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

Onictus
Silver Snake Enterprise Fatal Ascension
433
|
Posted - 2013.08.29 20:40:00 -
[1] - Quote
Garviel Tarrant wrote:Does this mean that all 90% webs are going the **** away?
Because that would be awesome.
Also this is so weird i dont' really have an opinon on it... But this is definitely better than dedicated mission ships/bs's with t2 res like i was expecting.
Edit: Ok actually one thing
Why the flying freck is it acceptable to have blasters hitting up to 50 km? what the ****?
Indeed I have to think about this a minute. At first blush I'd say just use tactical reconfic, and add a damage bonus of some sort.
....of course the next question.....BLOPS MEOW! |

Onictus
Silver Snake Enterprise Fatal Ascension
433
|
Posted - 2013.08.29 20:42:00 -
[2] - Quote
MeBiatch wrote:GÇóExtends all large turret falloff and tracking by 25%
why just falloff and not optimal range? does this not give a big boost to arty/blaster setups and not much for rails and lazors?
Since they nerfed the AC/Blaster boats to hell with the TE change..... |

Onictus
Silver Snake Enterprise Fatal Ascension
434
|
Posted - 2013.09.01 10:47:00 -
[3] - Quote
Cade Windstalker wrote:baltec1 wrote:Null. We would fill at least two fleets with tengu (150 to 200 in each fleet not counting logi, booster, brave newbee rifters etc). We did this for years. T3 fleets are far from rare. Color me somewhat skeptical. Got a battle-report or two to throw my way? I also feel it's worth noting that T3s were at worst half the cost of Marauders and are currently running about 1/3rd to 1/4th the cost. They're also being saved till last on the balancing chopping block which would indicate CCP find them to be a particularly thorny issue which is backed up by comments from CCP and the CSM.
I've seen both CFC and -A- fill multiple fleets with tengus..
...and yeah a normal fleet tengu runs right around 550mil |

Onictus
Silver Snake Enterprise Fatal Ascension
434
|
Posted - 2013.09.01 11:08:00 -
[4] - Quote
Cade Windstalker wrote:Silvetica Dian wrote: Tengu doctrine has long been a CFC favourite and they did indeed field hundreds at a time. Loki doctrines have also been popular in null. Tempest Fleet Issues were also a CFC doctrine until they used them against BL and 401k to defend a titan production POS and lost the fleet and the in-build super. They were quickly phased out although i suspect not for reasons of cost. (more likely how easily they were countered / replacing them via FW limits supply/ it was hugely embarrassing loss) pick one or more of the above or add your own flavour. We are talking about large null entities with sov bills of hundreds of bill isk a month and incomes of hundreds of bill per month with alliance wallets in the trillions. The cost of a doctrine is worth it if you can use it to successfully and efficiently use it to hold your moons, sov assets etc. If these ships can be used to create real battlefield advantages in certain situation they will be used in those situations and potentially in vast numbers. For example people like to bring a couple of hundred celestis as a support fleet and thus neutralise the opposing fleets ability to either use logi or to apply dps. These ships with ewar immunity and huge local tank could quickly turn such support fleet to ash allowing the conventional fleet to operate normally once more. The warlords of null will decide if this is worth it /a bad idea/ whatever but i throw it out as an idea of how people might be thinking.
I think I'm going to go with "and that's fine" I just don't think it's likely to happen with these. Since it looks like CCP are going to rebalance Pirate Battleships more for raw DPS and a bit of maneuverability I'd say that they're a more likely candidate for the next FOTM fleet than these are. We're already seeing Rattlesnakes being used in relatively small numbers. As you said though, the CFC phased out the Tempest Fleet Issue doctrine for a reason. On the flip-side we've seen T1 BS fleets survive through everything the Meta has thrown at them. I think the big difference between Marauders and T3s, Faction ships, and various Battlecruiser doctrines is that the latter are relatively low skill where as the former are going to be fairly SP intensive to fly well. Regardless of cost you still need pilots with the SP to make a doctrine work. So, even if someone does find a hilariously powerful fleet role for these ships (which I'm having a hard time believing right at the moment) the skills required to fit and fly them effectively are going to stop them from being fielded in large numbers by most parties. If they end up filling up a few squads in a specialist role in fleets then... well great? They've found a Niche PvP roll in the things that make Eve famous, large fleet fights. Why should anyone be mad about that? If you don't like them then don't train for them.
You see rattlers because they are far and away the cheapest Pirate BS because generally people don't rat with them, it takes forever and tengu does it faster (amoung other things) when you have 1-1.5 bill hull prices for the rest of them you can't really FTOM, there simply isn' the market to support losses.
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Onictus
Silver Snake Enterprise Fatal Ascension
434
|
Posted - 2013.09.01 11:34:00 -
[5] - Quote
Cade Windstalker wrote:Onictus wrote: You see rattlers because they are far and away the cheapest Pirate BS because generally people don't rat with them, it takes forever and tengu does it faster (amoung other things) when you have 1-1.5 bill hull prices for the rest of them you can't really FTOM, there simply isn' the market to support losses.
Since Marauders currently run you about .8-1.1 billion and demand (and price) for them seems like it's going to shoot up after these changes that only supports the other half of my argument that there's very little risk of these becoming FOTM in Null (or anywhere else in PvP).
Other than bait I can'timagine what you would use them for.
Local reps mean that they are going to be next to useless in null in and of their own, fly around low in something like that and you will draw everyone with an intel channel for like 3 regions around.
Without the basion mod you have a something that a T1 BS does better, so its sort of a why bother thing in my book. |

