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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Zeljko Margeta
Aerodyne Collective. Aerodyne Collective
0
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Posted - 2013.10.14 09:54:00 -
[5551] - Quote
Could you please do a mirror of the skill tree to Sisi so we can get our hands on the new Marauders? Since they have a new skill requirement and some of us were a bit eager to train it on Tranquility, it would be awesome if we could have a test run on Sisi |
marVLs
449
|
Posted - 2013.10.14 09:59:00 -
[5552] - Quote
Arthur Aihaken wrote:marVLs wrote: 600 rigs calibration or 3rd rig or +1 med(vargur, kronos,paladyn ) +1low slot (golem )instead of high slot automatically overheated guns when in bastion without taking heat damage[/list] All T2s only get two rig slots (it's a T2 thing). The automatic overheat/absorb has been suggested a few times (still one of my favorite ideas).
Two rig slots for T2 was explained by CCP that it's because those ships have T2 resists, well marauders don't have them at least at full ;)
Aand yeah that overheating system would be awesome |
Vulfen
Snuff Box
66
|
Posted - 2013.10.14 10:16:00 -
[5553] - Quote
marVLs wrote:Arthur Aihaken wrote:marVLs wrote: 600 rigs calibration or 3rd rig or +1 med(vargur, kronos,paladyn ) +1low slot (golem )instead of high slot automatically overheated guns when in bastion without taking heat damage[/list] All T2s only get two rig slots (it's a T2 thing). The automatic overheat/absorb has been suggested a few times (still one of my favorite ideas). Two rig slots for T2 was explained by CCP that it's because those ships have T2 resists, well marauders don't have them at least at full ;) Aand yeah that overheating system would be awesome
Considering that the ship opens up vents on the ship for extra cooling, the OH option would make sense with both the style of play and looks of the ship for pvp.
As for more rigs, it would be nice to have them but to be in keeping with CCPs design of T2 ships it cannot go ahead.
And they still need to look into the slot layout. nearly everyone is saying this
|
DSpite Culhach
Corp 54 Curatores Veritatis Alliance
183
|
Posted - 2013.10.14 10:20:00 -
[5554] - Quote
Ralph King-Griffin wrote:baltec1 wrote:Arthur Aihaken wrote:Ralph King-Griffin wrote:ROFL, " but my mach is better at being a mach than these ships, F*** YOU CCP" Pretty sure the Mach is next in line for the nerf bat... It is. Which makes the whining all the sweeter. The funny thing is that ccp are effectively filling the marauders mouths full of chocolate and doing lovely things to their bottom halves.
"... and doing lovely things to their bottom halves"
I just got some really disturbing imagery then. 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 |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 11:14:00 -
[5555] - Quote
In order to make Marauders more viable pve and pvp option is to fix its core problems:
- Fixing scan resolution (%70 pvp, %30 pve) - Fixing sensor strength (%80 pvp, %20 pve) - T2 Resists (%50 pvp, %50 pve)
- Just fixing these will make them more considerable option for pvp. They really needed nothing else. - Salvaging mechanics are already be taken care of so no problems there. - Remove mjd bonus. Put a cap recharge bonus per marauder level instead. (mwd+ab+active tank friendly) - For the bastion module (not mentioning falloff+optimal bonus); a - Reducing heat by ((marauders level * 16) + (high energy physics * 2)) percent. (makes 90 percent at most) b - Remove ewar immunity (went for constant sensor strength increase + scan res. instead) c - Remove mobility penalty. d - Remove local repair bonus while in bastion if it still has one in its current iteration. e - Powergrid boost is fine since it will give people more choices. f - Remove that extra +1 high. +1 med slot for ST marauders, and +1 low slot for AT marauders.
What about this? |
Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
276
|
Posted - 2013.10.14 11:21:00 -
[5556] - Quote
Zeljko Margeta wrote:Could you please do a mirror of the skill tree to Sisi so we can get our hands on the new Marauders? Since they have a new skill requirement and some of us were a bit eager to train it on Tranquility, it would be awesome if we could have a test run on Sisi Log onto sisi, open moveme channel, type bastion.
Enjoy. I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |
Ralph King-Griffin
Var Foundation inc.
