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

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1183
|
Posted - 2013.09.02 10:31:00 -
[1] - Quote
Overall the idea looks cool, it's the kind of tool interesting to use (eventually) to kill POCOs/POS
Eventually some dude sniping in siege mode (60 sec he better know what he's doing or a cloaky will kick his ass)
More interesting: siege mode in guns optimal against larger targets
But, main issues are not fixed: Sensor strght and T1 resistances. Just change how your modules works and give a smaller bonus to tank, eventually HP instead of resistances but make it so base resistances are T2 or there's not really anything interesting to do with this ship except very tiny niche things like kill POS in high sec, POCOs in low/null but then what?
Then you are left with 50% of your ship abilities unable to be used 99% of the time.
We already have supers titans for 0.1% of login/playing characters we actually don't need more tools for this awesome (not) game playing. Not being rude "copain" but if the first idea is cool it's the global vision that imho is not matching at all skill training/benefits players can expect from this ship. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1185
|
Posted - 2013.09.03 11:40:00 -
[2] - Quote
KRONOS
Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage 10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)
Marauder Skill Bonus: 7.5% bonus to repair amount of armor repair systems 7.5% bonus to large hybrid weapon tracking per level
Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers Fittings: 14000 PWG (+2000), 580 CPU (+30) Defense (shields / armor / hull) : 6600(-200) / 7200(-100) / 8600(+400) Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s Mobility (max velocity / agility / mass / align time): 92 m/s(-28) / .114(-0.0038) / 113160000(+11360000) / 17.8s Drones (bandwidth / bay): 50(-25) / 50(-75) Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10 Sensor strength: 13 Magnetometric Signature radius: 420(-80)
________________________________________________________________________________________________
Questions I'd like to see some players answer and I'll do it my self, why would "x" use this ship in null and what for? (current version)
-anoms? -no, bastion or not 13 Sensor makes it a joke still -structure grind? -maybe for lols and giggles -can it be done well/better in Vindi or Navy Mega? -sure -what's the point of this ship for while in null? -none except trying bastion stuff -can you fly it?- yes -do you fly it and where?- no way I waste a penny for, already wasted training time and isk in skills, that's enough! -would you fly it if current version hits TQ and where? -nope -what is this ship worth for in your opinion? -high sec PVE and POS shooting -Why am I even posting? -duno, maybe because I can
*removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1187
|
Posted - 2013.09.03 19:45:00 -
[3] - Quote
Xequecal wrote:Sergeant Acht Scultz wrote:-anoms? -no, bastion or not 13 Sensor makes it a joke still -structure grind? -maybe for lols and giggles -can it be done well/better in Vindi or Navy Mega? -sure -what's the point of this ship for while in null? -none except trying bastion stuff -can you fly it?- yes -do you fly it and where?- no way I waste a penny for, already wasted training time and isk in skills, that's enough! -would you fly it if current version hits TQ and where? -nope -what is this ship worth for in your opinion? -high sec PVE and POS shooting -Why am I even posting? -duno, maybe because I can
What the hell does sensor strength have to do with anom running? It's completely irrelevant unless you're shooting rats that jam and bastion gives you EW immunity anyways so you don't have to care about jams. Locking speed is determined by scan resolution and 120 scan res is not a bad number for a battleship. The Vindicator has 100, for comparison.
Yes please explain me more about Guristas null sec rating with uber Marauders with bastion module. That really makes all the difference and interesting indeed.  *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1189
|
Posted - 2013.09.05 18:35:00 -
[4] - Quote
The bastion module is a nice idea, what is a true bad idea is to add resistances to this module when those should be included in the ship hull it self, specially for a T2 hull of such price tag/skill training intensive.
Does everything in Eve needs to be either easy to train/fluffy fun to use and everything else requiring planning/dedication true trash or penalizing at the point it spends more time log off/dock than playing with?
Seriously guys, when are you thinking about rewarding long term playing and skill planning? -2025 ? *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1191
|
Posted - 2013.09.08 17:48:00 -
[5] - Quote
161 pages of "rubixcube" effect.
Soon Gäó we'll get another version closer to the real "plan" and the second part of this threadnaught will continue.
Keep the good stuff going, if it's cheap its good.  *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1199
|
Posted - 2013.09.10 17:33:00 -
[6] - Quote
CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes.
