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Thread Statistics | Show CCP posts - 30 post(s) |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1218
|
Posted - 2013.09.16 15:09:00 -
[3811] - Quote
Mournful Conciousness wrote:Marauders already tank sufficiently - particularly since the local repair buffs. They don't need any more OPness in PVP - 1500dps from a blaster kronos is fine. What they could use is a way to operate in hostile space while having a good probability of returning in one piece
Like for instance, instead of "zdat" bastion mode: Bubble immune (but not scram or focused point)
Nothing cloak or whatever the heck transformer-stinky-stuff-leave-that-for-Dust514, just the MJD bonus and bubble immune. This on top of Sensor buff (DO IT TBH !! What you afraid of? hun??) would help them go somewhere do some stuff and eventually get back, eventually means they wouldn't find anyone capable to set a group of players together to counter them and knowing how this ship works. Yep a bit like Black Ops, so many tears about it when those are so easy to counter. *removed inappropriate ASCII art signature* - CCP Eterne |
Ranger 1
Ranger Corp
4640
|
Posted - 2013.09.16 15:30:00 -
[3812] - Quote
Somewhat unrelated to the more technical discussions going on I know... but since (presumably) more involved hull animations are now possible, will we soon be seeing something more dynamic in the animation front happening when cap ship Siege and Triage modes are engaged? To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Kagura Nikon
Mentally Assured Destruction
503
|
Posted - 2013.09.16 16:02:00 -
[3813] - Quote
The issue with rep ammount beign too close to base HP can be solved by changing Bastion bonus from repair ammount into 50% less time on repair/boost cycle and 50% reduction on cap usage of repair/boost modules. |
Mournful Conciousness
Embers Children TOHA Conglomerate
364
|
Posted - 2013.09.16 16:28:00 -
[3814] - Quote
Sergeant Acht Scultz wrote:Mournful Conciousness wrote:Marauders already tank sufficiently - particularly since the local repair buffs. They don't need any more OPness in PVP - 1500dps from a blaster kronos is fine. What they could use is a way to operate in hostile space while having a good probability of returning in one piece Like for instance, instead of "zdat" bastion mode: Bubble immune (but not scram or focused point) Nothing cloak or whatever the heck transformer-stinky-stuff-leave-that-for-Dust514, just the MJD bonus and bubble immune. This on top of Sensor buff (DO IT TBH !! What you afraid of? hun??) would help them go somewhere do some stuff and eventually get back, eventually means they wouldn't find anyone capable to set a group of players together to counter them and knowing how this ship works. Yep a bit like Black Ops, so many tears about it when those are so easy to counter.
Yup, basically you want the marauder to be able to get through/past a gate without getting blown up every time,
Bastion could do this if it's effect was to allow the MJD to work even when there was a scram on it.
In this case I would suggest that the MJD cooldown is not reduced by the marauder.
This means the marauder would have 1 get-out-of-jail-free card per gate or per mission site. A determined gang could still kill it by re-acquiring a lock with a fast ship before the the marauder warped off (you just need to watch where it's headed and get a point ship out in that direction). They would then have 3 minutes to kill it. or energy neutralise it to the point where it could not MJD again.
In this case the sensor strength should not be increased - it's a pve ship, now with niche pvp application (it can attack until jammed, and then escape - once).
That would make a gank attempt interesting and rewarding for both attackers and defender I think.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Aimee Maken
State War Academy Caldari State
12
|
Posted - 2013.09.16 16:43:00 -
[3815] - Quote
My biggest thing is that this is the most advanced boat in eve in terms of training time needed for a sub cap. And you guys are trying to harmonize them all with the same stick, regardless of the unique weapon system and racial plays they have. What I purpose is to have the goal of the marauders to be GÇ£Showing the best the race has to offer, and to shore up any weakness in that methodGÇ¥
With that in mind, I purpose these things:
For the kornos, the bastion mode will NOT root it in place, but rather give it a reduction to MWD cap use and large sig bloom reduction from MWD. The base agility is increased and base mass in decreased, so that it can turn faster and better while MWDing. This is to enhance the use of blasters, that would mean that a kornos with T2 can be cap stable with either a shield booster / armor rep or a MWD. With bling you should be able to be cap stable with shield booster / armor rep AND a MWD (while still dishing out 1200+ dps at short range). MWD should be on most of the time if not perma on.
