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Ravasta Helugo
Republic University Minmatar Republic
198
|
Posted - 2013.09.09 03:58:00 -
[3271] - Quote
Ravasta Helugo wrote: I think a fair compromise is to have T2 Resists, and then have Bastion give a further 20% unstacked bonus.
This simply replicates what many T2 ships have already: A 4% per level resistance bonus. However, this 20% would apply to shields, armor and hull at once.
T2 stays in place for incursions, but the EHP and more omni buff stays in place for Level 4 missions. And without introducing any ridiculous tank EFT-stats. Well, no more ridiculous than we see on current ships, anyway. I do like the idea of this ship being the only one that can get >60% resists in hull though (my proposal would max out hull resists at 68%.)
EDIT: And put back my damned 37.5% Rep boost!
To illustrate:
Paladin v2
Armor UnBast/Bast Therm: 35% / 48% Kin: 62.5% / 70% Exp: 80% / 84% EM: 50% / 60%
Shield UnBast/Bast: Therm: 20% / 36% Kin: 70% / 76% Exp: 87.5% / 90% EM: 0% / 20%
Hull UnBast/Bast: Therm: 0% / 20% Kin: 0% / 20% Exp: 0% / 20% EM: 0% / 20% |

Omnathious Deninard
Novis Initiis
1509
|
Posted - 2013.09.09 04:09:00 -
[3272] - Quote
Cade Windstalker wrote:Iome Ambraelle wrote:I didn't really understand why the version 1 numbers were so amazing that they needed to be gutted until I started working the numbers for the shield tanked marauders. I'll post the same type of numbers for the Vargur after I finish them, but needless to say the shield numbers get quite rediculous. Shield tanking is why armor tanking can't have nice things.
Actually you could get some pretty silly numbers out of Armor Marauders too, if you really tried. The first gen numbers weren't bad, but people wanted full T2 resists for PvP and the resist bonus on Bastion would have been OP all by itself if combine with T2 resists so the resist bonus had to go if we wanted T2 resists. The thing is, they were only supposed to be for niche PVP situations and small gang or solo at that, the T2 resists were added because fleet whiners. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Barrogh Habalu
Imperial Shipment Amarr Empire
500
|
Posted - 2013.09.09 04:20:00 -
[3273] - Quote
Omnathious Deninard wrote:The thing is, they were only supposed to be for niche PVP situations and small gang or solo at that, the T2 resists were added because fleet whiners. If only EVE had enough bruteforce ships for fleet work... |

Cade Windstalker
Donohue Enterprises Ad-Astra
167
|
Posted - 2013.09.09 04:49:00 -
[3274] - Quote
Ravasta Helugo wrote:I think a fair compromise is to have T2 Resists, and then have Bastion give a further 20% unstacked bonus.
This simply replicates what many T2 ships have already: A 4% per level resistance bonus. However, this 20% would apply to shields, armor and hull at once.
T2 stays in place for incursions, but the EHP and more omni buff stays in place for Level 4 missions. And without introducing any ridiculous tank EFT-stats. Well, no more ridiculous than we see on current ships, anyway. I do like the idea of this ship being the only one that can get >60% resists in hull though (my proposal would max out hull resists at 68%.)
EDIT: And put back my damned 37.5% Rep boost!
I am more than a little concerned about 500k EHP battleships with various fleet boosts and other fun things included. Though more because of the possible solo and small gang implications than because of the large-fleet use-case. Anything dies to enough alpha in a fleet, but for a 10v10 situation having twice the EHP of the other side can be pretty darn powerful.
Omnathious Deninard wrote:The thing is, they were only supposed to be for niche PVP situations and small gang or solo at that, the T2 resists were added because fleet whiners.
I wouldn't even say fleet, I'd just say PvP people in general. Several of the same people who came out of the woodwork after the Command Links were nerfed were pushing for the web bonus to be reinstated and for the ships to get full T2 resists.
Other than that, can't really disagree with you. 
As much as I like the idea of being able to tank half the mission rats in the game with just a large armor repairer and an EANM on my Kronos I don't exactly think that's good PvE balance between ships....  |

