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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Janeway84
Masters Of Destiny Pride Before Fall
22
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Posted - 2013.08.30 12:39:00 -
[661] - Quote
Rowells wrote:would it be possible to add a script to the bastion that allows you to choose between range/damage application and actual damage?
+1
Also Please not nerf the drone bay. And why so low sensor strenght on them still, i can see you want people to use the bastion mod but i think you shouldnt penalize people flying it in jamheavy enviroments.
Any chance you could have scripts to choose if you want better tank or better dmg/tracking or Ewar immunity instead of a everything in 1? Would make it more tactical to use then imo. replace tractor beam bonus with web range bonus and web strenght bonus.
I dont care much if its fuel or no fuel for the mod but i think its a bit overkill to introduce new skill to fit the bastion mod.
T2 resists would be very nice if you added to those very expesive and long to train for ships.
Otherwise i think the main ideas are great and daring wich will prob make players invent new ways to use the marauders in.
Will the marauder be untargeted by Pos Ecm when in bastion mode? |
MeBiatch
Republic University Minmatar Republic
1251
|
Posted - 2013.08.30 12:39:00 -
[662] - Quote
I think its awesome. .. people ***** for years that cpp does not care about interal reps... and now that they made an awesome solo tanking beast people are bitching its not5 good for rr... ffs There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Chi'Nane T'Kal
Interminatus Aeterna Anima
139
|
Posted - 2013.08.30 12:40:00 -
[663] - Quote
Cade Windstalker wrote:Chi'Nane T'Kal wrote:CCP Ytterbium wrote:The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those Also, remember the bastion cycle time is only 60 seconds when maxed. For Incursions, you can always pulse it on / off depending on circumstances. So..why can't the siegs skill (TWR) simply double dip? Strontium reduction for siege modules, time reduction for bastion modules. OR better yet: Strontium reduction AND time reduction for siege (and bastion - see below) modules, while a the same time increasing base cycle time for siege modules to end up with the same time for skill V. If you also reword the strontium reduction to 10% instead of the flat 25, it would end up being the same value, but you could also apply it to the 0 consumtion of bastion (=large siege, s.b.) modules. Then rename siege modules to CAPITAL siege modules and bastion modules to LARGE siege modules and you end up with a consistent system. As has been mentioned a couple of times in this (admittedly rather long) thread, Capital Commanders and Pilots do not want a timer reduction for Siege or Triage Mode. It is extremely important for the prosecution of capital warfare that everyone be starting and ending their siege cycles at the same time, otherwise someone with a lower timer may get the "Siege Red!" warning right AFTER their cycle starts up again, meaning they are dead since they can't jump, relocate, ect, and the fleet is not going to go for another cycle just so a few pilots can be saved.
BASE cycle time increase + reduction at skill V = exactly the same cycle time as now. It wouldn't be the firs skill that needs to be V before you're considered fleet-valid.
Quote: Also since Bastion bears very little resemblance to a Dreadnaught Siege Module this would be very inconsistent and confusing for new players.
Little resemblance? - ship cannot move - ship cannot be repped - ship gets a substantial boost
Sounds pretty similar to me.,
Quote: While I can certainly get behind less training time overall I also think that having a separate skill is likely required by CCP's code and helps to differentiate Marauders as not being part of the path to Dreadnaughts.
They will resemble a similar step, one from capital ships (where admittedly there IS no neutral basis), one from batleships. |
Mooer
Xoth Inc
15
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Posted - 2013.08.30 12:42:00 -
[664] - Quote
Lephia DeGrande wrote:I love the Concept but i dont get it why CCP isnt give Marauders T2 Resistence but reducing bastion resistance? reduce bastion resistance? where do you get that? it GAINS 30% more resistance in shield, armor ANd hull. and being combines with dcII, thats 72% resistance in hull for when it hits the fan.
and a paladin with an AAR will rep 1850 plus every 11.25 seconds with marauder 5. that x2 is over 3700 armor in pimp mode every 11.25 seconds. this is before adding the damnation or astarte bonus in or the changes in local rep amounts. so this will be around 4800 armor every 11.25 seconds on a local rep with a fleet up.
thats a shyt load of nastiness. all that + 4 tachyons that can hit at about 200k in beast mode, the ability to jump with mjd every minute to escape being pummeled?
they have to scram you, not 2 point you. they have to scram you, not infinipoint you from a hic. not bubbled, but scram you to jam the mjd.