107
|
Posted - 2013.10.14 11:29:00 -
[5557] - Quote
Shivanthar wrote:In order to make Marauders more viable pve and pvp option is to fix its core problems:
- Fixing scan resolution (%70 pvp, %30 pve) - Fixing sensor strength (%80 pvp, %20 pve) - T2 Resists (%50 pvp, %50 pve)
- Just fixing these will make them more considerable option for pvp. They really needed nothing else. - Salvaging mechanics are already be taken care of so no problems there. - Remove mjd bonus. Put a cap recharge bonus per marauder level instead. (mwd+ab+active tank friendly) - For the bastion module (not mentioning falloff+optimal bonus); a - Reducing heat by ((marauders level * 16) + (high energy physics * 2)) percent. (makes 90 percent at most) b - Remove ewar immunity (went for constant sensor strength increase + scan res. instead) c - Remove mobility penalty. d - Remove local repair bonus while in bastion if it still has one in its current iteration. e - Powergrid boost is fine since it will give people more choices. f - Remove that extra +1 high. +1 med slot for ST marauders, and +1 low slot for AT marauders.
What about this?
ZZZZZZZZZZZZZZ current iteration is interesting, this isnt. If in doubt...do...excessively. |
Edora Madullier
French Kiss Singularity Astromechanica Federatis
25
|
Posted - 2013.10.14 11:46:00 -
[5558] - Quote
Shivanthar wrote:In order to make Marauders more viable pve and pvp option is to fix its core problems:
- Fixing scan resolution (%70 pvp, %30 pve) - Fixing sensor strength (%80 pvp, %20 pve) - T2 Resists (%50 pvp, %50 pve)
- Just fixing these will make them more considerable option for pvp. They really needed nothing else. - Salvaging mechanics are already be taken care of so no problems there. - Remove mjd bonus. Put a cap recharge bonus per marauder level instead. (mwd+ab+active tank friendly) - For the bastion module (not mentioning falloff+optimal bonus); a - Reducing heat by ((marauders level * 16) + (high energy physics * 2)) percent. (makes 90 percent at most) b - Remove ewar immunity (went for constant sensor strength increase + scan res. instead) c - Remove mobility penalty. d - Remove local repair bonus while in bastion if it still has one in its current iteration. e - Powergrid boost is fine since it will give people more choices. f - Remove that extra +1 high. +1 med slot for ST marauders, and +1 low slot for AT marauders.
What about this?
No. The current iteration, while far from being perfect, brings something unique with the MJD and range bonuses, not to mention the ewar immunity. Yours is just a slightly modified BS-sized Assault Ship with random bonuses. Although the Vargur (and maybe Golem too, I did not test it), suffers a bit from poor range with AC and poor DPS with arties. It may be a good idea to lower alpha and increase RoF with a special bonus on the Vargur. |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 11:50:00 -
[5559] - Quote
Ralph King-Griffin wrote:
ZZZZZZZZZZZZZZ current iteration is interesting, this isnt.
Can you please tell me, by side-by-side comparison, what makes it NOT interesting in my last proposal?
And, exactly how you find an immobile sitting sniper platform more interesting while giving "ZZZZZZZ" to having mobility and more options? |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 11:52:00 -
[5560] - Quote
Edora Madullier wrote: No. The current iteration, while far from being perfect, brings something unique with the MJD and range bonuses, not to mention the ewar immunity. Yours is just a slightly modified BS-sized Assault Ship with random bonuses. Although the Vargur (and maybe Golem too, I did not test it), suffers a bit from poor range with AC and poor DPS with arties. It may be a good idea to lower alpha and increase RoF with a special bonus on the Vargur.
I didn't say anything about range bonuses, leaving only mjd bonus out. |
|
Debora Tsung
The Investment Bankers Guild
520
|
Posted - 2013.10.14 11:53:00 -
[5561] - Quote
Shivanthar wrote:Ralph King-Griffin wrote:
ZZZZZZZZZZZZZZ current iteration is interesting, this isnt.
Can you please tell me, by side-by-side comparison, what makes it NOT interesting in my last proposal? And, exactly how you find an immobile sitting sniper platform more interesting while giving "ZZZZZZZ" to having mobility and more options?
Because all that stuff you wrote up is already present in other ships while the new marauders are new and unique to subcaps?