Diesel47
Bad Men Ltd.
894
|
Posted - 2013.09.09 05:03:00 -
[3275] - Quote
Fearless ballsy idea... I'm going to write the next sentence in all caps so you clowns at CCP get the idea.
THIS IS THE MINDSET YOU SHOULD OF HAD WHEN YOU REBALANCED HACS / COMMANDSHIPS. |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3353
|
Posted - 2013.09.09 06:01:00 -
[3276] - Quote
Omnathious Deninard wrote:Cade Windstalker wrote:Iome Ambraelle wrote:I didn't really understand why the version 1 numbers were so amazing that they needed to be gutted until I started working the numbers for the shield tanked marauders. I'll post the same type of numbers for the Vargur after I finish them, but needless to say the shield numbers get quite rediculous. Shield tanking is why armor tanking can't have nice things.
Actually you could get some pretty silly numbers out of Armor Marauders too, if you really tried. The first gen numbers weren't bad, but people wanted full T2 resists for PvP and the resist bonus on Bastion would have been OP all by itself if combine with T2 resists so the resist bonus had to go if we wanted T2 resists. The thing is, they were only supposed to be for niche PVP situations and small gang or solo at that, the T2 resists were added because fleet whiners.
Do you find the T2 resists somehow bad for non-fleet whiners? Harry Forever flies a cap stable marauder and you should too.-á |

Omnathious Deninard
Novis Initiis
1509
|
Posted - 2013.09.09 06:23:00 -
[3277] - Quote
Roime wrote:Omnathious Deninard wrote:Cade Windstalker wrote:Iome Ambraelle wrote:I didn't really understand why the version 1 numbers were so amazing that they needed to be gutted until I started working the numbers for the shield tanked marauders. I'll post the same type of numbers for the Vargur after I finish them, but needless to say the shield numbers get quite rediculous. Shield tanking is why armor tanking can't have nice things.
Actually you could get some pretty silly numbers out of Armor Marauders too, if you really tried. The first gen numbers weren't bad, but people wanted full T2 resists for PvP and the resist bonus on Bastion would have been OP all by itself if combine with T2 resists so the resist bonus had to go if we wanted T2 resists. The thing is, they were only supposed to be for niche PVP situations and small gang or solo at that, the T2 resists were added because fleet whiners. Do you find the T2 resists somehow bad for non-fleet whiners? I can't remember the specific wording of it but here goes. Anything that is beneficial to a solo to small gang become exponentially more powerful with increasing fleet members.
The only exception to this I can think of is local rep bonuses. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3353
|
Posted - 2013.09.09 06:41:00 -
[3278] - Quote
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.
Harry Forever flies a cap stable marauder and you should too.-á |

Omnathious Deninard
Novis Initiis
1509
|
Posted - 2013.09.09 07:02:00 -
[3279] - 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).
That is what I would call a niche PvP situation. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3353
|
Posted - 2013.09.09 07:08:00 -
[3280] - Quote
Ships aren't rebalanced to be OP in niche situations. Harry Forever flies a cap stable marauder and you should too.-á |

Tyberius Franklin
Federal Navy Academy Gallente Federation
722
|
Posted - 2013.09.09 07:11:00 -
[3281] - 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. |

Cade Windstalker
Donohue Enterprises Ad-Astra
168
|
Posted - 2013.09.09 07:17:00 -
[3282] - 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.
The problem with this is that adding T2 resists while removing the repair bonus on the hulls makes the Paladin and Vargur worse for solo PvE than they are on TQ currently while giving the Kronos and Golem a rather large boost. Unless of course you factor in Bastion but that means you either use the module or you can't mission in them effectively anymore and not everyone is going to want to do that.
Roime wrote:Ships aren't rebalanced to be OP in niche situations.
No, they're rebalanced to be useful in niche situations (at least T2 ships are), which by definition means "better than other available options in that role". |

sabastyian
United Nations Space Coalition
6
|
Posted - 2013.09.09 07:53:00 -
[3283] - Quote
I feel like the kronos should keep its web bonuses ( maybe nerf a little....maybe ) and it should get the rep bonus back in place of the range. With these changes and the bastion module, my math was showing a paladin able to hit to like 130-135km with scorch...... 700ish dps at 135km? More Powergrid/Cpu Keep drone bays ( battleships without them are destroyed ) Replace the range bonus for the old rep bonus Change the bastion module in some way to make it more useful then getting blapped by the first dreadnought or arty fleet that sees you, and in the current state it will dominate any small gang without logi. Do not nerf speed, my nidhoggur is faster then half of those marauders. Keep the sensor strength low ( smartbomb for ecm drones ) and the trade off is high dps, high tank for ability to be jammed when not in bastion ( there you just get lolblapped by the first arty fleet/dread ) The web bonus on the vargur and golem need to go..... those ships are just not designed for close range combat Web bonus on paladin should be changed to be similar to that of the bhaalgorn ( keeping it in check with the race ) |