Good, this is much better now and opens a lot more use perspectives than sole Bastion mode since for pvp you don't loose anymore almost half of your ship abilities if you don't fit Bastion module. MJD was a nice addition, but web bonus is imho once again a much better utility bonus with a large spectrum of use in pvp/pve.
Needs some guns and sensor love thou (imho) and it starts looking like a much better ship 
*removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1218
|
Posted - 2013.09.16 15:09:00 -
[7] - Quote
Mournful Conciousness wrote:Marauders already tank sufficiently - particularly since the local repair buffs. They don't need any more OPness in PVP - 1500dps from a blaster kronos is fine. What they could use is a way to operate in hostile space while having a good probability of returning in one piece
Like for instance, instead of "zdat" bastion mode: Bubble immune (but not scram or focused point)
Nothing cloak or whatever the heck transformer-stinky-stuff-leave-that-for-Dust514, just the MJD bonus and bubble immune. This on top of Sensor buff (DO IT TBH !! What you afraid of? hun??) would help them go somewhere do some stuff and eventually get back, eventually means they wouldn't find anyone capable to set a group of players together to counter them and knowing how this ship works. Yep a bit like Black Ops, so many tears about it when those are so easy to counter. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1220
|
Posted - 2013.09.17 15:41:00 -
[8] - Quote
raawe wrote:WoW Sensor strength 12***edit 11-14 ***looks at Vengeance's sensor str (14) 
As long as this ship class keeps this SS silliness you can give them funky transformer stuff, police sirens or dancing spot lights, they still be relegated to very few uses, extremely fragile and easy to counter for a bunch of rookie ships, hell a single 2weeks ibis pilot can already completely take one of these out of the field or force it in to "transformer" stuff to get killed, because it will get killed.
As said before, for this ship to be worth of something for pvp and actually fit the Marauder role it needs some points to be enhanced: Sensor, mobility, utility
Sensor: no need to explain it in latin, everyone already knows what this is about
Mobility: the MJD bonus to cycle is good, if they can code showing timer on this module that would also be a nice "feature"
Utility: 2 main points to study here
-racial Ewar: we have a problem with this oen, will minmatar get webs or painters? -you guys get the thing, must be a useful Ewar module helping the ship achieve its job
-bastion module: I do'nt really like it at all, its cool for videos, might be/look cool to kill structures but for pvp with a 60sec timer+timer to get in/out of bastion module makes it not really interesting.
Option: Bubble and disruption immunity = requires commitment or spec ship with scram 2 points or focused disruption (hic)
This single point would vastly increase this ship mobility on top of MJD, giving it a SS boost would also help it make the job with no further changes needed. A 3rd rig slot would look like the cherry on top of the cake. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1225
|
Posted - 2013.09.19 20:57:00 -
[9] - Quote
M1k3y Koontz wrote:Almost 200 pages, whats the record for a threadnought?
Not sure about exact number but Gallente real threadnaughts have often passed the barrier of 385 pages. And there were a few of those over the years. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1240
|
Posted - 2013.10.01 11:12:00 -
[10] - Quote
CCP Ytterbium wrote:Hey people, We've been away from this thread for a while to let things cool down a bit. With Rubicon coming to Singularity soon, we've decided to revert Marauders to the original design for now, as we want to see how they actually fare in practice within player hands before committing to the version 2 change. We will let you know if and when we move to version 2 again. WeGÇÖll most likely open a new thread when they appear on Singularity as this one has become quite convoluted. That means:
- Shield, armor and hull resists in Bastion Mode only
- Keep the 37.5% tank bonus on the Marauders, no web bonus
We are also aware this won't please everyone here - regarding their comparison with Pirate Battleships, especially the Machariel, please remember we have stated many times Pirate hulls were due for a rebalance, with Angel Cartel being on the front line for tuning changes. Thanks for your time.
Aren't Pirate ships supposed to be better than T2? -does this means pirate ships including Machariel are due to a buff?  Sry my bad English understanding, I might be confused with you guys ships type "plan" *removed inappropriate ASCII art signature* - CCP Eterne |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1242
|
Posted - 2013.10.01 14:54:00 -
[11] - Quote
CCP Ytterbium wrote:Random Woman wrote:CCP Ytterbium wrote:Hey people,
We've been away from this thread for a while to let things cool down a bit.
With Rubicon coming to Singularity soon, we've decided to revert Marauders to the original design for now, as we want to see how they actually fare in practice within player hands before committing to the version 2 change. Does that mean the mass increase in bastion mode is back too? Because that is the killer feature for me, it would make those completly useless ships rather nice for closing WHs. No, there is no mass increase in Bastion mode anymore, even if you can't align or move when it is active.
