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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Dheeradj Nurgle
Hoover Inc. Black Legion.
517
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Posted - 2013.08.29 20:04:00 -
[31] - Quote
I... oh wow.
The changes on the Missiles are kinda underwelming compared to the rest though. |
Blodhgarm Dethahal
Transcendent Sedition Dustm3n
24
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Posted - 2013.08.29 20:04:00 -
[32] - Quote
adopt wrote:Anyone else think that their Paladin is going to go "vertical"
huehuehuehue
Don't you touch my Paladin -Bl+¦d
Wormholes are the best Space.. |
Volitaire
3-Strikes Nulli Secunda
12
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Posted - 2013.08.29 20:05:00 -
[33] - Quote
Zhilia Mann wrote:Volitaire wrote:I'm getting rather tired of every ship 'upgrade' having a new, or multiple, associated skills go along with it. This may not be the thread for it, but why? There are definitely people running out of things to train and -- let's face it -- this one in particular is far from a mandatory skill for most purposes. Unless you make a habit of removing high sec towers it seems pretty niche.
CCP is intentionally adding skills to increase training time to effectively use old ships, mods, etc. Instead, they should just roll the 'bastion' skillbook into say, Tactical Weapon Reconfiguration, as it serves the exact same function. |
Maximus Aerelius
PROPHET OF ENIGMA
471
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Posted - 2013.08.29 20:06:00 -
[34] - Quote
Capqu wrote:hey how come the siege module only gives missiles one bonus?
guns get application bonus + range missiles get range
doesnt really make sense to me
Paladins are in the same boat with only 1 "Weapon" bonus:
5% bonus to capacitor capacity 7.5% bonus to Large Energy Turret optimal range Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
BadAssMcKill
Love Squad
335
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Posted - 2013.08.29 20:06:00 -
[35] - Quote
Hella weird changes http://i.imgur.com/6j6cIZE.gif-á |
Mirrodin
eXceed Inc. No Holes Barred
65
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Posted - 2013.08.29 20:06:00 -
[36] - Quote
I'm really curious about the application (or removal) of Marauders from the Alliance Tournament after this change. |
Maximus Aerelius
PROPHET OF ENIGMA
471
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Posted - 2013.08.29 20:07:00 -
[37] - Quote
Volitaire wrote:CCP is intentionally adding skills to increase training time to effectively use old ships, mods, etc. Instead, they should just roll the 'bastion' skillbook into say, Tactical Weapon Reconfiguration, as it serves the exact same function.
But that skill reduces Strontium Clathrate consumption:
"Skill at the operation of siege modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level."
As noted in the OP:
Quote:Uses no specific fuel or capacitor - we were discussing the use of Heavy Water as fuel. However, it doesn't really provide any gameplay (as CCP Rise mentioned, capacitor is the main limiting factor in combat with those ships). Plus it adds more consumables to a class that already commonly uses charges for weapons, cap boosters and need to keep cargo for possible salvaging. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Zane Lowe
I Need Some Brothers of Tangra
76
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Posted - 2013.08.29 20:08:00 -
[38] - Quote
Please please please give it a damage bonus too |
Torialdin
High Voltage Industries Ash Alliance
0
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Posted - 2013.08.29 20:09:00 -
[39] - Quote
Will we be able to activate bastion in HI? That will make level 4 mission too easy |
Makoto Priano
Priano Trans-Stellar State Services
4553
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Posted - 2013.08.29 20:10:00 -
[40] - Quote
Hmmmm. So-- the Bastion seems nifty! The thing is, though, that additional tanking isn't something that lights my fire. Sure, it helps, but aside from range, it doesn't seem much use.
I suppose with the additional tank, though, the idea is that more modules can be dedicated to damage application, increasing effectiveness against small targets.
Hm.
I don't want to go full meh on this, but it does seem underwhelming. |
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White Tree
Love Squad Confederation of xXPIZZAXx
904
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Posted - 2013.08.29 20:10:00 -
[41] - Quote
Transformers snipe
https://www.youtube.com/watch?v=RJMqGHofdec Former member of CSM6. |
Onslaughtor
Carbon Dateing
56
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Posted - 2013.08.29 20:10:00 -
[42] - Quote
Can I use it in high sec? Does bastion give optimal bonus (Paladin would be sad)? And did I do my math right (70% reduction in MJD time comes out to 54 sec)?
Also I love it.
