:51:00 -
[36] - Quote
bastion golem works for me with only 2 adaptive invur and 1 x-l sheild booster, i can tank missions without problems (with bastion)
now i get 4 mid slots free to play around
using 3 x tp and 1 web or 4 tp only a few missions need mjd or mwd i can easily trade out a mid for it
only got skills to use t2 cruise on test server so havnt tried torps yet I use 2 x velocity rigs and with the bastion bonus, the missiles seem to hit instantly even at 50km plus I think none of the missiles got shot down by defenders when bastion is on, but its hard to tell.
i think bastions mode works well on golem not sure about gunboats because their dps depend on transverse and being stationary is bad . |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.08 21:12:00 -
[37] - Quote
with 5s tp golem is going to be amazing once again I am guessing torp golem will be the way to go. with 2 x t2 flight time riggs , hull velocity bonus and bastion velocity bonus, the jav torpedo should hit 80km and rage 40km. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 16:40:00 -
[38] - Quote
Taegessia wrote:Currently on TQ, max range with torpedos rage is 43.2 km with a CNR using :
1 x 5% hardwiring velocity or flight time, doesnt matter which 1 x T2 velocity Rig 1 x T2 flight time Rig 1 x T1 flight time or velocity Rig , doesnt matter which
As long as you don't use 2 x T2 Rigs of the same type (velociry or flight time) you won't get stack penaltized. All velocity\flight time relevant skills maxed.
In the same sense and with 1 less T1 Range rig slot, the respective TQ max range with torpedos rage for Golem is 38.2 km
** Im unable to test so would appreciate a little feedback on this. If the bastion 25% range bonus is stack penaltized then it becomes aproximately a 21.75% bonus, applying it to the TQ Golem makes its max range with rage torpedos 46.6 km. If its not stack penaltized then its 47.8 km. In either way, PvE wise, its not a bad increase at all, taking into account the huge dps increase with rage torps (in conjuction with tp duration changes).Only a few npc battleships try to orbit you above 45km (<= 51 km).I can imagine fom now getting in L4 rooms with javeling torps at start,clear the more distant targets and then when everything is below say 46-47km switch to bastion\rage and clear the rest.That might be enough to help finish the tougher L4 missions faster.
Ofcourse im not sure if the numbers above are accurate, can anyone confirm?
for golem, i think you get max range with 2x flight time T2 rigs. So bastion vel dont get stacked. also, you get better range with flight time rigs due acceleration having lesser affect on flight time than velocity |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 17:04:00 -
[39] - Quote
I tested the cruise golem missile range with the following
2 x t2 velocity rig base : 199km Bastion : 231km
1x t2 velocity 1x t2 flight time rig base: 203km Bastion: 249km
2x t2 fuel rigs Base: 199km Bastion 249km
The ratio should be the same for torpedos. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 17:13:00 -
[40] - Quote
i cant use t2 torps on test server that is why i only try cruise but i can try with torp meta 4 |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 17:36:00 -
[41] - Quote
Joe Risalo wrote:Mer88 wrote:I tested the cruise golem missile range with the following
2 x t2 velocity rig base : 199km Bastion : 231km
1x t2 velocity 1x t2 flight time rig base: 203km Bastion: 249km
2x t2 fuel rigs Base: 199km Bastion 249km
The ratio should be the same for torpedos. Try it... it costs 100 isk for modules on test server
for T1 torps, keep in mind my skills only average
2 x t2 velocity rig base : 36km Bastion : 42km
1x t2 velocity 1x t2 flight time rig base: 37km Bastion: 45km
2x t2 fuel rigs Base: 36km Bastion 45km
i think with 2x flight time rigs, your actual range will be much closer to the listed. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 20:35:00 -
[42] - Quote
Tyberius Franklin wrote:Taegessia wrote:Mer88 wrote:I tested the cruise golem missile range with the following
2 x t2 velocity rig base : 199km Bastion : 231km
1x t2 velocity 1x t2 flight time rig base: 203km Bastion: 249km
2x t2 fuel rigs Base: 199km Bastion 249km
The ratio should be the same for torpedos. Appreciate the feedback but this doesnt seem likely. 249km with bastion on means that the bonus from bastion is only 3%. Someone can achieve 239km max currently on TQ and if add the 5% range hardwiring, can reach as max as 249km. Some of your missile range skils are not maxed out, there is no other explanation I'd question your math if you found an increase from 199 (or 203) to 249 to be only 3%.
yeah bastion increase range from about 199(or 203) to 249 which is 25% for 199 and a little less for 203 due to stacking penalty. the result is the same for torps, same percent increase. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 21:17:00 -
[43] - Quote
"f you can tank it in an RNI, you could tank it in TQ golem"
right now in test server i have T2 x-large shield booster and 2 adaptive invurability fields. that is all the tank mods i got and i have no problem doing the missions.
My TQ golem has 4 slot tank all deadspace. The bastion allow me to have less tank slots for other things.
Also, the velocity increase for cruise missiles means it will avoid more defender missiles so there is a benefit to turn on the bastion even if range is never an issue.
|

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 22:47:00 -
[44] - Quote
NiteNinja wrote:Tyberius Franklin wrote:NiteNinja wrote:Still, for all those testing the Golem, I think a combination of the 2 iterations will benefit it alot.
Remove 7.5% shield boost bonus, keep the Bastion mode 100% bonus. Bring back the T2 battleship resistances, get rid of the 30% bastion mode resist bonus, maybe add a 5% per skill level damage bonus to the Bastion module. Add a 5% per level damage application modifier in place of the shield bonus.
Golem is the ONLY marauder with no damage application bonus.
With these small tweaks, someone can use either a MWD or a MJD setup. Use the buffered resistances to get into location, lock down and tank back up while bringing Hell onto the battlefield, while still not being completely overpowered.
And maybe use Tactical Weapon Reconfiguration for the Bastion module too, since it IS a dreadnought mode, (or make a new skill similar, to apply the incremental damage bonus mentioned above.)
As someone else mentioned earlier, the progression of the Golem is going sideways, while the other 3 marauders are actually going forward. The TP bonus is the damage application bonus, though granted it's the only one tied to a mod rather than directly to the weapon. Other than that it's already been stated that higher DPS wasn't the way these ships are going to go. Also I'm still not in favor of T2 resist which selectively increase tank slightly (in some cases against the wrong damage types for PvE) in place of an all around active tank bonus to all damage types, especially since 2 can change damage types becoming more flexible against different NPC's. Bastion isn't the answer to the tank question for those of us who want the ships to remain usable outside of bastion as well. Valid statement but... Thisis why T2 resists will be a better option because it'll benefit both in and out of Bastion. As is, the Golem gets a 0% EM resist regardless of T1 or T2 ship resists, you'll have that hole no matter what. Painters are okay, but the ship already has an explosion velocity bonus, which still don't do jack for T2 Rage torpedoes, but you can whack frigates with CN torpedoes pretty easily with a single paint. Because paints will have a 5s delay instead of 10, and my 5s ROF, I'll only need 1 paint, and one of your rigs should be a T2 Rigor rig anyway. Gank is tank, so replacing the 7.5% per level boost bonus with a 5% rate of fire bonus would significantly increase the DPS of the Golem, and its overall damage application especially with faction missiles and launchers.
how do you get 5s rof on torps? i think mine is like 7.3s a volley im almost maxed skills for dps
|