I'm still a sad panda thinking of my Marauder skill being quite useless for pvp, I mean, there's nothing a Marauders offers to me for pvp I can't do it with a cheaper Battleship.
I want something special, not necessary a new role but something where my skill training effort justifies the acquisition and playing with a Marauder, and I still think the Bastion module training skill is not really a reward for all the training skills required to fit/fly those ships properly.
I don't want a solo powmobile nor a massive fleet of those burning all eden to the ground in a blink of an eye or titan bridge, I want something I take the risk to fly, move in to enemy lines and have a chance to get back or put the misery on them before I blow up in a magnific explosion.
ATM doesn't fit at all in my expectations and the only ships (T3) that actually aloud this are on the verge of receiving a huge hammer nerf beyond the ground when they don't need it anymore after latest changes to other ships.
:sad panda: *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1243
|
Posted - 2013.10.01 14:58:00 -
[12] - Quote
Joe Risalo wrote:I expect them to see HEAVY use in high sec POS bashing.
Put so much effort in coding or whatever stuff to achieve this is a pure waste of time when there are better ideas or improvements to make it worth of more than that.
If it's really what's going to happen and what this ship will be worth of it will look to me like a fail concept. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1248
|
Posted - 2013.10.03 15:26:00 -
[13] - Quote
baltec1 wrote:Again, even the best webs will only cover antimatter range on blasters and the vindi will do that job a lot better. A ship that cannot move is a very bad ship to give a web bonus to. CCP are not going to give us a poor copy of the vindi.
The only way I'd see any web bonus useful in these ships is not by giving them a strength bonus but a range per level bonus under max new EAFs without links and making so with links you couldn't go further than 40km. Not an uber bonus you tell me and I'd agree with you but always better than a worst one so even the slowest of them could win some seconds to either get in range or put another shot or two on targets.
Anyway, still not convinced with any proposal this ship will be worth of its training sills requirements for anything else than high/low sec structure bashing and rats killing, still makes me sad panda. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1252
|
Posted - 2013.10.07 11:33:00 -
[14] - Quote
DSpite Culhach wrote:I have been reading ALL of this thread. A few of things have become apparent:
* CCP should never again ask people for feedback on a hull :) * CCP should never take a hull and make MASSIVE changes to it :)
I sincerely hope that any changes follow the idea that the Marauder hull can still be flown more or less the way it is now - maybe with some tweaks - and that it kinda-sorta can become a different beast when fitted with a MJD and a Bastion module.
There still seems to be a lot of people that did go out of their way to train a rather large number of SP's to fly them and and are now wide eyed annoyed at their ship suddenly needing to be flown totally different. I get that, I feel the pain.
On the other hand there's a strong chance we might get a hull that's far more commonly seen around the place and not an oddity when seen leaving a station. I pray this becomes a reality.
I guess I'll just wait for the changes, then go fly a Marauder or two. Or go outside and howl at the moon and repeatably beat my face into the sharp parts of my fence. Time shall tell.
The biggest issue with marauders actually being their Sensor Strength, the funky town bastion thing will be funny but still strongly limiting this ship pvp abilities. Eve description of Marauders is actually pretty false when you look at their current status, and will still be after changes if this important point is not changed for a permanent better sensor strength and remove the ewar immunity from the bastion module. ATM see no interest in getting one for anything else than shoot structures or gank capitals a-la-transformer  *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1267
|
Posted - 2013.10.08 14:55:00 -
[15] - Quote
baltec1 wrote: I suppose you skipped over the part where CCP Ytterbium said these ships will be made viable for pvp and not focused on pve.
Thing is that apart from the "niche" part these ships bring nothing to the pvp table another battleship can't do as good. On paper maybe, in a very tiny amount of examples probably, for pvp (in general) nope. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1273
|
Posted - 2013.10.13 12:27:00 -
[16] - Quote
Mina Sebiestar wrote:Would like to see blue tag commenting what nerfs are gone and which one stay so i can stop giving a damn about this thread.
Big lines: marauder gets a mjd bonus and a new funky module
Nothing to make it more appealing than it was for what you were doing with before. I'd like to be wrong but very unlikely. *removed inappropriate ASCII art signature* - CCP Eterne |
|
|
|