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

Zeus Maximo
Mentally Assured Destruction
417
|
Posted - 2013.08.30 06:48:00 -
[1] - Quote
Bye 90% web to kronos. You are no longer useful for pvp compared to the vindi.... |

Zeus Maximo
Mentally Assured Destruction
417
|
Posted - 2013.09.01 17:26:00 -
[2] - Quote
1. Kronos and Paladin were prime pvp ships with their 90% webs
2. If CCP even remotely thought of these for Large POS's in high sec then they failed. Need a DPS multiplier
3. If the ship can't move in siege, they have 1 web(no 90% webs anymore), every ship will be able to burn away.
4. These ships were buffed for 2 reasons: A) Obvious bait B) Better missioning ships that need cheaper mods to survive
I don't see how any of these changes help a pvper |

Zeus Maximo
Mentally Assured Destruction
417
|
Posted - 2013.09.01 17:35:00 -
[3] - Quote
Mournful Conciousness wrote:Here is a counter-proposal:
"The marauder class battleship is an evolution of tried and tested hulls, designed for extended sorties behind enemy lines. Marauders focus on dealing damage and evading capture by the enemies of the empire. As such, marauders have built in technology that gives them:
5% bonus to base speed per level 18% per level reduction in effectiveness of inbound webifiers Microwarp drives immune from the effects of warp scramblers.
(note, they still may not enter warp if disrupted or scrambled)
Emissions from these bulky and unstable high-tech propulsion units has a debilitating effect on sensor arrays and thus the sensor strengths of these ships is known to be weak, leaving them susceptible to battlefield interference. (sensor strength unchanged)"
Web bonuses replaced with 5%/level cap recharge bonus.
Now the marauder can carry on PVEing nicely, has a chance to slip through gate camps/get back to gate, can apply a little battlefield dps until neutralised with ECM and can slip away - justifying the price tag.
It can also get between mission gates more quickly, so isk/hr goes up a little. The extra cap allows use of MWD for better positioning with short range weapons.
Now what do I buy? A vindicator/machariel that does PVE very quickly but which if caught, must fight and die? Or a marauder which is not overly suited to PVP, but can generally slip away if things are not going well?
How the hell does a PVPer catch this thing if it can MJD out of trouble every single time?
"Microwarp drives immune from the effects of warp scramblers."
That is MASSIVE!
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Zeus Maximo
Mentally Assured Destruction
417
|
Posted - 2013.09.01 18:27:00 -
[4] - Quote
Mournful Conciousness wrote:
no mate. Micro WARP drive, so you can burn back to gate. Not micro JUMP drive :-)
Even worse..... The other changes he suggested would diminish webbing effects on the ship. Even then.... How would one stop one of these ships from getting away? |

Zeus Maximo
Mentally Assured Destruction
420
|
Posted - 2013.09.03 15:38:00 -
[5] - Quote
CCP Ytterbium wrote:So while there are still concerns for PvP, I don't think you realize how efficient those things are for PvE. We feel like Dr. Frankenstein looking at a slab with a half-decaying corpses coming back to life. We've created monsters. Mission / PvE efficiency is not all about pure damage. It's also about mobility, projection and time you spend shooting. MJD + MWD helps with the first, Bastion plus new Kronos / Paladin bonuses give the second and EW immunity grants you the last. As such we are definitely not going to give any kind of damage bonus in Bastion mode - if we ever did, it would be by severely penalizing turret tracking / missile explosion velocity when in Bastion mode, which would severally limit their use in PvE. [/list] Hope this wall of text helps a bit (PvE side, as I said, we aren't talking about PvP in this post). Also, here is a preview of the transformation mode on the Kronos.
I don't recall mission runners having trouble tanking missions.
Only reason for this buff that I can think of is that missions are about to be made harder.
Could someone please explain to me how these changes are positive in a PVP aspect.
-No 90% web = can't lock down target -In siege = can't move = no transversal = can't chase target running away -Used for POS shoots = Raven Navy has 400 more dps |