Just sayin'... Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 12:15:00 -
[5562] - Quote
Debora Tsung wrote:
Because all that stuff you wrote up is already present in other ships while the new marauders are new and unique to subcaps?
Just sayin'...
Thank you for replying :)
I am now sure that with "new marauders", people want to snipe in an immobile platform, given so called ewar immunity (nos?), and be able to repair close to half of their shield/armor with one asb pass.
Well, this is NOT something new for pve, counting my dejavu feeling for any other arty platform or sniper drone ship!
For pvp, yes, it is new, now people will have a chance to hunt sitting ducks :P
Edit: I feel somebody will jump on me saying "ffs you don't have to use bastion in pvp, ur idiot". So again, what was the new idea that seems interesting and new, may I ask? |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 12:22:00 -
[5563] - Quote
An iteration that promises something which brings an answer to a non-asked question of pvp marauders: Being able to do something that you shouldn't use. Outside of bastion mode everything else is nerfed. You will only get mjd bonus. So, this iteration is nothing but a nerf to never-existed pvp marauder.
Just sayin' |
Debora Tsung
The Investment Bankers Guild
520
|
Posted - 2013.10.14 12:31:00 -
[5564] - Quote
Shivanthar wrote:An iteration that promises something which brings an answer to a non-asked question of pvp marauders: Being able to do something that you shouldn't use. Outside of bastion mode everything else is nerfed. You will only get mjd bonus. So, this iteration is nothing but a nerf to never-existed pvp marauder.
Just sayin'
No offense, but what you wrote up sounds more like a "turn my marauder into a slow machariel" button...
I'd just buy a mach if I wanted one. Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 12:34:00 -
[5565] - Quote
Debora Tsung wrote:Shivanthar wrote:An iteration that promises something which brings an answer to a non-asked question of pvp marauders: Being able to do something that you shouldn't use. Outside of bastion mode everything else is nerfed. You will only get mjd bonus. So, this iteration is nothing but a nerf to never-existed pvp marauder.
Just sayin' No offense, but what you wrote up sounds more like a "turn my marauder into a slow machariel" button... I'd just buy a mach if I wanted one.
Mach's will get nerfed, so now marauders will replace them :P Just joking.
But, the turnaround is that current iteration is much cheaply and easily replacable by a tornado and 1-2 ships accompanying it ^.^ |
Debora Tsung
The Investment Bankers Guild
520
|
Posted - 2013.10.14 12:38:00 -
[5566] - Quote
Shivanthar wrote:Debora Tsung wrote:Shivanthar wrote:An iteration that promises something which brings an answer to a non-asked question of pvp marauders: Being able to do something that you shouldn't use. Outside of bastion mode everything else is nerfed. You will only get mjd bonus. So, this iteration is nothing but a nerf to never-existed pvp marauder.
Just sayin' No offense, but what you wrote up sounds more like a "turn my marauder into a slow machariel" button... I'd just buy a mach if I wanted one. Mach's will get nerfed, so now marauders will replace them :P Just joking. But, the turnaround is that current iteration is much cheaply and easily replacable by a tornado and 1-2 ships accompanying it ^.^ Edit: A single domi should be enough also.
Well, I don't have 3 accounts, so one marauder will have to do for me. Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 12:44:00 -
[5567] - Quote
Debora Tsung wrote:Shivanthar wrote:Debora Tsung wrote:Shivanthar wrote:An iteration that promises something which brings an answer to a non-asked question of pvp marauders: Being able to do something that you shouldn't use. Outside of bastion mode everything else is nerfed. You will only get mjd bonus. So, this iteration is nothing but a nerf to never-existed pvp marauder.
Just sayin' No offense, but what you wrote up sounds more like a "turn my marauder into a slow machariel" button... I'd just buy a mach if I wanted one. Mach's will get nerfed, so now marauders will replace them :P Just joking. But, the turnaround is that current iteration is much cheaply and easily replacable by a tornado and 1-2 ships accompanying it ^.^ Edit: A single domi should be enough also. Well, I don't have 3 accounts, so one marauder will have to do for me.
That was a pvp side, in pve, you can accomplish same with a maelstrom or dominix already! |
Debora Tsung
The Investment Bankers Guild
523
|
Posted - 2013.10.14 12:53:00 -
[5568] - Quote
Shivanthar wrote:That was a pvp side, in pve, you can accomplish same with a maelstrom or dominix already! Or Rattlesnake or Raven or Hyperion or Rokh or Drake or etc. etc.