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.09 23:45:00 -
[45] - Quote
"I'm highly suspect without you showing some concrete evidence that indicates missiles A. currently can't do this, and B. the bastion'ed velocity allows this to be achieved in all/most situations. I do recall something that indicated current achievable velocities doing this in a number of cases/ranges."
I think you can do this on TQ with 2x t2 missile speed if you have max missile speed skills to avoid the defenders. with Bastion module on you only need a T1 missile speed rig which give you 300 calibration left for 2t dps rig it should still give you a 25 + 15 speed increase. so in conclusion you can free up a rigg slot and still avoid defender missiles if you use the bastion module for cruise missiles. at least this is how i hope it will be |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.10 06:54:00 -
[46] - Quote
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.
with bastion , i think its even possible to use shield fit on kronos or paladin and as bonus they get way better cap then golem. |

Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.10.10 16:34:00 -
[47] - Quote
1. Taking away drones while not increasing DPS at all on the primary weapons system is a little harsh, the DPS is already "OK" on them as it is now, there are many other ships with comparable damage, some of which apply it much better to a much broader range of targets. If you are dropping the drones, maybe buff the damage a little (increase the % per level a little or add a bonus to damage with the bastion module online)
I believe bastion do increase dps alot, first of all bastion is a tanking module on the high slot, it is equavilant to at least 2 tanking modules, so in theory, you can only do 2 or 3 tank modules, the rest can be use for dps and it still manage to out tank a 4 slot tank on TQ. Secondly, the increase range bonus do increase dps. Again, you dont need to use tracking enchancer or targeting range script, instead you can use tracking speed or a target painter for more applied dps. Your apply damage do get a lot better bastion give you a free range bonus. |

Mer88
Royal Amarr Institute Amarr Empire
29
|
Posted - 2013.10.10 18:31:00 -
[48] - Quote
Outz Xacto wrote:Mer88 wrote: I believe bastion do increase dps alot, first of all bastion is a tanking module on the high slot, it is equavilant to at least 2 tanking modules, so in theory, you can only do 2 or 3 tank modules, the rest can be use for dps and it still manage to out tank a 4 slot tank on TQ. Secondly, the increase range bonus do increase dps. Again, you dont need to use tracking enchancer or targeting range script, instead you can use tracking speed or a target painter for more applied dps. Your apply damage do get a lot better bastion give you a free range bonus.
The only time any additional DPS is gained is if a low slot were opened up, all other situations are just potential increases in applied dps, but the ship dps has not gone up. Mid slots are only going to help apply existing dps, often times the stacking penalty and redundancy (unecessary need). The range bonus is a slight increase to where you can apply dps, for some weapon systems, and even then the bonus is minor, additionally as has been pointed out numerous times, to alleviate stacking penalties means when you're not in bastion mode, you've impaired your range. Meaning much of what is being described as a bonus from bastion is actually a zero net gain. In addition, being unable to move means you can not adjust transversal you are at the mercy of others, the times in which bastion appears to be beneficial can already be achieved without its use. Again, being able to track better, but have 0 control on transversal is not a net gain. Going to extreme ranges to counter this is not something unique to the module, as the bonus to ships fit for this already is minimal, the opening of another slot by bastion is redundant so it doesn't help the situation. In short, if you could still move and got the range bonus from bastion, then yes you are completely right, you still can have the same transversal, and better tracking which means you can apply dps better than if you did not have the additional tracking, however, this is not how bastion works. There may be some scenario's where you're applying more dps, likely however, this had nothing to do with bastion, and had more to do with what the other ship was already going to do, regardless of the use of bastion.
regarding stack penalty , one just need to adjust their modules to take full benefit of the bastion range bonus. like you wouldnt need 2-3 range modules on ship anymore you could use target painters or tracking script. Another method is to use dps rigs . before bastion, you will be gimping your applied damage or damage projection if you were to use a dps rig. Bation module opens up alot of option to marauder class which is amazing
|

Mer88
Royal Amarr Institute Amarr Empire
29
|
Posted - 2013.10.10 20:33:00 -
[49] - Quote
anyway you look kronos is crap. except that the ship looks beautiful. But yeah gallente need extra bandwidth for the crappy rail they have to use. give kronos like 200/125 like fleet typhoon. |

Mer88
Royal Amarr Institute Amarr Empire
29
|
Posted - 2013.10.10 20:58:00 -
[50] - Quote
baltec1 wrote:Mer88 wrote:anyway you look kronos is crap. except that the ship looks beautiful. But yeah gallente need extra bandwidth for the crappy rail they have to use. give kronos like 200/125 like fleet typhoon. Mega doesn't get that so why should the kronos?
lol why does fleet typhooon get it but not typhoon then? |

Mer88
Royal Amarr Institute Amarr Empire
30
|
Posted - 2013.10.11 01:17:00 -
[51] - Quote
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.
you know you dont have to use it right? and ccp probably gonna buff the hull so think of it as a free high slot and you can probably do what u were doing before the bastion |

Mer88
Royal Amarr Institute Amarr Empire
32
|
Posted - 2013.10.11 15:18:00 -
[52] - Quote
Joe Risalo wrote:Marc McIntyre Crendraven wrote:do the resistances provided for bastion module work like the damage control? i mean is it not stack penalized? Correct
i thought it get stack penalty like the range bonus |

Mer88
Royal Amarr Institute Amarr Empire
33
|
Posted - 2013.10.13 16:21:00 -
[53] - Quote
Mioelnir wrote:Can't find it in this thread, was there already an explanation given why the optimal and falloff bonus is the same and not double falloff similar to tacking comps and enhancers? Are we back in 2008 where falloff is somehow supposed to be as strong as optimal?
They are the same. pretty much imo, since you can use tracking computer to compensate the missing factor. |

Mer88
Royal Amarr Institute Amarr Empire
33
|
Posted - 2013.10.14 00:01:00 -
[54] - Quote
why do people want to make marauder OP? its not like ccp is making the marauder useless. chances are if you didnt like the marauder before, you wouldnt like it after bastion either. people who complaint about pvp well i doubt you were using a marauder in pvp before the bastion . So how can you say pvp will be useless when no one hardly ever use it for pvp to begin with? |

Mer88
Royal Amarr Institute Amarr Empire
33
|
Posted - 2013.10.14 18:07:00 -
[55] - Quote
BrandKuiken wrote:Elfi Wolfe wrote:MJD is 100km.. so you can salvage wrecks 48km near.. MJD to other side. then you just have to move 4 km to get the wrecks that was at 49km from your first position.
While this sounds plausible, wrecks are generally in random directions, so you can easily have wrecks in 80km in one direction and 80km in another direction, MJD to one set of wrecks and find yourself 180km from the others. From my point of view, if you're going to increase the effective killing range of a marauder (25% optimal 25% falloff), you might as well increase the marauder's effective role bonus along with it (50% tractor beam) ~70km tractor beams would make the bastion module very viable and give it a distinct advantage to a pirate BS without making it more powerful than a noctis which is a ship specialized to salvaging that most Pirate BS pilots utilize.
with stacking penalty on the range bonus of bastion mode, i dont you it would be wise to use more than 2 range modules/riggs on the ship. I think the range bonus on the bastion mode is design to free up some range riggs or modules so you can use the empty slots for mwd or mjd or tracking computer. if you dont change any modules in the TQ vargur, the bastion bonus will be stack penalize to almost notihng.(something like 5km more falloff?) |

Mer88
Royal Amarr Institute Amarr Empire
33
|
Posted - 2013.10.15 15:23:00 -
[56] - Quote
Hell ***** wrote:Cap booster charges, and it's hold is massive. Compare the 2 shield marauders to the 2 armour marauders.
Vargur & Golem - Capless weapons and the option of ASB's (capless tanking, improved by the capless bastion module)
Paladin & Kronos - Needs cap for weapons and tank, bastion module requires no cap but what does it matter if you can't run that bastion boosted repper.
Armour marauders are getting the shaft being very vulnerable to cap warfare whilst the other 2 are virtually immune.
haha really? I find the paladin tank to be OP since it has 12000 cap and you can fit 2 x t2 ccc rigs to permarun a large armor rep. Golem tank is weak by comparison due to extreme poor cap size and the riggs are always reserve for missile rigs. with the cap nerf i dont even think golem can perma run a pith-a type med shield booster. I doubt many would use a marauder to pvp anyway |