Onictus
Silver Snake Enterprise Fatal Ascension
434
|
Posted - 2013.09.01 18:31:00 -
[6] - Quote
Zeus Maximo wrote: How the hell does a PVPer catch this thing if it can MJD out of trouble every single time?
"Microwarp drives immune from the effects of warp scramblers."
That is MASSIVE!
scanners and/or fitting for long range
jump past me I still shoot you jump away I have a warpin in seconds
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Onictus
Silver Snake Enterprise Fatal Ascension
436
|
Posted - 2013.09.03 13:33:00 -
[7] - Quote
Mournful Conciousness wrote:PhatController wrote:
Have to disagree, as well as a niche pve role before the patch, these ships will also have a niche pvp role, namely POS bashing for those corps that can't field dreads, and for Hi-Sec POS bashing. I don't know a lot about FW but potentially Ihub bashing?
A 1 billion isk marauder in an ihub bash? I'll give you 2 minutes before you're hot-dropped.
Not to mention at that price, a dread would do it literally 10 times better. |

Onictus
Silver Snake Enterprise Fatal Ascension
436
|
Posted - 2013.09.03 18:30:00 -
[8] - Quote
Zeus Maximo wrote:So the marauder can now be deemed worthless to pvp?
minus drone bay minus webs minus sensor strength minus HP minus ability to move with its bonus(What fool fights a fight sitting at zero speed?)
In the future I picture a brand new category being brought to the market labeled PVE SHIPS. Marauders will be the first type in there and their name will have no relation to their actual purpose.
But they can become EWAR immune.....and immobile at the same time  |

Onictus
Silver Snake Enterprise Fatal Ascension
437
|
Posted - 2013.09.04 16:45:00 -
[9] - Quote
[quote=Makoto Priano
If we're losing resists from the Bastion, is it possible that we could get a damage application bonus? For instance, a tracking and explosion radius buff would be brilliant. It'd give a clear application advantage to the Marauders in Bastion, while not buffing their DPS.[/quote]
You did, the web. |

Onictus
Silver Snake Enterprise Fatal Ascension
437
|
Posted - 2013.09.04 17:03:00 -
[10] - Quote
Ravasta Helugo wrote: A web to apply damage within 12 km, when my main weapon system has an optimal/falloff out to 100 km.
Incursion whining killed what would have been an amazing change to Marauders. Bring back the original iteration, please!
If you are shooting 100km its not like you nee tracking killer.
Unless you are one of those missile diehards. |