For the vargur, the bastion mode will not root it in place, reduce sig radius and give a fall off bonus to projectiles. Coupled with a nice base speed boost, this should emphasize the use of a mobile AC boat for PvE. It would need longer tractor range to 50 KM. It would be a speedy boat that zips around, while having some nice projection power, and staying alive by reducing incoming damage with a low sig, and thus likely to either pulse MWD or to use an AB for the speed boost. This thing wonGÇÖt be cap stable with all mods on, but should be able to dps tank + sig tank.
For the Paladin, the bastion mode will REDUCE its maximum speed, but you would get a large buff to resistance (say +30% armor with the nice T2 resists) with no penalty to RR, and a large bonus to optimal. It would become the brick that can go in and survive while staying in and projecting its power out. It would need longer tractor range to 60 KM. This is to make it the de facto up close and personal tanking and gunning boat, to emphasize the way the empire handles threats. It should be able to easily run 2x large armor rep with a cap booster, or a single one and still be cap stable with guns and no cap booster.
For the Golem, the bastion mode will ROOT it in place, but for that price, the missile speed of CM/Torps should be such that hitting a target within 120 KM will happen long before the missile cycles, also on the hull itself, MWD should get a large reduction in activation time (similar to how the old bonus suppose to work), also on the hull itself, the ROOM inside launchers should be buffed, so that a CM should be able to hold 50 or more missiles in one go. Reload time is still 10 seconds. Its lock range should be near 120 if not 150 in bastion mode. Make sure to have bastion finish cycle before MWD is done. This would mean that the Golem is the premier MWDing CM boat that can push range of 120 with ease and apply that damage in a relatively reliable way. It tanks by outranging anything that can pose a threat to it, and then applying consistent dps without wasting ammo at the enemy. This thing wonGÇÖt be cap stable unless you slap on a ton of rechargers or CPRs, it is designed to avoid incoming damage by simply being 80KM+ from whatever it is doing damage.
This is all from a PvE perspective, if they need to be reworked into PvP roles then the scan res needs to be looked at and they CANNOT BE IMMOBILE, and some of all of the above suggestions needs to be scrapped. The key to all this is that each boat is unique and have a different way of fly, the excellence in each race is different from others, having a web bonus on a CM ship is simply a useless function, while it would be massively useful for a blaster ship that gets up close and personal to the target |
DSpite Culhach
Corp 54 Curatores Veritatis Alliance
170
|
Posted - 2013.09.16 19:35:00 -
[3816] - Quote
Aimee Maken wrote:My biggest thing is that this is the most advanced boat in eve in terms of training time needed for a sub cap. And you guys are trying to harmonize them all with the same stick, regardless of the unique weapon system and racial plays they have. What I purpose is ... ... STUFF
I'd be sold on the idea of having each Marauder do very different things. I have no idea if your list is "balanced" but this concept seems to be the best as far as the fact that someone could train each hull and have a specific purpose to bring it out if they so wished.
Making them all very similar seems rather silly. 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 |
Shantetha
Brutor Tribe Minmatar Republic
12
|
Posted - 2013.09.16 20:36:00 -
[3817] - Quote
Aimee Maken wrote:
For the vargur, the bastion mode will not root it in place, reduce sig radius and give a fall off bonus to projectiles. Coupled with a nice base speed boost, this should emphasize the use of a mobile AC boat for PvE. It would need longer tractor range to 50 KM. It would be a speedy boat that zips around, while having some nice projection power, and staying alive by reducing incoming damage with a low sig, and thus likely to either pulse MWD or to use an AB for the speed boost. This thing wonGÇÖt be cap stable with all mods on, but should be able to dps tank + sig tank.