Mer88
Royal Amarr Institute Amarr Empire
33
|
Posted - 2013.10.16 19:54:00 -
[57] - Quote
Arthur Aihaken wrote:Dinsdale Pirannha wrote:The fact that you don't understand the ramifications of losing the web bonus, let alone the other nerfs, and how they far outweigh any bonuses coming to the ships, indicates you are a troll, or really don't have a clue how these boats operate. The reality is that the web bonus was getting nerfed to 7.5%, so are you saying that even at 37.5% you can still live with the change? Because I suspect the answer is still no. Is it just the loss of the stasis web or is it the drone bandwidth as well? Because the other modifications (with one or two minor exceptions) are almost overwhelmingly positive on the latest iteration. And the drones were getting nerfed, regardless. Fine. Adjust the bonuses as follows (this should make everyone happy): Paladin: Battleship - 5% capacitor, 7.5% stasis web; Marauder - 7.5% optimal, 5% damage, 7.5% armor repair Golem: Battleship - 10% missile velocity, 5% explosion velocity; Marauder - 5% rate of fire, 10% TP, 7.5% shield boost Kronos: Battleship - 5% damage, 7.5% stasis web; Marauder - 10% falloff, 7.5% tracking, 7.5% armor repair Vargur: Battleship - 5% rate of fire, 10% falloff; Marauder - 7.5% tracking, 5% optimal, 7.5% shield boost
lol this would make marauder OP and everyone will flock towards it |

Mer88
Royal Amarr Institute Amarr Empire
33
|
Posted - 2013.10.17 01:08:00 -
[58] - Quote
For dps increase
bastion mode is good for artillery cannon vargur torpedo golem paladin kronos
Bastion mode does nothing for auto cannon vargur cruise golem
this is just my observation after flying them all in the test server while doing some l4 missions |

Mer88
Royal Amarr Institute Amarr Empire
34
|
Posted - 2013.10.17 11:43:00 -
[59] - Quote
the people who wants to remove tp from golem are cruise missile users i promise you. They are not torp user. Since ccp buff the cruise missiles they see no point to use torps so the tp bonus is unneeded. Well we can fix this by buffing torps or nerfing cruise. |

Mer88
Royal Amarr Institute Amarr Empire
35
|
Posted - 2013.10.19 11:41:00 -
[60] - Quote
Arthur Aihaken wrote:Joe Risalo wrote:You guys are just flat out lying, or haven't tested it. The test golem performs way better than anything I have flown.
I don't think y'all are even giving it an opportunity because it doesn't suit your agenda/play style. If you don't like it, don't use it.
I would put a bastion/MJD long range marauder against any other ship in game, on any mission and I'll guarantee faster or equal completion times. The problem is I don't care enough about how you feel to actually test it myself I'm not lying, and I haven't tested it (full disclosure). But since I run an insane amount of L4s, I can tell you flat out that the RNI I use will easily outperform the Golem - and it's not just because of the DPS from the two extra Sentry drones. With three rigors and the explosion radius bonus on the RNI I'm hitting for under 100m - which means I'm doing almost full damage to cruisers without the need for target painters. Also, because the RNI sports 8 launchers I take less of a DPS loss from NPC defender missiles. Not only that, but I can pre-load a wider assortment of ammo because I have twice the launchers. Sure, the Golem will definitely out tank a RNI - to be certain. But since my effective combat range is 100km and I tank most of the damage with an orbit/afterburner, I don't really need much. The Golem is stationary, so if it has to activate its tank there's a good chance it needs all of it and more. The Golem will also out-salvage my RNI, but again - I'm not using my RNI for salvage. I could also point out that for the price and training required to run a Golem, I could run two nicely fit Ravens with a RHML setup that would literally run circles around the Golem in an L4. Golems have less passive tank, so it also makes them a more expensive gank target. I know you don't care, I don't really care for the Golem (the third iteration is definitely the best of the mix, but still falls short of what it could've potentially been) - but since you took the time to reply I did the same. Don't like it (Golem), won't use it (Golem). Plus I hate the color. Dorororo wrote:I'm content with the 3rd iteration, but really to say that a sniping marauder outperforms everything is just flat out wrong. ^^ This guy gets it. Nefra Ravenheart wrote:A Nightmare will stomp all over any marauder in missions; and it shares the advantage of using half the ammo. ^^ Also gets it. And the Nightmare isn't even a Machariel or Vindicator, either. This isn't to say Marauders suck. Maybe they're well-suited for a different aspect of gameplay (such as L5s). But L4s, Marauders are the low hanging fruit. cyndrogen wrote:It's a cost vs performance issue though. The main reason to use a marauder is that it literally cuts your ISK spending in half, at least for the golem. Since you get similar DPS to an RNI,maybe slightly lower, but overall your mission running is pretty much identicalin terms of time spent, only you are spending 50% less on ammo costs AND it leaves three high slots open for salvage and tractor beams. Fit salvage drones and you can clean up as you kill = more profitable overall. Well, I can run a Raven for 1/8th the cost of a Golem and a fraction of the SP requirements. That's a lot of free ammo. Sure, Marauders can salvage - but they're dreadfully slow at getting around - and nothing outperforms a Noctis. Again, not saying Marauders suck - just not for me (and I suspect a lot of players).
The new golem is almost the same as the TQ golem. Only difference is it got a small speed nerf but i think the scan resolution has been increased by alot so it evens out. The bastion module is just a extra bonus. you dont have to use it if you dont like it. Also, why would we want the marauder to be the BEST at everything? what is the fun in that if they made it OP then everyone will use it. I think right now it is perfect since we have people who love it and others who hate it. I dont want to log into eve one day and see everyone in a marauder for making isk .
Also for RNI vs golem, the exp radius bonus is alot better in golem with bonus TP then navy raven with 3 rigor plus ship bonus. Also , the biggest lost to dps in a missile boat is velocity of the target. When you shoot cruises at a 250m/s battleship you lose 3/4 of the dps or so. |

Mer88
Royal Amarr Institute Amarr Empire
36
|
Posted - 2013.10.21 15:52:00 -
[61] - Quote
Joe Risalo wrote:loles wrote:hmskrecik wrote: Not really. It's 48km. And if anyone can't slowboat 4km then they have problems outside of scope of this discussion.
"Not really", 40km for us mortals with T1 tractor beams. And anyway what's the point of tractoring then MJD and tractoring again? Because if the point is looting a mission objective, using MJD twice to loot are 2 minutes wasted, I'd rather undock my noctis. If range was greater wrecks would be packed together for noctis to salvage. I currently run the noctis (lvl 4) with 6 tractor beams and 2 salvagers, a decent TB bonus on marauders could reduce the number of TBs. If you are a snipper, and MJD + Bastion will have many snippers, that tractor range is only useful to loot frig wrecks which are the only that will get below 50km, which are anyway generally useless. And as someone said golem can hit at 150km, and paladin will be over 100km too with tachyons. I'll probably still stick to Golem noctis combo. Clear a few missions, the. Come back and salvage. Noctis is much faster, even after you factor leaving and returning. I run 4 tractor, 4 salvage... I can lock 10 targets, so I tractor 4 while I'm salvaging 4.
your combo is only faster if you plan to salvage everything even the useless frigates and cruisers. if you only salvage and loot battleships that are within 48km. Just a marauder alone is always faster.
you get way faster salvage with 6 tractor and 2 salvage + slavage drones. |

Mer88
Royal Amarr Institute Amarr Empire
37
|
Posted - 2013.10.23 22:54:00 -
[62] - Quote
why do they keep changing the golem now it looks like too dark to see anything in space. They need to give more blinky lights to the ship ffs |

