Aglais wrote:I do not understand the direction of these changes. Some of them arguably fix some problems, but don't do it in a way that seems engaging. And in my opinion, that's a factor that needs to be considered too.
PvE aspects
I have never once used a MJD in PvE. It's far too quantized. I really mean this. Let's say I warp in to a pocket, and there's an acceleration gate 40 kilometers away. Great. I will overshoot it by 60 kilometers unless I do a whole bunch of wacky triangle stuff to land myself exactly on the gate. This will be a lot of tedious guesswork. They are already rather sluggish as it stands, and these changes will make them a downright chore to fly.
Furthermore, my Golem is fit with T2 modules. That's it. And it can already permatank literally every L4 I've ever attempted, with no worries of losing my ship. Not to mention, I'm fitting cruise missiles- with the recent buff to cruises, I barely see a reason to bother with torpedoes due to the fact that the damage loss you get from cruise missiles is way offset by the utterly obscene range cruise missiles offer, and the now non-lethargic flight time they have. I feel that faction/deadspace would just be utter overkill, and put me at a greater risk of being ganked.
So the Golem already has enough tank, and it already has enough damage projection. Why does it need this new module that in PvE just takes it completely over the top when that additional power isn't necessary? These changes do not alter my situation.
PvP aspects
Okay. So you claim you want them to be usable in PvP... But literally the only way is if they flip on the Bastion Module and become EWAR immune. Because you haven't changed their sensor strength at all. I'm not sold on this. Similar problems arise in PvP as in PvE from the quantized nature of the MJD. In large coordinated fleets, the MJD can be useful. The Marauders, what with their powerful active tanks, are not really standard fleet vessels. Because active tanking. In order to become useful in PvP, they must use this Bastion module. Which basically either locks them down in one position, or has them coast helplessly in one direction for a bit. I've always been told, if you stop moving, you're ******. Even with this massive increase in defense, you're stuck there for at least a minute, which could give driven groups pretty much a guaranteed kill by bringing in a large, extremely high damage fleet.
Attack/Combat hull mixup?
It seems to me that the 'high damage, excellent damage projection, obscene tank, low mobility' go hand in hand with the Combat line of battleships. But the four marauders are based off of Attack hulls. Please notice a pattern you've already engaged in with the HACs- the ones based off of the Attack hulls are fast, the ones based off of the combat ones are slow. You've gotten it backwards here, and have made T2 Combat hulls out of Attack ones. So why not save these changes for a new class of T2 heavy battleship (using the Rokh, Abaddon, Hyperion and Maelstrom hulls), and make some different changes to Marauders? We do not really have 'specialized fast battleships'. The Machariel is an outlier, but does represent this role.
So instead of giving the Marauders the Bastion module, why not give them one that does the following:
-30% penaltyless resistance bonus for shield, armor and structure, as now
-Decreases signature radius by some undecided, reasonable quantity
-Improves capacitor economy of active tanking modules
-Massive reduction in 100MN MWD capacitor usage
-n% increase in weapon rate of fire, where n is a reasonable number
-Possible penalty to weapon range but nothing overwhelming.
Note the lack of EWAR immunity. That's because sensor strength is increased across the board to non-'hornet EC300s will have me permajammed into next year' levels. Further, these ships I think would have velocities, mass and agility on par with (or even less than in terms of mass) their T1 attack hull counterparts.
I don't know, I don't really like these changes very much. I guess one could argue that in a way it's allowing them to get into PvP, but it's... Not exactly the best way. These changes lack... 'Fun'. Marauders, post change, don't look like they'll be very fun to fly in any context. They're already not that great, and the alterations only prod them further down the path they're already on while removing things that made them tolerable. This post is probably dumb because it's after 1 AM.