i have no comment on the pg on the golem yet, i havent run the numbers myself.
but 5k pg on the vargur is something. 1400mm arties, with the vargurs fall off, 2 gyro's, 2 te II's, and beast mode (tracking bonus, fall off AND optimal bonus) makes it a 200k sniper from hell. and with the paladins range bonus from the apoc, beast mode and tachyons, yer talking about hitting someone with 10 tachyons from 200k for ugly damage. that x5 marauders is a helluva welcoming party.
and think about it..one doesnt have to train anything to continue to fly the marauders. they received a boost to their scan res, so they lock quicker, more grid, more cpu on some and some kewl other bonuses.
the paly kept the cap bonus and gained range. thats almost 120k mega pulse with scorch with a 30% bonus to tracking?
i cant see why peeps are upset. other than just being disgruntled and raving to hear themselves type. |
Zor'katar
Matari Recreation
168
|
Posted - 2013.08.30 13:00:00 -
[665] - 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). Wait... this requires the safeties to be turned off? Eww. Can that be changed? |
Tobias Hareka
Republic Military School Minmatar Republic
94
|
Posted - 2013.08.30 13:02:00 -
[666] - Quote
Deacon Ix wrote:Tobias Hareka wrote:Deacon Ix wrote:Desperately needs a Damage bonus when in deployed mode to make them viable in PvP, (and make them more like mini Dreads) "Let's obsolete pirate battleships." No? Maybe / Maybe not my point being that for a ship that size the local tank bonus isn't enough to offset not being able to receive RR in PvP, so in order to make the deployed mode a viable option in PvP there needs to be an incentive to go into it. Basically if dreads didn't get a damage bonus siege mode wouldn't be used and Pirate BS will still have the Damage and mobility and some fairly decent secondary bonuses (Webs and Neuts on those particular ones) and I vary rarely see the Mach, RS and NM in PvP anyway as there are now cheaper ships which are just as good.
Yes, for PvP. You have to also think that it will be used for PvE too. For example Paladin already does a bit over 1k dps with Tachs + Gleam. That's ~50 dps behind Tach NM with Navy Multi. It already has far better active tank than NM.
While it would be nice to have in PvP it would be massive buff to already good ships in PvE. Only Pirate ship that could compete dps wise against most Marauders would be Vindi. |
Noxisia Arkana
Deadspace Knights
24
|
Posted - 2013.08.30 13:10:00 -
[667] - Quote
Love it. Advanced weapons upgrade 5 and Gal. battleship 5 are next in the que.
Do miss the drones though. |
Lathaniel
Stimulus Rote Kapelle
0
|
Posted - 2013.08.30 13:10:00 -
[668] - Quote
Sigh this makes marauders even less relevant in pvp and is totally not needed for pve since as far as i know they don't need any help there. All marauders need is a sensor strength equal or slightly higher than t1 bs of the same hull and some fitting buffs for some of them and they are relevant in pvp for small to medium sized pvp.
a non moving bs is either a dead bs no matter how much tank it has or just ignored |
Omnathious Deninard
Novis Initiis
1484
|
Posted - 2013.08.30 13:14:00 -
[669] - Quote
I am usually not the one to ask this, but we could use these on the test server ASAP there seems to be a lot of issues that need to be worked out. Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
Invisusira
The Rising Stars The Initiative.
204
|
Posted - 2013.08.30 13:15:00 -
[670] - Quote
omg omg omg
now I'm REALLY glad that new Apoc model made me train for Mauraders
give it to me Core Skills | EVE Music | Internet Spaceship Killboard Link |
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Mournful Conciousness
Embers Children TOHA Conglomerate
264
|
Posted - 2013.08.30 13:18:00 -
[671] - Quote
So, just for fun, I have knocked up a little cyno bait vargur fit in pyfa - this uses existing stats: [Vargur, bait]
Damage Control II Expanded Cargohold II x 4
X-Large Ancillary Shield Booster, Cap Booster 400 x 3 EM Ward Field II
Adaptive Invulnerability Field II x 2
Cynosural Field Generator I
Large Cargohold Optimization II Large Processor Overclocking Unit I
Stats: BEFORE OVERHEATING AND IMPLANTS Constant tank (1.5 ASBs) 1689 cargohold capacity: 3650 Number of Navy 400 charges: 228 plus in the boosters 21 Total Navy 400 charges 249
Boost per charge (HP) 1482 average resists 76.0750.76075 EHP per charge 6194.357367 Total EHP from charges 1542394.984 Base EHP 64100 TOTAL EFFECTIVE HP 1606494.984
So this is a 1.6M hitpoint cyno bait ship, before considering bastion mode.