Mer88
Royal Amarr Institute Amarr Empire
37
|
Posted - 2013.10.24 05:11:00 -
[63] - Quote
chaosgrimm wrote:Joe Risalo wrote:chaosgrimm wrote: After the changes they are worse in terms of isk/hr in several areas of pve:
* mobility (esp vargur, favor b/c of ac falloff) * dmg nerf was to drone dps / bandwidth * you could also interpret dps nerf by these ships favoring long range weps * loss of looting exclusiveness
Marauders have the lowest max raw dmg potential of all comparable bs sized combat ships including t1.
1) With MJD bonus, and the fact that Bastion frees up mids for vargur and Golem, I would say that they've actually gotten a mobility buff. Formerly, I had 2 x TP, XL-shield booster, cap booster, 3x resists = 7 occupied mids With bastion i was able to drop a resist mod and fit MJD This coupled with the MJD bonus means I am now MORE mobile. MJD out, bastion, MJD in. No cap loss, no sig increase, no tracking loss(no speaking specifically of Golem on this one), webs and warp disruptors don't matter. 2) Most players have never used more than small drones.... Many other players have never used anything but salvage drones since they were introduced. Consider this, these marauders insta-pop frigs, 1-3 volley cruisers, and 3-6 volley BS's(also skill dependant). The most you're probably doing with even sentry drones is reducing this by one volley, and in many cases, not even that. 3) Watch the Eve Vegas 2013.. There is a player on there who runs anoms... He stated specifically that range was better than overall dps... The reason is actually pretty simple... The less time you spending travelling, or waiting for targets to travel to you, the faster you complete. Also, the longer the range, the less tracking issues = higher applied damage. 4) HUH? they haven't had looting exclusiveness for a long time(since the noctis). Also, I might add that many players that use marauders do not loot, they only salvage. However, this is not the fault of the Marauders themselves, but rather their lack-luster tractor range, which has always been a problem, just never that noticable until the noctis. Hell, before the noctis, I used to come in with an Orca loaded with tractors, then I would have a salvage destroyer in the hanger... Jet destroyer, swap ships, salvage away, swap ships, load up destroyer.. Even that was faster than using the Golem to salvage in many cases. My Golem out dps's any missile boat excluding the Raven navy, and now it does so without tanking, ewar, range, or mobility issues(thanks to MJD) 1 false, mobility is reduced, esp during close range combat and bastion mode. Yeah yeah, frees a slot. What should the vargur use in the additional mid? If TC tracking is already fantastic, falloff and bastion falloff start to conflict at that point. Dual prop is pointless for most missions. More or less, use bastion w/o falloff bonus and mobility or don't use it and don't get the extra slot. This is one of the reasons I think drones would be a nice addition. 2 irrelevant concerning small drones. Also, Vargur can usually down a frig with less than a full AC volley. If taking the penalties CCP wants to give it, it needs a bit of a dmg buff. Mach gets x2 drone bandwidth, about 9.5% more turret dps, and better mobility. Maelstrom gets the same turret raw dps, but has twice the bandwidth. 3 marauders are useful against high ewar and high dmg that doesn't require logi. Also, mjd and long range focus make the tracking bonuses less useful. 4 noctis isn't a combat ship. As with point 2 the point about salvaging is irrelevant. Concerning tractors, the Vargur currently can make very good use of the tractor bonus because it usually kills things within tractor 48km tractor range. One more reason to hate the ranged role and low mobility. Honestly if you arent looting in a marauder, another ship will make you more isk/hr in 4s Both the Raven and RNI have higher dmg potential, golem takes double penalties for defenders compared to RNI, and can be subjected to higher amounts of overkill
golem is a torpedo boat cant compare to a missile boat like ravens. Bastion works well for torpedo and does nothing for cruise missiles. |

Mer88
Royal Amarr Institute Amarr Empire
37
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Posted - 2013.10.24 06:51:00 -
[64] - Quote
Vinyl 41 wrote:bastio does help cruise golem by drasticaly lowering the defender missle damage drops and thats a big gain and there is that pretty handy speed gain that comes handy when sniping at 100km - less wasted ammo so you cant say that cruise golem does not gain anything from bastion
it doesnt help with defenders , it might if you put 2 velocity riggs on it but then the bastion get stacked penalty to almost nothing at that point , so i think most people would not gonna try that route. The only think it helps cruise is less volley counting.
curise missile is just boring . no need to move, no need to change ammo type , just shoot and warp to next gate. |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.10.26 16:04:00 -
[65] - Quote
maybe give torps more ammo capacity or shorten reload time |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.10.27 02:23:00 -
[66] - Quote
what makes cruise and torp bad is velocity of the ships. anything over 200m/s and you have a chance of doing only 1/4 of the damage and if its 250m/s + then bye bye. I notice this is most problematic when fighting angels since they like to use afterburner to get close to you. that velocity bonus on golem is a joke. it barely do anything. they should at least double it .
The other bad thing about torpedo is they have no ammo to kill frigates effectively unlike cruise with their precisions. |

Mer88
Royal Amarr Institute Amarr Empire
40
|
Posted - 2013.10.28 15:20:00 -
[67] - Quote
chaosgrimm wrote:I played a little more with the vargur and just wanted to log some feedback on the thread.
I have decided to give up on the notion of a 'optional bastion mode' and am switching focus to making the vargur work well with limited mobility.
In PvE, the vargur feels like it is missing something in the offensive spectrum:
= 1400 fits = 1400s kinda suck compared to other long range weapon systems. They are all about dat alpha. Other than that, the sustained dps is poor, which doesn't suit PvE well. This makes AC fits (as with the TQ version) a preferred choice.
= AC fits = The typical minmatar mobility compliments ACs well because ACs live in falloff. However, ACs don't sync well with the marauders' version of mobility, esp in bastion mode. This lack of synergy is compounded by the stacking penalities and untraditional 1:1 optimal/falloff projection bonus given by bastion.
= Suggestions = Keep in mind I'm just spitballing and i am by no means saying that all of these suggestions should be done:
Set bastion's falloff bonus to twice the value of the optimal bonus (possibly in conjunction with reducing the optimal bonus).
Remove bastion's stacking penalty (possibly in conjunction with the prior suggestion)
Add additional falloff the vargur hull.
Add additional dps via bandwidth/ sentry drones to increase overall dmg at range with the vargur
Add additional turret dps to the vargur
i remember people cry about not able to fit 1200mm on the vargur w/o any power grid modules. now they can fit 1400mm with ease and no one is excited about it. from my knowledge 1400 dps is about the same as rail guns. except 1400 can select damage type. with the slow rof, the faction ammo will be very cheap so it kinda works great for missions.
|

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.10.28 15:57:00 -
[68] - Quote
Joe Risalo wrote:Battle Cube wrote:perhaps i should clarify - for group activities. and freeing slots for more dps means weaker tank when you are neuted or out of bastion mode, which leads to it being "bastion only" ship....im talking about NON-bastion mode
I think we've all cleared out that Marauders are almost useless outside of bastion... But, at least they're more fiable now....
hmm the marauder outside bastion is about the same as current marauder on TQ. Bastion made it seems useless since you will fit way less tank in sisi compare to TQ so it made marauder outside bastion weak.. the only nerf is they got speed reduction. but i noticed my golem has more shield hitpoints compare to TQ. |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.10.29 07:14:00 -
[69] - Quote
i noticed today the sisi golem and TQ golem got the same amount of cap and recharge time. I guess they unnerfed the cap ?
|