For the Paladin, the bastion mode will REDUCE its maximum speed, but you would get a large buff to resistance (say +30% armor with the nice T2 resists) with no penalty to RR, and a large bonus to optimal. It would become the brick that can go in and survive while staying in and projecting its power out. It would need longer tractor range to 60 KM. This is to make it the de facto up close and personal tanking and gunning boat, to emphasize the way the empire handles threats. It should be able to easily run 3x large armor rep with a cap booster, or a single one and still be cap stable with guns and no cap booster.
being able fly the paladin on my main and in a couple months the Vargur as well i love both of these ideas. |
Ravasta Helugo
Republic University Minmatar Republic
240
|
Posted - 2013.09.16 23:17:00 -
[3818] - Quote
52 Pages now... I'm hungry for something, anything.
People have just been posting some version of the same 3-4 ideas for the past 40 pages. |
Ganthrithor
GoonWaffe Goonswarm Federation
640
|
Posted - 2013.09.16 23:20:00 -
[3819] - Quote
Ravasta Helugo wrote:52 Pages now... I'm hungry for something, anything.
People have just been posting some version of the same 3-4 ideas for the past 40 pages.
Well CCP have gone back to their thinky-corner, so there's not much to do but listen to a lot of other people's even-worse ideas :P |
Xercodo
Xovoni Astronautical Manufacturing and Engineering
2555
|
Posted - 2013.09.16 23:55:00 -
[3820] - Quote
Regardless of what they do with the existing ones I also want a second set of marauders using the last unused BS hull in the spirit many other T2 classes have, two kinds of cepter, two kinds of AF and HAC, etc.
Amarr - missile Abaddon Caldari - rail Rokh Minmatar - missile Malestrom (or bounce around hulls so that it's a Typhoon) Gallente - drone Hyperion
make it happen \o/ The Drake is a Lie |
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James Amril-Kesh
Goonswarm Federation
5779
|
Posted - 2013.09.16 23:56:00 -
[3821] - Quote
You know what would really be awesome? Take what you're trying to do with webs (which is a terrible idea because of the limited range of webs on what's supposed to be a longer-ranged platform) and instead give the Marauders a bonus to target painter strength. Target painting will give a similar damage application bonus to webs and it'll also work at a much wider variety of ranges. My Youtube Videos Latest video: August 25, 2013 |
Ganthrithor
GoonWaffe Goonswarm Federation
642
|
Posted - 2013.09.17 01:13:00 -
[3822] - Quote
James Amril-Kesh wrote:You know what would really be awesome? Take what you're trying to do with webs (which is a terrible idea because of the limited range of webs on what's supposed to be a longer-ranged platform) and instead give the Marauders a bonus to target painter strength. Target painting will give a similar damage application bonus to webs and it'll also work at a much wider variety of ranges.
This man is right. For PvE, painters would be preferable. |
Mer88
Royal Amarr Institute Amarr Empire
28
|
Posted - 2013.09.17 02:04:00 -
[3823] - Quote
im training up my torpedo skills for golem as i feel like the bastion modules will favor torpedos with bonus range and mjd. |
Joe Risalo
State War Academy Caldari State
449
|
Posted - 2013.09.17 02:55:00 -
[3824] - Quote
Mer88 wrote:im training up my torpedo skills for golem as i feel like the bastion modules will favor torpedos with bonus range and mjd.