Zeus Maximo
Mentally Assured Destruction
421
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Posted - 2013.09.03 18:24:00 -
[6] - Quote
So the marauder can now be deemed worthless to pvp?
minus drone bay minus webs minus sensor strength minus HP minus ability to move with its bonus(What fool fights a fight sitting at zero speed?)
In the future I picture a brand new category being brought to the market labeled PVE SHIPS. Marauders will be the first type in there and their name will have no relation to their actual purpose. |

Zeus Maximo
Mentally Assured Destruction
421
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Posted - 2013.09.03 18:33:00 -
[7] - Quote
Onictus wrote:Zeus Maximo wrote:So the marauder can now be deemed worthless to pvp?
minus drone bay minus webs minus sensor strength minus HP minus ability to move with its bonus(What fool fights a fight sitting at zero speed?)
In the future I picture a brand new category being brought to the market labeled PVE SHIPS. Marauders will be the first type in there and their name will have no relation to their actual purpose. But they can become EWAR immune.....and immobile at the same time 
Very logical..... I say this sarcastically.
What is easier to hit? A moving target or a stationary one?
Why jam something if it can't move to stay on top of its target to point/web it?
This ship was made purely for PVE. PVP with these ships until winter.... Then retire them. |

Zeus Maximo
Mentally Assured Destruction
423
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Posted - 2013.09.03 19:09:00 -
[8] - Quote
Cade Windstalker wrote:[ This is missions, targets don't run away.
No one ever said this was intended for POS shooting, some player came up with that idea and everyone ran with it despite there being better things for the job (like an actual fleet setup) and a single ship shooting a POS taking ~14 hours to kill it.
You can still lock down a target, you just need 2 webs rather than 1.
You ran with the idea that I would shoot one by myself....
Also it's easy to burn away from a target that can't move. We all know 1 web won't stop a ship from getting back to a gate and how do you propose fitting 2 webs on these ships? Remove capbooster from an active tank? Get rid of propulsion? Very interested to here your "easy fix" response.
baltec1 wrote:
I dont tend to use drones in pvp anyway I dont use webs on any of my mega Its not that far from other battleships I have flown mega with less ehp these can get Every cap ship, hic, most snipers, many fleets, me when whacking things with blasters in antimatter range.
Not smart Can't track Its' worse Poor fit If you can't move, how do plan on keeping a sniper in point range? A sniper isn't going to snipe from 20k and stay there to get shot? I am talking pvp here, not a PVE expert trying to PVP.
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Zeus Maximo
Mentally Assured Destruction
425
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Posted - 2013.09.03 19:58:00 -
[9] - Quote
baltec1 wrote:Zeus Maximo wrote:baltec1 wrote:
I dont tend to use drones in pvp anyway I dont use webs on any of my mega Its not that far from other battleships I have flown mega with less ehp these can get Every cap ship, hic, most snipers, many fleets, me when whacking things with blasters in antimatter range.
Not smart Can't track Its' worse Poor fit If you can't move, how do plan on keeping a sniper in point range? A sniper isn't going to snipe from 20k and stay there to get shot? I am talking pvp here, not a PVE expert trying to PVP. I dont need them so why would I bother? Most times I take a flight of med armour repair or smalls. I track things just fine. And? Only if you are a poor pilot. Theres a reason theres a fleet named after me. There are things called freinds, you should try them they come in handy.
Your reasoning behind all of this falls into large gangs that a kronos would have no reason being in. How many bonused active tanked ships do you make fleet comps for?
Stay on subject, I don't care how you use your "friends" as a crutch.
Bottom line; all the advantages a marauder once had in pvp are now gone or were never fixed. Once this patch goes live every pilot in eve will understand that a pvper in a marauder is either bait or doesn't plan to fight. The whole reason people are up in arms about these ships is because none of their problems were fixed. They also cost more than the typical shield megathron......
After this patch I would much rather fly a megathron for pvp! |

