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

Vulfen
Snuff Box Urine Alliance
34
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Posted - 2013.08.30 13:33:00 -
[1] - Quote
Dear CCP
I Love the idea of the bastion module however i think you need to give it more thought and variety
Firstly just like siege and triage mods there should be a T1 and T2 version
I think the ships should rely on the module not just have it there to boost themselves
The Guns on the ship should be Scaled up + down at the same time, i.e capital guns but only 2 can be fitted to each ship so they would have
Id also like to see 2 types of Bastion module, one to be more DPS based the other tank based, as these ships will need the tanking role for PVE (great for incursions if you ask me) but the DPS role for PVP, and currently these ships have no where near enough DPS, or just a damage bonus on the module (not a big one 20% would be good)
The cycle time is a bit too long for a ship with as much ehp as these id like to see a 10% per-level reduction to bastion module cycle time, as all its going to take is 1 tracking dread on field and your doomed with 60 seconds sitting there
Also i think that while the bastion module is activated it should mean you take 15% more Heat damage from modules
One Final question why is the golem the only one to be left with a ewar buff, if one has it all should, therefore i think it should be swapped for a 10% bonus to explosion radius |

Vulfen
Snuff Box Urine Alliance
37
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Posted - 2013.08.31 08:30:00 -
[2] - Quote
im thinking these ships need to be fitted with capital guns n take them down to 3 turret/missiles, make it so in bastion mode they are great up outside they are poor (weapon wise) |

Vulfen
Snuff Box Urine Alliance
39
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Posted - 2013.09.01 12:13:00 -
[3] - Quote
@ CCP i dont think marauders need to be re balanced as they make good pve based weapons, instead maybe make t2 versions of the tier3 BS, since the bastion module looks more like a "combat" module rather than an "attack" module so if you did it with the tier3 bs it would be more in-keeping with the "tierticle regime" |

Vulfen
Snuff Box Urine Alliance
40
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Posted - 2013.09.01 12:22:00 -
[4] - Quote
@ CCP i dont think marauders need to be re balanced as they make good pve "specialised based weapons, and can be used in pvp , instead maybe make t2 versions of the tier3 BS, since the bastion module looks more like a "combat" module rather than an "attack" module so if you did it with the tier3 bs it would be more in-keeping with the "tierticle regime"
+ it would be an awesome sight seeing the Abaddon transform |

Vulfen
Snuff Box Urine Alliance
43
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Posted - 2013.09.02 08:36:00 -
[5] - Quote
CCP need to add one of the following bonuses to these ships, there is no need to all the bonuses but this ships does lack in one area or another
1. normal T2 resistances, the arguement against this is the tanks would be insane on some of the ships when in bastion mode, however CCP need to remember these are immobile BS hulls, all it would take is 1 tracking dread on field to kill them also they cant receive remote assistance in the mode so they do need that extra resistance already on this ship to maybe free up a slot for a AAR/ASB so you can coast in and out of the mode when you have logi support and are primary
2. 25% damage bonus while bastion module is active. your in a DPS ship just like a dread, there should be a small increase to DPS while you stuck sitting still
3. Give this ships back their drone bays, but make the drones be abandoned if you MJD or enter bastion mode and they are in space |

Vulfen
Snuff Box Urine Alliance
45
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Posted - 2013.09.02 09:46:00 -
[6] - Quote
Cade Windstalker wrote:
Normal T2 resists would be over-powered under any circumstances, whether you include the Bastion Module or not. These ships would be able to fit entirely mobile buffer tanks on the order of 200-300k EHP without ever touching Bastion and fit neuts in the highs for extra nastiness, never mind the effective tank with logistics support, there are very good reasons no battleship has full T2 resists.
More damage gets them into a DPS race with the soon to be rebalanced Pirate Battleships which seem slated to be very powerful and expensive Attack Battlecruisers.
Fair Point, in that case i would say they need about 20% more resistance to make it so they can cope, so maybe a 4% bonus per level buff on the ship |