Zoe Israfil
15
|
Posted - 2013.09.09 08:03:00 -
[3284] - Quote
I initially supported the version one re-balancing ideas, then I was disgusted by the version two revamp. After taking a step back I still think the overall change is positive and I may have been too quick to judge.
I'd like to start within the current paradigm of marauders. Currently the exists as a lvl 4 high sec missioning platform that mostly tailors to users who like to run a single account (some exceptions of course). They are also very solid misisoning ships and perhaps even people who have alts are drawn to them over faction battleships. They have a very limited function outside of this paradigm. Please feel free to correct me if I'm wrong but they are not often used in PVP, they are not a current / past doctrine ship for any fleet op / alliance, they generally are not used within wormholes, and they are not typically used for exploration. There is a major exception for null/low sec players who may use them to run anoms/and possibly signatures. In short, they excel at solo/small gang "elite" PVE.
Enter the "mini-dread" of the future....
The revamped ships gain in damage projection and local tank. I'm still not sure how I would classify the changes to mobility. They should be able to move around grid relatively effectively, though in missions I have reservations about trips 30-50 k ( I know you can use a triangle pattern but how easy/effective that solution is is for me untested). They gain T2 resists. They TRANSFORM! (I like this feature even if it's a vanity).
The T2 resists will make them more viable for missioning level 4's (not really like you're going to need the tank with bastion but at least you have it). Their increased projection should help with bringing mission completion times down, especially if one gets really good at planning triangles. This alone should be a huge buff in the eyes of the high sec marauder-missioner. The T2 resists combined with bastion's local tank bonus also should make them small gang pvp viable / WH viable / anom-combatsignature viable. I think in retrospect the +30% resists were way too strong, and the current option provides plenty of tank for people to explore coupled with a cool idea (transforming is so cool... why ppl h8ting mini dreads that can go through hi-sec?). Furthermore the stationary/sieged dynamic will be a really neat change to PVP (small scale).
I think overall the changes do exactly what CCP was aiming for. Buff the marauder class, while expanding it's potential into other areas of the game (mainly pvp/small gang ops). I think what they have proposed is quite effectively accomplishing this goal. I personally made the mistake of OMG LOSING +30% RESISTS SO THEY MUST SUCK NOW.... After a second look these still look good to me.
|

Stirlsha
Mostly Harmful Pirate Corp Black Core Alliance
2
|
Posted - 2013.09.09 08:40:00 -
[3285] - Quote
Zoe Israfil wrote:I initially supported the version one re-balancing ideas, then I was disgusted by the version two revamp. After taking a step back I still think the overall change is positive and I may have been too quick to judge.
I'd like to start within the current paradigm of marauders. Currently the exists as a lvl 4 high sec missioning platform that mostly tailors to users who like to run a single account (some exceptions of course). They are also very solid misisoning ships and perhaps even people who have alts are drawn to them over faction battleships. They have a very limited function outside of this paradigm. Please feel free to correct me if I'm wrong but they are not often used in PVP, they are not a current / past doctrine ship for any fleet op / alliance, they generally are not used within wormholes, and they are not typically used for exploration. There is a major exception for null/low sec players who may use them to run anoms/and possibly signatures. In short, they excel at solo/small gang "elite" PVE.
Enter the "mini-dread" of the future....
The revamped ships gain in damage projection and local tank. I'm still not sure how I would classify the changes to mobility. They should be able to move around grid relatively effectively, though in missions I have reservations about trips 30-50 k ( I know you can use a triangle pattern but how easy/effective that solution is is for me untested). They gain T2 resists. They TRANSFORM! (I like this feature even if it's a vanity).
The T2 resists will make them more viable for missioning level 4's (not really like you're going to need the tank with bastion but at least you have it). Their increased projection should help with bringing mission completion times down, especially if one gets really good at planning triangles. This alone should be a huge buff in the eyes of the high sec marauder-missioner. The T2 resists combined with bastion's local tank bonus also should make them small gang pvp viable / WH viable / anom-combatsignature viable. I think in retrospect the +30% resists were way too strong, and the current option provides plenty of tank for people to explore coupled with a cool idea (transforming is so cool... why ppl h8ting mini dreads that can go through hi-sec?). Furthermore the stationary/sieged dynamic will be a really neat change to PVP (small scale).
I think overall the changes do exactly what CCP was aiming for. Buff the marauder class, while expanding it's potential into other areas of the game (mainly pvp/small gang ops). I think what they have proposed is quite effectively accomplishing this goal. I personally made the mistake of OMG LOSING +30% RESISTS SO THEY MUST SUCK NOW.... After a second look these still look good to me.
Exactly how I feel. Well said.
|

