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

Tyberius Franklin
Federal Navy Academy Gallente Federation
691
|
Posted - 2013.09.03 07:19:00 -
[1] - Quote
A number of your reasonings seem based on the issues with battleships as a whole and/or current usage with a bit of misapplication of usage information which was aimed at individual stated concerns and stating capabilities as suggested usage cases by CCP.
One important counter point regarding PvE is the idea that increased defensive capabilities on the hull will translate in usage to more gank based fittings with better range of application than their pirate counterparts. With the MJD focus you may well eliminate the need for any tank based fitting save the bare minimums.
Depending on actual results we could wind up with ships that make speed and DPS differences irrelevant since they can reach what they need to from wherever they are and can instantly be where they need to be more often. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
691
|
Posted - 2013.09.03 07:34:00 -
[2] - Quote
Ele Rebellion wrote:Another issue. removing the stasis web bonus and nerfing the drone bay and bandwidth eliminates its use in most level 4 security missions. Reason being is how is this thing supposed to hit a frigate? I thought well just MJD away and then shoot frigates from distance.. but then as I was running a level 4 in my SNI it occured to me.. What would a Kronos pilot do if they were fighting a frigate that had them scrammed and was low on drones. (since to use MJD the Kronos would have to exit Bastion and spool the MJD; making it susceptible to EW) ..without a web bonus it would be near impossible to hit a fast moving frigate. EW wouldn't stop the spool up of the MJD unless it's a scram and at last check rats don't use scrams, just normal points, so even with the EW immunity gone it seems like it shouldn't be an issue. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
692
|
Posted - 2013.09.03 09:28:00 -
[3] - Quote
marVLs wrote:Pssst... hey kid... do You want module that gives you over 9000! reps when You need only 500? Here You go  ... totally useless  If you are using the same tank fitting with the mod as you are without, you aren't a good judge of what is useless and what isn't. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
693
|
Posted - 2013.09.04 20:09:00 -
[4] - Quote
Overall this feels more lackluster with the proposed changes. Outside of bastion there is a loss of ~20% tank after the new resists are factored in. Innate tank was the strong separating factor between the Marauders and the pirate BS's. With this distinction gone bastion becomes necessary for the marauders to draw any notable advantage.
While the web bonus is being returned to help I'd question how complementary this is with the MJD+Bastion philosophy (pull range instantly and apply damage at long ranges). While it does help cover a potential weakness on the apparent design intent I can't help but question if this is a positive turn. After all the BS class has what I thought were inherent and intentional drawbacks to engaging smaller targets. Were it not for the fact that pirate BS's already outperform the marauders in ranges that webs are effective in, and for most real purposes will probably continue to do so, I'd argue that this would approach being OP. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
693
|
Posted - 2013.09.04 20:27:00 -
[5] - Quote
Bastion's PvP usefulness seems highly marginalized without it's effect on EHP after the change to only providing active tank assistance. The base resist increase help make up the difference, but at the cost of making the bastion itself far less relevant. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
693
|
Posted - 2013.09.04 20:50:00 -
[6] - Quote
Dave Stark wrote:you forgot to point out how half arsed the web bonuses are, too. 82.5% webs are still pretty significant. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
693
|
Posted - 2013.09.04 20:58:00 -
[7] - Quote
maGz wrote:Tyberius Franklin wrote:Dave Stark wrote:you forgot to point out how half arsed the web bonuses are, too. 82.5% webs are still pretty significant. And totally useful when I MJD 100km away every 60 sec and blap stuff with my 50km Neutrons... (yay) Sure, the applications on the bonuses aren't complementary but that in no way makes the bonus lackluster for when you do use it. Incursion marauders won't likely be using Bastion+MJD but will benefit from increased resists and web bonuses. Both will benefit from the application bonuses. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
693
|
Posted - 2013.09.04 21:04:00 -
[8] - Quote
Ravasta Helugo wrote:The resist bonuses are worthless for 75% of the missions you would try to run, and in exchange for them the ships gave up 37.5% of their tank, 25% of their speed, gained 20% more mass and lost 10% HP. 10% HP isn't going to affect my PvE performance at all. The tank loss is actually made up in part by the resist increase, more if you're tanking against your racial resist strength. Add bastion and you're tanking 2x what you were prior. Also using a bastion+some of the new bonuses expands effective range to the point that mobility is far less of a concern. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
693
|
Posted - 2013.09.04 21:18:00 -
[9] - Quote
Ravasta Helugo wrote:It makes the ship 10% cheaper to gank. Which is mostly irrelevant as that 10% is too marginal to make you a target when compared with the mods you have fit. If you weren't putting yourself at risk prior you still won't be after. Also the full 10% only plays out when firing into the resist holes for factions that do not shift those holes with their T2 resists.
Ravasta Helugo wrote:Most of the time, you aren't. If you're Amarr, you NEVER are. Amarr is an outlier, yes. Vargur, being applicable against any faction, can draw benefit selectively. Kronos/Golem are aligned well with their opposing factions.
Ravasta Helugo wrote:1.45x, and it isn't worth it. Only if you are Amarr does the 1.45x number really play out.
Ravasta Helugo wrote:Burning to gates is a huge isk/hr concern. As much as I love them, MJD make that very difficult, even with trig. A bit of effort can easily land you close enough to negate the loss, which is really all that matters. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
695
|
Posted - 2013.09.04 22:12:00 -
[10] - Quote
Zeus Maximo wrote:Starting to see more and more people push for things that pvpers need.
Obviously a damage bonus would be great but I'm sure thats pushing it...... The 82% web is definitely sexy though!
One thing is still puzzling me. Why are all of these sniper pve people complaing about the web like they have to put it on their ship? Do you put a scram on a falcon? No.... you keep range. Do you have to use every bonus? No... look at the gnosis! The complaints stem from the fact that the new web bonus comes in place of a tank bonus that is currently well used. Since resists don't always match up the only way to gain it back in bastion, which comes with it's own issues. |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
696
|
Posted - 2013.09.04 22:33:00 -
[11] - Quote
Juno Libertas wrote:Sentient Blade wrote:So the only real thing which made them useful (the rep amount bonuses) is being replaced with something which only works if you're sat 10km away from the target in the first place (and by extension, scrammed).
Sorry but that's just dumb. These are not mobile ships. Jumping 100km away using MJD does nothing to close 40km on another ship, be it PVE or PVP. Have to agree here. Marauders just got f**** over in this update. So why would anyone want to use a Bastion Modules? - No Resist Bonuses - No Rep Armor Bonuses (Easier to kill) - No more Remote Rep - No Mass Penalty (Open to Bumpage that you cant avoid) So is CCP telling me that the only bonuses to using a bastion module is that you get better range/falloff along with ewar immunity. ******* awful. At least let them keep their rep bonuses... Local armor rep is still bonused in bastion. This effectively makes bastion like having the marauder you are used to tank wise and more, only crippled. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
699
|
Posted - 2013.09.04 22:40:00 -
[12] - Quote
Zeus Maximo wrote:I never stated that the web bonus should take away from the marauders tank. Every ship in eve should be able to PVE and PVP depending on what the owner wants to do. CCP never said the marauders were meant for purely PVE. It's selfish to think that they are making these things for missions.
I'm all for a damage bonus but the marauders in a pvp situation need to be able to lock down their opponents. The bonused web now allows a pilot to do that but for some reason the PVE "specialists" think its directed at them. Don't fit a web if you don't want one! Which would be a glorious solution if it could be used in reverse for the rep bonus. But it can't as we have gained nothing that would allow us to make it up outside of bastion. What this means is that today's working Paladin config doesn't work under the proposed in a situation you would actually use it. It's a total loss for every active tank config outside of bastion including those with webs since that bonus was reduced as well. T2 resists are largely meaningless when you know you won't be tanking that damage.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
699
|
Posted - 2013.09.04 22:53:00 -
[13] - Quote
Mr Floydy wrote:Complaints at losing tank in non bastion mode are entertaining. Everyone constantly bitches that armour/shield boost bonuses are terrible and that resist bonuses are better. So we get the T2 bonuses that from memory are about as strong if not better than a 4% resist bonus and people complain! RR Logi is going to be very strong on these ships now. This is a huge buff from before even ignoring the bastion module. No, a 4% resist bonus is better as it helps no matter what is hitting you. It would make the vargur more viable to all the factions in can hit the resist holes of. It would allow the Paladin to benefit against EM using factions, which are it's primary focus being heavy EM bound. RR setups will be stronger, but why are you using marauders with RR? Pirate vessels have better DPS and the Vindi has better webs. This is part of the issue, the changes push the ships into areas where they are already outperformed at the cost of performing well where they already do. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
702
|
Posted - 2013.09.04 23:56:00 -
[14] - Quote
Caleb Seremshur wrote:Darkwolf mate are you serious all you have to do is put 1x em hardener in to your mids and you've got like 60% global resist profile.....
Level 4 missions... if you fail so bad you need 80% resists on a TECH TWO RESISTS BATTLESHIP then you should just biomass, I'm not even joking. I run an RNI with 2x invul fields and have NEVER come close to losing it in a level 4.. because I don't suck at this game. So basically waste more slots on tank, which ruins the point of using a marauder. That was the draw of a tanking bonus, to use fewer slots for tank. If a change negates that, it's not a good change for the ship so far as PvE is concerned. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
703
|
Posted - 2013.09.05 00:22:00 -
[15] - Quote
Caleb Seremshur wrote:Tyberius Franklin wrote:Caleb Seremshur wrote:Darkwolf mate are you serious all you have to do is put 1x em hardener in to your mids and you've got like 60% global resist profile.....
Level 4 missions... if you fail so bad you need 80% resists on a TECH TWO RESISTS BATTLESHIP then you should just biomass, I'm not even joking. I run an RNI with 2x invul fields and have NEVER come close to losing it in a level 4.. because I don't suck at this game. So basically waste more slots on tank, which ruins the point of using a marauder. That was the draw of a tanking bonus, to use fewer slots for tank. If a change negates that, it's not a good change for the ship so far as PvE is concerned. You have got to be joking. Wasting slots? It's one slot. Your average t1 ship fits 3-5? You really must be shitting me if you think that anyone will give you a ship that requires no tanking modules *at all* while being able to tank any level 4 (some of which can deal nearly 1k dps) without breaking a sweat? I don't bandy the term carebear around much but you sir clearly deserve the title if you do indeed such a severe degree of hand-holding and mollycoddling. You want my RNI fit? I'll get it for you. [Raven Navy Issue, Raven Navy Issue fit] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Drone Damage Amplifier II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Republic Fleet 100MN Afterburner Large Micro Jump Drive Large Shield Extender II Republic Fleet Target Painter Omnidirectional Tracking Link II 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 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 Large Anti-Thermal Screen Reinforcer I Large Core Defense Field Extender II Large Ionic Field Projector I Vespa II x5 Hammerhead II x5 Zainou 'Snapshot' Cruise Missiles CM-605 Zainou 'Deadeye' Missile Projection MP-705 Zainou 'Deadeye' Guided Missile Precision GP-805 Zainou 'Deadeye' Target Navigation Prediction TN-905 Zainou 'Deadeye' Rapid Launch RL-1005 Vitals are: 1200dps - 117km range 80k EHP top speed of 460m/s + MJD The thing you must understand is that over a certain level you don't even need to fit tanking modules. Not significantly anyway. While the fit I've posted is pretty much just for running missions it could serve as a guideline for how to fit a golem so here goes Golem (odyssey 1.1) [Golem, Golem solo stuff] Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Large Micro Jump Drive Adaptive Invulnerability Field II Pith X-Type Large Shield Booster Republic Fleet 100MN Afterburner EM Ward Field II Republic Fleet Target Painter Republic Fleet Target Painter 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 Large Core Defense Capacitor Safeguard II Large Core Defense Capacitor Safeguard II Hobgoblin II x5 Hammerhead II x5 Low-grade Crystal Alpha Low-grade Crystal Beta Low-grade Crystal Gamma Low-grade Crystal Delta Low-grade Crystal Epsilon Low-grade Crystal Omega Zainou 'Deadeye' Missile Projection MP-705 Zainou 'Deadeye' Guided Missile Precision GP-805 Zainou 'Deadeye' Target Navigation Prediction TN-905 Zainou 'Deadeye' Rapid Launch RL-1005 As you can plainly see only 2 tanking modules + rigs to extend your tanking cycle vitals are 1100 dps Top speed 360 + MJD tank is 51k EHP, 220 sustained tank , 530 burst tank - 4min 30s cap life. If you need more than this you are terrible at this game. Even without the crystals you should be FINE for any level 4 I can think of. You are completely missing the point. It's not about needing more, it's that the same was achievable with less under the original proposal. Bastion+tank bonus made 2 slots viable. You're using 5+ low grade crystals. That's part of the point.
What we're also saying is that this makes 2 of the 4 marauders objectively worse for PvE against their primary factions and despite your insults you haven't even attempted proving otherwise. Yes, there is a limit to what tank you need, but that doesn't in any way justify making half the affected ships weaker in their PvE use. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
704
|
Posted - 2013.09.05 01:03:00 -
[16] - Quote