Vulfen
Snuff Box Urine Alliance
45
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Posted - 2013.09.02 12:09:00 -
[7] - Quote
Skia Aumer wrote:Not going to dig through 74 pages to find if it was mentioned already.
I dont see why should I prefer Marauder over Carrier for nullsec ratting. Carriers have better tank, more DPS, better projection, dont have to deploy and cost only a tad more. So what's the point? running locator agents now, deploying BLOBS |

Vulfen
Snuff Box Urine Alliance
45
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Posted - 2013.09.03 09:36:00 -
[8] - Quote
SOL Ranger wrote:Crellion wrote:... or immunity to neuts while in Bastion... Immunities are only acknowledgements that the mechanics they're trying to avoid are too powerful in general/special circumstance in the first place and to counter them they in that situation make them useless, which is an even worse idea. Immunities quite literally are anti-balance solutions, this includes the E-war immunity on the 'Bastion'. Mechanics always need granularity even when you're supposed to have an advantage, Immunity has none, it is absolute and reduces complexity; Even if some E-war is based strictly on RNG I find those mechanics would still be preferred over outright immunities, although not by much. My suggestions: A significant sensor strength increase would be more fitting on the 'Bastion' towards fighting off E-war than the proposed immunity.
A passive 50% reduction to the effectiveness of Neuts/NOS on the Marauder hulls rather than the immunity you proposed.
How about something similar to the capacitor battery? Reflect the neut back at say 50% and NoS is negated by 50%
i also agree the boosting of ewar defence rather than immunity makes more sense, thinking about it in terms of the golem, why would an e-war immune ship get a bonus to an e-war mod (TP) no other deployable ship in the game can do this so i think they need to be in keeping with that.
I think that a 50% speed decrease and 5x mass multiplier would also be better otherwise if you use these ships in solo pvp, or a small fleet made up of these ships you have to fit a scram and web otherwise everything will escape from you but the armour based ones are a bit lacking on midslots for this, i think the moros + paladin need an extra mid and the vargur and golem need an extra low (cpu mod to fit the ASB) i think it would be better with the 7 highs ( 4 guns 2 utility 1 bastion) which means carebears can still fit a tractor beam and salavager |

Vulfen
Snuff Box
61
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Posted - 2013.09.30 10:45:00 -
[9] - Quote
I Think CCP has done a good job with these ships now the balance is good however i think that 8 highs is too many i dont see the need for these ships to be given n extra high slot in order to fit the Bastion module, i think they should be left as 7 high slots, then the Vagur can have 1 extra low, and the rest an extra midslot.
I wouldn't give another mid to the Vargur or you run the risk of someone rolling an nye-on unbreakable ASB tank. the golem would still get a mid to allow it to use a web and paint at the same time. |

Vulfen
Snuff Box
61
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Posted - 2013.09.30 12:43:00 -
[10] - Quote
chaosgrimm wrote: Imma say +2 lows on the vargur. Mainly because if it is losing it sb bonus it is likely going to need 4 slots to do a proper shield tank well outside of bastion, which means dropping a tc. It would also allow it to roll similar dps on an armor tank, and have a 1 mid slot adv over the mach
you have to keep it in line with the others so it will only get 1 slot not 2. and i think it will do fine with just the additional 1 low, you cannot compare this to a mach as a mach works in a different way.
People need to remember these ships will be very niche they will likely never be used by big alliances due to their cost (for pvp) and you dont really need the most mobile ship to run missions/plexs.
CCP have nerfed the hull... true, this is to make people use what the ship is supposed to be used for. the bastion mod itself will be a supplement used mainly in pve, or medium sized lowesec gang pvp, with all the new changes that ccp announced in the recent twitch feed they will be even better.
However at the same time in the twitch feed the auto looter was announced, this makes me question does the marauder class really need a tractor beam bonus? i don't think it does CCP should remove this from the hull completely perhaps adding in a 50% Smartbomb range boost, or a buff that does not necessarily only lend itself to PVE situations. |