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.10.29 20:24:00 -
[70] - Quote
Joe Risalo wrote:Shantetha wrote:Joe Risalo wrote:Shantetha wrote:Joe Risalo wrote:Ok.. So, I just got finished running angel extravaganza.
I was using a cruise Golem with 1015 dps out to max target range (including CM-605 and RL-1005).
It took me within 1 minute of an hour to clear every room, including the bonus room. That was from undock to dock, and the mission was 1 jump away. I never had to warp out. I was using my pith x-type XL booster, pulsing as needed, 2 x T2 invulns, and a t1 em rig.
That's probably the fastest I've ever been able to clear that mission, and the least amount of tanking issues.
In the bonus room, I was starting to get a little freaked, cause I was running out of cap. However, I remembered I had MJD, so I finished up bastion cycle, MJD'd out, and my cap started building right back up.
1 hr is a pretty good clear time for angel's extravaganza..... Do that without having to warp out in a navy or pirate. 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. buddy of mine does it in a vargur on TQ in ~40 min, i don't remember if he has it down below that yet. pretty sure he doesn't warp out at all even in the bonus room. i have been using an mjd cruise/sentry Armageddon to do it at around 55 min I highly doubt any of that.... Also, I never believe the "a friend of my friend, who's friend's friend was able to clear" so 'k; i can understand the hesitance to believe anything that doesn't fit the model of OMG THE NEW MARAUDERS are hot sex in a tanking blanket. But i am not the only one telling you the current vargar on TQ can do it in significantly less then 1 hour. A little check on youtube will find you an example of a ~37 min AE. This gank bait is using officer 800 RA, t2's work just fine prob a little better due to t2 ammo. https://www.youtube.com/watch?v=_7xPg-OTsuYso yes your 1 hour to finish AE is a long time. Like I said, vargur is a freak of nature. Also, it's an 800's vs cruise issue. 800's carry a ton of ammo, have a faster cycle time, don't have to swap ammo for smaller targets, have instant damage application. With missiles I can only carry 27 per launcher, I have to wait for the missiles to travel so I can cycle to the next target, have to swap ammo for smaller targets, and they cycle slower. and they both have damage selection.
Vargur is only good vs angels and in mission damsel in distress i try vargur in serpentis assault and it was pretty rough |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.10.29 20:31:00 -
[71] - Quote
Julie Thorne wrote:In Lv4s Vargur gains pretty much nothing with these changes.
1. Ewar immunity doesn't matter in Minmatar space.
2. Assuming that you have 2 optimal scripted TCs fitted, bastion only gives approximately 10km extra falloff. If you are not in bastion mode 1 MWD cycle is plenty to offset this bonus. Which means if we don't count the first 10-15 seconds, a freely moving Vargur does more damage.
3. Extra tank is unnecessary.
Basically the only reason I can see to fit a bastion module is to free up a mid slot for the MJD, which may come useful in some missions.
4. The Vargur's speed got a massive nerf. This makes closing the distance to targets slower, decreasing applied DPS.
So I have 3 suggestions.
1. Bastion really needs a 50% falloff bonus. This way bastion would give an extra 25km falloff which would be mostly ok.
2. Make Bastion a mid slot module (I know it is not in line with Triage and Siege, but I couldn't care less), remove the extra high slot, and an extra mid. This would allow for much more diverse setups. And it would make Marauders better in all roles, where using a bastion module is not practical.
3. Give some or all of the speed back.
Vargur got the option to use 1400mm like it or not still an option . now if you use 1400mm you can tell it will work very well with bastion. vargur will probably be the best ship for artillery in rubicon
the second option is pretty OP giving marauder an extra mid slot without any drawbacks. At least right now the high slot is ultility which wont affect performance of the ship.
|

Mer88
Royal Amarr Institute Amarr Empire
40
|
Posted - 2013.10.29 21:50:00 -
[72] - Quote
Brib Vogt wrote:Mer88 wrote:Vargur got the option to use 1400mm like it or not still an option . now if you use 1400mm you can tell it will work very well with bastion. vargur will probably be the best ship for artillery in rubicon
the second option is pretty OP giving marauder an extra mid slot without any drawbacks. At least right now the high slot is ultility which wont affect performance of the ship.
You sound like one of the guys who can't use the vargur or 1400s T2 on TQ at all. 1400 work not better in bastion then out of it. Tornado will probably stay the best ship for artillery in rubicon if you want to stay mobile and Maelstrom will be the best ship for artillery with a decent buffer tank in rubicon. You will not see Arty Vargurs. If you do it is for brain afk lvl pve-ers.
you sound like one of those who mix pvp and pve up just to get a point accross. why are you bringin tornado into the mix? how exactly is malestorm better than a vargur in the expansion? vargur got falloff bonus and bastion give more optimal and falloff. |

Mer88
Royal Amarr Institute Amarr Empire
40
|
Posted - 2013.10.30 15:26:00 -
[73] - Quote
it seems they ninja buffed the marauder again.
i noticed the kronos got 125 bay 50 bandwidth now. Also the ships all got mass reduced by alot. They only nerf is the slight speed reduced but being a railgun kronos with sentries why do you even need to move? |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.10.30 15:31:00 -
[74] - Quote
Julie Thorne wrote: 1. Bastion really needs a 50% falloff bonus. This way bastion would give an extra 25km falloff which would be mostly ok.
[/quote]
i agree with this falloff should always double optimal range just like a tracking computer |

Mer88
Royal Amarr Institute Amarr Empire
40
|
Posted - 2013.10.30 16:57:00 -
[75] - Quote
Vinyl 41 wrote:Arthur Aihaken wrote:Sure, 50% Bastion falloff is fine if we can get a +25% flight time as well for missiles. 25% still wont help torps to beat that 50km mark you need a 30/30% buff to get over it
give 15% optimal and 30% falloff is better than 25%/25% which makes paladin and kronos op and vargur garbage. golem doesnt need change imo. |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.10.31 22:20:00 -
[76] - Quote
try to shoot cruise missiles at rats 100km + away and most likely you be doing less than 50% of damage due to velocity of npc on top of that , the tp wont even work most likely.
anyway with bastion on, you can basically get away with using T2 rof rig and a t1 slight time rig and still have the exact same range of TQ golem with 2 x t2 range rigs. Torp golem gonna be beast for close range angel missions. For serp missions, fury cruise might be better unless you give up the rof rig.
overall bastion is great for torpedo while only having slight benefit to cruise missiles.
|

