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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
61
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Posted - 2013.08.30 07:00:00 -
[1] - Quote
After reading this entire thread, and consideration, I have to comment.
I have only used my paladin for pve (missions and incursions), so my comments here are from that angle.
Overall these changes are interesting, and were a total surprise for me. I never in a blue moon expected a siege module for marauders.
My main worry is the removal of the web bonus. Currently, using 2x 60% webs, I can stop ANY mission frig, even the elite ones and kill them with mega pulse. Some of the worst ones are the elite minmatar, like you see in Worlds Collide. Using drones on elite frigs is stressful, they attack them as soon as you launch them. If you end up with say, 4x elite frigs close orbiting you, your chance of killing all 4 before you run out of light drones is pretty slim.
Of course you can unsiege and mjd away from them, but doing all that in every mission with close frigates will get old fast.
I would rather keep the web bonus and drop the tractor beam range bonus if you force me to choose. Having to mjd all over the place during missions, will end up having wrecks scattered all over the place. The 48km tractor range will be half useless. I think the tractor bonus should just be dropped for something more useful, especially if it lets us keep the web bonus.
Is there a reason the sensor strength was still left in nerfed mode?
Incursions:
The paladin is an excellent incursion ship now, with these changes, it won't be any longer. I'm talking about vanguards here. With no 90% webs, it will be restricted on what ships it can attack, having to only shoot whats been webbed by others. The siege module is also useless in vanguards. I doubt even with its boosted local tank, a sieged paladin can withstand full room aggro in a vanguard with no logi assistance. If the new sieged local tank IS strong enough to handle it, then I take back this specific complaint.
High Sec:
Why the heck does using the bastion module require safety off?? With safety off, the concord warnings for actions are disabled. Meaning mistakes are much more likely to happen, even among veteran pve players.
Also:
I'm an Amarr focused player. I have used the nightmare for years and am max skilled for it. I'm also max skill for paladin. I finally switched to the paladin after the tachyon change. Since I have no desire of flying capital ships, the paladin/nightmare are my end-game ships. There is nothing further for me to look forwards to. I hope ccp keeps this in mind, that these ships are VERY important to many players. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
64
|
Posted - 2013.09.04 17:27:00 -
[2] - Quote
So, they are going to finally give us T2 resist instead of the 30% across the board boost from bastion. Its a pity that since I use my paladin for pve in missions, and 90% of the time I'm fighting sansha/blood raiders, those T2 resist buffs are totally USELESS.
If they declare 90% webs overpowered, then why leave them on the serpentis ships??
The 2nd iteration, i can live with, but I will be honest, removing 37.5% rep bonus on the paladin is very upsetting. I know its made up for when bastion'd, but what about when moving around? I really don't like them removing that.
DId CCP ever consider giving the marauders FLAT resists like that gift battlecruiser has??
The paladin is my main pve ship, has been for long time, and these changes are really stressing me out. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
64
|
Posted - 2013.09.04 17:44:00 -
[3] - Quote
Ravasta Helugo wrote:Zeus Maximo wrote:Comparing the old PVE marauders to these changes: what is worse?
smaller drone bay? 37.5% tank nerf. 50% drone bandwidth nerf. 25% speed nerf. 50% mass nerf. 10% HP nerf. 25% web nerf.
outside of bastion mode: This ^
especially if your in amarr space doing L4 missiions or sites, and fighting EM/Therm enemies. The T2 resist give nothing to EM/Therm. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
67
|
Posted - 2013.09.30 07:12:00 -
[4] - Quote
Joe Risalo wrote:Antonio Steele wrote:One thing they really need to fix is that they are putting web bonuses on what they want to be long range fighting ships. Maybe you could justify webs on the kronos because of blasters (only maybe), but otherwise a web bonus is stupid. They should replace it with something worthwhile. I think the web bonus was actually applied as a means of funtionality for these ships outside of bastion, and wasn't intended as a co-bonus to bastion. However, it doesn't come across that way because the hulls still suck outside of bastion, and CCP's attempt to make them better outside of bastion with iteration 2, only lead to make bastion weak without actually helping the hulls outside of bastion very much at all, if not making them worse outside of bastion as well. I feel it's actually fairly simple. 1) revert hull nerfs 2) buff sensor strength 3) return per level rep bonus, and have it apply to logistics as well 4) bring back resist bonus of bastion 5) remove 8th high slot and give each ship another tank slot 6) reduce sig radius 7) make bastion immune to cap war 8) convert tractor bonus to salvage bonus 9) allow them to focus on the new tractor structure 10) buff scan res optionals 11) bonus to MJD range and allow range selection 12) make bastion instantly "anchor" the ship in place. This means it can't be bumped, and it can't jump gate/whs. 12 keeps them from having to increase mass and having a lockout timer to try and avoid these issues. This means the Marauder is still functional in and out of fleet without bastion, and is very strong solo with bastion...
Now, this is the best marauder rebalance idea I have seen in this entire 200+ page thread! CCP DO THIS! |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
68
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Posted - 2013.09.30 16:00:00 -
[5] - Quote
Anybody notice how CCP put up the original new marauder plan, got 219 pages of feedback, and completely ignored ALL OF IT.