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Blodhgarm Dethahal
Transcendent Sedition Dustm3n
24
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Posted - 2013.08.29 20:11:00 -
[43] - Quote
Anyone else thinking double XLASB Vargur with this will be OP.. like.. Dreadnought sized tank. -Bl+¦d
Wormholes are the best Space.. |
Antoine Jordan
SUNDERING Goonswarm Federation
36
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Posted - 2013.08.29 20:12:00 -
[44] - Quote
- Extends all large turret falloff and tracking by 25%
- Increases all large missile max velocity by 25%
This is weird. Falloff helps certain gun classes more than others. Missiles don't get a damage to application at all, just projection. If you have application/projection targets you're trying to hit, I think you'd be better off evening out the Bastion module effects in case of future use, and tweaking the specific Marauder stats to hit the goals. |
Maximus Aerelius
PROPHET OF ENIGMA
471
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Posted - 2013.08.29 20:12:00 -
[45] - Quote
CCP Ytterbium wrote:BASTION MODULE
Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized)
Do you mean that only one can be fitted per ship and I don't understand the (not stacking penalized) comment. Does this in fact mean that you could fit MOAR THAN ONE and activate two at the same time? *Cue wet pants* Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Jayne Fillon
Sanctuary of Shadows Renegade Alliance
13
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Posted - 2013.08.29 20:14:00 -
[46] - Quote
Looks absolutely great!
My only question is why no bonus to damage?
This seems like an obvious thing to add to a concept such as the "Bastion Module".
This doesn't make sense because when coupled with the MJD module, as a Golem will still not be able to hit out to 100km and beyond using torpedoes, while the Paladin will be able to hit out much farther than 100km with or without the Bastion module. So my question is, why is damage projection a priority over raw damage, when the Marauders have very different concepts of damage projection to begin with? |
CueCue QQ
Applied Agoraphobia Sinewave Alliance
0
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Posted - 2013.08.29 20:15:00 -
[47] - Quote
Badly needs a DPS bonus to go with it. For having to be 100% committed to an action for that kind of time, it should AT LEAST be able to kick around 3k DPS, 4k would be better. This is, after all, a highsec/subcapital WH dread. |
nonsciolist
don't do that
4
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Posted - 2013.08.29 20:15:00 -
[48] - Quote
Maximus Aerelius wrote:CCP Ytterbium wrote:BASTION MODULE
Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized) Do you mean that only one can be fitted per ship and I don't understand the (not stacking penalized) comment. Does this in fact mean that you could fit MOAR THAN ONE and activate two at the same time? *Cue wet pants*.
I guess it means that bonus doesn't have a stacking penalty when used with a damage control.. |
marVLs
379
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Posted - 2013.08.29 20:16:00 -
[49] - Quote
Awesome (i propose transforming BS's by myself ;) but for T3 ships).
But i still don't like TP bonus on Golem... You removed EW bonus from other marauders but leave this... I rather see 5% explosion radius reduction in it's place (with removing mid slot)
Second thing is Bastion module, looks very cool but...
- Extends all large turret falloff and tracking by 25%
- Increases all large missile max velocity by 25%
Why two bonuses for turrets and only one for missiles? It should be 25% for missile max velo and explosion radius (then i will live somehow without expl bonus on Golem...). I believe it's only mistake because as You say it should give marauders better damage aplication, but without explo radius bonus it wont give it to missiles... |
Harvey James
Deep Core Mining Inc. Caldari State
469
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Posted - 2013.08.29 20:16:00 -
[50] - Quote
doesn't say if its a high slot module or not i assume so by the pg and the +1 high slot added to them all also i still think its weird they only use 4 turrets/launchers seems a little OP too me.
Also how much can a Vargur in bastion mode with ASB's rep .... 4 or 5 battleships????
Also kronos has a falloff and tracking bonus aswell as the vargur and golem has TP bonus still seems a bit OP too me Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
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Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2623
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Posted - 2013.08.29 20:17:00 -
[51] - Quote
a'akanelle wrote:Very interesting...
On the specifics of the proposal... Can you start to spool your MJD in Bastion mode? Assuming EWar immunity includes Scrams what is to stop a small gang of these in low-sec? Just Bastion mode for 60 seconds, spool your MJD at 55 seconds, and you are gone before you can be tackled.
That said Marauders V finishes in 2 days, so I am looking very much looking forward to flying these. If you can't, the fact that a tackle will very likely have you targeted already otherwise makes you too much of an easy target.
The animation will tip them off when to click the point. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
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CCP Ytterbium
C C P C C P Alliance
2395
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Posted - 2013.08.29 20:17:00 -
[52] - Quote
Yes, this can be used in high-sec of course. You just get a weapon timer (requires security to be turned off though).