Ralph King-Griffin
Var Foundation inc.
38
|
Posted - 2013.09.09 08:45:00 -
[3286] - Quote
Stirlsha wrote:Zoe Israfil wrote:I initially supported the version one re-balancing ideas, then I was disgusted by the version two revamp. After taking a step back I still think the overall change is positive and I may have been too quick to judge.
I'd like to start within the current paradigm of marauders. Currently the exists as a lvl 4 high sec missioning platform that mostly tailors to users who like to run a single account (some exceptions of course). They are also very solid misisoning ships and perhaps even people who have alts are drawn to them over faction battleships. They have a very limited function outside of this paradigm. Please feel free to correct me if I'm wrong but they are not often used in PVP, they are not a current / past doctrine ship for any fleet op / alliance, they generally are not used within wormholes, and they are not typically used for exploration. There is a major exception for null/low sec players who may use them to run anoms/and possibly signatures. In short, they excel at solo/small gang "elite" PVE.
Enter the "mini-dread" of the future....
The revamped ships gain in damage projection and local tank. I'm still not sure how I would classify the changes to mobility. They should be able to move around grid relatively effectively, though in missions I have reservations about trips 30-50 k ( I know you can use a triangle pattern but how easy/effective that solution is is for me untested). They gain T2 resists. They TRANSFORM! (I like this feature even if it's a vanity).
The T2 resists will make them more viable for missioning level 4's (not really like you're going to need the tank with bastion but at least you have it). Their increased projection should help with bringing mission completion times down, especially if one gets really good at planning triangles. This alone should be a huge buff in the eyes of the high sec marauder-missioner. The T2 resists combined with bastion's local tank bonus also should make them small gang pvp viable / WH viable / anom-combatsignature viable. I think in retrospect the +30% resists were way too strong, and the current option provides plenty of tank for people to explore coupled with a cool idea (transforming is so cool... why ppl h8ting mini dreads that can go through hi-sec?). Furthermore the stationary/sieged dynamic will be a really neat change to PVP (small scale).
I think overall the changes do exactly what CCP was aiming for. Buff the marauder class, while expanding it's potential into other areas of the game (mainly pvp/small gang ops). I think what they have proposed is quite effectively accomplishing this goal. I personally made the mistake of OMG LOSING +30% RESISTS SO THEY MUST SUCK NOW.... After a second look these still look good to me.
Exactly how I feel. Well said. Neither of Ye are paladin pilots are Ye? If in doubt...do...excessively. |