Caleb Seremshur wrote:Grarr Dexx wrote:Caleb Seremshur wrote:---- stuff If you need more than this you are terrible at this game. Even without the crystals you should be FINE for any level 4 I can think of. Now try level 5s. 2500 DPS EM/Therm and you're neuted dry permanently. Go. Or I could just not. Level 5's are stupid for a variety reasons that are well documented, the fact that lowsec is retardedly broken as one of the top reasons. Quote:You are completely missing the point. It's not about needing more, it's that the same was achievable with less under the original proposal. Bastion+tank bonus made 2 slots viable. You're using 5+ low grade crystals. That's part of the point.
What we're also saying is that this makes 2 of the 4 marauders objectively worse for PvE against their primary factions and despite your insults you haven't even attempted proving otherwise. Yes, there is a limit to what tank you need, but that doesn't in any way justify making half the affected ships weaker in their PvE use. No I'm not missing the point. The point is: to gain an advantage you need to make a sacrifice. A one slot omni tanking module that is more powerful than t2 resists is stupid. That's why people hated the original design. Lowgrade crystals, faction BCS, etc etc... yeah so what? It's a ship worth nearly a bil on its own. Without the LG's it tanks 390/160 which is still enough considering - and here's the kicker - that as you kill stuff the incoming dps decreases. The added bits to the fit aren't really that important, I used to run level 4's in a drake. If you need something that tanks as much dps as a dread to win at level 4's you have serious problems. I *did* post a 2 slot tanking golem. If the basis of your complaint is that without bastion the marauders will now be worse than before well that's CCP's design failures not the actual modules fault huh..
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Tyberius Franklin
Federal Navy Academy Gallente Federation
704
|
Posted - 2013.09.05 01:36:00 -
[17] - Quote
hmskrecik wrote:Cade Windstalker wrote:Yes, the problem is that you're condemning two of the four to having to fit more mods against most rats, where as with T1 hulls it's much more even and entirely based on what resist type you're tanking on. If a Paladin wants to make use of its explosive resists it need to be fighting Rogue Drones (which pay poorly overall) or Angels where the two best damage types to deal are the ones it can't deal.
The Vargur is in a somewhat better place by being able to swap damage types fairly freely but still has to fit more mods against most rats than either the Gallente or Caldari do. I do not condemn. I have just given my interpretation of present state. From you comment of choosing damage I guess you're talking about running anoms, where Paladin seems to be indeed at disadvantage. During missions damage chooses you, so it's where Paladin has an advantage, and in incursions and wormholes you omni tank anyway, advantage again. Also this "more even" T1 profile is because it's much weaker to begin with! I remind you that we're talking about 1 to 3 hardeners on T2 vs. obligatory 3 or even 4 on T1. Most EM weak rats also deal EM, which means that your damage comes pared with your tank in missions as well as anoms. On the Paladin those are opposed. You have no "choice." You are either not hitting the targets weakness or reenforcing your own. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
705
|
Posted - 2013.09.05 02:43:00 -
[18] - Quote
Dinsdale Pirannha wrote:Ravasta Helugo wrote: "In general" in this instance does not apply to "missions." Which are, you know, what the ship is supposed to be better at than anything else.
Maybe these guys know something more than we do about the future of missions in the game, and the one thing that these ships excel at (OK, armour Marauders do pretty well in Incursions), won't be in its current form after the winter iteration. Remember the background of the dev's, read their comments about PvE over the past couple years, especially high sec, and then guess what might be "rebalanced". If that plays out sure, but really the most iteration we've seen is on the side of balancing income and reducing AFK potential, which again is just balancing income. Though, even if this does play out, will marauders as envisioned in the current iteration stand out enough to draw people to them over their competition?
They're on par at best with other non-vanilla BS's on damage and as proposed lacking in all else outside of bastion. So really, considering the stated desires for PvE, unless "more like PvP" means "devoid of movement and everything eagerly wanders into web range" I have to wonder? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
705
|
Posted - 2013.09.05 03:48:00 -
[19] - Quote
Chainsaw Plankton wrote:Ravasta Helugo wrote:Quote: In L4s you don't need the tank, so just stick with the pirate BS. That's what I'm going to be forced to do after these changes. And I don't want to. I love the Paladin. I love the model. I love that it's going to transform into a cool battlestation thingy now. But if it sucks, and it will suck for missioning compared to any number of other ships, then I won't fly it. I ... what? the paladin is still probably the marauder that gets the best deal out of this thingy. dat optimal bonus! armor reps just got +15% and will get +100% in bastion still. oh yes and a ton of cap! the thing doesn't need the rep bonus for lv4s as is. also it can do the same dps as the nightmare, and I think I'll take the optimal bonus over the tracking bonus most of the time. not to mention all that cap (again) and the ability to press a button and get +100% reps! All armor reps getting +15% means the paladin doesn't stand out there though. Agreed on the range vs tracking, and bastion adds a nice option, but it will be slower, moreso under prop mods due to mass difference, have less drone flexibility and probably less tank after fitting aside from bastion focused tanks.
Which is my issue, the ships are going the direction of being prenerfed to keep bastion from being OP, and personally, I wanted to be an option, not something mandatory to keep it from being inferior for solo work. For incursions I'm not sure where it stands, web nerf seems compensated for by the more omni friendly resist profile. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
705
|
Posted - 2013.09.05 03:51:00 -
[20] - Quote
Cade Windstalker wrote:Chainsaw Plankton wrote:I ... what? the paladin is still probably the marauder that gets the best deal out of this thingy. dat optimal bonus! armor reps just got +15% and will get +100% in bastion still. oh yes and a ton of cap! the thing doesn't need the rep bonus for lv4s as is.
also it can do the same dps as the nightmare, and I think I'll take the optimal bonus over the tracking bonus most of the time. not to mention all that cap (again) and the ability to press a button and get +100% reps! Except that lasers already have a great range set for missions. The optimal bonus may be good for PvP but on a mission boat a tracking bonus would probably be worth more, especially since it's not stacking penalized. With the focus seeming to shift from Bastion optional to Bastion+MJD mandatory I'd argue that range would be highly prized. Blinking out 100km on a megapulse+scorch boat and still being viable is one of my hopes that remain intact at this point. |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
705
|
Posted - 2013.09.05 03:54:00 -
[21] - Quote
Xequecal wrote:ITT: Terrible terrible players that complain they need a tank bonus on top of a 100% rep bonus to run L 4s.
Also, ridiculous hyperbole asking CCP to change nothing rather than do this, as if range, resist, scan res, tank and we immunity bonuses are worse to have than 15% ehp and speed.
So basically the marauder should be defined by the bastion capabilities rather than stand on their own with bastion being a situationally viable benefit? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
705
|
Posted - 2013.09.05 03:57:00 -
[22] - Quote
Chainsaw Plankton wrote:Tyberius Franklin wrote:All armor reps getting +15% means the paladin doesn't stand out there though. Agreed on the range vs tracking, and bastion adds a nice option, but it will be slower, moreso under prop mods due to mass difference, have less drone flexibility and probably less tank after fitting aside from bastion focused tanks.
Which is my issue, the ships are going the direction of being prenerfed to keep bastion from being OP, and personally, I wanted to be an option, not something mandatory to keep it from being inferior for solo work. For incursions I'm not sure where it stands, web nerf seems compensated for by the more omni friendly resist profile. it doesn't need to stand out on tank with an optimal range and damage bonus on tachyons. The nightmare has the damage bonus as well. Range on the hull seems negated by inferior mobility. These are concerns purely related to outside of Bastion abilities.
Chainsaw Plankton wrote: From a tachyon gamma will just shoot just a bit shorter than scorch and do more dps, xray will do slightly less dps and out range scorch.
neither the bastion mod or the MJD will be needed for a paladin. although it is nice the 25% optimal from bastion will be the biggest optimal bonus so it goes first in the stacking penalty formula.
Had trouble fitting tach's and being happy with the fit in the past, though the increased fitting could well change that. We'll see. Though I wonder if I'll miss the tracking. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
705
|
Posted - 2013.09.05 04:52:00 -
[23] - Quote
Xequecal wrote:ITT: Terrible terrible players that complain they need a tank bonus on top of a 100% rep bonus to run L 4s.
Also, ridiculous hyperbole asking CCP to change nothing rather than do this, as if range, resist, scan res, tank and we immunity bonuses are worse to have than 15% ehp and speed.
baltec1 wrote:With the goal of these ships being to project better damage over longer distances I cant help but feel the web bonus is very out of place being that its a very close range tool. I much preferred the the bonus to the active tank. So much fir the hive mind.
That aside it's nice to know it's not just the highsec dwellers that think the new direction is unfocused. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
711
|
Posted - 2013.09.05 17:25:00 -
[24] - Quote
Battle Cube wrote:Lloyd Roses wrote:MeBiatch wrote:Lloyd Roses wrote:wonders if people realize that with t2 resists, you don't need the repairamoutnbonus anymore...
and that webs is kind of optional like the tractors. Still works fine neglecting those. Yes because 90% kin resistance helps me defend against sansha amd blood raiders right? Then choose appropriate hull... It's not that hard. i would agree, but that would mean changing weapons systems as well. Personally i dont think its a huge deal though, the resists i mean. No, it's not that bad to work around, but it still leaves the ships with less distinction for having to do so. We're talking about ships that are slower, have weaker sensor strength, lower HP, more mass, less drone flexibility and less DPS than damage focused pirate ships.
The kronos will be the poster child of obsolete any time you want your ship to move. The Paladin's resists mean that for faction specific tanking it gains nothing. And while it's easily made up for, that means you are essentially trading any tank advantage over a nightmare.
Choose the right hull is also a dumb thing to say as it basically is like saying the Paladin shouldn't be used for solo PvE, and we all know the amarr need fewer decent PvE ships. Right? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
713
|
Posted - 2013.09.05 19:25:00 -
[25] - Quote
Ranger 1 wrote:Iome Ambraelle wrote:Ranger 1 wrote:Quote:Both ships can fit the exact same tanking modules. However, when in bastion mode you are immobile. So you will very quickly, as the NPCs come into optimal range, start to receive MAXIMUM damage. Where as with the old version, you remain mobile and can adjust your traversal and range while under AB/MWD for a significant reduction of incoming damage. So really it looks like: T2 resists. 100km travel time after MJD and range bonus. I understand that T2 resists offer some benefits. However, if you look at the opening of my post you'll see that i'm talking about rats that a Paladin should be shooting, Sansha/BR. For those specific situations the T2 resists add absolutely nothing to EHP or rep EHP. I also understand the power of the MJD bonus and how it aligns with the sniper playstyle. I think it's actually quite nice in that role. However again, in my post I'm talking about fitting short range (mega pulse) lasers and do CQ combat with the Paladin. In this scenario the MJD doesn't help other than to gain initial position if the groups are situated nicely around 60-80K away at warp in. And double active repair. It just depends on how you like to rat... up close and personal or jump to range. Either way the tank is well beyond what you will need, especially in Bastion mode. Beyond what you need isn't enough. There are several ships that perform beyond necessity but aren't used because others do it better. As I said before, I don't want to have to have bastion(+MJD) just to have a complete competitive ship. T2 resist alone won't give us that. We have 2 examples of where the benefit of those resists are marginalized by factional rat damage output, one of which can't just change to another target without wasting damage into high resists.
And really, given gank > tank, T2 resists still fall short of making the ships competitive. Best case they help RR, and for 2 ships give a minor advantage to what they already had tank wise. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
713
|
Posted - 2013.09.05 19:29:00 -
[26] - Quote
Sigras wrote:I dont understand why everyone is freaking out about the bastion module and how well it may or may not work in PvP; it isnt as though the module HAS to be used.
Its just like the carrier, sometimes you use triage, other times it turns your ship into a flying coffin . . .
As it stands right now, I can see these ships warping in at 100 and sniping, then using the MJD to escape when anyone gets too close.
If you had some tackle frigates to keep fast interceptors off, you could easily just keep MJDing away from everyone and they'd never catch up to you, especially if youre MWDing away from them as soon as you land. There are ways to make anything work, but that doesn't explain why you should use a marauder. And while this could be useful, is it worth the effort compared to alternatives and will it really play out the way you want it to? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
713
|
Posted - 2013.09.05 19:35:00 -
[27] - Quote
Gizznitt Malikite wrote:Dave Stark wrote:Ranger 1 wrote:I do think you under rate the advantages of T2 resists though, I would not think 1 additional invul would come near to making up the difference in resists. standard modules to get 70% omni resists for incursions are 2x t2 invulns, thermal rig, EM amp. i'm betting with t2 gallente resists you can get 70% omni resists with EM amp, EM rig, and 1x invuln. however there are no t2 resist profile battleships to test that on. if i put it on an astarte (nearest comparison i can think of, feel free to provide something better for me to test) we get... edit; woops, totally forgot the DCII new stats are: 75 em 75 therm 90 kin 69 exp we're less than 1% shy of 70% explosive resist, giving us 70% omni resists. so in short, yes the extra mid slot does make the difference. a vindicator's stats with it's standard modules are: 74 em 72 therm 72 kin 77 exp Test is on HACs... Paladin will hit 70% Armor Resists with an EM Pump, Thermic Hardener, and DCU. Kronos will hit 70% Armor Resists with an EM Pump, Explosive Hardener, and DCU. Vargur will hit 70% Shield Resists with an Invuln and DCU. Golem Will hit 70% Shield Resists with an EM Hardener, Invuln, and DCU (These include Links). NVM |