Onictus
Silver Snake Enterprise Fatal Ascension
456
|
Posted - 2013.09.06 06:11:00 -
[11] - Quote
mark sean wrote:HolidayDerp derf wrote:Game Breaking ASB = 2k hp/cycle add 100%bonus and crystals as well as a booster and you can get 4k-6k hp/cycle
I also agree with this persons statement. This will make shields extremely over powered. While armor will be left in the dust. Unless there is some kind of fix i don't see this going well in terms of rebalancing.
The nature of ASBs vs AARs already makes local armour repair of little value.
ASB: Over size No cap Multiple mods allowed front of cycle
Check
AAR only one per ship Fitting equal to same size repper Cap consumption equal as well Reps far less It's there even a capital size?
........gee tough choice there
I guess you could make the cargo argument.....till you look at the cost on nanopaste.
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Onictus
Silver Snake Enterprise Fatal Ascension
456
|
Posted - 2013.09.06 06:38:00 -
[12] - Quote
Quote:
Ships are designed to perform a task, or execute a tactic. Kiter, brawler, logistics, tackler, booster are roles. Marauder is a role, and it's a new role with no existing meta in game- there are no functional T2 general combat battleships in game currently. This is what CCP is trying to do, and if they succeed, people will adopt it, metas emerge and then also EVE happens- ship finds other uses.
Well if they have an eye on doing anything PvP wise with them that bastion mode needs help.
Local reps only Can't move No damage bonus?
What do you do with it other then present a half a dread loot pinata? They are to slow to use against anything but a potato fleet, no damage bonus, can't break slows without multi fleets, bastion mode blocking remote reps means you can't use them defensively, they just get alpha'd eventually.....oh and T2 insurance, a dread would likely cost the same to lose.
So WTF are you supposed to do with a presumed billion isk "PvP" battleship.
The module mode battleship idea is cool, but we see with triage aka suicide carriers and siege dreads how well local reps work in fleet combat. |

Onictus
Silver Snake Enterprise Fatal Ascension
457
|
Posted - 2013.09.06 07:45:00 -
[13] - Quote
Ganthrithor wrote:
I think that's by design. The only T2 "general combat" ships in the game are HACs, and for some reason CCP decided to give them a free pass for historical reasons rather than specializing them.
The T2 cruisers have defined roles, and as such can themselves into damn near any fleet.
I also think they dicked the dog pretty well with the HACs in general.
I can't see where they are going, other than a ship that PvPs worse than the ENTIRE T1 line up, and PvEs worse that most of the T1s and 3/4 of the pirate ships with the fourth being debatable......all of which are comparable in price.
Without making a second module that doesn't make the ship an immobile brick using it and just a slow brick without it I don't know how they are going to resolve mauraders into anything desirable. |

Onictus
Silver Snake Enterprise Fatal Ascension
457
|
Posted - 2013.09.06 08:25:00 -
[14] - Quote
Malcanis wrote:Onictus wrote:
I also think they dicked the dog pretty well with the HACs in general.
I can't see where they are going, other than a ship that PvPs worse than the ENTIRE T1 line up, and PvEs worse that most of the T1s and 3/4 of the pirate ships with the fourth being debatable......all of which are comparable in price.
My cerb v your caracal, let's do this
Pass.
|

Onictus
Silver Snake Enterprise Fatal Ascension
461
|
Posted - 2013.09.06 14:34:00 -
[15] - Quote
Grombutz wrote:
PvE players disagree - as one, I'm eager to say that I don't want to lose the only dedicated PvE-boat available. If you want to make an anti-cap BS, make a new line of battleships for it. TY!
These mauraders would be pretty much useless against a cap fleet. Local tank only wouldn't be able to handle slowcats. Plus an immobile battleship with a large seige? Dread fairy says YES!
......and for a dedicated PvE boat, mauraders kind of suck at PvE, they are big and they are slow and not particularly versitily Golem likely being the best but when I threw a pile of them into the fitter to see if I could come up with anything to justify buying the skill book(s) I came up with "meh"
Aside from being able to salvage on the fly there isn't a lot going for them, the pirate BSs, specifcally mach and vidi are just plain better. |

Onictus
Silver Snake Enterprise Fatal Ascension
461
|
Posted - 2013.09.06 15:25:00 -
[16] - Quote
Xequecal wrote: The first Vargur iteration could local tank three sieged dreads. The Golem could tank four.
Yeah but they can't kill a single sieged dread either. That is why I was questioning the logic of all of these changes at all.
If you want a ship that has uses both PvE and PvP and is T2 all you have to do is make them slightly toned down versions of the pirate battleships.
Leave the 4 turrets with 100% bonus / active rep bonus Give them real T2 resists
Now add x damage and application bonuses as appropriate
Why screw around with this getto dread that isn't a dread, and doesn't use tactical reconfig .....because stront crap. They are over complicating the issue. |