Cade Windstalker
Donohue Enterprises Ad-Astra
171
|
Posted - 2013.09.09 08:45:00 -
[3287] - Quote
sabastyian wrote:I feel like the kronos should keep its web bonuses ( maybe nerf a little....maybe ) and it should get the rep bonus back in place of the range. With these changes and the bastion module, my math was showing a paladin able to hit to like 130-135km with scorch...... 700ish dps at 135km? More Powergrid/Cpu Keep drone bays ( battleships without them are destroyed ) Replace the range bonus for the old rep bonus Change the bastion module in some way to make it more useful then getting blapped by the first dreadnought or arty fleet that sees you, and in the current state it will dominate any small gang without logi. Do not nerf speed, my nidhoggur is faster then half of those marauders. Keep the sensor strength low ( smartbomb for ecm drones ) and the trade off is high dps, high tank for ability to be jammed when not in bastion ( there you just get lolblapped by the first arty fleet/dread ) The web bonus on the vargur and golem need to go..... those ships are just not designed for close range combat Web bonus on paladin should be changed to be similar to that of the bhaalgorn ( keeping it in check with the race )
The falloff bonus is more useful in more situations, especially PvE, than the web bonus and less over-powered.
Beyond that you don't provide a very good argument for most of your proposals beyond "this is what I want". Don't nerf speed? These are tanky battleships, there are already plenty of battleships out there slower than your Nidhoggur. Also not everyone fights Dreadnaughts and pretty much anything is susceptible to blapping/alpha no matter what. Balancing against this is not productive.
These are also not supposed to be top-tier DPS ships.
Overall it looks like what you're asking for is Battleship sized HACs with more drone-bay. How is that even remotely balanced?
Zoe Israfil wrote: The T2 resists will make them more viable for missioning level 4's (not really like you're going to need the tank with bastion but at least you have it). Their increased projection should help with bringing mission completion times down, especially if one gets really good at planning triangles. This alone should be a huge buff in the eyes of the high sec marauder-missioner. The T2 resists combined with bastion's local tank bonus also should make them small gang pvp viable / WH viable / anom-combatsignature viable. I think in retrospect the +30% resists were way too strong, and the current option provides plenty of tank for people to explore coupled with a cool idea (transforming is so cool... why ppl h8ting mini dreads that can go through hi-sec?). Furthermore the stationary/sieged dynamic will be a really neat change to PVP (small scale).
Except that T2 tank and no local-rep bonus on the hull mean that if you don't want to use Bastion you're getting an overall mission-tanking nerf on the Vargur and Paladin but a major buff on the Kronos and Golem due to how damage in missions is distributed.
For a small dissertation on this issue see my previous post way back here. |

Kane Fenris
NWP
75
|
Posted - 2013.09.09 09:05:00 -
[3288] - Quote
Arthur Aihaken wrote:THESE STILL SUCK.
T2 resists = terrific. MJD = awesome. Other than that, everything else is still a mixed bag of snakes.
true
get rid of the web bonus its the most horrible thing that happened since start of this rebalance |

Isinero
Perkone Caldari State
0
|
Posted - 2013.09.09 09:18:00 -
[3289] - Quote
if I will get at least this :
Armor Therm: 35% Kin: 62.5% Exp: 80% EM: 50%
it will be pretty OK and I can live without bonus repair amount because it will be even few percent better in my setup than original state. (aproximaltely 10 - 13% based on set up)
But I am really not sure that T2 ressist means that I will get ressists of heavy assault ships :-) (who know what they mean by saying T2 resists). Can someone confirm me this?
The another thing is bonus to webifier (its really nice) but I have only 4 medium slots so it will be really hard to fit it on Paladin. 1 MJD, at least 1 ENG CAP (something) ..... 2 slots left and so many options :-).
I would rather prefer different bonus or at least get the "great bonus" to range of webifier too and not only velocity bonus.
I can easily fit it on Golem and have a afterburner / MJD / webifier / cap stable and better tank than paladin :-) / same amount of damage increasing modules...
But to be honest I think that main reason for this is that ACTIVE SHIELD TANK is much much much better than ACTIVE ARMOR TANK...
I really think that they should start with balancing here. |

Barrogh Habalu
Imperial Shipment Amarr Empire
500
|
Posted - 2013.09.09 09:42:00 -
[3290] - Quote
Isinero wrote:But I am really not sure that T2 ressist means that I will get ressists of heavy assault ships :-) (who know what they mean by saying T2 resists). Can someone confirm me this? There are precise numbers in the OP. Basically, yours are correct. |

Kagura Nikon
Mentally Assured Destruction
500
|
Posted - 2013.09.09 10:11:00 -
[3291] - Quote
Barrogh Habalu wrote:Omnathious Deninard wrote:The thing is, they were only supposed to be for niche PVP situations and small gang or solo at that, the T2 resists were added because fleet whiners. If only EVE had enough bruteforce ships for fleet work...
Although we do lack somethign to bridge the gap (that is HUGE) between Battleships and Capital ships. |

