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

Vinyl 41
Perkone Academy
0
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Posted - 2013.10.03 06:55:00 -
[1] - Quote
Vorseger wrote:Iome Ambraelle wrote:They could always compromise:
- T2 resists on the base hull
- Keep the 7.5%/lvl local repair bonus on the base hull
- Make Bastion slightly better than a DCU II 15% shield resists, 17.5% armor resists, 65% hull resists (only bastion or DCU can be fitted at one time)
This would effectively give all the hulls a low slot if you planned on using a DCU in your fit. It satisfies the call for T2 resists to help non mission based PVE. It is still equal to or better than the TQ version when tanking missions without bastion. And if you choose to use bastion, you recover the low slot of a DCU, have better tanking potential and range. That would be something I could get behind. I'm a fan of this. I would like the T2 resists. I would like the current hull bonuses to stay as they are on TQ. CCP can decide the specific amounts of % shield resist, % amror resists, and % hull resists for use of bastion mode. It is a sort of compromise between the two options that are/were proposed changes. A damage bonus of some kind in bastion mode would actually make me consider using it.
so far that would be the best proposed iteration for the bastion module - as a better DCII + ewar immunity for a price of being stuck in 1 place adding a med slot instead of high would be more beneficial because of the forced usage on MJD |

Vinyl 41
Perkone Academy
1
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Posted - 2013.10.05 07:16:00 -
[2] - Quote
binding those hull nerfs to a single module will make that module useless because who would decide to use it when the gains from it would bring such huge limitations - there are allready huge concerns about the usefulness of the whole bastion module in both pve and pvp rubi hits sisi in 2 days so lets hope it wont be such a big missfire like most people expect |

Vinyl 41
Perkone Academy
1
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Posted - 2013.10.05 09:10:00 -
[3] - Quote
marVLs wrote:Without dps bonus, unnerf to base hulls, and something useful instead of tractor range, that whole marauders rebalance makes them worse than before... i totaly agree here besides the tractor bonus which i personaly liked so far - cant wait to test that new tractor structure ( which might make that bonus obsolete ) |

Vinyl 41
Perkone Academy
1
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Posted - 2013.10.05 17:09:00 -
[4] - Quote
Gel Musana wrote:
So rebalance means Nerf?
well they did 1 buff actually and thats the signature buff everything else is a flat our nerf to the uhm least used ship class in the game used by a few missioners with crapstable connection |

Vinyl 41
Perkone Academy
3
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Posted - 2013.10.06 16:43:00 -
[5] - Quote
Joe Risalo wrote:
I would say that iteration 1 is better for everything except incursions compared to what is currently live.
gaining a huge overtank for an allready tanky ship with e war immunity at the price of a hugely overnerfed hull that wont work without bastion isnt rly better then the current TQ marauders i doubt people will rly fly those ships in wh and low because the changes turn them into mega slow space cows waiting there to get spanked
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Vinyl 41
Perkone Academy
5
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Posted - 2013.10.07 19:17:00 -
[6] - Quote
done sev missions today and i dont rly feel any changes form TQ l4 are just as easy as they were the only difference now is that thx to the bastion you dont need the pimp stuff simple t2 stuff does the job :/ oh and missions with gates on 60km are a pain now on a side note can we increase the TP circle duration to 7 seconds that 5 second circle sucks its the same stuff as with 10 they never finish when you want them to right now im not a big fan of all those changes to marauders there is just not much difference from the TQ ones |

Vinyl 41
Perkone Academy
5
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Posted - 2013.10.08 06:38:00 -
[7] - Quote
its the general problem with the new marauders that short range weapons dont work with bastion to good :/ some sort of short of buff is needed here |