Golem used to be a torp boat till late last year when torp range got nerfed and cruise damage got buffed. Bastion is only going to make torps slightly better than they used to be. However, your torps won't be hitting until the npcs are hitting, and in a boat that big, they hit pretty hard. Hence why I preferred the 30% bastion resists over t2 resists. |
Cade Windstalker
Donohue Enterprises Ad-Astra
215
|
Posted - 2013.09.17 03:10:00 -
[3825] - Quote
Aimee Maken wrote:My biggest thing is that this is the most advanced boat in eve in terms of training time needed for a sub cap. And you guys are trying to harmonize them all with the same stick, regardless of the unique weapon system and racial plays they have. What I purpose is to have the goal of the marauders to be GÇ£Showing the best the race has to offer, and to shore up any weakness in that methodGÇ¥
No hull should be the "absolute best" nor should it "shore up any weaknesses" in a hull. Every hull and racial choice should have some give and take.
Overall I find all four of your concepts ridiculously over-powered. Plus I find the whole idea of a moving while deployed battleship to be just a little ridiculous and unappealing.
Plus if you want to talk about training time, Black Ops Battleships are actually worse in terms of overall training time, recommended certificates, and they force you to train a set of very specialized skills where as the prerequisites for Marauders all fall under core ship skills.
Mournful Conciousness wrote:Yup, basically you want the marauder to be able to get through/past a gate without getting blown up every time,
Bastion could do this if it's effect was to allow the MJD to work even when there was a scram on it.
In this case I would suggest that the MJD cooldown is not reduced by the marauder.
This means the marauder would have 1 get-out-of-jail-free card per gate or per mission site. A determined gang could still kill it by re-acquiring a lock with a fast ship before the the marauder warped off (you just need to watch where it's headed and get a point ship out in that direction). They would then have 3 minutes to kill it. or energy neutralise it to the point where it could not MJD again.
In this case the sensor strength should not be increased - it's a pve ship, now with niche pvp application (it can attack until jammed, and then escape - once).
That would make a gank attempt interesting and rewarding for both attackers and defender I think.
I am, in general, fundamentally opposed to anything that's trying to make something "safe enough". Either you're never going to achieve "safe enough", at least for any sort of hostile space, or you're going to end up making something that's over-powered while trying to make it "safe" in the worst common case.
In the end it all has to come down to risk vs reward and on the whole humans are risk averse, even Eve players. Sure, people go into low sec and null sec on their own but they're rarely taking what they feel to be a considerable risk. Either they can easily replace the ship they're flying or they really and truely have a plan for how not to lose it. Generally though this involves avoiding player contact, not jumping through gate-camps and hoping they don't have enough people to kill you in 9 seconds of spool up time.
Also a 3 minute cooldown about one MJD warp per 2-3 gates while traveling. We established earlier that the rough "base time" on a warp jump is 30 seconds, and even a 90 AU warp only adds another thirty seconds to that, plus about ten seconds to jump through the gate and you've got about three more gates before you can use that trick again, and if you're in null you'd better hope that no one has a drag bubble setup on the outgoing gate of the same system. |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
430
|
Posted - 2013.09.17 04:11:00 -
[3826] - Quote
The 60-second cycle time for Bastion is a bit too long... cut it to 15 seconds at the most to at least give Marauders a chance in PvP. Or offer different Bastion modules with different cycle times / resource usages. |
Cade Windstalker
Donohue Enterprises Ad-Astra
215
|
Posted - 2013.09.17 04:37:00 -
[3827] - Quote
Nyancat Audeles wrote:The 60-second cycle time for Bastion is a bit too long... cut it to 15 seconds at the most to at least give Marauders a chance in PvP. Or offer different Bastion modules with different cycle times / resource usages.
Two problems with this.
One, the Bastion Module doesn't have a resource cost, it just is. The rooting in-place is supposed to be a trade-off so shortening the cycle time would mean far less bonus. In general it shouldn't be shortened to the point where the fact that you can't move for a period of time doesn't come into your calculations on whether or not to use it.