Zeus Maximo
Mentally Assured Destruction
425
|
Posted - 2013.09.03 20:08:00 -
[10] - Quote
Omnathious Deninard wrote:Zeus Maximo wrote: After this patch I would much rather fly a megathron for pvp!
Then do so, marauders were never PvP ships from the start, it was possible to PvP in them by some interesting fits, but there core was always a PvE ship.
Personal favorite was the dual rep kronos. Could tank 2 vindis.......
Or the dual XL Ancil vargur that could nearly perma tank small gangs as long as it was fed cap boosters.
They were great for small gangs or 1 vs 5 situations.
CCP will probably agree with you there. They will now be PVE monsters and forever forgotten in the world of PVP. |
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Zeus Maximo
Mentally Assured Destruction
425
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Posted - 2013.09.03 20:14:00 -
[11] - Quote
Nano Quantum wrote:Omnathious Deninard wrote:Zeus Maximo wrote: After this patch I would much rather fly a megathron for pvp!
Then do so, marauders were never PvP ships from the start, it was possible to PvP in them by some interesting fits, but there core was always a PvE ship. While they were never intended or designed as such this marauder rebalance is supposed to address that...and by simply waving people's concerns away by stating they were never meant to PVP adds nothing to resolving the issue now which is PVP balance.
In order to be viable they need:
+More Sensor Strength +Web bonus back(something that will lock down targets, open for ideas) +Larger drone bay and bandwidth +Less tank more dps(last priority)
If CCP wants these to be mini dreads they it would make sense to increase their DPS output. Who cares how "applied" it is. The towers aren't moving.....
I understand people are screaming for more dps but realistically the marauders were fine before this update. All they needed was a sensor strength upgrade!
I'm more than happy to help create ideas for PVP balance. Increasing their tank as much as they did though was a bit much.... |

Zeus Maximo
Mentally Assured Destruction
428
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Posted - 2013.09.03 22:09:00 -
[12] - Quote
Aglais wrote:James Amril-Kesh wrote:"Marauders are going to be useless for PVE/PVP!"
Except I can think of how amazing a Kronos would be running Guristas sanctums, or how great these ships would be in an elite "Top-Gun" style skirmish doctrine. "Look at the new mobility of Marauders now! Skirmishing in PvP!" Please sir, please help me find my sides- I think they're just leaving Earth orbit now. Putting these new Marauders into a 'skirmish fleet' is exactly like expecting a quad-plated abaddon to be able to keep up with a bunch of nano-stabbers. It's not happening. In order for the Marauder to be useful in PvP it has to deploy Bastion Mode. Which makes it stationary. Which makes it far more of a 'point defense'/area denial style fighter, than a skirmisher. As a result, "Marauders" end up with the MOST MISLEADING NAME IN THE ENTIRE GAME. They're not even trying to make it better at PvP, and I don't think the devs have TRIED the new Marauders in PvP in their internal server. The only thing to my knowledge they've even really tested is the Kronos. In L4s. These ships are completely paradoxical. "Let's give them MJD bonuses, so they can blip 100km away when a threat appears!" "Let's give them the Bastion Module, so they can become completely immobile for an entire minute and get extreme tank!" At extreme range, tank is pointless. When this tank is necessary, RANGE is pointless. There's no synergy! The new Marauders are barely about 'harassment' or 'skirmishing'. They're about tactically redeploying themselves around a battlefield and trying (but failing) to be 'mini dreadnoughts'. And people have pointed out- look at how much they had to increase mass and decrease mobility. And how they didn't change base sensor strength at all despite that LITERALLY BEING THE ONLY REASON THEY ARE NOT THROWN AROUND MORE IN PVP RIGHT NOW. This is a clumsy change. There's no "Yes, this makes sense" factor regarding the stat alterations, in my opinion. They're extremely forced. The only improvements are in the PvE arena, and they're improving in areas that Marauders are already damn near perfect in- it's a moot point, basically. See my posts here and here for possible alterations to Marauders that would actually make them competent in PvP, in situations that aren't so overwhelmingly niche so as to just not happen, period.
I could +1 this all day |