Tyberius Franklin
Federal Navy Academy Gallente Federation
713
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Posted - 2013.09.05 20:04:00 -
[28] - Quote
Ranger 1 wrote:Well, that's a problem for you then as these ships are designed around the core principal of using MJD and Bastion mode as their primary advantage.
Don't under rate their other advantages though, numerous utility slots, tractor bonus (blah), greatly reduced cap usage due to only 4 weapons, etc. on top of being a BS with t2 resists.
If you are looking for an overpowered ship that is clearly superior in every traditional sense to pirate vessels this is not going to be your boat. Pirate vessels are supposed to be top of the heap by design. Granted, this would make more sense if the price tag on Marauders dropped to a comparable level or a bit less than pirate vessels. A tweak in that direction would not go amiss. If the entire design principle was based around MJD+Bastion then the ships are still flawed. No web range bonus means in "proper use" the webs go unused since you should be blapping anything before it gets in range. Yet we get this in place of the native tank bonus which complemented the bastion. The resists help with RR, but again, that isn't proper use since it negates the possibility of using the bastion. So by your logic incursions and RR strategies in high end DED's wasn't intended. You say I want an OP ship, yet the only place this will perform as intended is in solo, unkillable mission brick mode with a single configuration. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
713
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Posted - 2013.09.05 20:43:00 -
[29] - Quote
MeBiatch wrote:Mer88 wrote:
wheres the trator beam bonus? i wouldnt fly one if theres no trator beams since cnr is better at killing.
better at killing what? does it do more potential dps? how does that dps apply? Don't the both do the same damage with 8 effective launchers? Also the native bonus to explosion radius of the CNR is quite nice as either an alternative of or in addition to TP juggling. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
714
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Posted - 2013.09.05 21:11:00 -
[30] - Quote
Cassius Invictus wrote: 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 T2 resist profiles predate the projectile balance that added the damage type flexibility we now have. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
715
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Posted - 2013.09.06 02:39:00 -
[31] - Quote
Battle Cube wrote:Cade Windstalker wrote:Battle Cube wrote:honestly if its a huge deal i'll just train for different marauders. The purpose of a ship-rebalance should be that every ship has some role, not for 2 out of 4 ships to be demonstrably better than 2 others. If you're going from just a Paladin to a Kronos you're looking at Gallente Battleships to 5 which is a month and a half. Then T2 Large Hybrids is another 2 months. If you're going from an armor to a shield ship then throw even more time on to that. The response to the concerns of people who already use these ships should not be "well train one of the others and get over it". you said it yourself that 2 would be good for rats, while 2 would not...those other 2 are better at omni tanking, which is good for other things. And yes going from one race to another causes a huge problem with weapons training, that there is no doubt. None of them seem good for PvP, which leaves incursions and WH's. They are somewhat lackluster in incursions compared to other options and in WH's they run into mass issues which makes them unattractive and are still only excelling in solo activity, which doesn't include the most lucrative PvE activities there. All of them not working excessively well in solo PvE against mission rats would be more acceptable if the ones that didn't actually shined somewhere else. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
715
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Posted - 2013.09.06 19:13:00 -
[32] - Quote
Battle Cube wrote:Rowells wrote:Why does everyone want the maurauders to ou-tank and out-damage the pirate versions? if the maurauders does less damage that is fine. it can tank a hell of a lot better. and while that may not help for lvl4 missions, it expands the usage of a maurauder into areas it couldn't go before. More wormhole sites, lvl 5's, and according to ytterbium it can even tank a vangaurd solo. If the changes come out exactly as proposed, I will definitely be using one.
Maurauders do things Pirate BS can't do and Pirate BS do things marauder can't do. It works out just fine. Why do a lot of people think it should be just better than pirate? Because it costs more in isk and sp, and if pirate is just plain better for all situations (which it is currently) then there is never a reason to get a marauder Tanking a lot better? Ok MAYBE you have a point, but in many pve applications this doesnt help at all, and for the few it does, it means you are probably doing it solo, (i.e., doing it wrong) meaning that if you use multiple, then it is useless as they can not be RR'ed. Meaning its ONLY application is solo where tons of tank is required, which isnt going to be as efficient as a group of RR'ed ships anyway tank a vanguard solo? Well besides the fact that was for the previous version (not the current iteration) he only explicitly said the first wave of a VG. This does not imply it can tank the whole site, in fact, even if it could he said the fit was altered to have even less dps. There would NEVER be a reason to do this because A. if you solo an incursion you get 0 pay out, and B. it would be better to use a fleet of RR'ed ships with higher dps Just because RR may be better it doesn't mean solo options shouldn't exist, nor does it mean doing things solo is wrong. Less efficient? Sure, but independent operation where feasible has it's own benefits and won't be going away. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
715
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Posted - 2013.09.06 19:20:00 -
[33] - Quote
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? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
716
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Posted - 2013.09.06 19:37:00 -
[34] - Quote
Onictus wrote:Tyberius Franklin wrote:Onictus wrote: 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. Ironically, it was the people complaining about the loss of the web bonus in PvE that resulted in the last presented iteration of the marauder proposal. That aside, yes, according to this very thread people can and do use that bonus in PvE. Personally I don't, but I'm not such a special snow flake to assume superiority over everyone else for it. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
716
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Posted - 2013.09.06 19:53:00 -
[35] - Quote
Daniel Mar wrote:Rowells wrote:Daniel Mar wrote:Solo lvl5? With the bastion mod online? (Cus without the rep bonus you'll need that) Lowsec?.... uhm ok.....
Now I understand why you losing all your space and catch ;) Why not lowsec? with the MJD you have a chance of escape and with webs you can kill anyone in scram range. Still risky business but theres more reward as well Ever seen a rorqual deply or a dread in siege? Wit the bastion online you wont go anywhere when a hostile is on field considering the undeployment time, the basition to finsish cycle and the mjd spooling up... thats like 3 of 3 things to much MJD spool up isn't necessary though, one could just potentially warp out if the Bastion cycle is close enough to ending. While anoms and belts make bastion ill advised, could they not work in cosmic sig sites (DED's, etc) with the added time required to scan for warp in? |