What I want to say is, with all that stuff, bastion mod, MJD recharge Bonus, etc.
The new marauders really will be unique as battleship size vessels, while all the the other stuff already exists I for my part do not need yet another ship that's just like all the others out there.
Granted, there were other ways to accomplish that, but I still think the current iteration is a good solution. Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |
Ralph King-Griffin
Var Foundation inc.
110
|
Posted - 2013.10.14 12:53:00 -
[5569] - Quote
Apologies for the absence there, (getting the kids down) The new marauders don't fit into any current sub-cap fleet doctrine and will need a new one, thus bring something interesting to the game.
Harmonizing with the established ones brings nothing new, If in doubt...do...excessively. |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 13:14:00 -
[5570] - Quote
"New Marauders"
Where?
There are no new Marauders. Actually the last idea of Joe Risalo, which I also agree with is really about "new marauders". This is the thread of current marauders, and about re-balancing them. Re-balance means they're out-balanced in time, their stats need some work in order to keep up with the game. This is not necessarily about a new ship.
What design team did is that they just put a module that transforms you. People have been using Marauders for pve missions, and their current ship is getting a nerf without transformation. What I suggest is a re-balance proposal, not a new ship or module. That was my point of view.
But then, Debora Tsung kindly said that what I proposed was simply a slow mach, which was indeed close. I failed to propose the right thing, but again, that didn't also justify the new design brings something enjoying in the arsenal.
I mean I have to jump-sit-jump-sit during missions from now on :( I really wanted to clash my shield into enemies' hull. I want to hear the scream of my shields when being low, I want to fight in a way that I've been fighting so far without getting nerfed! I want to fight like: http://youtu.be/MXcLybhbChQ
That was my enjoyment :P, now I will have to snipe in order to maintain isk/hour... :( |
|
Ralph King-Griffin
Var Foundation inc.
110
|
Posted - 2013.10.14 13:21:00 -
[5571] - Quote
Shivanthar wrote:"New Marauders" Where? There are no new Marauders. Actually the last idea of Joe Risalo, which I also agree with is really about "new marauders". This is the thread of current marauders, and about re-balancing them. Re-balance means they're out-balanced in time, their stats need some work in order to keep up with the game. This is not necessarily about a new ship. What design team did is that they just put a module that transforms you. People have been using Marauders for pve missions, and their current ship is getting a nerf without transformation. What I suggest is a re-balance proposal, not a new ship or module. That was my point of view. But then, Debora Tsung kindly said that what I proposed was simply a slow mach, which was indeed close. I failed to propose the right thing, but again, that didn't also justify the new design brings something enjoying in the arsenal. I mean I have to jump-sit-jump-sit during missions from now on :( I really wanted to clash my shield into enemies' hull. I want to hear the scream of my shields when being low, I want to fight in a way that I've been fighting so far without getting nerfed! I want to fight like: http://youtu.be/MXcLybhbChQThat was my enjoyment :P, now I will have to snipe in order to maintain isk/hour... :( You know you can jump towards the enemies If in doubt...do...excessively. |
Shivanthar
Thrilling Institution of TaTas Permanent Mental Syndrome
32
|
Posted - 2013.10.14 13:27:00 -
[5572] - Quote
Ralph King-Griffin wrote: You know you can jump towards the enemies
It would be cool if I can adjust how further I jump. Unfortunately, you'll mostly fall behind the enemy, sometimes much far away. Even if I jump right into them, since my ship got nerfed, I will get more damage on my little lesser hull, I have to reduce risk by pushin saveMeButton, which will immobilize me :(
This will reduce the enjoyment of being actively manuavering between enemy hulls. Sitting is simply boring. And I haven't been sitting so far with my Marauder. So, I am not proposing something that have never been here. I just want to move! Ofc without getting nerfed. |
Ralph King-Griffin
Var Foundation inc.