Mer88
Royal Amarr Institute Amarr Empire
40
|
Posted - 2013.10.31 22:27:00 -
[77] - Quote
Xqpvqsvs Qr'atyuqink wrote:CCP Ytterbium wrote:
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.
1. Its not debatable, its just wrong. Remove tracking bonuses from all marauders and force them to use Target Painters by wasting med slots, or delete target painter bonus on Golem to place this ship in line with others. 2. Golem got cap intensive shield tank which uses.. med slots, and if u equip MJD, cap injector/recharge and TP in very same med slots, u got only 4 slots left for tanking mods. Compare this to other marauders who can use their ship bonuses and have 7 slots tank in same time. 3. Kronos, Paladin and Vargur got additional damage bonus (5% to damage or 5% to rof) while Golem is the only one who doesnt got damage bonus. Argument that Golem can choose damage is false since Vargur can do it too and he got that bonus. Not to mention fact that all other marauders deals insta damage, while Golem missiles need to fly to target (target which can just warp off). Thats why Golem should be on prefered status in case of ship bonuses, not the opposite. Lets face it, Golem is the last ship in case of PVP. 4. Last but not least. Since bastion module will make them immune to tracking disruptors (in favour of 3 marauders using turrets), will bastion module make Golem immune from defender missiles too? How many times people need to ask this question for u to answer  
so removing tp for golem is great for cruise missiles but what will happen to torpedos? or do you ignore torp users since everyone seems to favor cruise.
also, you cant compare golem to vargur. yes both can select damage. but vargur damage is crap pass 40kms while cruise missiles do 100% damage at 100km+. i think cruise got the better deal for a few seconds of delay damage.
4. i could agree with this but then again, all npc types use defenders but only amar npc use tracking disruptors so it might seem unfair to get such a bonus. |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.11.01 02:34:00 -
[78] - Quote
stoicfaux wrote:Mer88 wrote:try to shoot cruise missiles at rats 100km + away and most likely you be doing less than 50% of damage due to velocity of npc on top of that , the tp wont even work most likely. Eh? At that range they have their pseudo-MWDs on and are suffering from huge sig bloom. Quote:anyway with bastion on, you can basically get away with using T2 rof rig and a t1 slight time rig and still have the exact same range of TQ golem with 2 x t2 range rigs. Torp golem gonna be beast for close range angel missions. And what Angel missions are actually close range missions? It seems like there's always one spawn that's waaaay out there. And since Javelins can't compare to Fury Cruise, there's not much point in using torps on a Golem anymore. Quote:overall bastion is great for torpedo while only having slight benefit to cruise missiles. Quite the opposite. In terms of level 4s, Bastion means you can mount a one slot tank (Pithum C-Type MSB,) 4-5 TPs, and a prop mod or two. You'll have a ~400+ perma-ish tank against most enemies in Bastion. For, Sansha/BR or Mercs, fit an Invul II. Slap on some speed rigs and those cruise missiles can go up 18km/s (no more volley counting.) 4-5TPs will make up for not having Rigors. Or mount Rigors, b/c even at 13km/s volley counting isn't a problem. Rubicon Marauders are now insanely easy mode for level 4s due to the Bastion module. A scorch Paladin can effectively perma-run a MARII (with 2xEANMIIs for tank) and 4 Pulses with Scorch with 95km optimal. A Cruise Golem is probably the laziest thing to fly (or would be if you could group TPs.) A Vargur can mount 4 Gyros, a DCU, 3x TCs, MJD, MWD and Pithum C MSB for 74km of falloff (however, it's the only one that actually needs the MJD to minimize DPS loss to falloff) and ~480 perma-ish tank against Angels. And as for the deployable tractor, there's a 45 second activation delay. And I'm willing to bet they just tractor the nearest thing, i.e. firgates, instead of cherry-picking the more valuable, larger ship wrecks. 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.
the increased sig is cancel by the huge velocity gain. from my observations, having a smaller radius explosion than ships sig radius doesnt increase dps pass the maximum allowed at the npc velocity. the limiting factor has always been velocity on almost all cruise and torpedo BS imo.
At first i thought it was defenders killing off my dps then i noticed my torps are doing the same thing shooting BS far away. Then i realized it was their velocity when trying to get into orbiting range.
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.
maybe this is why missiles are bad for pvp . if you turn your target turns on mwd, then your cruise missiles will do almost no damage. |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.11.01 02:43:00 -
[79] - Quote
i think the people who will be benefited the most are null sec anomalies runners. The massive tank + stationary nature of the bastion is perfect for such activity. |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.11.01 22:49:00 -
[80] - Quote
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 |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.11.02 19:49:00 -
[81] - Quote
baltec1 wrote:Cassiel Seraphim wrote:CCP Ytterbium wrote: BASTION MODULE
Increases all large missile max velocity by 25%
CCP Ytterbium wrote: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 These stats coincide with the current build of Singularity, which is very recent. Is it simply a matter of gross oversight on the Golem's ship bonuses and the bastion module's bonuses ... or are you intentionally not giving the Golem bonuses to the new Rapid Heavy Missile Launchers? Intentional. The damage you could do to small cruiser gangs would be disgustingly glorious.
if you use microwap drive you can avoid like 80% of the missile damage right? |

Mer88
Royal Amarr Institute Amarr Empire
40
|
Posted - 2013.11.02 20:27:00 -
[82] - Quote
baltec1 wrote:Mer88 wrote:
if you use microwap drive you can avoid like 80% of the missile damage right?
Or just tank it. A golem can and will tank most small cruiser gangs and the new heavy rapids sting. If they had the bonus I feel the golem would have too easy a time ripping these small gangs apart if they hang around.
no i am saying if you are in a cruiser, all you do is use mwd, all the missile dps will drop to almost nothing. heavy missiles got exp velocity of 150m/s ?? no sure but it is nothing compare to 2000m/s cruiser. also, they dev say golem wont get the bonus ? or is that just a rumor? |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.11.02 22:57:00 -
[83] - Quote
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 |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.11.03 06:42:00 -
[84] - Quote
Kane Fenris wrote: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 )
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?
|

Mer88
Royal Amarr Institute Amarr Empire
40
|
Posted - 2013.11.03 16:27:00 -
[85] - Quote
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. |

Mer88
Royal Amarr Institute Amarr Empire
40
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Posted - 2013.11.04 16:56:00 -
[86] - Quote
the problem is with the bastion bonus applying equal amount of optimal and falloff range. Optimal should always be less then falloff. it would be better if its 20% optimal and 40% falloff. |

Mer88
Royal Amarr Institute Amarr Empire
41
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Posted - 2013.11.04 22:54:00 -
[87] - Quote
Mioelnir wrote:MeBiatch wrote:Mer88 wrote:the problem is with the bastion bonus applying equal amount of optimal and falloff range. Optimal should always be less then falloff. it would be better if its 20% optimal and 40% falloff. i would support this. as optimal and falloff are not eq. Was brought up some 170 pages ago or so. CCP is concerned with overpowered pulse laser fits, that's why the optimal bonus is above a meta 14 officer TC, yet falloff is below tech 2.
lasers fights in optimal how does having optimal and falloff bonus bot equal nerfing the laser? doesnt even make sense imo. also why talk about officer tc ? |

Mer88
Royal Amarr Institute Amarr Empire
42
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Posted - 2013.11.07 18:54:00 -
[88] - Quote
Arthur Aihaken wrote:Joe Risalo wrote:I suppose that maybe each of these ships has a niche situation where it is better than another ship.
Golem - POS bashing Paladin - Counter sniper Vargur - CQB - I.E., fit ACs and burn close range targets Kronos - Kinda the all around ship... The jack of all trades. It seems fairly clear that the speed reductions all but limits the Marauders to a long-range role. To make them slightly more useful in short-range rolls, I would suggest the following: GÇó Increase the base speed of the Kronos to 115 m/sec (-5) and the Vargur to 120 m/sec (-10). GÇó Replace the Golem's Marauder TP bonus with a 5% rate of fire bonus (in-line with the T1 Raven bonuses) GÇó Replace the Vargur's Marauder tracking bonus with a 5% damage bonus (in-line with the T1 Tempest bonuses).
are you serious? so golem and vargur magically gets a 25% bonus to dps ? how is that balancing? can you imagine how OP that sounds? the only reason tempest, raven gets a ROF is because they have less guns, missile bays. |

Mer88
Royal Amarr Institute Amarr Empire
42
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Posted - 2013.11.07 19:03:00 -
[89] - 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
When you are fighting at 50km + with the lasers, tracking is almost useless. Vargur needs tracking because its a close range ship,
i can say the same about why vargur has to fight in falloff when all other marauder fights in optimal range. paladin is OP as is, no need to fine tune it most to optimize its damage even more.
people say vargur got nerf vs the TQ version. well its not true imo, it got nerfed in comparison because every other marauder got stronger but vargur got nothing useful.
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Mer88
Royal Amarr Institute Amarr Empire
43
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Posted - 2013.11.07 21:49:00 -
[90] - Quote
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".
vargur only exp damage for t2 ammo kronos lock in them/kin paladin lock in them/em golem all damage types for t2 ammo.
i think dev should half the distance of all cruise missiles that wayou will appreciate the velocity bonus on the golem more instead of the current wahhh too much range i dont need. we need rof instead!! |