Zeus Maximo
Mentally Assured Destruction
428
|
Posted - 2013.09.03 23:54:00 -
[13] - Quote
Silvetica Dian wrote:Zeus Maximo wrote:[quote=Onictus][quote=Zeus Maximo]
What is easier to hit? A moving target or a stationary one?
. It depends if you are moving or not as what matters is transversal and that number is the same for you and the stationary target. Assuming someone orbiting then it is likely that they maintain a higher transversal on a stationary target than a moving one and thus the stationary target is harder to hit. Also i read quite a lot of your posts and they are pretty much wrong in every way possible.
Obviously transversal matters.... I stated that because a marauder will be a sitting duck at 0 speed meaning it will be easier to hit. Doesn't that make perfect sense in pvp? Are you that guy that sits at zero speed during a fight? Hell, you should do that with an actual dread on field.
Am I wrong here too? Sorry I see the bigger picture and don't get personal :) I want these things fixed in the right manner! |

Zeus Maximo
Mentally Assured Destruction
429
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Posted - 2013.09.04 14:41:00 -
[14] - Quote
At the current state, and in their new form, marauders will never be fleet comp worthy.
CCP isn't fixing their past issues and now they are creating future ones.
Marauders need:
sensor strength buff paladin/kronos need 90% web back t2 resists since they are "advanced battleships" larger drone bay if possible
Marauders don't need:
More tank Smaller drone bay To be immobile MJD bonus
My reasoning for 90% web: Paladin: Large lasers can't track unless target is slowed down up close. Armor ships are also slower and can't keep up Golem: Missiles always track and have distance, shield ship = faster Vargur: Great tracking and distance, shield ship = faster Kronos: Blasters have horrible range and need ship locked down. Armor ships are also slower and can't keep up
edit: my complaints are for PVP |

Zeus Maximo
Mentally Assured Destruction
430
|
Posted - 2013.09.04 15:07:00 -
[15] - Quote
Maximus Andendare wrote:The only issue with these proposed changes is that if these ships are "high end" PVE boats, then they should have some place in Incursions. The Bastion module really limits their options here, since it disables remote reps, and Incursions are always run with Logi. Please don't take away what little VG site running there is by having a solo pilot clear them out.
Regular ships "should be" viable for both PVE and PVP.
Only way this should be different is if they split the remaining ships(not indies) into two different categories: PVE and PVP |

Zeus Maximo
Mentally Assured Destruction
430
|
Posted - 2013.09.04 15:26:00 -
[16] - Quote
Maximus Andendare wrote:Zeus Maximo wrote:Maximus Andendare wrote:The only issue with these proposed changes is that if these ships are "high end" PVE boats, then they should have some place in Incursions. The Bastion module really limits their options here, since it disables remote reps, and Incursions are always run with Logi. Please don't take away what little VG site running there is by having a solo pilot clear them out.
Regular ships "should be" viable for both PVE and PVP. Only way this should be different is if they split the remaining ships(not indies) into two different categories: PVE and PVP They have a place in PVP. Bastion provides super tank, ewar immunity and 3x utility highs. They don't have a place in Incursions, however, since Bastion disables remote assistance.
Yeah, shoot at marauder from 20k until it enters "can't move" mode, then burn out of point range and warp off if need be.
It's not hard to avoid something that can't move.
An idea that I might endorse: All marauders receive a 90% web bonus when in "can't move" mode.
In pvp with that bonus you burn up to your target, web him, turn on fort knox tank, then blast away.
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Zeus Maximo
Mentally Assured Destruction
430
|
Posted - 2013.09.04 16:13:00 -
[17] - Quote
CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes.
You now have my blessing to marry CCP Falcon
Zeus Maximo wrote: An idea that I might endorse: All marauders receive a 90% web bonus when in "can't move" mode.
In pvp with that bonus you burn up to your target, web him, turn on fort knox tank, then blast away. You would then treat this ship on the field like you would any vindi or bhaal.
Might need to send my resume' in to ccp..... |