Two, very short cycle times could cause animation problems. |
Xequecal
GoonWaffe Goonswarm Federation
74
|
Posted - 2013.09.17 06:35:00 -
[3828] - Quote
Ganthrithor wrote:James Amril-Kesh wrote:You know what would really be awesome? Take what you're trying to do with webs (which is a terrible idea because of the limited range of webs on what's supposed to be a longer-ranged platform) and instead give the Marauders a bonus to target painter strength. Target painting will give a similar damage application bonus to webs and it'll also work at a much wider variety of ranges. This man is right. For PvE, painters would be preferable. You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs. |
raawe
24th Imperial Crusade Amarr Empire
45
|
Posted - 2013.09.17 07:25:00 -
[3829] - Quote
WoW Sensor strength 12
***edit 11-14
***looks at Vengeance's sensor str (14) |
Joe Risalo
State War Academy Caldari State
449
|
Posted - 2013.09.17 07:39:00 -
[3830] - Quote
Xequecal wrote:Ganthrithor wrote:James Amril-Kesh wrote:You know what would really be awesome? Take what you're trying to do with webs (which is a terrible idea because of the limited range of webs on what's supposed to be a longer-ranged platform) and instead give the Marauders a bonus to target painter strength. Target painting will give a similar damage application bonus to webs and it'll also work at a much wider variety of ranges. This man is right. For PvE, painters would be preferable. You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs.
Ya know, I had an idea once that might just be crazy enough to work.
When in bastion mode you unlock 3 turret/launcher hard points specifically for small weapons. Bastion would give a damage and tracking bonus to those small weapons.
Some people might think this is OP, but look at it closely.
Small ships die at short range, large ships die at med/long range. How do you take one down?
Easy, get small ships out at long range orbiting out of traversal, get big ships under it tanking the small guns and out traversing the large guns.
This would change things up a bit and the big ships would have to play tackle. This would also mean that there major weakness would be heavy brawlers, with good agility. |
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Cade Windstalker
Donohue Enterprises Ad-Astra
216
|
Posted - 2013.09.17 09:08:00 -
[3831] - Quote
Joe Risalo wrote:Ya know, I had an idea once that might just be crazy enough to work.
When in bastion mode you unlock 3 turret/launcher hard points specifically for small weapons. Bastion would give a damage and tracking bonus to those small weapons.
Some people might think this is OP, but look at it closely.
Small ships die at short range, large ships die at med/long range. How do you take one down?
Easy, get small ships out at long range orbiting out of traversal, get big ships under it tanking the small guns and out traversing the large guns.
This would change things up a bit and the big ships would have to play tackle. This would also mean that there major weakness would be heavy brawlers, with good agility.
Besides removing utility highs for tractor beams and salvagers this also doesn't work unless you can somehow refit while in Bastion, which would be hilariously OP. I don't even want to think about what would be required on CCP's end to have an active module add turret slots in space.
Xequecal wrote: You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs.
Then fit a web or two. These are NPC frigs, they don't really try to actively speed tank you, they just burn in with a MWD and then orbit.
Plus no one said these things needed to be able to solo a 10/10 DED complex. |
chaosjj
State Enforcement Directive
34
|
Posted - 2013.09.17 09:23:00 -
[3832] - Quote
suddenly, this wallpaper is making sense...
http://wallpaperbackgrounds.com/Content/wallpapers/video%20game/eve%20online/102427-51245.jpg |
Barrogh Habalu
Imperial Shipment Amarr Empire
510
|
Posted - 2013.09.17 10:21:00 -
[3833] - Quote
Xequecal wrote:You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs. MJD is a good counter to NPC frigs in most cases, although I suppose that enemies like guristas in general can force you to focus something else than frigs first, considering that their DPS isn't really mitigated that much by range. Plus this post is irrelevant to Golem... |
Capt Retard
Federal Navy Academy Gallente Federation
37
|
Posted - 2013.09.17 10:24:00 -
[3834] - Quote
the one thing I dont like about the new marauders is the generic reworking. All have the same bonuses - whats the choice? The Vargur (the one I fly) becomes a jumped up Maelstrom - just another un-minmatar lump. Peronally I love the vargur for its agility and speed, orbitting packs of rats while pummeling. Its Tempest roots shine.