Mer88
Royal Amarr Institute Amarr Empire
43
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Posted - 2013.11.07 22:33:00 -
[91] - Quote
Arthur Aihaken wrote:Mer88 wrote:i think dev should half the distance of all cruise missiles that wayou will appreciate the velocity bonus on the golem more instead of the current wahhh too much range i dont need. we need rof instead!! Please. The velocity bonus gain on the Golem is equivalent to an extra T1 hydraulic rig that any T1 or Faction hull can run. Without having to remain stationary.
huh? the bonus is 50% to velocity. or are you talking about bastions 30%? all i am saying is if dev nerf the cruise missile speed/ flighttime, then they will appreciate the hull bonus. but on second thought, it will compeletely screw the hulls with no velocity bonus like raven or scorpion navy |

Mer88
Royal Amarr Institute Amarr Empire
43
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Posted - 2013.11.08 08:17:00 -
[92] - Quote
kronos is better with optimal bonus than falloff i seriously doubt blaster gonna be a good all around mission boat most would just stick to railguns. |

Mer88
Royal Amarr Institute Amarr Empire
43
|
Posted - 2013.11.08 20:37:00 -
[93] - Quote
Nenwe wrote:I like the idea of Bastion mode but with the change that you are doing means that we (golem users) have even less mid slots available to us ( painters, MJD, Tank) and if i understood correctly we should be able to make even stronger tank with Bastion mode but as far as i did test the setups on that was not the case exactly While getting the bonuses from Bastion mode did not make up enough impact for me to call it success. (we are immobile huge chunk of metal)
Now the bigger issue i think is that everybody compares Marauders against Pirate BS (and i truly hope big nerf on pirate BS) but when i compare my current Golem versus my CNR i get about same tank with both same DPS with both but CNR can deal with missions/sites 50% faster than Golem so somehing is wrong (and i know i overtank my CNR but i like it) (and i use torpedos on golem) (and my skills are maxed)
Golem should be able to deal sites/missions atleast same speed as CNR and 1 way to do it is with removing the need of TP's (maybe giving each marauder a internal self build TP or tracking enhancer or similiar) and increasing damage bonus and/or explosion velocity/radius (Torpedos need buff on golem)
Ofcourse for PVP cant say anything since i dont like it anymore (Yes i am carebear and i love it) for PVP balance you have to ask somebody elses opinion
why would u even fit mjd on a cruise missile golem? mission has always been find without it. mjd is for pvp and long range sentry boats . theres no reason to fit it on 95% of the missions. especially on missile boat.
u said cnr runs missile 50% faster than golem? post what mission you are comparing to and time it took? i find cruise golem and cnr near identical on TQ for missioning but i choose golem for occassional looting and lesser ammo usage. Torp golem is 100% for sure faster for certain missions like buzz kill, damsel , attack of the drones even gone beserk. |

Mer88
Royal Amarr Institute Amarr Empire
45
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Posted - 2013.11.09 16:27:00 -
[94] - Quote
DSpite Culhach wrote:Just on a sidenote : The new deployable "Mobile Depot" structure
If they can be deployed very fast, wont that mean that it will make our Marauders a lot more flexible? We have very large cargo holds to start, so we can carry full refits, we are going to anchor next to it anyway, meaning we can switch from say Cruise to RHML's to clean up, etc etc
I mean, I can see myself putting a bunch of tractors and salvagers in the hold, together with a deployable tractor module, put that out right away to start pulling, then when everything is dead refit to "full Noctis" to do a fast cleanup.
If that Depot also allows to refit Drones, I mean, we can carry a TON of spare drones as well.
Am I missing something? Cause it sounds pretty cool.
arent they 2 different structures? one for tractor one for refit? |

Mer88
Royal Amarr Institute Amarr Empire
45
|
Posted - 2013.11.10 04:07:00 -
[95] - Quote
Dinsdale Pirannha wrote:stoicfaux wrote:DSpite Culhach wrote:Just on a sidenote : The new deployable "Mobile Depot" structure
If they can be deployed very fast, wont that mean that it will make our Marauders a lot more flexible? We have very large cargo holds to start, so we can carry full refits, we are going to anchor next to it anyway, meaning we can switch from say Cruise to RHML's to clean up, etc etc
Yes and no. If you use the Mobile Depot to refit, the modules have to be off or not reloading (i.e. not cycling.) Even then, some marauders have some issues: * Golem: rigs may or may be valid for torp/cruise switches, * Vargurs: Artillery has a long cooldown, which could make switching to ACs annoying/impractical * Kronos: Still has to deal with 5 second reloads However, Paladin with its instant ammo swapping will probably be able to take advantage of swapping out guns mid-mission or even mid-fight. Kronos should be able to as well. From what I've seen of the Mobile Depot so far: * saved fittings do not work * you can fit from your cargo bay, there's no need to put items into the Mobile Depot first, * you do NOT have to wait for the Mobile Depot to anchor before changing your fittings, * you have to manually drag and drop modules, ammo, group guns, etc. * you have to wait out cycle times (RoF cycles, ammo reloading) on a module before you can remove that module * you can refit while bastion is active Finally, given the huge increase in fittings, a single non-specialized fit can fit either short or long range weapons with ease. Meaning, you don't need to worry about using PG rigs to swap between ACs and Artillery or Pulse and Tachyons. If someone works out a macro to quickly swap the Paladin between Pulse and Tachyon lasers, then the Paladin will be the Queen Batshit Insane Recipient of the Greatest Buffs in Rubicon (Assuming You Don't Care About the Loss of the Web Bonus) Award. IMHO. tl;dr - All hail the Pulse Tachyon Paladin! You know, that is an interesting PvE concept. I am pretty certain someone will do it. But of course, the Paladin is still a doomed ship without its web bonus. Unless of course, you don't mind losing several million in small drones every mission. (I won't even bother discussing how the ship is done in VG incursions. That discussion has been put to bed)
most bs dont have web bonus and they are fine for missions
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Mer88
Royal Amarr Institute Amarr Empire
45
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Posted - 2013.11.11 20:05:00 -
[96] - Quote
if you think about it the mobile depot is pretty much bastion mode for all ships at least for pve. They need to fix this. |

Mer88
Royal Amarr Institute Amarr Empire
47
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Posted - 2013.11.12 19:40:00 -
[97] - Quote
volley counting is never a problem but tp 10s cycle was . but with 5s tp cycle i dont find it so bad anymore . another reason why golem gonna be king . |