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Federal Navy Academy Gallente Federation
716
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Posted - 2013.09.06 20:10:00 -
[36] - Quote
Ishtanchuk Fazmarai wrote:Tyberius Franklin wrote: Ironically, it was the people complaining about the loss of the web bonus in PvE that resulted in the last presented iteration of the marauder proposal. That aside, yes, according to this very thread people can and do use that bonus in PvE. Personally I don't, but I'm not such a special snow flake to assume superiority over everyone else for it.
Yes, this is why everyone but you is calling bullsh*t on adding a close range bonus to a long range class without drones. Right because ships with MJD and long range firepower are meant to web their targets, for a mere 1.5 billion and a gazillion skillpoints. MJD adds range tank, that's nice for a sniper. Bastion should add close range firepower, be it raw alpha, damage delivery or increased DPS. That would make worth the way higher price tag. I think you misread my posts if you are claiming that I'm for the web bonus, or I'm misreading yours. Though, your idea of the bastion's weapons augmentation does work better with the web bonus rather than being irrelevant as it currently does. And the current bastion works better with the MJD bonus. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
716
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Posted - 2013.09.06 23:41:00 -
[37] - Quote
Dave Stark wrote:Kelarc Keld wrote:Bastion absolutely needs a huge damage buff to be wort it. or it just needs to have less drawbacks. The drawbacks were worth the advantages when the 30% resists were part of the package in my opinion. |

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Federal Navy Academy Gallente Federation
717
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Posted - 2013.09.07 00:21:00 -
[38] - Quote
Dave Stark wrote:Tyberius Franklin wrote:Dave Stark wrote:Kelarc Keld wrote:Bastion absolutely needs a huge damage buff to be wort it. or it just needs to have less drawbacks. The drawbacks were worth the advantages when the 30% resists were part of the package in my opinion. no it was still a "click here for a 1bn isk+ lossmail" button. Depends on how you used it. The locking in place being the only real drawback means using it in places that need scanned rather than anoms or belts. With a boost to sensor strength, which it somewhat needs anyways, this should provide you with some time if you are paying attention and don't let another cycle start. |

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Federal Navy Academy Gallente Federation
719
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Posted - 2013.09.07 03:02:00 -
[39] - 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 Paladin beats the NApoc and NGeddon in effective turrets., though the latter 2 have 1 more low. Vargur falls well behind the damage potentials of the NTempest and NPhoon admittedly with their capacity for fitting mixed weapons and more lows for damage mods in shield tank setups Kronos has more effective turrets than a NMega but with 1 less lowslot.
The leads are not near enough in most cases to double DPS unless you failfit the marauders. |