Kagura Nikon
Mentally Assured Destruction
500
|
Posted - 2013.09.09 10:14:00 -
[3292] - Quote
Cade Windstalker wrote:sabastyian wrote:I feel like the kronos should keep its web bonuses ( maybe nerf a little....maybe ) and it should get the rep bonus back in place of the range. With these changes and the bastion module, my math was showing a paladin able to hit to like 130-135km with scorch...... 700ish dps at 135km? More Powergrid/Cpu Keep drone bays ( battleships without them are destroyed ) Replace the range bonus for the old rep bonus Change the bastion module in some way to make it more useful then getting blapped by the first dreadnought or arty fleet that sees you, and in the current state it will dominate any small gang without logi. Do not nerf speed, my nidhoggur is faster then half of those marauders. Keep the sensor strength low ( smartbomb for ecm drones ) and the trade off is high dps, high tank for ability to be jammed when not in bastion ( there you just get lolblapped by the first arty fleet/dread ) The web bonus on the vargur and golem need to go..... those ships are just not designed for close range combat Web bonus on paladin should be changed to be similar to that of the bhaalgorn ( keeping it in check with the race ) The falloff bonus is more useful in more situations, especially PvE, than the web bonus and less over-powered. Beyond that you don't provide a very good argument for most of your proposals beyond "this is what I want". Don't nerf speed? These are tanky battleships, there are already plenty of battleships out there slower than your Nidhoggur. Also not everyone fights Dreadnaughts and pretty much anything is susceptible to blapping/alpha no matter what. Balancing against this is not productive. These are also not supposed to be top-tier DPS ships. Overall it looks like what you're asking for is Battleship sized HACs with more drone-bay. How is that even remotely balanced? Zoe Israfil wrote: The T2 resists will make them more viable for missioning level 4's (not really like you're going to need the tank with bastion but at least you have it). Their increased projection should help with bringing mission completion times down, especially if one gets really good at planning triangles. This alone should be a huge buff in the eyes of the high sec marauder-missioner. The T2 resists combined with bastion's local tank bonus also should make them small gang pvp viable / WH viable / anom-combatsignature viable. I think in retrospect the +30% resists were way too strong, and the current option provides plenty of tank for people to explore coupled with a cool idea (transforming is so cool... why ppl h8ting mini dreads that can go through hi-sec?). Furthermore the stationary/sieged dynamic will be a really neat change to PVP (small scale).
Except that T2 tank and no local-rep bonus on the hull mean that if you don't want to use Bastion you're getting an overall mission-tanking nerf on the Vargur and Paladin but a major buff on the Kronos and Golem due to how damage in missions is distributed. For a small dissertation on this issue see my previous post way back here.
Considering tanking is NOT the hard part on a LEvel 4...
If you guys want some buff that pleases GOOD l4 runners (not the noobish ones that think the more tank the better) And also please PVPers, add an extra damage bonus or an extra weapon.
|

Lord Vimuhla
ABC Warriors
0
|
Posted - 2013.09.09 10:16:00 -
[3293] - Quote
HAIKU
command ships now crap please keep your sticky fingers off our marauders
|

Lephia DeGrande
Luxembourg Space Union
120
|
Posted - 2013.09.09 10:19:00 -
[3294] - Quote
Hell no, keep nerfing bitter vets! xD |

Kagura Nikon
Mentally Assured Destruction
500
|
Posted - 2013.09.09 10:20:00 -
[3295] - Quote
Detes cald wrote:It seems good changes and the bastion could be some help!! but as i see at golem at least 7 mids means 5 left for tanking since the other 2 will be target paint and webber meaning 1 active booster !!! and whey removing the shield boosting bonus ?
why taking the drone bay you could only hit the bandwith!!
Oh well most ppl seems that they have told you so !!
And a single Shield Booster , 2 hardeners and 1 DC 2 is more than enough to tank ANY level 4, even if you are not doign them perfectly.
Why in hell people liek so much of OVERTANKING? |

Arthur Aihaken
The.VOID
177
|
Posted - 2013.09.09 10:25:00 -
[3296] - Quote
Cade Windstalker wrote:Except that T2 tank and no local-rep bonus on the hull mean that if you don't want to use Bastion you're getting an overall mission-tanking nerf on the Vargur and Paladin but a major buff on the Kronos and Golem due to how damage in missions is distributed. For a small dissertation on this issue see my previous post way back here.
Thanks for the read. I would surmise that for missions you are correct, but what about PvP? Note that Caldari ships suck for EM resistance (typically 0-20), but with two T2 EM amplifiers it's easy to get this into the high 60's and low 70's without much effort. I imagine the same would be true for kinetic and thermal on the Vargur and Paladin. Let's also not forget that there are no shield strength implants, so it's quite easy to turn the Paladin into a flying brick with a set of Slave implants.
What I wouldn't mind seeing for Marauders is a set of short and long-range skills (instead of the fixed stasis web):
GÇó Paladin: Tracking, Damage GÇó Golem: Target Painter, Missile Velocity GÇó Kronos: Tracking, Optimal GÇó Vargur: Stasis Web, Falloff
I still think that if Bastion is going to reduce your speed to zero it should also compensate for the immobility by increasing tracking speed and explosion radius, increasing rate of fire by 50% and doubling the load time. I am currently away, traveling through time and will be returning last week. |