Now its just a very very expensive Mael. |
Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
245
|
Posted - 2013.09.17 10:52:00 -
[3835] - Quote
I'd really be eager to find out how many people will build their paladin into a mini-archon, adressing a fit focused on 7 large RR-modules, CPRs and local tank. Should say I don't expect them to be used largeley outside of cynofree wh-space. Or the Vargur/Golem as a shield-carrier :>
personal impressions (with explanation)
> Bastiontranformerthingy I believe there is hardly anyone who doesn't like the thought of a module being avaiable to fit, turning your tech-II battleship into another immobile ewar-immune platform, just that - (multi-ASB-bandaid) Repairamount should be considered to be worked into faster cycle times, maybe even more than 50% reduction with less capreduction, making one armor repper perform like 1.5 regarding both the output aswell as the capacitorneed. Main reasoning being the high per-cycle-amount and rather low basehp. - Give back mass! Just this time, consider something like 20x multiplier to avoid wormhole activation with activated module. The option of going into *Drift-mode* was extremely promising in my opinion atleast, being unbumpable when bastioned at 0 speed is also an essential thing. - If RR-marauder is an issue, maybe reduce max locks in bastion. If usage of an RR-marauder in the style of a not-interruptible carrier is welcomed, maybe consider giving those RR a slight rangebonus as was asked for strat-cruisers on several occasions, meaning a rangebonus of 25% to 100% or anything similiar. - What about MJD also in bastion as only means of mobility? Could justify a reduction of the defensive boni even. - If a bastioned ship cannot be ewar'ed, can they atleast be tackled? Else, dropping out of bastion would need an incredibly agile scramblebutton to apply within time. This obvioulsy strongly interacts with 'mass, or no mass'-dilemma above. --- Overall I believe this Bastionmoduletransformerthingy to be a wonderful idea as it was sketched with EWAR-immunity and application bonus, as that basically makes for a second ship using the same hull.
> Marauders themselves My biggest doubts towards the non-bastioned marauders is Sensor Strength, less as in it being an issue, but moreso it being an issue for Golem/Vargur, as shieldtanking and bonused mids make for a hard choice picking ECCM. While Kronos/Paladin are arguably okay with capinject, ECCM, MJD and a web - it will be a much tougher call for shieldtankers. - I believe that amongst all weapon systems, torps are the only ones at a straight out disadvantage due to MJD'ing out of applicationrange by a huge margin. OP sounds like missile-tracking modules for lowslots, so shouldn't be an issue. Else, Cruises everywhere \o/ - Lowslot eccm should be more effective, or should work slightly differently to be still inferior (like +x sensor srength flat, as LG grail/jackal etc.), but amount of decreased efficiency somewhat being less of a hurdle for shieldtanked marauders. - Base HP still seem a little high. Bufferstrats/HACs suffer from weak base-hp aswell, but see what plates and tech-II-resist do to their HP-pools. Would very welcome that concept of rendering the ship extremely sensitive to it's fittings, especially it's buffer to largely depend on LSEs and plates. Also to differentiate between lineships as *combat* BS with their 9000ish base, and those marauders with - say BC-base HP (+ tech-II resists) - Especially structure HP, it's all joints and junctions anyways.
--- Pretty much buff smallscale stuff, nerf fleetstuff for them. I actually do not see any issues with them being a near identical ship differing in nothing but type of weapon, kind of tank and a few slots - It's exactly what creates a balanced class, with - due to minor differences in tracking/range/dps/capacitor - greatly differing realized fittings and playstyles.