Onictus
Silver Snake Enterprise Fatal Ascension
461
|
Posted - 2013.09.06 15:31:00 -
[17] - Quote
Xequecal wrote:CanI haveyourstuff wrote:Xequecal wrote:The first Vargur iteration could local tank three sieged dreads. The Golem could tank four. wut? care to explain and provide numbers or you just troll? With 2x XLASBs and links you could get a >25000 DPS tank on the original Vargur with the 30% stacking resist thing. Volley damage on a dread is like 40-50k? You could get more shield EHP than that and XLASBs cycle faster than dreads shoot.
Mabye, but unless the dreads are shooting perfectly sync'd its going to (at the very least) bleed hull, I'd be amazed if it managed to last more than a 4-6 cycles. Even then eventially something is going to have to reload and that would be game over. |

Onictus
Silver Snake Enterprise Fatal Ascension
464
|
Posted - 2013.09.06 15:57:00 -
[18] - Quote
CanI haveyourstuff wrote:Xequecal wrote:I never said it was a good idea to do this, I just said it was possible in response to the other guy's criticism that the posted strategy wouldn't work because local tanking dreads was/is impossible. ok I understand.. for chatting and just communicating with internet spaceship people in these forums is one thing but lets try to help out CCP here by telling what we want - not what this or that setup coulda woulda do in theory only etc do you want marauder to be able tank dread short time? I dont.. I really doupt that you want it either :P
I would love a T2 battleship that could y'know battle.
This aint it though. |

Onictus
Silver Snake Enterprise Fatal Ascension
466
|
Posted - 2013.09.06 17:01:00 -
[19] - Quote
Mournful Conciousness wrote: You need to define what is it. Currently a marauder is a T2 ship that deliberately can't battle. You're suggesting you want to change the purpose of the ship class.
I don't disagree that T2 brawling battleships might be interesting, but PVE marauders are probably not a good place to start.
You know, you would have a point if CCP hadn't said they wanted to give the ship some pvP application. Which is good, because mauraders overall are "meh" on the PvE side of things, if you must PvE the pirate ships do it better.
The only reason to fly them is if you are a salvager that can't be arsed to get your noctis or if you want to save ammo, currently.
So like I said, toss this ghetto dread module that other than making it a fail ship serves no purpose and look at what works.
.....what works are the pirate battleships.
That being said
1) Keep the current role bonuses (i.e. 100% damage for turrets and active tank) and real T2 resists 2) Add application; tracking and optimal for amarr/gallente, falloff for matar, explosion velocity for caldari 3) Generous damage bonuses, and none of this 5% crap 7.5 at least, 10% better (I know power creep, damn right the ships aren't worth the isk currently) 4) web bonus? I like it....a lot, but I PvP first and carebear only so much as I need to fund my other endeavors. 5) tractor bonus? ...is meh... could be made to work, I'll get into that is a sec
After that, tinker with fitting, buffer, speed and agility to give each race a bit of flavor
Make the Vargur operate like a mach without to dronebay, but with a web bonus. Its a Pest model, pest are fast, people like fast battleships. ROLL WITH THAT Make the Kronos a T2 Vindi, no one would mind, the one I would leave at 5% damage, but with an optimal bonus that makes it a mean blaster boat, and rails love optimal....so less damage more buffer, maybe a bit slower Paladin, roll the cap bonus, we hate cap bonuses, they suck. Apoc with a huge buffer and a web bonus. ******* CRUCIAL I would fly that all day and all night. Golem, ugh missiles. C'mon raven with a tank, make it a bit slower but something to be feared if you either a) fit the rigs to get some range on torps b) cruise missiles.
I'd say add the tractor/4 turret/tractor/web as a role bonus.
Simply because if you really want the ship dual purposed, you will NEVER be using all of the bonuses, ever. Make the build price around the current value of the Pirate BSs (rattler excluded that thing has issues).
Bingo you have a T2 battleship that people would actually buy, right now there is no real reason other than the novely of the bastar....bastion module that would make anyone intterested in it. rooting myself in place goes against ALL of my eve related instincts, as much as relying on an MJD to be up when I need it does. |

Onictus
Silver Snake Enterprise Fatal Ascension
466
|
Posted - 2013.09.06 17:05:00 -
[20] - Quote
Ishtanchuk Fazmarai wrote: Well, the Marauder class already haves a damage bonus (+100%), that's why I didn't suggested to top alpha damage...
That bonus is there to account for only having 4 turrets....
A damage bonus after the fact is being practical. |

Onictus
Silver Snake Enterprise Fatal Ascension
466
|
Posted - 2013.09.06 17:16:00 -
[21] - Quote
Omnathious Deninard wrote:Marauders have plenty of damage, Damage application bonuses are much better served for there function.
There needs to be a defined advantage or I will just use a T1 at 1/4 of the hull price. |