Vulfen
Snuff Box
61
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Posted - 2013.09.30 14:29:00 -
[11] - Quote
BaBaBarbara Ann wrote:Well I'm flying a Golem in a null sec drone region, and you know what? it's awsome running patarol with a torpy golem with 25M isk/tik + 5-15 M salvaging (3 patrol/hour, 1 patrol tik). Now i'd like a refound for the marauder skill and i want someone (maybe a dev  ) to come here and buy my golem (i wont bring it to empire  ) Torpy golem is useless everywhere but here, like i said, and here for me a 25M isk/tik is a very effective ship BUT with the upcoming patch the Golem will be nerfed too much as far as TANKING NERF it will LOOSE THE 7,5% sb bonus replaced by a flat 30% from bastion (is 7,5% less) it will have SAME RESIS ( golem now is 0% and 50%,it'll get 0 and 50%, Alvus Queen thanks you) cap recharge nerf SALVAGING NERF Salvage drones or Scout drones that's the question. Art Thou shalt drop my bandwith, not my drone bay! ESCAPING SLOWED -bastion -neutral come from wh - un-bastion - alling neut: "hello Golem, wanna meet my scramb?) me: "ofc, sure, do as you please" neut: "ty, you are very kind" me: "np, you are welcome" net: "Can i call some friends?" me: "Sure, do it, the more we are the better!" So i've trained a PVE boat, you know, for PVE! Why the hell I've to find myself in a pvp boat?? With the same logic MAKE THE MACHARIEL AN INDY! all together: "MAKE THE MACHARIEL AN INDY!" I apologize but with my all lvl 5 skilled TENGU i can reach 17M/tik at best (running horde) and with the upcoming patch my golem won't run patrol like this so it means a loss of 500 M isk month +/- If only i could trade my golem with a RSI 
Allow me to put your mind at ease... you DON'T have to bastion so you can run away... CCP doesnt want to make it so people like you can go around making money all day with no real risk
RISK=REWARD |

Vulfen
Snuff Box
62
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Posted - 2013.09.30 16:57:00 -
[12] - Quote
CCP thanks for coming back on this thread finally but seriously bad decision just saying to everyone who has given feedback that u dont really care what they say.
Cant see why your choosing the route of 30% on bastion, while it will give a good tank while in bastion, noone will want to enter it because your too vulnerable while you cannot receive RR.
It needs to be just T2 resists everything else was fine in the OP - though tractor beams & slot layout need looking into because of the new deployables |

Vulfen
Snuff Box
62
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Posted - 2013.10.01 10:32:00 -
[13] - Quote
I have made a spread sheet of likely active tank fits with the bastion setup as it is now and as id like to see it.
Look at the 3rd Sheet
As you can see from the sheet, in the current setup CCP has, it is forcing you to use the bastion mod just to tank, admittedly the tank can be insane when your in it but outside of bastion it's poor
CCP needs to make sure these ships can be used effective both in and out of bastion without having to gimp them dps or over pimp the ship |

Vulfen
Snuff Box
62
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Posted - 2013.10.01 15:42:00 -
[14] - Quote
I wonder if ccp might look into these ship n think that the shield and armour ones are very different. mybe we could see the shield ships keep the 7.5% bonus to boosters but the armour ships may benifit more from 4% armour resist bonus |