Zeus Maximo
Mentally Assured Destruction
430
|
Posted - 2013.09.04 16:33:00 -
[18] - Quote
These changes make every ship balanced for both PVE and PVP
For PVE: Your rep power in Bastion mode is still greater than what they are now Your resists will be higher than what they are now All turrets and missiles will be able to hit small npcs due to web bonus(this solves smaller drone bay)
For PVP: You can now properly buffer tank these ships without the Bastion module You can have an ultra tank with the Bastion module on You can lock down targets when Bastion mode is on/off You can be bumped off the station/gate when in Bastion mode |

Zeus Maximo
Mentally Assured Destruction
430
|
Posted - 2013.09.04 17:02:00 -
[19] - Quote
TheFace Asano wrote: Now there isn't much use for the bastion module with this iteration. You still have a large increase to local tank, but you won't be able to fend off much before dying.
Your tank will be greater than what it is now as the bastion bonus is huge. Therefore you will be able to fend off more when the time comes.
TheFace Asano wrote: -1 for me, the original proposal looked better. I think most people would just use the pirate bs instead for PVE, the utility highs and tracking are not worth the risk of 1 billion + isk for just the local tank boost which is unecessary for most normal situations anyway, and you won't be able to fend off a gang for long without the immense gain of resists. They are now all too slow or don't have enough drone bay to PVE competitively with the Pirate BS either.
Most pirate bs's are 1 billion isk whereas the marauders are much cheaper. Your resists will be greater than what they are now and the new web bonus will allow you to make up for your smaller drone bay. 80% web bonus, or whatever it is, will allow most guns to track and any size drone to hit perfectly. We are talking about applied dps here.
TheFace Asano wrote: The web bonus is counter productive for the bastion mode as well as the mode gives you increased range. Whats the use of the range bonus if the ship has to be much closer to use its web? This proposal will keep the ships shelved for everything I think, and those who do use them will only use the bastion module to see the cool animation or AFTER having already been locked down by a gang to slow down getting killed.
You still get the tracking and range bonus with the bastion mode. If you don't want to use the web bonus for PVE then don't put a web on your ship. Silly complaint here. PVPers WILL use the web bonus. The range bonus will be great when in bastion mode so you can shoot stuff that your gang has tackled a few k away outside of point/web range.
TheFace Asano wrote: The original was pretty close, just needed some tweaking and less ability to be ganked while solo.
The new t2 resists are pretty big EHP buff.
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Zeus Maximo
Mentally Assured Destruction
430
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Posted - 2013.09.04 17:07:00 -
[20] - Quote
PVE people need to understand that these new changes Balance the marauder update to fit PVPers too.
The first update only helped PVE engagements.
This second one now benefits PVPers and still gives PVErs a boost. |
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Zeus Maximo
Mentally Assured Destruction
431
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Posted - 2013.09.04 17:21:00 -
[21] - Quote
Comparing the old PVE marauders to these changes: what is worse?
smaller drone bay? |

Zeus Maximo
Mentally Assured Destruction
431
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Posted - 2013.09.04 17:22:00 -
[22] - Quote
Harvey James wrote:isn't it great that CCP don't even ask us if we would like such drastic changes they just make them 
I approve of these changes :) |

Zeus Maximo
Mentally Assured Destruction
432
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Posted - 2013.09.04 18:22:00 -
[23] - Quote
Ravasta Helugo wrote:Zeus Maximo wrote: fit propulsion
...
Fill the resist hole like you would with any other ship..... Buy modules
The new Marauders are better because we can fit modules to compensate for the nerfs... With all those extra slots they didn't give us. The Version 1 Bastion was great because it allowed you to use more lows for tracking/damage mods without hurting survivability (Armor) and more projection/application mods without hurting survivability (shield). Now we need to fit MORE tank in the lows (to compensate for 37.5% tank nerf) and more prop in the mid (just to make these ships flyable.) Both of these mods will come at the expense of Tracking, Projection and Damage mods. Slowing down mission running, just to get the ship up to it's current survivability.
But with bastion mode you now get a 100% tank BUFF
100% is greater than 37.5%
If you want a better tank, use bastion mode. |