Onictus
Silver Snake Enterprise Fatal Ascension
466
|
Posted - 2013.09.06 17:34:00 -
[22] - Quote
Lacun Motabilum wrote: and finally, please don't keep the universal webbing bonus, that is a very bland flavor.
Except that it is an application bonus to EVERY single weapon in the game. |

Onictus
Silver Snake Enterprise Fatal Ascension
466
|
Posted - 2013.09.06 17:49:00 -
[23] - Quote
Lacun Motabilum wrote:Onictus wrote:Lacun Motabilum wrote: and finally, please don't keep the universal webbing bonus, that is a very bland flavor.
Except that it is an application bonus to EVERY single weapon in the game. The bonus itself isnt bland, its the lack a variety across the class. No racial flavor = bland.
So
What weapon doesn't like a 90% web....better a 90% faction web being laid on a close target? |

Onictus
Silver Snake Enterprise Fatal Ascension
468
|
Posted - 2013.09.06 17:56:00 -
[24] - Quote
Lacun Motabilum wrote:
A stationary weapon, whose target is 20km away.
Get boosts + FN web |

Onictus
Silver Snake Enterprise Fatal Ascension
468
|
Posted - 2013.09.06 18:10:00 -
[25] - Quote
Lacun Motabilum wrote:Onictus wrote:Lacun Motabilum wrote:
A stationary weapon, whose target is 20km away.
Get boosts + FN web With 1.1 out max range boost on a web is 34.5%, range on fed navy web = 14km. 14 * 1.345 = 18.83km
Is overheating that hard for you? |

Onictus
Silver Snake Enterprise Fatal Ascension
468
|
Posted - 2013.09.06 19:31:00 -
[26] - Quote
Tyberius Franklin wrote:Onictus wrote:Lacun Motabilum wrote:Onictus wrote:Lacun Motabilum wrote:
A stationary weapon, whose target is 20km away.
Get boosts + FN web With 1.1 out max range boost on a web is 34.5%, range on fed navy web = 14km. 14 * 1.345 = 18.83km Is overheating that hard for you? Is constant OH practical for solo PvE operation? Does it even match up on a ship that specializes in instantly transporting itself 100km then projecting damage at extreme ranges?
Constant?
OH is for people trying to killyou not NPC rats
....if you needa web for NPCs you are ******* up alreay. |

Onictus
Silver Snake Enterprise Fatal Ascension
471
|
Posted - 2013.09.06 22:42:00 -
[27] - Quote
Stirlsha wrote:I'm still trying to figure out why a Golem with cruise missiles needs webifier bonuses. I'm not saying that it shouldn't, I'm just lost as to why any thought process would lead to this. For the love of baby Joveus can someone explain it to me?
Why would a rail Kronos or Tach paladin...
....they don't either. |

Onictus
Silver Snake Enterprise Fatal Ascension
483
|
Posted - 2013.09.07 11:01:00 -
[28] - Quote
Gimme more Cynos wrote:Sometimes I wonder how people can use CNR's, nightmares, machs and vindicators for lv 4's without those tank-bonuses.. 
Hell the usual mach has nearly no tank at all |

Onictus
Silver Snake Enterprise Fatal Ascension
483
|
Posted - 2013.09.07 13:26:00 -
[29] - Quote
Tyberius Franklin wrote:Gimme more Cynos wrote:Sometimes I wonder how people can use CNR's, nightmares, machs and vindicators for lv 4's without those tank-bonuses..  The hilarious thing is that people who point out the pirate ship's tanks are really only emphasizing how bad these marauder proposals are. Tanks is the only thing Marauders have going for them and now that is getting nerfed on the base hulls. I mean, lets be serious, given this proposal who wants to actually trade their pirate BS for a Marauder?
My exact point earlier
Make the maraders slightly toned down pirate BSs......
problem. solved. |