Vulfen
Snuff Box
62
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Posted - 2013.10.02 08:39:00 -
[15] - Quote
Again i insist that tech 2 resistances are better, CCP should put the T2 resists and the 37.5% rep bonus on these ships It wont OP them, most ships only gain slightly from them, the biggest gainer is the Golem, as it can fit a 2 slot midslot and 1 DC tank. Freeing up an extra mid for it's TP See spreadsheet for details on tank levels Now with Overheat calculations and another iteration of bonuses
Also i makes all the ships effective PVP and PVE boats, if we stick with the current iteration people will not use them in pvp as it is too easy to kill one no in bastion with a normal fleet, due to low resists, and easy to kill buffer fit ones in bastion as they have 1 minute of no RR assistance and on a ship with only about 400k EHP thats more than enough time to kill it.
Also being stuck at 0m/s just opens you up to being shot by anything. a minute in eve is about long enough to light cyno, jump dread - siege - lock - fire 2-3 volley. Yay easy 1-2bill kill. And lets mention that when the weapon timer kicks in it has another 30secs after coming out of bastion before it can jump. #deadinthewater |

Vulfen
Snuff Box
62
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Posted - 2013.10.02 12:45:00 -
[16] - Quote
I think the general consenous here is that an 8 high setup with 3 utilities is too much. the armour ships lack the ability to effectively fit tackle on the mids with prop mods - ATM you have MJD MWD/AB Cap booster Scram - still need web even if unbonused or a TC for close range tracking.
As for the shield ships the Golem need 1 more mid to fit the TP while fitting a good tank - 3 hardeners MJD dual ASB & scram The Vargur needs either a low or a mid, a case can be made for either, im leaning more towards the mid currently after running a fit on EFT, it really struggles to match the golem tank and fit a MJD and Scram. |

Vulfen
Snuff Box
62
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Posted - 2013.10.03 09:11:00 -
[17] - Quote
@ CCP
Quote:GOLEM
Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity 5% bonus to cruise missile and torpedo explosion velocity per level
Marauders Skill Bonus: 7.5% bonus to Shield Boost amount 10% bonus to effectiveness of target painters per level
Slot layout: 8H(+1), 7M, 4L; 0 turrets, 4 launchers Fittings: 8500 PWG (+2000), 715 CPU Defense (shields / armor / hull) : 8000(-200) / 6100(-1200) / 7000(+300) Shield resists: 0% EM / 50% EX / 47.5% KIN / 40% THERM Armor resists: 50% EM / 10% EX / 34.375% KIN / 58.75% THERM Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5) Mobility (max velocity / agility / mass / align time): 85 m/s(-20) / .12 / 114195000(+8995000) / 19s Drones (bandwidth / bay): 25(-50) / 50(-25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10 Sensor strength: 14 Gravimetric Signature radius: 450(-125)
From the current iteration the golem is not going to have a bonus to Rapid Heavy Missile Lauchers, which have not yet been posted about (cant wait to see them though) will ALL missile based BS Ships be getting a bonus to the new launcher or is it going to be restricted to a few? |

Vulfen
Snuff Box
62
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Posted - 2013.10.04 07:19:00 -
[18] - Quote
Id like to see these changes;
1. Change tractor beam bonus to either 50% to smart bomb cap use or a 100% bonus to Capacitor battery effects (the reflection on cap warfare)
2. T2 resists and drop the bastion bonus to resists across the board. or 2. While in bastion mode Remote assistance is allowed however all effects are reduced by 50%
3. Loose 1 high slot for a mid slot or low slot depending on balance
Here's why i think the above
1. No other combat ship gets a cosy bonus to a purely PVE system (tractor beams) smart bombs are naturally used on the marauders and take up vital cap, so by taking that down it helps the cap stability. 1. Capacitor batteries are not widely used but they are a very good option, with this bonus if you were to fit one to your ship, you would have a 25% reduction to neuters and a 50% reduction to NOS while also getting 1400 extra cap in your pool
2. T2 resists are needed or this ship will never be used in a main fleet as it cannot match the tank of some T1 BS when outside of bastion. if CCP don't want to give that bonus to the ship then option 3 should be used, so that these ships can actually take part in a fleet and posses a role whilst in them
3. 3-4 utility highs depending on fit is just too much no other ship in the game has this and no ship needs this, 2-3 is fine, in order to fit tackle on the paladin and kronos your going to want an extra mid, the golem + vargur need a mid or low to help them with some fitting issue they both get. |