Wedgetail
Helix Pulse Brothers of Tangra
15
|
Posted - 2013.09.09 10:36:00 -
[3297] - Quote
Zoe Israfil wrote:I I think overall the changes do exactly what CCP was aiming for. Buff the marauder class, while expanding it's potential into other areas of the game (mainly pvp/small gang ops). I think what they have proposed is quite effectively accomplishing this goal. I personally made the mistake of OMG LOSING +30% RESISTS SO THEY MUST SUCK NOW.... After a second look these still look good to me.
ccp hasn't given them anything they don't already have in combat,
what bastion does is remove the two key elements any gang fleet relies on to survive, this proposal has been based around a very specific engagement scenario that 19 in every 20 times does not exist.
(yes that number is pulled out of my **** but think for a moment, of all the potential situations you could encounter on undocking your ship to go look for a fight, how many of them would be beneficial to you and your team? CCP has proposed this ship with only one situation in mind, cuz it's the shiniest coolest looking situation they can think of, and they have excluded from their mind all other considerations)
bastion removes me (as a marauder pilot) from the ability to run away, it removes me from the aid of my allies, and it gives me a set of bonuses that will only cause me to die, NOBODY wins a fight by relying on the power of just their own ship NOBODY - if you want to win you have to use the strength of others, as an example no matter how much money i throw at my marauder's tank - logi cruisers will still do a better job at keeping me alive than a damn ASB fit ever can and for less isk.
what rules the battle field at the gang level is not specialising in a single task, but being able to rapidly adjust (as they say in the OP, they want a ship that can adapt quickly to battle field change, then go and remove the things allowing the ship to do just that)
battle field changes at the gang level allow you mere seconds to change...not minutes...if you've taken a minute to react you've lost =/ sorry guys, but aside the small reisist buff they get there's nothin here that'll make marauders any better at pvp, nothing they don't already do now they won't be doing afterwards, and they're still too expensive for the task to be viable (loki and tengu gangs much faster, just as hard hitting, better defense profile - which is why you see those) |

Wedgetail
Helix Pulse Brothers of Tangra
16
|
Posted - 2013.09.09 11:02:00 -
[3298] - Quote
What I would like to see instead, given the name bastion (a "safe place to run to when you're in danger")
is to use the bastion module not as a personal defense, but a FLEET DEFENSE mechanism, and it can achieve this through offensive tactics, put the MJD bonus onto the bastion mod, disable all other movement BUT the MJD ( so i can jump....ONCE)
keep resistance penalty, EWAR immunity and lock out of RR, drop my weapon range by half, increase damage by 15-30%(the idea being to force my ship into a "do or die mode")
the purpose is to use this ship now to break a death lock, as i can enter very quickly but not leave this state i must be careful how i use it, and when - but by doing this i gain, like overheat a very self harming but powerful means of defending my fleet by killing the ships killing them, if you wann amake fighting interesting you must build mechanics that allow for these choices, choices to lose to save the rest, avoid your current attempts at designing doctrines that keep out of harms way, and encourage people to do what must be done when it has to be done. |