Vinyl 41
Perkone Academy
5
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Posted - 2013.10.08 10:06:00 -
[8] - Quote
Brib Vogt wrote:gascanu wrote:Rab See wrote:Ok - tried the vargur in bastion last night.
... Short range weapons - its pointless fitting bastion - so you are back to square one. not even square one, i have to say, cose of the mobility nerfs...  True. Before the release i thought it will be like this. (In my mind the Marauders had T2 resists even out of bastion) Vargur LVL 4.
- Slowboat to gate
- on the way, kill all the crap which is in your range
- at the gate, switch on bastion and kill all the crap which is NOW in your range.
Golem Cruise
- Slowboat to gate
- Kill all the big stuff
- at the gate, switch on bastion and receive explo-velocity to kill all the small crap
But you can forget both. Torp-Golem sucks in missis and is beaten by raven and CNR.
on TQ a golem pwns all mobs while slowboating to the gate on sisi you need to use bastion to pwn the bots because the hull doesnt work without it zzz
CCP can we now get some normal attribute buffs to tq marauders ( similar on how t1 bs got served ) instead of that bastion and mjd thingy ??? |

Vinyl 41
Perkone Academy
6
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Posted - 2013.10.08 13:48:00 -
[9] - Quote
Hanna Cyrus wrote:After further testing the marauders, it seems to me, that the bastion thing work for two marauders ok, (Golem/Paladin) and for the others i have tested not so well. The Problem i see is that you can't give the same bonus for all weapon types on the marauders.
One benefits more, another not. You have to individually balance the bastion module for every ship. Or better tie not so much in this thing no one really wants.
golem works the same as on tq but there is could atleast move here it just sits there - thats mega borring zzz - spamming f1 and f2 all time is lame i want the movement back ;] the only people i can see liking the new golem are afk missioners with bots that do all that borring stuff for them |

Vinyl 41
Perkone Academy
6
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Posted - 2013.10.08 15:10:00 -
[10] - Quote
Joe Risalo wrote:gascanu wrote:Joe Risalo wrote:gascanu wrote:
............................................................................................................................................. sry but you are wrong: basically is a combination of sig tank+rr that will save you; moving around with sig bonuses means that a good part from the incoming dmg will not apply; in a large fleet fight time dilatation/lag will give you a small window of several seconds for logis to start reping you, and if you are lucky you may live; in bastion mod tho, you are at 0m/s and can't get rr, =dead marauder
Even before the Mobility nerfs, Marauders were too slow and their sig was too large to be able to negate much damage at all. If you can be alpha'd down with iteration 1, you certainly would have been alpha'd down as it is on live, and with iteration 2, and for any other possible changes for that matter.(balanced changes that is) well, maybe that's why noone used them in fleet fights? they are too expensive and t1 bs can do the same job at a fraction of the cost; making them them imobile or nerfing mobility won't make them see much more action. and no, that mjd bonus won't help  Agreed. However, it's not like we're losing anything here. We're actually gaining more, seeing as how mobility never helped. At least now we have tank to be able to accomplish something.
if you claim that mobility never helped so let me link you smt  https://forums.eveonline.com/default.aspx?g=posts&t=284795&find=unread your own topic |

Vinyl 41
Perkone Academy
6
|
Posted - 2013.10.08 16:51:00 -
[11] - Quote
now it would be a good time for CCP to finaly show their presence here im sure we could come with smt rly good for the marauders instead of all that blap bla about how bad this or that iteration is :] rubi is supposed to go live in 1 month :/ |