Vulfen
Snuff Box
62
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Posted - 2013.10.04 13:48:00 -
[19] - Quote
I-RON zeus wrote:I understand the marauder class ship are losing drone bay but what ccp could do is give it a large drone bit tho you cant lunch say 5 sentry your friend can deploy one for you say in a rattle etc; i feel that this would greatly increase the cooperative play in eve and this doesn't just have to be restricted to marauders class ships.
No Other class of ship that is "deployable" in the game can use drones while deployed this is why it has been reduced, but i agree it is a bit lacking in dps because of the drones being lost, honestly i think we just need to wait for the stuff to come on sisi and test the hell out of them to find the strengths of these ships |

Vulfen
Snuff Box
63
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Posted - 2013.10.07 20:06:00 -
[20] - Quote
@ CCP
After doing some testing on fittings on test and using EFT.
The Kronos & Paladin definitely suffer from a slot layout problem 8 highs is good but they dont need 3 utility highs currently a proteus can get 700 dps at the same range as a kronos costing 3 times the amount can deal 750 dps not in bastion (theoretical in fall off) bastion does not boost it by enough to make it worth loosing RR ability The proteus can match the tank, at double the speed and maneuverability.
And again based on current prices the proteus is 1/3 of the cost.
Therefore i believe we need to loose one of the high slots and give either a mid or a low, by doing this then you can choose your mod and either fit more dps/tank with a low or a TC to improve dmg application to make it beat a T3 for range
the only advantage between Marauder over T3 is the MJD bonus, but that just isnt enough.
The current layouts are great for pve but just not right for pvp |

Vulfen
Snuff Box
63
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Posted - 2013.10.07 20:53:00 -
[21] - Quote
Joe Risalo wrote:
The Golem could go for an 8th mid as well. With 2-3 TPs needed, MJD, cap booster, and the rest being tank, we don't have any room for play.
i agree i haven't tested them though cuz i dont used shield tank ships aften |

Vulfen
Snuff Box
64
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Posted - 2013.10.07 22:02:00 -
[22] - Quote
Allandri wrote:Joe Risalo wrote:Allandri wrote:I really think the Bastion module needs another penalty besides immobility and no remote assistance. Decreased cap regen or an actual cap use to the module seems like it would balance out the positives Are you special Ed? Stop thinking about PvE limitations
a bs immobile in pvp is enough, sitting duck full damage to be taken, all it will take is a couple stealth bombers. the current iteration of the bastion module drawbacks is fine |

Vulfen
Snuff Box
64
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Posted - 2013.10.07 22:28:00 -
[23] - Quote
Joe Risalo wrote:Hanna Cyrus wrote:Have you tested it and compared to Tranq? I don't think so. I think that not many misssion runners would really use this mode, maybe as a oh **** button, but not more. I like the animation, but what get i for?
After testing the Kronos and the Vargur, i say no thanks bastion. I\m faster without the bastion mode. The too long cycle time and the other little things like, warpspeed, speed, cap recharge, ehp, dps (drone Bandwith) nerf compared to TQ makes this version bader, than it is at the moment.
A few Navy ships, are much cheaper, don't use so much training and perform better. I'm really disappointed. Are you crazy? I traded a golem for a freaking tengu cause it sucked so bad. I will use the hell out of bastion....
if your mission does not have huge distances between gates n has big spawns then the golem is great u can fit it with a small booster and easily tank extravaganza final room |