Do not underestimate the use of the bastion module, even for missions. The innate tank allows removal of tanking modules on fittings and the projection bonus helps a lot as well. I remember reaching 55-60km falloff on a Null Neutron Blaster Kronos on our internal test server
Only one bastion module may be fitted, but the resistance given don't stack, just like Damage Control. You can still fit one -with- a damage control though. |
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Harvey James
Deep Core Mining Inc. Caldari State
469
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Posted - 2013.08.29 20:17:00 -
[53] - Quote
CueCue QQ wrote:Badly needs a DPS bonus to go with it. For having to be 100% committed to an action for that kind of time, it should AT LEAST be able to kick around 3k DPS, 4k would be better. This is, after all, a highsec/subcapital WH dread.
that's just dumb ... don't caps do 2-3k dps?? these are clearly more about tank and range than raw dps Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
nahjustwarpin
Ministry of War Amarr Empire
67
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Posted - 2013.08.29 20:18:00 -
[54] - Quote
to everyone thinking that missiles should have another bonus like turrets have with falloff and tracking: falloff is only part of turrets range (in case of palading, it's really minimal), so to compensate for buffing only falloff (and not both optimal+falloff) turrets have second bonus. |
Maximus Aerelius
PROPHET OF ENIGMA
471
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Posted - 2013.08.29 20:19:00 -
[55] - Quote
nonsciolist wrote:Maximus Aerelius wrote:CCP Ytterbium wrote:BASTION MODULE
Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized) Do you mean that only one can be fitted per ship and I don't understand the (not stacking penalized) comment. Does this in fact mean that you could fit MOAR THAN ONE and activate two at the same time? *Cue wet pants*. I guess it means that bonus doesn't have a stacking penalty when used with a damage control. The OP even says: CCP Ytterbium wrote:
Only one may be fitted per Marauder, cannot be deactivated before cycle ends Lovely, sorry, must've missed that with the excitement! Thanks. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Harvey James
Deep Core Mining Inc. Caldari State
469
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Posted - 2013.08.29 20:19:00 -
[56] - Quote
CCP Ytterbium wrote:Yes, this can be used in high-sec of course. You just get a weapon timer (requires security to be turned off though). Do not underestimate the use of the bastion module, even for missions. The innate tank allows removal of tanking modules on fittings and the projection bonus helps a lot as well. I remember reaching 55-60km falloff on a Neutron Blaster Kronos on our internal test server Only one bastion module may be fitted, but the resistance given don't stack, just like Damage Control. You can still fit one -with- a damage control though.
have you considered reducing the strength of the bonuses a little so many 10% bonuses 100% bonuses seems too much once stacked alongside this bastion module and in general? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
FT Diomedes
The Graduates RAZOR Alliance
184
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Posted - 2013.08.29 20:20:00 -
[57] - Quote
As someone with Marauders V trained on three different accounts, I'm excited about changes to this ship class. What I am not excited about is a new skill. Why can't the new module use either Tactical Weapon Reconfiguration or Tactical Logistics Reconfiguration? This game doesn't need more skills. If necessary add a fuel bay and make the ship use Strontium or Heavy Water or something. |
Dinsdale Pirannha
Pirannha Corp
1168
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Posted - 2013.08.29 20:20:00 -
[58] - Quote
Ristlin Wakefield wrote:Looks like a pretty useful ship for solo ships to clear out higher level DED sites and maybe incursion stuff.
No, the Marauder is now finished in Incursions, because "However, like Dreadnoughts, they cannot be remote assisted or even move when that happens."
So bottom line, the new module is completely useless in Incursions, and they lose their web bonus, and lose DPS because the drone bandwidth is one third of what it was.
Yeah, but this is working as designed, because the null sec cartels hate incursions, and anything they can do to wreck income in them, they will. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
Harvey James
Deep Core Mining Inc. Caldari State
469
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Posted - 2013.08.29 20:22:00 -
[59] - Quote
I imagine the AT will be very different next year the marauders will just tank a whole team on their own Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
nahjustwarpin
Ministry of War Amarr Empire
67
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Posted - 2013.08.29 20:23:00 -
[60] - Quote
FT Diomedes wrote:As someone with Marauders V trained on three different accounts, I'm excited about changes to this ship class. What I am not excited about is a new skill. Why can't the new module use either Tactical Weapon Reconfiguration or Tactical Logistics Reconfiguration? This game doesn't need more skills. If necessary add a fuel bay and make the ship use Strontium or Heavy Water or something.
read first post |
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