Vinyl 41
Perkone Academy
6
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Posted - 2013.10.09 03:02:00 -
[12] - Quote
Joe Risalo wrote:marVLs wrote:Joe Risalo wrote:
that's a flat out LIE.
I've flown the Golem on live and test, with and without ewar.
Bastion Golem outperforms by leaps and bounds.
Don't be silly, how much missions You got with heavy jamming? Not too much, everywhere else old golem is faster, and with missions that have jammers You stand still, while old version is at next gate, so not such much faster in them overall. Only few missions are completed faster with this rebalance (only some with heavy ewar), rest of missions takes longer than before For me the new build is faster. Like I stated, I'm able to free up a mid slot thanks to bastion. Thus allowing me to fit a mwd without losing a large portion of tank through resists. So for me it's faster. Edit... Oh and ewar immunity actually allows you to be able to fly against Guristas. Also, I've always sit and shoot, so bastion doesn't hurt me at all in this reguard
but tq golem could easily run missions with a c type xlarge + 2 a type reses easily with a battery leaving you with 3 high slots to play with ? wheres the gain here ?!?!?!?
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Vinyl 41
Perkone Academy
10
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Posted - 2013.10.16 13:54:00 -
[13] - Quote
CCP Ytterbium wrote: A Paladin with Scorch
there are some other marauders out there that dont have such great projection as the paladin what about those ?
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Vinyl 41
Perkone Academy
10
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Posted - 2013.10.17 09:08:00 -
[14] - Quote
so when talking about opti falloff changes wheres my buff to missle flight time i want a mjd usable torpedo golem  |

Vinyl 41
Perkone Academy
11
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Posted - 2013.10.24 05:42:00 -
[15] - Quote
bastio does help cruise golem by drasticaly lowering the defender missle damage drops and thats a big gain and there is that pretty handy speed gain that comes handy when sniping at 100km - less wasted ammo so you cant say that cruise golem does not gain anything from bastion |

Vinyl 41
Perkone Academy
11
|
Posted - 2013.10.25 07:46:00 -
[16] - Quote
Arthur Aihaken wrote:Joe, any idea how much torpedo range on the Golem is boosted to while in Bastion mode? Wondering how close to 60km a person could get running two T2 rigors. around 59 with javs 33 rage 39 normals with 2 riggor rigs |

Vinyl 41
Perkone Academy
11
|
Posted - 2013.10.25 10:52:00 -
[17] - Quote
if ccp actually added a second range bonus golem with torps would be golden ( thinking here about 25% missle flight time) |

Vinyl 41
Perkone Academy
11
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Posted - 2013.10.25 19:30:00 -
[18] - Quote
tested torpedo golem and its kinda nice now thx to bastion i can finaly use a rigor instead of missle speed rig - still the dps increase isnt that great over cruise missles come ccp give the torpedo golem some love a additional 25% flight time bonus to bastion that would finaly enable some 40km+ rage torpedo ranges with damage appli rigs  |

Vinyl 41
Perkone Academy
11
|
Posted - 2013.10.26 05:11:00 -
[19] - Quote
Shantetha wrote:Mina Sebiestar wrote:You anchor your self in front of a dreadnought while sporting ehp of a tier 3 bc ...
I wonder what happened there :) I anchored in the middle of the fleet that was setting up the gate camp. :P and ya, active armor tank is tiny.
next time use that mjd and that bonus range to not get stuck at 0 range in font of a dread fleet >_>'
|

Vinyl 41
Perkone Academy
11
|
Posted - 2013.10.26 05:29:00 -
[20] - Quote
bastioning in a blob when you know there are dreds comming GOOD JOB  |

Vinyl 41
Perkone Academy
11
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Posted - 2013.10.26 07:16:00 -
[21] - Quote
with cruise missles its super easy but with torps its supposed to be fun  |