Zeus Maximo
Mentally Assured Destruction
432
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Posted - 2013.09.04 18:32:00 -
[24] - Quote
Maximus Andendare wrote:Zeus Maximo wrote:But with bastion mode you now get a 100% tank BUFF
100% is greater than 37.5%
If you want a better tank, use bastion mode. Please don't post anymore. Prior to these changes today you got 100% from Bastion AND 37.5% FROM THE HULL. 137.5% is greater than 100%.
On the live server they only have 37.5%
With these new changes it will be 100% with bastion
100% is greater than 37.5%
You got a massive buff!!! You mad that it almost got tripled? and not quadrupled?
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Zeus Maximo
Mentally Assured Destruction
437
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Posted - 2013.09.04 19:21:00 -
[25] - Quote
Ravasta Helugo wrote:Battle Cube wrote: Old Bastion Module Rep = 1873.35 EHP/s New Bastion Module Rep = 1241.48 EHP/s
Just for fun
Without Bastion Module on (old) 655.67 EHP/s Without Bastion Module on (new) 620.74 EHP/s
"Buff," isn't it Zeus?
Without Bastion Module on (old) 655.67 EHP/s
New Bastion Module Rep = 1241.48 EHP/s
Yep, double the repping power |

Zeus Maximo
Mentally Assured Destruction
438
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Posted - 2013.09.04 22:05:00 -
[26] - Quote
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! |

Zeus Maximo
Mentally Assured Destruction
439
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Posted - 2013.09.04 22:33:00 -
[27] - Quote
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!
Juno Libertas wrote: 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)
Marauders just got a 100% rep bonus...... Marauders just got t2 resists Don't use bastion mode if you want RR Don't rely on the stations EHP to save you. |

Zeus Maximo
Mentally Assured Destruction
440
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Posted - 2013.09.04 23:36:00 -
[28] - Quote
Iam Widdershins wrote:I feel the double-whammy nerf to bastion tank performance is bad. Removing the active tanking bonus in exchange for a resist bonus is fine, but coupling that with the removal of the Bastion resist bonus is a bit much. Between these two changes the latest change to the idea you announced is somewhere in the neighborhood of a 40% decrease in Bastioned tanking power, as well as an overall reduction in active tank even out of Bastion. The web bonus is quite nice but these changes together are not something I'm a fan of.
This was posted earlier:
Old Bastion Module Rep = 1873.35 EHP/s New Bastion Module Rep = 1241.48 EHP/s
Just for fun
Without Bastion Module on (old) 655.67 EHP/s Without Bastion Module on (new) 620.74 EHP/s[/quote]
Jedediah Arndtz wrote:So the bastion still gives a range bonus, and all the marauders get a velocity bonus to webs (that are by nature short-range), that probably won't get used outside of the Kronos. The Golem already has a paint bonus, does it *really* need a web bonus too?
I don't remember where I saw the thread a few months ago but I was trying to determine the perfect rapier fit considering it has both a web bonus and a target painter bonus. I want to say the web was as effective as 2 target painters considering applied dps. Don't be naive to think torps won't hit a target because it isn't painted. Slap a 82% web on something and your results may be the same if not better.
Maybe everyone will need to change up their npc target calling since the web will allow you to blap any npc within 1k. |

Zeus Maximo
Mentally Assured Destruction
452
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Posted - 2013.09.11 17:10:00 -
[29] - Quote
Checking in awaiting CCP's newest update. Eager to see their new ideas :) |

Zeus Maximo
Brutor Tribe Minmatar Republic
471
|
Posted - 2013.09.30 17:32:00 -
[30] - Quote
Kronos for PVP is once again deemed worthless.
No web = No advantage |
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Zeus Maximo
Brutor Tribe Minmatar Republic
471
|
Posted - 2013.09.30 21:24:00 -
[31] - Quote
Yet to see how these changes benefit PVP. |

Zeus Maximo
Brutor Tribe Minmatar Republic
471
|
Posted - 2013.09.30 23:47:00 -
[32] - Quote
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. |

Zeus Maximo
Mentally Assured Destruction
475
|
Posted - 2013.10.10 13:26:00 -
[33] - Quote
+1 for the future noobs that will try to pvp in a ship that can't move! |
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