Onictus
Silver Snake Enterprise Fatal Ascension
486
|
Posted - 2013.09.08 10:36:00 -
[30] - Quote
Roime wrote:Cade Windstalker wrote:Roime wrote:So many people who think L4s are the only form of PVE in the whole game.
No, but they are the primary use of Marauders at the moment and a lot of us would rather that not be invalidated in the name of other PvE. Besides and honestly I'm somewhat wary of trying to get a Marauder to out-perform a Carrier in null or a T3 (for its mass) in a Wormhole. Primary use currently yes, which is a result of the Triumvirate of Terribad- L4 runners being terribad, the ships being terribad and L4s being terribad. Making marauders better can't cure L4 runners or the missions and it's clear that straightforward buffs won't make marauders worse for L4s (it might force L4 runners to rethink, refit and adapt, which seems to be a major issue) but it can expand their use to other areas, and possibly even encourage L4 runners to something else for a change. As it's been said numerous times, any T1 ship can run L4s efficiently- they should not be used as a yardstick for high performance ships. I'm personally eyeing marauders in PVE context as the default option for C3/4s and L5s, as well as plexing. The rationale behind is this- if you can solo content more efficiently than T3s with the same price tag, it's worth the risk, and if you can solo content where a carrier is viable, it's certainly less risky to use a battleship. In case of solo or small gang PVE in wormholes, mass is pretty much irrelevant. Leaving out running home sites, jumping a couple of battleships with scouts and Noctis thru a C3/4 several times doesn't close the hole, and you'll close it on purpose anyway after it's done. For wh PVP mass remains a consideration, and naturally marauders won't replace T3s as the rank & file ship, but if the rebalancing succeeds they might have a special role in fleets. Subcaps are not supposed to outperform capitals in tank/dps, smaller hulls just have other advantages. Ideally rebalancing makes marauders better for demanding PVE, and viable for some areas of PVP. I seriously doubt succeeding in these would make them worse for L4s.
Than why are pirate BSs with straight out PVP bonuses better mission runners for two out of four of the pirate ships.
Mauraders main advantage is ammo saving and a monster cargohold.
Boring.
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Onictus
Silver Snake Enterprise Fatal Ascension
492
|
Posted - 2013.09.08 16:00:00 -
[31] - Quote
Shantetha wrote:
Leave RR in and lets see how it gets used if it's op and everyone starts using it with local and remote reps then put in a negative remote rep modifier.
That is how you get blapped to do lack of buffer
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Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 09:09:00 -
[32] - Quote
J3ster wrote:Ranger 1 wrote:I would like to suggest one change to how Bastion Mode works that might solve a few issues and open up their use in PVE (Incursion) groups and perhaps prompt a few experiments in fleet doctrines and smaller gang PVP.
Currently Bastion Mode prevents all remote assistance.
I suggest that perhaps it should instead be "Bastion Mode prevents all remote assistance except from other ships in Bastion Mode".
Considering the wealth of utility slots a Marauder has, that opens up some interesting possibilities. That's probably one of the better ideas so far. would make a fleet of 2 or 3 marauders a worthy addition to an incursion fleet
For the 200 dudes that still do incisions.
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Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 10:46:00 -
[33] - Quote
Lephia DeGrande wrote:Yeah the Rokh and Abaddon are awesome PvP Ships.
PS: And the Gallente Ships do have some Major backdraws in large Fleets...
As do rokh and baddon. |

Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 13:30:00 -
[34] - Quote
Dinsdale Pirannha wrote:So....CCP...any more comments on this mess, or are these stats now engraved in wet concrete, and we will see them on Sisi soon?
I hope not
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Onictus
Silver Snake Enterprise Fatal Ascension
596
|
Posted - 2013.11.14 08:34:00 -
[35] - Quote
Sitting Bull Lakota wrote:I've never flown a marauder.
But, looking at the description, I would like to put my own thoughts on what I'd like to see in a pvp version of a ship "designed for prolonged deployment in hostile space."
1) A Bastion bonus to the range of warp disruptors, something like 100km or similar. Reasoning- Bastion makes an already big slow ship, bigger and immobile. It's hard to specialize in harassing tactics far behind enemy lines, if you are big and slow and can't hold down anything you try to take out.
2) Marauder roll ability to self fit in space, similar to carriers. Reasoning- A long deployment ship is going to need to be more versatile than the average spacechip. Having the ability to quickly (and without needing to deploy an easily scannable deployable depot) switch between combat, scanning, and travel fits would be useful.
3) Marauder roll ability to reprocess ore (albeit inefficiently)and manufacture ammunition and cap booster charges. Yeah it's wild and crazy, but I'm looking forward to a Marilyn's Marauders version of pvp that takes long deployments in hostile space to the extreme.
As long as y'all are begging for damage bonuses, speed boosts, and a complete overhaul for the vargur and torpedoes; I thought I'd go ahead and mail my Christmas wish list in as well.
As a point of order, carriers can't self fit, you have to use the ship next to you.
And EVERYONE that anyway with the mobile hangar bay job.
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