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Federal Navy Academy Gallente Federation
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Posted - 2013.09.07 03:59:00 -
[40] - Quote
luredivino wrote:I have an idea. Why don't you give it a 25% damage increase in bastion mode. In exchange you give it a 37.5% nerf to tracking (plus a similar missile debuff). This would cancel out the tracking bonus the kronos and vargur get at level V, and make the two modes completely different. If you don't train marauders to level V, you will have a serious problem tracking frigates. You could also make it 20% and 30% respectively, but having the larger values would require a large skill investment to properly fly the ship. A 37.5% nerf to tracking would more than cancel out the Kronos' and Vargur's bonus if eve math works for those like it does for ROF increases. It provides an even greater penalty to the paladin and TP stacking on the Golem. All in all it means that likely either people won't use it except at long ranges where the issue of tracking is largely negated or not at all since up close the ability to do damage is nerfed, coincidentally the only time the tank bonus is useful.
While it does create distinction, I'm not sure attaching such a strong disincentive will lead people into the ship. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
720
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Posted - 2013.09.07 10:16:00 -
[41] - Quote
Roime wrote:Baal Zann wrote:honestly without the tank bonus they're just plain going to be too soft, i was excited when i heard about this in the first iteration, now im thinking about selling my vargur, without its current rep bonus its going to tank uselessly without the bastion mod, and with the bastion mod it wont tank enough, is immobile, and has a ton of close range advantages when its used as a long range ship, seems like its just going to fall through the cracks So in your world 100% bonus together with buffed resists is less than 37.5% bonus? " its going to tank uselessly without the bastion mod,"
There is no rep bonus outside of bastion, so the 100% doesn't always apply.
The vargur loses Kin/EX tank outside of bastion, which for those that use it against all factions due to damage type versatility means yes, they are loosing tank against some factions.
ED: With the bastion it should handle anything thrown at it, so not seeing an issue there. |

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Federal Navy Academy Gallente Federation
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Posted - 2013.09.07 11:10:00 -
[42] - Quote
Roime wrote:"and with the bastion mod it wont tank enough" I already stated I disagreed with the idea that bastion wouldn't tank enough.
Roime wrote:And the resist buff is very close to the amount of old rep bonus. And again, only selectively. T2 resists are not universal resist increases. Against EM/Therm the paladin was nerfed. Against Kin/EX The Vargur was nerfed. Kronos/Golem, EM/EX nerf.
The Kronos is fixed in damage type output with rats match it's resist strengths, no loss when used within it's strengths. Paladin has fixed damage types as well, preferring mostly rats which will fire directly into the nerfed portion of it's tank. Vargur/Golem have more damage selectability. Utilizing that advantage means going against damage types to which their tank was nerfed at times.
3/4 cases with potential nerfs rather than gains. It's pretty objectively worse for active tanking looking at overall usage than the repair bonus was. The additional buffer gains are also partially negated by the lower HP frequently present in comparable Navy faction variants offering lower costs. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
720
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Posted - 2013.09.07 11:15:00 -
[43] - 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..  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? |

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Federal Navy Academy Gallente Federation
722
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Posted - 2013.09.09 07:11:00 -
[44] - Quote
Roime wrote:The problem with the first iteration was that it was too extreme- overpowered in micro engagements without logi, and useless even in small gangs with logi (=solo logi or a pair). I find going for T2 resists expands the viability of marauders a lot. While T2 resists can increase the viability of a ship in an omni tank role, they don't really do much to help marauders as currently proposed. Specifically they don't make them more attractive, even selectively in most scenarios, than really anything else. That means while their viability in a vaccumm seems better, their viability in the game as a whole still remains negligible on top on losing use as they are currently employed due to tank loss against specific damage types. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
722
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Posted - 2013.09.09 20:34:00 -
[45] - Quote
Ranger 1 wrote:Agreed to a large degree, but keep in mind something on the first and last point you made.
The immunity to EW effect of Bastion mode actually was probably incorporated with PVE in mind primarily. Marauders are easily shut down in many missions due to low sensor strength, and even ships with normal sensor strengths and such can struggle.
The MJD is very, very commonly used in missions. Not so much (as of yet) in PVP, so yes there it is pretty situational. Even in PvE it tends to only truly shine with sentries, which actually already have some resistance to EWAR. The range amplification of Bastion helps the other weapons systems increase their attractiveness at MJD distances, but those that are largely falloff based will draw significant disadvantages at range.
|

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Posted - 2013.09.09 21:12:00 -
[46] - Quote
Ranger 1 wrote: Sentry drone use benefits the most, yes... but it's starting to be a staple for anyone wishing to snipe as they come in, which opens up a larger variety of hulls and interesting fits. In those cases especially the EW immunity will certainly be a boon (especially vs damps or tracking disruptors) as it speeds up mission completion time significantly.
As far as range advantages go, I'd say they are pretty universal as they apply to turret optimal and fall off, as well as missile velocity.
Short range weapons extend their kill zone significantly with long range ammo, and long range weapons have no need to boost their range and can likely use short range, high damage ammo most of the time.
I would still say the benefit is somewhat situational as while range amplification closes the gap somewhat between sniping performance and high DPS close-mid range fits, it still has drawbacks on causing some weapons to suffer heavy DPS loss to being in deep falloff if they hit at all at the longer end of MJD sniping. |

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Posted - 2013.09.10 21:46:00 -
[47] - Quote
Ranger 1 wrote:Keep in mind that many players don't understand fitting for gank if your NPC targets are weak to your weapons, and max tank if you are weak to their weapons. It doesn't make sense to them unless their chosen NPC target is both weak to their damage type and also using weapons that deal damage the players ship is strongest versus. Limiting yourself to your own racial space is a somewhat silly concept in EVE. Choose and fit your ship according to what you will be facing. Stop demanding that a ship have ideal resists and the perfect damage type for the local enemy. And in the unlikely event that you can't choose or fit a ship to fit your purposes vs. a particular NPC... choose a different target. Meanwhile, carry on.  A big issue is primarily that some of the new marauders are at a distinct disadvantage there. Alone that isn't an issue, but when it allows some races to step on the toes of others it becomes an issue. This becomes more true with older pilots that can field most or all of the marauders but will likely side with versatility or maximum effect. Those things together do make for an overall loser of the group. |

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Posted - 2013.09.10 21:58:00 -
[48] - Quote
Cade Windstalker wrote:Ranger 1 wrote:Keep in mind that many players don't understand fitting for gank if your NPC targets are weak to your weapons, and max tank if you are weak to their weapons. It doesn't make sense to them unless their chosen NPC target is both weak to their damage type and also using weapons that deal damage the players ship is strongest versus. Limiting yourself to your own racial space is a somewhat silly concept in EVE. Choose and fit your ship according to what you will be facing. Stop demanding that a ship have ideal resists and the perfect damage type for the local enemy. And in the unlikely event that you can't choose or fit a ship to fit your purposes vs. a particular NPC... choose a different target. Meanwhile, carry on.  Still runs into the problem of ships that don't have to make this trade-off (Kronos and Golem) vs ships that do (Vargur and Paladin). Which would overall be much less of an issue if they still had their local repair bonuses, even with the T2 resists. Vargur not so much, it can output EM fine while having native EM/therm resists. Vargur and Golem also have better versatility for single ship pilots.
|

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Federal Navy Academy Gallente Federation
729
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Posted - 2013.09.10 23:43:00 -
[49] - Quote
Wolfgang Achari wrote:- That first one did kind of come out of left field, but switching to a T2 resist profile has never made a hull incomplete.
- Which missions exactly? I haven't ever used anything greater than T2 modules for tanking during missions. I even pulled out a few old non-faction T1 missions ships to give them a go over the last couple of days. Not once did I find myself needing to warp out of a mission, whether it be world's collide or any of the extravaganza missions (including bonus rooms).
- With a T1 resist profile a rep bonus certainly does allow you to juggle tank mods, with a T2 resist profile you can get away with using fewer tank mods to begin with.
- When 3 out of 4 resists are 50% or higher before adding any tank mods, you are going to be at a distinct advantage when facing a majority of NPC's compared to other ships. However since I'm clearly missing the point, would you be so kind to explain to me how that is debatable? I am genuinely curious. The inclusion ofT2 resists has similarly never completed a ship. Also, since the resist increase is selective vs the rep bonus which applies to whatever you are tanking it means that sometimes it may reduce the need for a slot to be used vs always with the rep bonus. This is more applicable with the 2 ships with selectable damage output. The absolute resist number is irrelevant since you 50% number needs to draw upon base resists in all cases. Counting T1 resist strengths is not a defense for T2 resists.
Wolfgang Achari wrote:As for the Paladin, it has the exact same problem nearly all other (T1/T2/Faction) Amarrian hulls have. Perhaps we should just switch either the primary weapon system or tanks on Amarr hulls altogether to alleviate this problem.
- Then request a more appropriate T2 resist profile for those two ships. This gives you the tank you want for your local NPC's, providing greater opportunities for PvE fits to fulfill it's niche role better, and allows the ship to be more flexible in other play styles as well. Maybe, but that is beyond the scope here. One thing that can be said is that there isn't really another class that has had this issue since none had had the PvE focus of the Marauders. I certainly don't think it reasonable to address the entire concept for this case, especially when till proposed it never applied.
Wolfgang Achari wrote:- Again, if better resists are such a downgrade why are resist bonuses still on the chopping block? I also didn't realize that there was ever a point in bringing less DPS to missions. Especially when you aren't applying the DPS any better.
- Nothing wrong with having an inexpensive DPS boat, though a bit unimaginative I'll grant you. My point was that the hull was used much more frequently than marauders ever have been and it survived a very significant balance change just fine. All of your arguments ignore the fact that T2 resists are a selective bonus, not a wholesale one. If it was an across the board buff no one would be complaining. It's not, it's 2 of 4 (not 3) per ship which in some cases aligns poorly with the damage tanking/output pairs.
Also which is on the chopping block? You mean the decidedly better 30% to all that was proposed earlier as part of bastion? Probably because it was deemed to be overpowered. It was more effective than the active tank bonus while providing more buffer than a maxed 10% per level HP bonus since it gave almost the same per layer + being applied to all 3 layers.
Wolfgang Achari wrote:Another point from left field, I have noticed that a few people have been pointing out that there have been 40-50+ pages since the announcement of dropping the rep bonus in favor of T2 resists. What they haven't been pointing out is that a majority of those posts are by the same people. So either the marauder club in EVE has hired a spokesperson(s) or there are just a few very vocal people who don't like the switch. It's more likely, given the current place marauders hold, that it's only a small number of people who use them enough to care. |