Vulfen
Snuff Box
66
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Posted - 2013.10.14 10:16:00 -
[24] - Quote
marVLs wrote:Arthur Aihaken wrote:marVLs wrote: 600 rigs calibration or 3rd rig or +1 med(vargur, kronos,paladyn ) +1low slot (golem )instead of high slot
automatically overheated guns when in bastion without taking heat damage[/list] All T2s only get two rig slots (it's a T2 thing). The automatic overheat/absorb has been suggested a few times (still one of my favorite ideas). Two rig slots for T2 was explained by CCP that it's because those ships have T2 resists, well marauders don't have them at least at full ;) Aand yeah that overheating system would be awesome
Considering that the ship opens up vents on the ship for extra cooling, the OH option would make sense with both the style of play and looks of the ship for pvp.
As for more rigs, it would be nice to have them but to be in keeping with CCPs design of T2 ships it cannot go ahead.
And they still need to look into the slot layout. nearly everyone is saying this
|

Vulfen
Snuff Box
66
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Posted - 2013.10.14 13:42:00 -
[25] - Quote
Ralph King-Griffin wrote:Apologies for the absence there, (getting the kids down) The new marauders don't fit into any current sub-cap fleet doctrine and will need a new one, thus bring something interesting to the game.
Harmonizing with the established ones brings nothing new,
I disagree they can fit nicely into some armour doctrines in low sec and would be a good replacement for faction BS gangs - you don't need to use bastion (though i'd still fit it and use it on occasions) and these ships can provide a good defence vs dread drops. while still dealing enough DPS across the field.
In 0.0 they would need to find a new doctrine - but i doubt they will be used.
People who plan on taking on the high sec Pvp that will come with POCO ownership will probably fly the shield versions in small active tanked fits vs un-organised foes as it may allow them to use a much smaller fleet and bait these people into a fight they would not normally do. |

Vulfen
Snuff Box
67
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Posted - 2013.10.14 14:55:00 -
[26] - Quote
Ralph King-Griffin wrote:Vulfen wrote:Ralph King-Griffin wrote:Apologies for the absence there, (getting the kids down) The new marauders don't fit into any current sub-cap fleet doctrine and will need a new one, thus bring something interesting to the game.
Harmonizing with the established ones brings nothing new, I disagree they can fit nicely into some armour doctrines in low sec and would be a good replacement for faction BS gangs - you don't need to use bastion (though i'd still fit it and use it on occasions) and these ships can provide a good defence vs dread drops. while still dealing enough DPS across the field. In 0.0 they would need to find a new doctrine - but i doubt they will be used. People who plan on taking on the high sec Pvp that will come with POCO ownership will probably fly the shield versions in small active tanked fits vs un-organised foes as it may allow them to use a much smaller fleet and bait these people into a fight they would not normally do. while happy to stand corrected, dose bastion fit into any?
They can work very well with none-triage carrier reps, because of their range they are able to stay on the carriers and still deal good dps so they can use the refitting service, in order to boost your tank while you field your ships to counter the dreads, or to boost DPS, change utility slots, combine with a couple proteus a loki and you have a good fleet, the paladin is especially good at this when you fit with tachs. |

Vulfen
Bio Tech.
67
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Posted - 2013.10.17 09:56:00 -
[27] - Quote
I think with these latest changes CCP have it right;
The Kronos an paladin in buffer pvp fit will be slightly lower on DPS than a Vindi gun DPS wise, ofc the vindi still has larger drones, since you have a MJD theres no point in a MWD so id go with MJD AB combo allowing these ships to keep up some good movement, while in bastion they can field 450k EHP (w/slaves n links) while doing good dps. across a much better range. drop out of bastion and your still good for tank.
Basicly the new marauders will beat any of the Navy faction ships, easily but not quite match the pirate faction ships. but then again when they are reblanced aswell they could end up beating them. |