My 113 cents. Now actively requesting any faction / new faction willing to produce these:-áhttp://eohgames.com/labs/Ships/Vanir%20Federation%20Talos-á |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1220
|
Posted - 2013.09.17 15:41:00 -
[3836] - Quote
raawe wrote:WoW Sensor strength 12***edit 11-14 ***looks at Vengeance's sensor str (14)
As long as this ship class keeps this SS silliness you can give them funky transformer stuff, police sirens or dancing spot lights, they still be relegated to very few uses, extremely fragile and easy to counter for a bunch of rookie ships, hell a single 2weeks ibis pilot can already completely take one of these out of the field or force it in to "transformer" stuff to get killed, because it will get killed.
As said before, for this ship to be worth of something for pvp and actually fit the Marauder role it needs some points to be enhanced: Sensor, mobility, utility
Sensor: no need to explain it in latin, everyone already knows what this is about
Mobility: the MJD bonus to cycle is good, if they can code showing timer on this module that would also be a nice "feature"
Utility: 2 main points to study here
-racial Ewar: we have a problem with this oen, will minmatar get webs or painters? -you guys get the thing, must be a useful Ewar module helping the ship achieve its job
-bastion module: I do'nt really like it at all, its cool for videos, might be/look cool to kill structures but for pvp with a 60sec timer+timer to get in/out of bastion module makes it not really interesting.
Option: Bubble and disruption immunity = requires commitment or spec ship with scram 2 points or focused disruption (hic)
This single point would vastly increase this ship mobility on top of MJD, giving it a SS boost would also help it make the job with no further changes needed. A 3rd rig slot would look like the cherry on top of the cake. *removed inappropriate ASCII art signature* - CCP Eterne |
Streya Jormagdnir
Alexylva Paradox
202
|
Posted - 2013.09.17 16:15:00 -
[3837] - Quote
I'm really looking forward to these changes. I'm always looking for creative ways to run C4/C5 sites alone and I'm totally willing to fly a bling battleship around if it gets the job done.
Just a minor suggestion: why 5% capacitor capacity on the Paladin rather than a regeneration time reduction? I think swapping it with cap regen bonus would make it a little more robust against neuting NPCs without making it OP in a PvP scenario. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |
Dredastttarm
Zeta Consulate
5
|
Posted - 2013.09.17 16:54:00 -
[3838] - Quote
Webs are back baby, and on all of them, **** YEAH!
I approve epic webs, although they're not 90% webs, close enough. |
DoswiadczonaSuka
Garoun Investment Bank Gallente Federation
0
|
Posted - 2013.09.17 17:20:00 -
[3839] - 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.
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marVLs
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Posted - 2013.09.17 17:26:00 -
[3840] - Quote
I want one thing from CCP: don't be afraid to buff them strongly
They're T2 BS's ffs... they suppose to be powerfull and rule in their assumption without doubts.
I don't like this thinking "we don't want to make them more powerfull than pirate BS's"... so what's the sense skilling them and using, when everyone can get cheaper, a loooot less skill intensive and better pirate BS?
If You give them bonuses make them usefull not almost useless like so small tractor bonus especially with MJD bonus... it's just stupid. Boost their sensors like hell, give them better slots layout instead of 8th HighSlot (again look at Vindi and Kronos...)
Pirate BS's are faster, more agile, have bigger DPS, bigger drone bays, better sensors, better slots layouts etc. I'm not saying nerf pirate BS's , because they should be powerfull (hell, every BS should be powerfull), but i'm saying Marauders should be especially in PVE better in every aspect.
Some idea, want this bastion stationary thingy? So give every marauder 125mb drones bandwidth (gallente will get + drone damage bonus). And cut drones from pirate BS's. Instead of stationary maybe manuverability mode? MWD cap consumption and sig bonus combined with better tracking and NOS immunity (well maybe in some big % only). etc
But still i think marauders should get biggest raw dps, 125mb drones, better sensors and manuverability |
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