Vinyl 41
Perkone Academy
11
|
Posted - 2013.10.26 08:03:00 -
[22] - Quote
Shantetha wrote:Vinyl 41 wrote:with cruise missles its super easy but with torps its supposed to be fun  haven't gotten smash supplier yet, but pirate blockade and a couple of others (i'll be running more but time has been limited due to RL ) was stupid easy, boring and took 20 min for PB cause with full room agro from the start oops... Pretty much had to use scorch(800dps ) as everything was orbiting at 50km+ cept frigs at 25 and they had to be droned down. The bastion module appears to have a ewar threat bonus so stuff pretty much ignores light drones when you are bastioned; which at least is nice given the usual eat drones AI now. It sucks getting ~100ish dps from drones instead of 300, 75mb bandwidth was fine on it before, and would be fine even with the new range. I'd bet the drone bandwidth nerf is an attempt to start addressing the sentry assist fleets in nullsec. the funniest part of the l4 was 2 of the battleships refused to get closer then 105km to me, so i finished everything else and mjd while approaching one, the mjd ramed him and sent the nightmare flipping pointy bit over arse. So as a solo missioning ship the paladin is fine, like we all knew it would it be. i'll have to take a few into the combat system to get a feel for solo pvp in them that's less likely to have capital support. But even with seeing the reps, i'm not convinced that the 100% remote assistance lockout is needed, 75-50% reduction in Remote reps when bastioned i could definitely see, locking out tracking/sensor boosting okay that's reasonable. Remove the lockout on cap transfer, if they can vamp other targets it would make sense that they could cap transfer. and ya i don't do many fights with capitals. I figured i would get blapped, but not in the first 15 seconds of the fight :P done blockade in 23 mins with cruise golem ( included fly time ) buffer never dropped under 80% - its a snore mission now ;] bastion for solo missioning is great |

Vinyl 41
Perkone Academy
11
|
Posted - 2013.10.26 09:33:00 -
[23] - Quote
marVLs wrote:Fozzie what about those not balanced ranges on marauders? We have a goal to make them ships that are using short range weapons on long ranges, imo cool but only Paladin work here perfectly, it's very good balanced so pulses and tachyons have their usage I suggest changing bastion range bonus to: non stacking 20% optimal, 40% falloffThanks to that Vargur and Kronos will be closer to good balanced Paladin, because now they'r bad in that aspect (especially Vargur). And we got Golem, as i suggested earlier change 10% velo bonus for cruise and torps for 20% velo bonus for torps only with non stacking 25% bastion velocity bonus. Cruises don't need any buff on hull or bastion, they're veeeery good without them, but torps need badly at least that. Another thing is changing TP bonus for exp radius bonus. - TP bonus is better then thisFirstly rest of marauders don't have ewar bonuses, secondly this will remove that baad TP juggling an micromanagement hell, and if anyone want they can still fit TP that won't stack its bonuses with that 25% exp radius reduction. pressing 3 buttons at 1 time is hardcore micromanaging >_> people were complaining that it was hard to keep tp synchronized with lauchers so you wouldnt have to wait 5 seconds for tps to finish cycle now its fixed with that speed bonus a golem with rages would get over 44km range - dont think ccp wants to add specialized bonuses to each weapon type |

Vinyl 41
Perkone Academy
11
|
Posted - 2013.10.26 09:55:00 -
[24] - Quote
biggest grudge i have with toprs golem right now are npc orbiting at 50 with max range skills + 5% implant and missle flight time rig ( because speed rig will get peanalized ) t1 missles get around 48 km range - could use 2 range rigs but with the addition of the bastion i was hoping to exchange the range rigs to appli rigs so that torpedo damage wont be so bad how about a 30/30 bonus on bastion 53km t1 torp range souds good doesnt it with 2 apli rigs |

Vinyl 41
Perkone Academy
12
|
Posted - 2013.10.26 14:26:00 -
[25] - Quote
problem with 2 range rigs is the damage application with 3 tps you still will do cruise damage maybe slightly more with bastion there is a huge potential where a 2 appli rig torpedo golem would be possible but we need some more range on torps while in bastion making the golem once again into the torpedo king ofc we could forget all that blah blah about bonus range if we could do selectable range jumps with mjd - my 2 ideas on how to make torpedo golem a better experience  |

Vinyl 41
Perkone Academy
12
|
Posted - 2013.10.26 16:32:00 -
[26] - Quote
but with torps your switching ammo rather often because of the lowish range on those - i see the golem as a specialized torpedo ship with great projection and aplication on them while the cruise version is just the cherry on top |