Vulfen
Bio Tech.
68
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Posted - 2013.10.18 14:40:00 -
[28] - Quote
I think people need to remember that pirate BS are going to be getting a nerf (or buff depending on ship) the pirate BS dont get "Roles" they are just straight down the line BS with skills where as T2 ships have specific roles, the new marauders will not be able to fit more of a buffer than the existing pirate BS for fleets(while outside of bastion), they will have less damage than a pirate BS, but better range for applying DPS, the MJD bonus is good a will be used well by most, due to the high cargo hold aswell it is very easy to take a large number of cap boosters to keep an active hardend tank and some nice utility highs to fit 2 NOS 1 SB on them meaning drones will clear nice n easily. sure you sensor strength is low but there has to be trade-offs personally i can see the that for low sec corps who like to use shiny fleets of Faction bs will likely make a switch to have at least some of their fleet made up of these ships.
However If CCP was to give the base hulls the T2 resistances then we would see a complete power shift to these ships for fleet fights. currently you need to be in bastion to beat the buffer of a well fit Vindicator/Mach, and this is running a high tank setup 4 B-Type active hardeners and a C-Type energised.
Depending on how the market sits after these changes i think we might see them in pvp, but only if the hull price drops to around 600-700mill because they are not as good as some of the pirate ships but do beat the navy faction so aslong as the price fits between those 2 they will fit perfectly in CCPs chart they made about how ships should be balanced.
|

Vulfen
Bio Tech.
68
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Posted - 2013.10.21 07:21:00 -
[29] - Quote
The Djego wrote:Since I still didn't get a answer on it yet, how likely it is to just keep the old marauders ingame and make them a 2. hull type that uses the marauder skills? I don't really care if you actually fix them or not.
- the old marauders are not game breaking or created any kind of issue in the game during her 6 years - in many scenarios they perform better than the new ones - in certain scenarios(like RR gang or Incs) bastion, active tanking and mjd provide nothing - people get her new toy that they can sell again after 3 months when the shiny is gone and other people can still be happy with the marauders they use since years - more choice to the player and choice is good in my opinion - a opportunity to actually fix the old marauders in a way where they provide a very good alternative to pirate BS hulls(by improving the RR focus, adding utility and giving them unique features like posted a couple of times so far)
CCP aren't really changing marauders though honestly. They are replacing a couple bonuses on the hulls and giving them extra fitting other than that they can be used in the same way as they were previously just with much better fittings and a couple extra options when it comes to fitting. Admittidly the web bonus was a big thing on the kronos and paladin but they have a tracking buff now so you could cope with a 60% web
I think if there is an issue with these ships it is with the gun systems they use, but CCP cant buff or nerf large weapon systems or it would mess the entire balance of power up. Because to Tier 3 BCs. the only thing they could do without messing it up is a small tracking buff across the board. |

Vulfen
Bio Tech.
69
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Posted - 2013.10.21 11:03:00 -
[30] - Quote
Brib Vogt wrote:
The whole concept is just a bit crappy. IF CCP would have said "We introduce more CPU and Fitting potential and we decided to give em the T2 resists they deserve" everyone would be happy. If they had said "and we fix the poor sensor strength and scan resolution" everyone would be even more excited. And if ccp would argue, that with this buffs the marauder need a nerf i would have understood it. A general reduction of 25m-¦ drone bandwidth to all ships would be a reduction in effective DPS and more then enough to justify the changes.
But no, they had to create a module which makes you stationary, which in itself is a huge drawback. It is the ultimate BS sized defensive module on a ship class tending to be over tanked already.
So you think that droping 25m3 of drone bandwidth would be worth a 200K EHP buff good sensors while keeping all the utility... now thats some balance.
I do however think CCP are missing some key things here.
Personally i dont think the bastion module setup in its current iteration will see any use in PVP except for high-sec station games. I believe the E-War immunity is an balanced option anyway, i think it should offer more like "E-War Resistance" where all ewar effects cast upon the ship is reduced by 50%, and remote assistance suffers the same penalty. With this i then believe you will see them in pvp as a good option. As currently you might aswell just field a T1 BS and if you die grab another quickly.
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