Mer88
Royal Amarr Institute Amarr Empire
47
|
Posted - 2013.11.12 19:43:00 -
[98] - Quote
Altrue wrote:stoicfaux wrote:Thaddeus Eggeras wrote:Golem -
..blech...
Thoughts?
I fit this on SiSi, it seems to work pretty good. I plan to use it for L4s, so it should be more then enough for them. If you have to ask why the Meta 4s instead of T2s, then you shouldn't even comment. Everything fits, with a bit a room left over. With the NOSs off you get around 4m 30s. Does good DPS, great tank. Locks out to 118km plus so no need for a prop module. Web is mainly there to help the drones out, was thinking of putting an extender or another TP, but thought it's always nice to have a web haha. Only question I had, is while in bastion Ewar isn't suppose to effect you, do neuts still effect you though? Yes, neuts will still affect you. With bastion mode, you get 400+ tank against EM/Therm 550-600 against other NPC types. With missile speed rigs you will never have to volley count again. The 4th TP is to help make up for the lack of Rigors. Or you can fit two T2 Rigors instead. Doesn't really matter, IMO. However, with the missile speed rigs, you can run torpedoes for the few missions where torpedoes are better than cruise. You have 8 minutes of cap with everything but the MWD running. Which is plenty to clear a pocket. The MWD is there just because. It's not like you have enough cap to get very far while running it. Or you can replace it with a MJD. [Rubicon Golem, New Setup 1] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Ballistic Control System II Pithum C-Type Medium Shield Booster Adaptive Invulnerability Field II Shadow Serpentis 100MN Microwarpdrive Phased Weapon Navigation Array Generation Extron Phased Weapon Navigation Array Generation Extron Phased Weapon Navigation Array Generation Extron Phased Weapon Navigation Array Generation Extron Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Cruise Missile Launcher II, Mjolnir Fury Cruise Missile Small Tractor Beam II Small Tractor Beam II Small Tractor Beam II Bastion Module I Large Hydraulic Bay Thrusters II Large Hydraulic Bay Thrusters II Salvage Drone I x5 Hobgoblin II x5 Hobgoblin II x5 Don't forget to pack a Mobile Depot with extra drones, cap modules, torp launchers, tank modules, an AB, salvagers, etc., in case you decide to change your fitting in the middle of a mission, e.g. add more tank, swap cruise for torps, etc.. I tried a very similar fit on Sisi and a Blaster fit Kronos since I have almost max skills for both, and... it was highly dissapointing with the golem to say the least. On serpentis battlecruisers for instance it takes approximately x5 more time to kill them with two target painters. (I had only two TPs though. Aren't they stacking penalized ?)
with golem you 1 shot all battlecruisers and cruisers and 2 shot elite cruisers at orbiting speed but if they are buring towards you at high speed sometimes, it take up 3-5 shots to kill a one.
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Mer88
Royal Amarr Institute Amarr Empire
47
|
Posted - 2013.11.12 21:29:00 -
[99] - Quote
Kirimeena D'Zbrkesbris wrote:Mer88 wrote:with golem you 1 shot all battlecruisers and cruisers and 2 shot elite cruisers at orbiting speed but if they are buring towards you at high speed sometimes, it take up 3-5 shots to kill a one.
3-5 shots when they DONT burn at high speeds you mean? Because their MWD is advantageous for player - it blows their sig by a factor of 5 while only doubling their speed (spider drones are an exception, as well as sleepers and incursion Sansha).
i used to think like that too but when they turn on its actually good for you. its only bad after they turn off the mwd while still at high speed decelration. overall its a bad thing mwd. cuz they never use it long enough only a few secs at a time. |

Mer88
Royal Amarr Institute Amarr Empire
47
|
Posted - 2013.11.12 21:31:00 -
[100] - Quote
stoicfaux wrote:Kirimeena D'Zbrkesbris wrote:Mer88 wrote:with golem you 1 shot all battlecruisers and cruisers and 2 shot elite cruisers at orbiting speed but if they are buring towards you at high speed sometimes, it take up 3-5 shots to kill a one.
3-5 shots when they DONT burn at high speeds you mean? Because their MWD is advantageous for player - it blows their sig by a factor of 5 while only doubling their speed (spider drones are an exception, as well as sleepers and incursion Sansha). The MWD isn't always on. NPCs will "coast" in at high speed with the MWDs off in order to decelerate into their predefined orbit range. It's during this coasting period that you'll experience damage degradation. /note_to_self: Wander over to F&I and recommend that NPCs use ABs.
^ yeah this is exactly it |

Mer88
Royal Amarr Institute Amarr Empire
47
|
Posted - 2013.11.13 16:33:00 -
[101] - Quote
Kito Yularen wrote:Hell ***** wrote:So much of this going on in this thread it almost makes me wish CCP would nerf the Marauders to hell and back just to give all you whiny argumentative little bitches something real to moan over. We're not whining, nor arguing. We're debating. Like true internet mentlegen. *smokes pipe*
there is a reason why dev dont talk in here anymore. i think they realize there will always be whiners even if they did everything people ask for. |

Mer88
Royal Amarr Institute Amarr Empire
47
|
Posted - 2013.11.14 20:12:00 -
[102] - Quote
baltec1 wrote:Endaashi wrote: Why is EM damage useless?
Guristas.
or angel |

Mer88
Royal Amarr Institute Amarr Empire
47
|
Posted - 2013.11.16 18:01:00 -
[103] - Quote
if golem is so disappointing then why the hell are the prices for one so high? it is 1.4 billion at rens and 1.2 at jita. the other marauders are around 1b. i think golem will be the strongest marauder with bastion mode. it is the only marader that doesnt lose dps due to being stationary. people who are complaintin just dont know how to fly a missile boat |

Mer88
Royal Amarr Institute Amarr Empire
48
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Posted - 2013.11.18 01:42:00 -
[104] - Quote
Quish McQuiddy wrote:Shivanthar wrote:M1k3y Koontz wrote:
... 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...
Shhhh! There are angry Vargur pilots around here, who're about to loose this ability at some degree in Rubicon. M1k3y Koontz is the kind of person who is clueless about eve - missiles are childs play. Totally clueless. Yes - was seething at one point about the Vargur, now just sad resignation. I lose a PVE ship and gain a wholly bizarre PVP ship. One that will sit and wait to die. Humph.
the vargur is not a bad ship, just bad compare to the other marauder. it is still way better than many other BS. |

Mer88
Royal Amarr Institute Amarr Empire
48
|
Posted - 2013.11.18 16:42:00 -
[105] - Quote
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. |

Mer88
Royal Amarr Institute Amarr Empire
48
|
Posted - 2013.11.19 13:59:00 -
[106] - Quote
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.
|

Mer88
Royal Amarr Institute Amarr Empire
48
|
Posted - 2013.11.19 15:42:00 -
[107] - Quote
Tramar wrote:Mer88 wrote:
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.
It's now a totally inferior Maradeur it lost a lot of it's speed in mvd/ab setups, gained a useless bonus for an mjd and gains the least from bastion bonuses compared to other ships. It's also less cap-stable now
hmm kronos got cap issues due to guns sucking it dry. golem still has target speed issue that result in major lost of dps , paladin still em /themr damage only. vargur lost some speed but it gain so much more. put a nano fiber in the low and you get your speed back. i personally use 4 TCs and change script according to what is needed. |

Mer88
Royal Amarr Institute Amarr Empire
48
|
Posted - 2013.11.19 22:06:00 -
[108] - Quote
Sh0plifter wrote:Thaddeus Eggeras wrote:Rubicon is out, so let's hear info. +'s and -'s for the New Marauders. Skills needed, how are then in PvE, and PvP, etc, etc You made a funny. I like you.
Honestly, this ship is garbage. Get a T1 BS with a salvager, drop a mobile tractor beam and go to town with the same effect. Maybe even just run a noctis, that ship that made the marauder useless to begin with. I still think the best option was to get rid of the tractorbeam + salvager bonuses. Replace it with more combat suited bonuses of some kind and let it out into open-world with the bastion mod still. If it had more of a combat role vs a NPC-fighting setup it would be used in PVP more often.
lol the mobile tractor beam is a joke . 100m is alot when your cargo bay is 600. if it was smart and only tractor in Large wrecks with loot first then it might be useful. |

Mer88
Royal Amarr Institute Amarr Empire
48
|
Posted - 2013.11.20 06:33:00 -
[109] - 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.
bastion is OP. especially after they buff kronos and paladin with optimal and falloff bonus. |

Mer88
Royal Amarr Institute Amarr Empire
48
|
Posted - 2013.11.20 16:21:00 -
[110] - Quote
Tramar wrote:Dinsdale Pirannha wrote: 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.
Well loosing the web-bonus is bad, but still they outperform Vargur in other aspects completely. Nerfing the Maradeurs? - they are still worse than pirate ships and even some navy ships. Also they are the only t2 combat ship not seen/not needed in pvp, so yeah, lets nerf them!
how are they worst than pirate ships? you try to do pve with 2 slot tank in a pirate ship then come back and see how you like that.. |
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