Vinyl 41
Perkone Academy
12
|
Posted - 2013.10.26 18:19:00 -
[27] - Quote
Joe Risalo wrote:Ok, checking torp range on test.
So, if you wish, you can get 80km with one of each, or 74km with speed. Granted, this is on paper.
If you don't want that much range, you can fit 1 of either and get speed at 66km, or 2km more range...
66km is respectable, while 80km is freaking awesome for torps.... Hell, 74km with speed ain't no joke either.
Remember, this is range skills at 5 with no range implants could you pls dont hype about those huge ranges you get with javs if you ever thinking about those your doing it wrong the real benefits of torps vs cruises are in t1 navy and rage torps and those dont have the ranges to be fully utilized with bastion and mjd effectively - with 1 range rig you often end with no sufficent range to combat ships on 50km and adding second range rig kills you damage application even with 3 tps because they get stacking penalized hard >_> its allways a loose loose situation with torps |

Vinyl 41
Perkone Academy
12
|
Posted - 2013.10.27 05:27:00 -
[28] - Quote
Joe Risalo wrote:
I've actually flown a torp golem in lvl 4's before. Javs are almost required to properly hit frigs and cruisers with effective damage.
Also, a volley does so much damage that even against bss, rage torps have a ton of overkill. At one point when I used to fly it, I actually considered no longer carrying rage torps, as the difference in kills was 1 volley or less.
nope javs have the same stats as t1 but thet have reduced damage so how can you claim that they are essential to killing frigs and cruisers maybe your talking about precission cruise missles ? |

Vinyl 41
Perkone Academy
12
|
Posted - 2013.10.29 15:51:00 -
[29] - Quote
toprs can do pretty solid damage on the golem but they need 2 t2 rigors and 2-3tps to do so still with ranges of around 33 rage 40 t1 its just not worth |

Vinyl 41
Perkone Academy
12
|
Posted - 2013.10.30 16:20:00 -
[30] - Quote
Arthur Aihaken wrote:Sure, 50% Bastion falloff is fine if we can get a +25% flight time as well for missiles. 25% still wont help torps to beat that 50km mark you need a 30/30% buff to get over it |

Vinyl 41
Perkone Academy
12
|
Posted - 2013.10.30 17:22:00 -
[31] - Quote
Mer88 wrote:Vinyl 41 wrote:Arthur Aihaken wrote:Sure, 50% Bastion falloff is fine if we can get a +25% flight time as well for missiles. 25% still wont help torps to beat that 50km mark you need a 30/30% buff to get over it give 15% optimal and 30% falloff is better than 25%/25% which makes paladin and kronos op and vargur garbage. golem doesnt need change imo. zzzz thats how i feel when people ask me how is the golem better then RNI with cruise spec >_> i wouldnt call that perfectly fine
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Vinyl 41
Perkone Academy
12
|
Posted - 2013.11.12 18:36:00 -
[32] - Quote
stoicfaux wrote:Thaddeus Eggeras wrote:Nice fit, I will prob change out the web for another TP, but 3 and the Rigor is good enough. Also with cruise missiles I hit out to 222km, I can only lock to 118km, so I don't need speed rigs. I was thinking torps, but I rather just be lazy and sit there haha. The speed rigs eliminate DPS loss to bad volley counting. Cruise have an ~8.4s cycle, missiles are traveling at 17km/s, so you don't have to volley count out to ~100km. Or without the speed rigs, you shouldn't have to volley count out to ~80km. isnt volley counting the only thing keeping you from falling asleep while missioning with bastion ? oh and with bastion and no rigs you dont have to count to around 90km |

Vinyl 41
Perkone Academy
12
|
Posted - 2013.11.20 08:20:00 -
[33] - Quote
wasnt the bastion iteraction consulted and aproved by the csm in the first place ? its not risk free you still can get ganked by a few maniacs that want to loot your shiny T2 stuff  |

Vinyl 41
Perkone Academy
14
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Posted - 2013.11.21 16:48:00 -
[34] - Quote
another smartas that uses 2 invus + bastion ( its a stacking penalized invu guys ) |
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