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Posted - 2013.09.11 01:25:00 -
[50] - Quote
Lloyd Roses wrote:Many longer playing pvp'ers are blaming 90% webs for dreadblapping working aswell as it currently does (and should imo), with 81% (?) webs, stacking penalties will reduce the max efficiency of the two webs max you could ever justify from some 97% down to some 90% (?). It is a whole lot better in comparison to a traditional unbonused web, but it doesn't push them over the edge I believe. 7.5% bonus is a fine thing, now that the repairbonus mostly got built into the hull by resistances.
As was looking forward to flying a Vargur with the first revision, now looking forward to fly a paladin :> I prefer a repair bonus that works against all the things that could shoot me to one that only works against some.
Also, why a Paladin? What are you doing with it? |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
730
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Posted - 2013.09.11 03:56:00 -
[51] - Quote
Wolfgang Achari wrote:It's irrelevant where the 50% resist originates from as it's still part of the T2 resist profile and it's application works exactly the same as the other resists. Likewise, you've ignored my suggestion that the T2 profile is modified to match faction NPC's. Bringing the two boosted resists to where they need to be. It's not irrelevant because of function, it's irrelevant because it's in no way augmented from base and as such in no way represents any improvement since there quite realistically is none. And no, I didn't ignore anything, else your next portion of the post wouldn't exist since it tries to counter a comment I made about what you said I ignored.
Wolfgang Achari wrote:It's hardly beyond the scope as the biggest issue everyone seems to have with dropping the rep bonus for a T2 resist profile is that the default racial profile is incompatible with faction NPC's. Therefore requesting a modified T2 resist profile to better match up with faction NPC's makes sense as it would end up providing a stronger tank than the current rep bonus for these ships in their home systems.
I understand that only two of the four resists get a boost, but you've completely ignored my suggestion that people request a modified T2 resist profile to match up faction NPC's. Which would resolve this issue entirely. It was beyond the scope as stated, which was modifying T2 resist. The scope of this proposal was a single line of T2 ships, which isn't anywhere close to a proper justification for a rewrite of that rule. Nor does it necessarily make sense for these to be a strong outlier there. It needs to be a stronger case than "because people want it." Unfortunately I can't think of a case I could see as legitimate here. And you have yet to present one.
Wolfgang Achari wrote:I was speaking of the hull bonus on other ships (Prophecy, Drake, etc.) that used to receive 5% resists/level. These bonuses were nerfed because of how much more powerful they were when compared to local rep bonuses. While these bonuses dropped down to 4% resist/level, they are still on the chopping block to be reduced even further to 3% resist/level if need be to further balance them against local/remote repping. I would have no objection to that. I'd like it actually. I haven't heard anything about further reductions though since the possibility was left open when the reduction to 4% was announced. I haven't seen anything that suggest it's being pursued, but then, I haven't really looked.
Wolfgang Achari wrote:That's part of what CCP is trying to change by rebalancing the ship. And hopefully they will, but when for most marauders are irrelevant and will likely remain so as proposed,
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Tyberius Franklin
Federal Navy Academy Gallente Federation
746
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Posted - 2013.09.30 20:06:00 -
[52] - Quote
MeBiatch wrote:Grarr Dexx wrote:
you basically gave it the worst of both worlds and you can't even see what the hell is wrong with your idea?
not really the field command ship resist profile is much better then the current maruader resists. so that a big plus one for it being outside of bastion mode. but when its in bastion mode that extra 30% unstacked resits coupled with FCS resists would be way way to high. so i see this as a reasonable compromise. you may see it as worst of both worlds but i see it was best of both. its a good thing we are both entitled to our opinions. personally i am rather happy with the way maraders are proposed in the op. but there are those who are rather upset to see the full tech II resists go away because that means they hurt outside of bastion mode. what i am trying to propose is meeting half way. giving the ships decent resists outside of bastion while still giving it some boost inside. Depends on the application really, they aren't any worse than now tank wise for buffer tanking, which, with a partial resist increase we likely won't make back since it seems the options are rep or resists. with full T2 we selectively make it back and with part T2 + bastion resists in hull only it means that the defensive layer you really never want touched is the only layer augmented. Unless you are doing something really wrong it's never going to be used thus it would become a new contender for most useless bonus along side the tractor beam range bonus. |