DSpite Culhach
Corp 54 Curatores Veritatis Alliance
166
|
Posted - 2013.09.09 11:13:00 -
[3299] - Quote
Since they can mount a Target Spectrum Breaker, seems like it would be fun to land in the middle of people, go Bastion, and open up with FoF's.
Sarcasm aside, could one of these hull in Bastion mode tank that weird 10/10 where that bad guy lobs 40K torpedoes at you? It sorta feel like it should. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Cade Windstalker
Donohue Enterprises Ad-Astra
176
|
Posted - 2013.09.09 11:20:00 -
[3300] - Quote
Kagura Nikon wrote:Considering tanking is NOT the hard part on a LEvel 4...
If you guys want some buff that pleases GOOD l4 runners (not the noobish ones that think the more tank the better) And also please PVPers, add an extra damage bonus or an extra weapon.
The trick is that the better you tank the less modules you have to devote to said tank and the more you can devote to actually finishing the mission in a timely and efficient manner :)
Therefore anything that nerfs your local tank is bad news for a mission ship.
Kagura Nikon wrote:And a single Shield Booster , 2 hardeners and 1 DC 2 is more than enough to tank ANY level 4, even if you are not doign them perfectly.
Why in hell people liek so much of OVERTANKING?
FYI no it's not, you will find yourself having to warp out of most of the harder but higher bounty missions doing this "if you are not doing them perfectly"
Seriously when did you last do a mission and have you ever had to deal with neuting battleships in them? 
Isinero wrote:if I will get at least this :
Armor Therm: 35% Kin: 62.5% Exp: 80% EM: 50%
it will be pretty OK and I can live without bonus repair amount because it will be even few percent better in my setup than original state. (aproximaltely 10 - 13% based on set up)
But I am really not sure that T2 ressist means that I will get ressists of heavy assault ships :-) (who know what they mean by saying T2 resists). Can someone confirm me this?
The another thing is bonus to webifier (its really nice) but I have only 4 medium slots so it will be really hard to fit it on Paladin. 1 MJD, at least 1 ENG CAP (something) ..... 2 slots left and so many options :-).
I would rather prefer different bonus or at least get the "great bonus" to range of webifier too and not only velocity bonus.
I can easily fit it on Golem and have a afterburner / MJD / webifier / cap stable and better tank than paladin :-) / same amount of damage increasing modules...
But to be honest I think that main reason for this is that ACTIVE SHIELD TANK is much much much better than ACTIVE ARMOR TANK...
I really think that they should start with balancing here.
As someone already pointed out resists are posted in the OP.
Any ship with a bonus to web range and velocity can effectively hold and blap frigates and cruisers at absurd range without them being able to do anything about it, plus it can potentially do this to more or less the entire radius of even a quite large Stargate...
To say that giving bonus bonuses to one ship would be imbalanced would be something of an understatement.
Active tanking as it currently stands is intentional on CCP's part and this is probably not the thread to get into a huge debate on "fixing" it. Armor gets better resists, shield gets better active modules that eat more cap. *Tradeoffs* 
Arthur Aihaken wrote:Thanks for the read. I would surmise that for missions you are correct, but what about PvP? Note that Caldari ships suck for EM resistance (typically 0-20), but with two T2 EM amplifiers it's easy to get this into the high 60's and low 70's without much effort. I imagine the same would be true for kinetic and thermal on the Vargur and Paladin. Let's also not forget that there are no shield strength implants, so it's quite easy to turn the Paladin into a flying brick with a set of Slave implants.
What I wouldn't mind seeing for Marauders is a set of short and long-range skills (instead of the fixed stasis web):
GÇó Paladin: Tracking, Damage GÇó Golem: Target Painter, Missile Velocity GÇó Kronos: Tracking, Optimal GÇó Vargur: Stasis Web, Falloff
I still think that if Bastion is going to reduce your speed to zero it should also compensate for the immobility by increasing tracking speed and explosion radius, increasing rate of fire by 50% and doubling the load time.
DPS boosts on Bastion are a bad idea. For reference as to why look up "Dread-Blapping". These are not supposed to be hyper-DPS battleships.
In general T2 resists provide similar bonuses to tanking, it's just a little harder to find a hole in a Minmattar shield tank or Amarr armor tank. As a rule you'll rarely find an EM hole in a caldari shield tank or an explosive hole in a Gallente armor tank. Also the damage distribution on weapons is still pretty heavily Kin/Therm weighted even in PvP so a heavy Kin/Therm tank can actually be more useful than the Explosive and EM resists on Amarr and Minmattar ships respectively (it does absolutely nothing against Hybrids, for example)
The general consensus from the Vargur crowd is that the Vargur is not a good ship for a web bonus.
Also these ships have four bonuses, not two and need to be flexible enough in range selection for missions. In general I'm a fan of seeing a range and damage application bonus on all four, possibly even two damage application bonuses. |
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