They just said the original plan is going on sisi. WTF do they even ask us for feedback for?? |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
72
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Posted - 2013.10.07 13:46:00 -
[6] - Quote
Test server is offline, and ribicon update download for it isn't available yet. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
72
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Posted - 2013.10.07 14:34:00 -
[7] - Quote
SiSi is giving out the rubicon update now, for me its 653mb download. Server still offline tho. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
72
|
Posted - 2013.10.07 15:09:00 -
[8] - Quote
SiSi is up now!
Log in and update to test out the new marauders!
Paladin is in now, but its transform animations are not active. Bastion is in and working tho. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
73
|
Posted - 2013.10.23 21:04:00 -
[9] - Quote
New Paladin is on sisi, although somehow, CCP forgot to seed the bastion modules.. lol
Also, guns are floating off the hull.
As for the change, I like it, but really think the paladin needs MORE GOLD, now its mostly grey and red. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
73
|
Posted - 2013.10.24 19:27:00 -
[10] - Quote
DSpite Culhach wrote:So is the new tactic to drop into people running gate camps, turn on Bastion, activate a Target Spectrum Breaker and FoF them to death?
Lol, I can imagine the lulz and tears this would produce, bravo for a brilliant stratagy. |
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Shinzhi Xadi
Royal Amarr Institute Amarr Empire
73
|
Posted - 2013.10.24 19:47:00 -
[11] - Quote
Joe Risalo wrote:Shinzhi Xadi wrote:DSpite Culhach wrote:So is the new tactic to drop into people running gate camps, turn on Bastion, activate a Target Spectrum Breaker and FoF them to death? Lol, I can imagine the lulz and tears this would produce, bravo for a brilliant stratagy. I'm wondering... If you're in bastion, and bastion is immune to ewar, but you're the one using the target spectrum breaker.. Will the Marauder pilot still be able to target? If so, that's epic lulz
Very interesting idea. I just logged into the test server and tried it. The spectrum breaker DOES work while in bastion mode.
Also read this from the modules description:
Note: Will affect all targeting computers, including those of friendly vessels, of vessels immune to electronic warfare, and of the host ship itself. Can be fitted to Battleship, Black Ops and Marauder class ships. Prototype Inferno Module.
So by that, the marauder (golem in this case) would be jamming itself through its ewar immunity.
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Shinzhi Xadi
Royal Amarr Institute Amarr Empire
73
|
Posted - 2013.10.24 20:33:00 -
[12] - Quote
I'm curious if the target breaker works on NPC's ?
Would it be fun to try in a mission or complex with say, 50 NPC ships targeting you?
I don't see how it would be worth the penalty, but just curious if it would even work, and if your in high sec, would it get you concorded ? |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
74
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Posted - 2013.11.01 19:56:00 -
[13] - Quote
The new Paladin textures are in!
Check out the test server to see them. Looks nice! |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
74
|
Posted - 2013.11.01 20:41:00 -
[14] - Quote
Right now on SiSi, the tractor structure speed is 1000m/s. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
75
|
Posted - 2013.11.02 01:23:00 -
[15] - Quote
Found 2 bugs in the paladin for current sisi version.
When your tractoring in wrecks, the green 'beam' is crunched up into the ships hull, and does not reach out to the wreck.
When you deactivate bastion, the sound effect plays twice. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
75
|
Posted - 2013.11.02 03:51:00 -
[16] - Quote
Alvatore DiMarco wrote:Anize Oramara wrote:Shinzhi Xadi wrote:Found 2 bugs in the paladin for current sisi version.
When your tractoring in wrecks, the green 'beam' is crunched up into the ships hull, and does not reach out to the wreck.
When you deactivate bastion, the sound effect plays twice. Eve has sound? Yes it does, and apparently the Bastion sound for the Vargur is amazing. Sadly I cannot verify this myself, as I currently.. well.. lack the skills to legitimately fly a Marauder.
Its a pretty good sound, the doors cover the lower solar panal bits, and there is a lightning effect under the long neck at the front of the ship.
Varger bastion sound is better than the one for the Paladin i think. |
Shinzhi Xadi
Royal Amarr Institute Amarr Empire
75
|
Posted - 2013.11.02 06:43:00 -
[17] - Quote
Serge SC wrote:The Vargur sound is of metallic nature. One sound for each plate that opens. We used to have 6-7 plates covering each wingy bits, now they're double. They look the same, but behave as 2 plates. Once the top plate is pulled out, the one below and attached gets pulled, and so on. Each of these "pulls" has a sound. Great work there. Under the neck, the bit that opens, exposes a current thingy. It is hard to explain. Looks good, but I would've love some lights on the plates on the wingy bits.
The Paladin's sound is decent. More mechanic than metallic. I like it, and love the new skin and model (it's what the apoc should've been, instead of the fat ship we have now). The skin is now fixed and looks pretty well, also the part that opens has more lightning effects to them,
I haven;t tested the kronos nor golem, because Amarr and Minmatar are superior than anything.
Overall I'm still relatively happy. And after testing the depot, I went from AC varg to 1400 varg in 10 seconds (reload time) and it's wonderful.
I also love that new depot, in a marauder, you can micro jump, deploy it, reweapon or alter your fit however, scoop, and immediately micro jump back. All in 1 minute total time. |
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