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Posted - 2013.09.30 20:54:00 -
[53] - Quote
The Djego wrote:Oh well time to sell my marauders then, I didn't want that marauder 5 anyway.
Is it really that much to ask to simply address the issues that I have pointed out multiple times in this thread instead of making them all basically useless for people that used them for what they where made for? Weren't they made for PvE? In my mind while this doesn't give it as a handout this actually dues increase their capacity in that regard through some creative means. I suppose we could tun them into navy BS's with rep bonuses and less ammo consumption, but that sounds boring IMHO. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
746
|
Posted - 2013.09.30 23:05:00 -
[54] - Quote
Joe Risalo wrote:Quote: The new Paladin tanks 1200 omni-DPS in bastion with 1 repper, 2 EANM, and a nano pump rig. There's nothing preventing you from fitting max gank. It has 12,500 base capacitor, there's plenty of neut buffer since all you're running is 4 guns and 1 repper.
As for C5s.....was the 90% web somehow essential for running those? Because the 50m3 drone bay sure isn't the difference between amazing and useless in w-space where drones get popped really quickly.
While that's not low tank, it seems kinda low considering bastion. It that a perma tank with standard large rep or what? Cause I can fit a golem currently with 960 dps tank at its weakest resist with an XL pith x. Granted, with a cap booster it only lasts for 4 minutes, but still... I would think bastion gives another 100% to boost amount.. So that's at least another 500 dps... Then the additional resists from bastion... I would think upwards of 2k dps tank at my weakest resists... Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
746
|
Posted - 2013.09.30 23:20:00 -
[55] - Quote
Joe Risalo wrote:Tyberius Franklin wrote:Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well. There's no way that bastion only provides a 400 dps buff in omni tank. My nightmare fit has almost 700 dps at its weakest when omni fitted. However, it receives no rep or resists... So, hull bonus means 37.5% higher... Bastion is 100% higher, and with more resists. We're talking easily 1500 dps tank at its weakest on my golem fit. Not sure where you got a 400dps increase, the example above was a 750dps increase FROM a 400dps omni. My math comes to a ~185% increase in tank (if correct) compared to current, so apply that to whatever your current tank is.
This was based on my paladin so the 30% (I'm only at marauder IV) was already included. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
746
|
Posted - 2013.09.30 23:40:00 -
[56] - Quote
Joe Risalo wrote:Xequecal wrote:Joe Risalo wrote:Tyberius Franklin wrote:Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well. There's no way that bastion only provides a 400 dps buff in omni tank. My nightmare fit has almost 700 dps at its weakest when omni fitted. However, it receives no rep or resists... So, hull bonus means 37.5% higher... Bastion is 100% higher, and with more resists. We're talking easily 1500 dps tank at its weakest on my golem fit. Read it again. It turns a 400 dps tank into a 1150 dps tank, aka it triples the amount of DPS you can tank. I'm not sure why you brought up a Pith-X XLSB, that module is equivalent to 1.7 Centus-X LARs, it's got no relevance when I was talking about a single-LARII tank. Yeah... got ya... sorry guys.. misread/misunderstood. That said, my current Golem fit will go from (assuming the 185% increase is fairly accurate) from 960 at its weakest resist, to 2736.. However, are you saying 185% above what I get in my Golem now, or are you saying 185% increase over a base tank with no bonuses? 185% over current Golem fitting now. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
746
|
Posted - 2013.09.30 23:49:00 -
[57] - Quote
Zeus Maximo wrote:Joe Risalo wrote:Aglais wrote:Zeus Maximo wrote:Yet to see how these changes benefit PVP. They don't. These changes barely benefit Marauders. If anything, they're zero-sum: where improvements were made, other areas were nerfed. Base hulls were nerfed unnecessarily, but there's no way that anyone can honestly say that marauders will be worse after iteration 1 than they are now.... Marauders are currently the least used ships in pve, even amongst high SP players. Sure, this change won't go directly towards pvp, but it helps... At least they'll have some pvp capability. On live right now, the only pvp capability they actually have is A.T.... Actually the kronos was nerfed the most considering its web bonus is what made the ship useful. It already gets jammed out in a heart beat so now if its tank is failing you start bastion.... then the target burns out of your normal web.... End of story. The blasters needed the 90% web and now the ship is worthless. Would rather use a mega now. There is less pvp capability with these ships. Only a fool will die to a ship that can't move. If blasters needed a 90% web then the mega was useless to begin with, so why would you go to it? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
748
|
Posted - 2013.10.01 01:53:00 -
[58] - Quote
Vrykolakasis wrote:I lied, I'm posting. Sorry. Just had to. Tyberius Franklin wrote:Zeus Maximo wrote: Actually the kronos was nerfed the most considering its web bonus is what made the ship useful. It already gets jammed out in a heart beat so now if its tank is failing you start bastion.... then the target burns out of your normal web.... End of story. The blasters needed the 90% web and now the ship is worthless. Would rather use a mega now.
There is less pvp capability with these ships. Only a fool will die to a ship that can't move.
If blasters needed a 90% web then the mega was useless to begin with, so why would you go to it? I assume it's because the mega gets the same tracking bonus, has a larger drone bay and bandwidth, and you can buy ten hulls for the cost of one kronos? According to his logic the blasters still won't work so you would just lose 10 hulls for the cost of one. If drones are the deciding factor why not sidestep the whole blaster thing and get a domi. And since the Vindicator does and still will continue to do the job better for not too much more, why shoehorn the kronos into the same role. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
757
|
Posted - 2013.10.03 19:37:00 -
[59] - Quote
Dinsdale Pirannha wrote:Iome Ambraelle wrote:I wonder what the total increase in mission times will be when you add all of these things together:
- Lower base speed
- Higher base mass (lower acceleration for AB/MWD)
- Higher align time
- Lower warp acceleration/deceleration
- Lower top warp speed
Did I miss anything here? Depending on the number of jumps away the mission is located and the number of mission gates you have to use this could be a pretty significant increase in total mission time compared to today. Gee, CCP nerfing the hell out of PvE, who would have thunk it. You are a bit behind the times. The devs who have been hired from null sec have been attacking any PvE operations, especially high sec ops, for a long time now. See in null sec, a player just flits about space using jump bridges. Check that, the null cartel players who have the JB passwords flit about, avoiding the bulk of these changes. Those who live in high sec and low sec, or NPC null sec, well, you are screwed. Sucks to be you. Guess you did not get the memo that the only successful and CCP-endorsed way to play this game is in a null sec cartel. You do realize that using a JB network doesn't in any way remove the need to warp between locations right? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
758
|
Posted - 2013.10.03 20:16:00 -
[60] - Quote
Vorseger wrote:Lin Xou wrote:Pirate BS take a week to train they should be weaker in every way to T2 BS but stronger than T1 with an extra two role bonuses.
Other than that T2 BS is the same so wasted skill points.
I feel this way. I never understood why a ship that takes less training time to pilot is better than a ship that takes more training time to pilot. That pretty much falls against the entire concept of T2 vs faction/DS/officer on which everything else is based. This seems a really odd time to be bringing it up considering that. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
768
|
Posted - 2013.10.05 00:08:00 -
[61] - Quote
Kusum Fawn wrote:Slated for Rubicon
Never tested til TQ.
I love being an alpha tester. Sisi is scheduled to open Monday with these changes. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
772
|
Posted - 2013.10.09 19:37:00 -
[62] - Quote
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%. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
772
|
Posted - 2013.10.09 22:11:00 -
[63] - Quote
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. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
772
|
Posted - 2013.10.09 22:52:00 -
[64] - 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. The Golems EM hole does NOT support your point. With T2 resists the Golem has a 0% boost to EM tank. With the rep bonus it has a 37.5% bonus to tanking EM damage.
Painters are for explosion radius, which the Golem gets no bonus to. And unless I'm mistaken they are in no way diminished in effect by the explosion velocity bonus, which means it actually has 2 application bonuses vs the 0 you claimed, since the target velocity and sig radius are factored independently.
And as stated, they don't want these going the way of more DPS, if you think you can convince CCP of it after 5000+ posts on the subject littered with people asking for it, by all means keep going. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
773
|
Posted - 2013.10.10 20:10:00 -
[65] - Quote
Ewersmen wrote:CCP Ytterbium wrote:Quoting myself not to leave you in the dark.
CCP Ytterbium wrote: So far, what I can see based on the actual testing of those ships, is that the Bastion mode is good, but that the hulls were most likely nerfed a bit too much.
I agree with the drone flexibility - while I don't see them necessarily keep the TQ bandwidth, they can use moar dronebay.
Also considering reverting some of the other hull nerfs, will let you know when we have more details (we aren't going to change their role though). And sorry to say, but version 2 with web bonuses is not coming back, it just didn't fit that well with the role and Bastion mode.
This is a bad idea .....if you cant see that then you cant see past your own nose......just make a new class of ship??? New ship class isn't justified here. There really isn't enough for it. Depending on what is given back we could well wind up with something close to the marauders of old + the option of Bastion. Besides, another class with bastion while leaving the current ships as is will just further step on the toes of marauders. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
775
|
Posted - 2013.10.11 21:08:00 -
[66] - Quote
TheFace Asano wrote: ...If I was going to roam with these in a gang, I would bring either one of the new EWAR frigs or any other dedicated platform to bring bonused webs. Why on earth would you have to just bring these in gang for PVP or PVE?...
Don't you see? If a ship can't do everything itself it's just another tool for the nullsec hordes because the rest of us can't figure out how to work in groups outside of incursions. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
776
|
Posted - 2013.10.11 21:25:00 -
[67] - Quote
Daishan Auergni wrote:TheFace Asano wrote:Tyberius Franklin wrote:TheFace Asano wrote: ...If I was going to roam with these in a gang, I would bring either one of the new EWAR frigs or any other dedicated platform to bring bonused webs. Why on earth would you have to just bring these in gang for PVP or PVE?...
Don't you see? If a ship can't do everything itself it's just another tool for the nullsec hordes because the rest of us can't figure out how to work in groups outside of incursions. Cool thing is this ship can do quite a bit on its own. It is much different than anything on TQ. edit: I detect sarcasm heh. might wanna get your detector tuned up. this is eve. Nope, I can confirm it's working fine. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
777
|
Posted - 2013.10.11 22:59:00 -
[68] - Quote
Desert Ice78 wrote:baltec1 wrote:Desert Ice78 wrote:baltec1 wrote:What exactly is wrong with them? They cost a billion isk and everything they could be asked or expected to do, other ships will do better for less. To answer your question, that means everything. They have better range, the best subcap tank, immune to all E-war and a bonus to mjd. Right now they are ripping apart small gangs solo. I live in Wicked Creek. Come by for a visit, and we'll undock our "small" gang. While the ripping apart small gangs thing is up for debate, that still leaves the stated advantages of the ship and bastion combo that weren't really countered there. So I guess the question of what regarding those aspects you still find less than sufficient still remains. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
777
|
Posted - 2013.10.12 01:28:00 -
[69] - Quote
And I failed |