111
|
Posted - 2013.10.14 13:29:00 -
[5573] - Quote
Shivanthar wrote:Ralph King-Griffin wrote: You know you can jump towards the enemies
It would be cool if I can adjust how further I jump. Unfortunately, you'll mostly fall behind the enemy, sometimes much far away. Even if I jump right into them, since my ship got nerfed, I will get more damage on my little lesser hull, I have to reduce risk by pushin saveMeButton, which will immobilize me :( This will reduce the enjoyment of being actively manuavering between enemy hulls. Sitting is simply boring. And I haven't been sitting so far with my Marauder. So, I am not proposing something that have never been here. I just want to move! Ofc without getting nerfed.
I would also love to see an variable jump distance.
If in doubt...do...excessively. |
Kagura Nikon
Mentally Assured Destruction
581
|
Posted - 2013.10.14 13:35:00 -
[5574] - Quote
Serge SC wrote:I agree with what's said. If we're not allowing ANY assistance, why should we allow neuting? These ships have an extremely high reliance on their caps. When Bastion'ed, one is too vulnerable to neuts, tank requires cap to work, and in the case of the paladin and kronos, to shoot. Since we're immobile, it's quite a flaw that we can get capped out entirely and become sitting target practice...
After some more tessting with the Vargur, I like it, quite a bit. I'd just add some extra shield HP on it and -forcebly have to rely on bastion- or give me proper T2 resists. Most T2 hulls have good resistances, but low HP. Why do Marauders get ever-so-slightly extra resists and no HP? We're getting the worst of both worlds and compensating with yet another "gimmick", the Bastion module.
EDIT: Also, if Bastion is here to stay on it's current iteration, might as well give us a T2 version of it too, like Siege Modules! 40% resists accross, 40% to optimal and falloff, and 150% to shield boosting, while also giving the ship added tracking 15%? (other option is to make the hull usable standalone and Bastion as an added thing)
because neuts have always been immune to ewar immunity. Same as in Dreads in siege , Moms, Titans etc...
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Arec Bardwin
1167
|
Posted - 2013.10.14 13:38:00 -
[5575] - Quote
marVLs wrote:[*] automatically overheated guns when in bastion without taking heat damage The automatic overheat guns stuff would be pretty cool. |
Vulfen
Snuff Box
66
|
Posted - 2013.10.14 13:42:00 -
[5576] - Quote
Ralph King-Griffin wrote:Apologies for the absence there, (getting the kids down) The new marauders don't fit into any current sub-cap fleet doctrine and will need a new one, thus bring something interesting to the game.
Harmonizing with the established ones brings nothing new,
I disagree they can fit nicely into some armour doctrines in low sec and would be a good replacement for faction BS gangs - you don't need to use bastion (though i'd still fit it and use it on occasions) and these ships can provide a good defence vs dread drops. while still dealing enough DPS across the field.
In 0.0 they would need to find a new doctrine - but i doubt they will be used.
People who plan on taking on the high sec Pvp that will come with POCO ownership will probably fly the shield versions in small active tanked fits vs un-organised foes as it may allow them to use a much smaller fleet and bait these people into a fight they would not normally do. |
Ralph King-Griffin
Var Foundation inc.
111
|
Posted - 2013.10.14 13:57:00 -
[5577] - Quote
Vulfen wrote:Ralph King-Griffin wrote:Apologies for the absence there, (getting the kids down) The new marauders don't fit into any current sub-cap fleet doctrine and will need a new one, thus bring something interesting to the game.
Harmonizing with the established ones brings nothing new, I disagree they can fit nicely into some armour doctrines in low sec and would be a good replacement for faction BS gangs - you don't need to use bastion (though i'd still fit it and use it on occasions) and these ships can provide a good defence vs dread drops. while still dealing enough DPS across the field. In 0.0 they would need to find a new doctrine - but i doubt they will be used. People who plan on taking on the high sec Pvp that will come with POCO ownership will probably fly the shield versions in small active tanked fits vs un-organised foes as it may allow them to use a much smaller fleet and bait these people into a fight they would not normally do. while happy to stand corrected, dose bastion fit into any? If in doubt...do...excessively. |
Serge SC
The Valhalla Project
52
|
Posted - 2013.10.14 14:34:00 -
[5578] - Quote
marVLs wrote:If they're designed to solo high class PVE then well... they won't work in lvl5 because Bastion dosn't have immunity to neuts. Marauders need:
- non stacking range bonuses in Bastion
- more scan res
- a little more locking range
- bigger range bonus for torps in Bastion
- neuts immunity in Bastion (or at least 50%)
- +50 drone bays
- better speed, more agile
- better warp speed
- a little more buffer
- 600 rigs calibration or 3rd rig or +1 med(vargur, kronos,paladyn ) +1low slot (golem )instead of high slot
- changing tractor bonus for something more usefull with new tractor structure (maybe bonus for salvager cycle, range and power)
- automatically overheated guns when in bastion without taking heat damage
These are nice, but would make them too OP. Perhaps some variations on them.