Tyberius Franklin
Federal Navy Academy Gallente Federation
777
|
Posted - 2013.10.14 22:49:00 -
[70] - Quote
Arthur Aihaken wrote:BrandKuiken wrote:My main point was: Why isn't the Bastion Mode increasing the range of tractor beams along with weapons.
What's the advantage of having a Marauder if you kill something well beyond tractor beam range and your targets are not all grouped together.
Or perhaps I shouldn't complain since the extra high slot will allow an extra cap transfer for my pair of marauders so I can swap from AB to MWD and completely ignore Bastion mode completely. Who cares about tractor beams. The new salvage module in Rubicon will be OP... We have yet to necessarily confirm that. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
777
|
Posted - 2013.10.14 23:07:00 -
[71] - Quote
Arthur Aihaken wrote:Tyberius Franklin wrote:We have yet to necessarily confirm that. Stored in cargo, drags loot to a central location, frees up x number of high slots for smart bombs, etc. Sounds good on paper anyway... On paper sounds great, devil is in the details though. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
779
|
Posted - 2013.10.15 20:39:00 -
[72] - Quote
SOL Ranger wrote:The most disturbing problems with the Bastion are:
Absolute E-war immunity, ignores sandbox game mechanics.
Absolute RR/assistance lockout, ignores sandbox game mechanics.
Promotes halfwit play styles by ignoring mechanics and limiting choices.
...
Just to address something in your post that seems rather far off: Conditional Immunities don't ignore sandbox mechanics. Trading one attribute for another in interactions is itself an acceptable sandbox mechanic. Furthermore no choices are limited so long as bastion is not mandatory. Actually, the "halfwit play styles" you mention represent increased choices rather than limit those already available. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
779
|
Posted - 2013.10.16 01:35:00 -
[73] - Quote
SOL Ranger wrote: I am directly aiming my critique at the Bastion and what using it entails, moving away from the bastion as the center of the topic and saying that not using it is an alternative solution is missing the point and as it happens, not true. Bastion will be mandatory, the mobility of Marauders among other things is already being nerfed, so choices are in fact being limited. Anyone planning not to use the Bastion will find any faction/pirate ship will easily outperform Marauders; Marauders are deliberately being designed around the Bastion and you will have a hard time not using it because of the costs in the balancing.
The hull issues have been acknowledged and we will see what becomes of that, but that neither detracts nor adds to my response to you.
SOL Ranger wrote: Additionally, my gripe with the Bastion is not the idea that it isn't usable for at least something like gimmick PvP, it is that the module has severe flaws and it should be abolished as it currently is being presented, more so due to the fact it presents no actual interesting or fun mechanics to speak of when speaking of following the Marauder role.
Immunities:
Conditional immunities ignore the very idea of having established mechanics which exist have any effect on the results, which means you have balanced E-war for the whole game but then decide to circumvent this mechanic by a simple conditional rule which states, here the rules don't apply, effectively creating a second rule, every immunity is another rule and exception added to the first.
Would you support missiles which always applied full damage through a conditional and ignored signature radius/exp velocity? No you wouldn't, exact same thing, the proper way to do it is to follow mechanics in a relatively reasonable manner.
If in this case E-war is too powerful then rebalance it, revisit the mechanics and alter them to function as intended, just do not create new ways to avoid the problems.
E-war immunity ignores the sandbox mechanics for E-war, which is a use for sensor strength to determine efficiency, if there was a legit suggestion they would give Marauders a relatively high sensor strength in Bastion and not just outright cut them out from the sandbox in that specific area; Sandbox mechanics rely on the fact that they apply without selective interpretation causing meta rule sets, effectively destroying the whole concept in the process.
RR/assistance lockout ignores the idea of partaking in more complex parts of multiplayer gaming, it is a counterproductive limitation at best, promoting locked out solo play is out of touch with the whole concept of MMOs regardless of the fact if it is ignoring how RR works with mere conditionals.
I seem to be missing the statement of Ewar being to powerful. If it was you are correct that adding a module to a single line of ships is as much of a non-solution as they come. So correct that I would challenge the idea that it's even remotely reasonable to correlate the introduction of bastion with the strength of ewar as a whole.
That aside, conditional immunities again do not negate sandbox effects. When properly applied they give up one thing for another, forcing choices which give rise to new interactions. The Bastion accomplishes this. A meta rule set is similarly not an issue as it only creates more dynamic interactions. Rather it's the range of existing conditional rules that provide variety and purpose to the existing elements in game. And just because an interaction can be negated under isolated circumstances doesn't mean that any sandbox element is negated. The sandbox element is simply being free to choose tools to fit your purpose and use them to the best of your ability. Giving more tools means more interactions.
And if conditional rules is an issue that means we have a lot to remove that is already in game, among them triage carriers which already prevent incoming RR yet have found their place within the sandbox without complaint.
SOL Ranger wrote: Again, if you won't be using Bastion then you'll be better off in other ships by default, there is no choice between having the Bastion module or not, it is a choice between Bastion Marauder and Pirate Battleship, the live Marauders will no longer exist.
If you're even remotely interested in fluent mobility and kiting you will pick a Pirate Battleship.
The only choice you are getting with Bastion is, will I deploy here and die or win?
You are getting this one choice to substitute all the mobile intricacies of EVE combat, E-war threats and even quite simply the consequences of taking damage in many situations, successful tanking of damage becoming a guarantee rather than an active process of skill to manage a capacitor and avoid excess damage in multitudes of ways
The Ignoring of the whole concept of support in terms of remote assistance in situations where you should have need for it is one of the greatest flaws in Bastion design, when you are deployed.
It literally defines the idea of picking the worst of all possible scenarios into one module currently.
The Bastion undeniably promotes poor play styles, it throws every common sense defensive or offensive maneuver/adjustment out of the window and simplifies everything.
You are greatly oversimplifying what can be done with the bastion + MJD combo alone much less combining this ships abilities with others. And that is before the potential aspects being returned to the hulls. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
779
|
Posted - 2013.10.16 20:35:00 -
[74] - Quote
Octoven wrote:Arthur Aihaken wrote:baltec1 wrote:Same damage from the guns or slightly better and you can fit them exactly as you do now for pve. I'd say application damage is probably 25-33% better, at a minimum. Better damage application? Hardly all you do is extend your guns out a bit further. You are hitting **** at a larger range but its still the same amount of damage being applied. At least with webs you are essentially increasing the tracking rate of your guns thus hitting better. In no way is extending the optimal range actually applying better damage. Hitting further reduces angular velocity when utilizing that range causing it to have a similar effect. If you were fighting in falloff range extension also reduces the damage loss there. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
779
|
Posted - 2013.10.16 21:11:00 -
[75] - Quote
Alvatore DiMarco wrote:"Group play" extends beyond incursions. Get your head out of your ass, Dinsdale.
I for one approve of CCP nerfing ridiculous Incursion income by indirect means such as The Marauder RebalanceGäó. Last I saw shield fit pirate BS's were considered the optima choice for most so I wouldn't count on this slowing down incursion earnings overall by any significant amount. even switching to the "inferior" vindi won't likely make that much of a difference to armor runners considering how often it's used already. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
779
|
Posted - 2013.10.16 23:18:00 -
[76] - Quote
Nasro Drags wrote:CCP should create a new PVP oriented ship.
CCP should leave the current marauders as PVE ships.. Cause they are the "only" PVE ships. There's no other ship with a PVE role. This changes are not adding diversity or choices, they're taking them away. If this were even remotely true in any applicable sense you would see far fewer players in pirate BS's for PvE activities. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
781
|
Posted - 2013.10.18 20:06:00 -
[77] - Quote
chaosgrimm wrote: Yet most do. Heck the golem 8 effective launchers compared to the raven's 6, and the kronos gets 8 effective turrets over the megathron's 7. Both get better application on top.
The maelstrom and abaddon can actually out dps their race's marauders in certain situations
The Raven has 8 effective turrets with skills, alongside the Golem and RNI The Kronos is actually 10 to 9.33 of the Megathron.
Since we're talking about marauder capable pilots we should be including the skills they would obviously have |

Tyberius Franklin
Federal Navy Academy Gallente Federation
784
|
Posted - 2013.10.21 19:37:00 -
[78] - Quote
Arthur Aihaken wrote:Alvatore DiMarco wrote:Point 1 has nothing to do with tractoring or salvaging or not.
In response to 2, it has already been stated that the beam will in fact [i]not[/[i] be "speedy", unless you consider "no velocity bonus" to be fast.
In response to 3, that was the basic idea behind what I said, yes. In terms of raw salvaging power it still won't compete with a Noctis' eight dedicated high slots. It doesn't matter how "fast" it is, because if you can drop a few of these things you've just gained several tractor beams that can 'slowboat' the wrecks/cargo to a fixed location. With the bonus you're proposing, yes - that would compete with a Noctis. Has anything been stated regarding the size of these structures or details/restrictions on deploying them? That would be pretty important to the discussion prior to assuming we would end up in a competition with the Noctis. Also marauders would still lack the salvager cycle bonus of the Noctis. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
784
|
Posted - 2013.10.21 21:36:00 -
[79] - Quote
Have any of the details been written anywhere yet or are they only available on twitch replays? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
787
|
Posted - 2013.10.24 23:46:00 -
[80] - Quote
Joe Risalo wrote:Kagura Nikon wrote:Arthur Aihaken wrote:Joe Risalo wrote:your second assumption would be correct. with a pith x-type XL shield booster, I am boosting the Golem for 26% of its shield HP per cycle at my skills. Pretty epic. So it's +137.5% shield boost with Bastion vs. the original +37.5%? Who cares about the TP and shield bonus of the Golem! Marauders-I for the win! I'll take the 107.5% and allocate the training elsewhere. I don't even want to think about the 45% from a set of Crystal implants...  They are separate bonuses.. so if your starting cap boost is 100%. You add a 37.5% you have 137% of your original boost. NOw.. you add a 100% bonus. You get 274%. Doe snto matter the order. You coudl do 100% apply the 100% bonus to 200% then add 37.5% and end up with the same 274% of what you started. Add crytal set over that again in a composite way Where are you getting the 74%? Thought it would be 237.5% over standard? Oh, and is it stacking penalized? I'm guessing without bonus I would rep 5-6% with pith-x XL. So, if i'm repping 26% with bastion and lvl 5 marauder (no implants I believe). That's.....over 4x more rep than without any bonuses...... Maybe my math is wrong... You made the same mistake, it's multiplicative, not additive. |
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
789
|
Posted - 2013.10.25 21:37:00 -
[81] - Quote
Arthur Aihaken wrote:Sorry to re-visit this, but just to confirm: it's a 137.5% shield boost bonus with Marauders-V and Bastion on the Golem, correct? I think with T2 rigors, the new RHMLs and Bastion you'll have a decent setup for mission running (I'm guessing probably a range of around 75km with max skills). Damage application is going to be fairly decent with a sub-75m explosion radius (plus the explosion velocity bonus), which will probably mitigate the 20% DPS somewhat. Paper DPS is often radically different than real-world applied DPS. +175% I believe (100% base + 37.5%)*2 = 275% if I've got the eve math right. |
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