- Agreed on the non-stacking range bonus. Stacking barely gives me 8km extra range from my 1400 vargur and 20km falloff...
- Scan res is fine, perhaps a 15% increase, the more the merrier but wouldn't suffer that much about it
- This is a huge issue, locking range. As snipers, locking is important. 100km is just not enough without a SeBo, and ReSeBos won't work as they're RA immune.
- Don't know about torps, can't comment.
- Massive reduction to neuting, based on the Bastion skill, or improve the cap recharge based on the same skill. 15% per level reduction of neuts/nos effects per level (max 75%). (These ships are TOO reliant on cap to be this vulnerable)
- Agreed, dronebays are ridiculously small.
- The Vargur is already moving at 125m/s, I'll take that, but agility is a pain.
- Marauders warp faster than battleships (2.25 vs 2 AU), this will be a pain for all.
- Agreed. Need buffer, anti-ganking measure while out of Bastion.
- T2 ships have 2 rig slots, due to their resits (knock knock, give us native T2 resists). However, I would support +1 low slot for ST and +1 midslot for AT marauders, giving them either better utility or better damage application.
- Neutral towards the tractor bonus...no idea what else to put instead.
- This would be cool. Perhaps wrap it around the marauder skill, like the Strategic Cruiser skills, and reduce overheating damage 12.5% per level.
Main issue for a mission runner is a ganker. While bastioned, they can warp in, sit there, get optimals, choose proper ammunition, and just wait for Bastion to end, open fire, pop goes the marauder. As we're immobile already, sitting ducks or easy targets waiting to be shot down. Serge SC Le Frenchman Friendly FC |
The Rincewind
Galaxos Schild Schmiede
0
|
Posted - 2013.10.14 14:54:00 -
[5579] - Quote
Vargur and Kronos - Tranq to SiSi
The Vargur lost badly on the cap recharge
+5,9 % useage/recharge Tranq. -1,6 % on SiSi
Remind that bastion Module might use cap as well - but one is for sure
- to perma tank, u got to invest for a expensiv recharge mod (+24%) haw dare :( - currently u run out within 28min - not to to bad maybe someone will say, well we ll see.
The Kronos also lost a bit cap recharge but still stable
+ 8,3% useage/recharge Tranq. + 7,0% on SiSi
The Bastion Module bring up a boost but i don t feel baerly the need for it.
Who was the guy who brought this idea to implement?
|
Vulfen
Snuff Box
67
|
Posted - 2013.10.14 14:55:00 -
[5580] - Quote
Ralph King-Griffin wrote:Vulfen wrote:Ralph King-Griffin wrote:Apologies for the absence there, (getting the kids down) The new marauders don't fit into any current sub-cap fleet doctrine and will need a new one, thus bring something interesting to the game.
Harmonizing with the established ones brings nothing new, I disagree they can fit nicely into some armour doctrines in low sec and would be a good replacement for faction BS gangs - you don't need to use bastion (though i'd still fit it and use it on occasions) and these ships can provide a good defence vs dread drops. while still dealing enough DPS across the field. In 0.0 they would need to find a new doctrine - but i doubt they will be used. People who plan on taking on the high sec Pvp that will come with POCO ownership will probably fly the shield versions in small active tanked fits vs un-organised foes as it may allow them to use a much smaller fleet and bait these people into a fight they would not normally do. while happy to stand corrected, dose bastion fit into any?
They can work very well with none-triage carrier reps, because of their range they are able to stay on the carriers and still deal good dps so they can use the refitting service, in order to boost your tank while you field your ships to counter the dreads, or to boost DPS, change utility slots, combine with a couple proteus a loki and you have a good fleet, the paladin is especially good at this when you fit with tachs. |
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