If you switch on bastion mode, the constant tank becomes 3.3k and total effective hitpoints come to around 4.4 million. More than a carrier.
Note that this is just a T2 fit. No links, no implants. With crystal and blue pill we're looking at closer to 8 million effective hitpoints. Add some faction hardeners and it's more like 10 million.
I'll say that again. 10 million effective hitpoints.
I was under the impression we wanted to get rid of this kind of thing from the game?
Please take this nonsense back to the drawing board.
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |
Alsyth
84
|
Posted - 2013.08.30 13:19:00 -
[672] - Quote
Pretty bad imo.
In low/null-sec: true dreads will eat them for breakfast. Don't even need tracking mods or 90% webs to alpha them.
In hi-sec: station huggers will be delighted. Good enough self rep, immune to ewar... This is an horrible thing.
Your hate for Caldari and missiles really is annoying. Torpedoes have yet to be fixed, and Cruise will not benefit from a range bonus. |
NinjaStyle
hirr RAZOR Alliance
28
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Posted - 2013.08.30 13:25:00 -
[673] - Quote
Increased cruise missile range golem?!?! OMFG thats SOOOO good! I can't even IMAGINE how good this is because there is no WAY you can hit really far out with Cruise missiles! NOT A CHANCE!
(SARCASM in ON in this post!)
dont even get me started with how dumb it sounds with a unfittable torp golem with 25% torp velocity...... |
Darirol
Origin. Black Legion.
8
|
Posted - 2013.08.30 13:29:00 -
[674] - Quote
CCP Ytterbium wrote:[list] BASTION MODULE
Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized)
you guys know that damage control is not "immune" to stacking penalty instead it is just on another penalty table.
if you fit damage control and that phasing armor hardner you actually get a stacking penalty. if you guys are lazy and putthat fancy marauder bonus in the same "non stacking penalty table" as damage control and phasing armor hardner on ofthose 3 modules get a 40% stacking penalty.
maybe a good time to make those non stacking penalty bonuses working in the way they are supposed. |
Darenthul
SUPERIOR RESOURCES
372
|
Posted - 2013.08.30 13:29:00 -
[675] - Quote
As someone who spent the last year preparing my perfect fit Vargur, not going to lie this sucked at first glance.
However, in the end I think I'll be happy with the changes.
My only request, PLEASE call it a Tactical Siege Module, it won't confuse new players at all, and by the time someone can pilot a freaking Dreadnought they shouldn't be able to make a mistake like mixing the two up. "I find mining to be an incredibly relaxing thing to do after work. It's like fishing without waking up early. Or cold. But the beer, the beer is the same." - arramdaywalker |
Din Chao
351
|
Posted - 2013.08.30 13:31:00 -
[676] - Quote
Shut up and show us the animations, NOW! |
Cassius Longinus
Stimulus Rote Kapelle
16
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Posted - 2013.08.30 13:31:00 -
[677] - Quote
I can't see a good way to comp these in a small gang PVP sense... they seem fairly niche. Without a pretty significant damage bonus over other BS, I'm going to generally prefer the grid flexibility of the alternatives.
As someone else mentioned, they will make fairly good cyno bait.
Furthermore, you can't with one breath say they bridge the gap to capitals, and then with another not reuse those skills. |
Tobias Hareka
Republic Military School Minmatar Republic
94
|
Posted - 2013.08.30 13:33:00 -
[678] - Quote
Alsyth wrote:In hi-sec: station huggers will be delighted. Good enough self rep, immune to ewar... This is an horrible thing.
Try to dock when you have weapon flag... |
Vulfen
Snuff Box Urine Alliance
34
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Posted - 2013.08.30 13:33:00 -
[679] - Quote
Dear CCP
I Love the idea of the bastion module however i think you need to give it more thought and variety
Firstly just like siege and triage mods there should be a T1 and T2 version
I think the ships should rely on the module not just have it there to boost themselves
The Guns on the ship should be Scaled up + down at the same time, i.e capital guns but only 2 can be fitted to each ship so they would have
Id also like to see 2 types of Bastion module, one to be more DPS based the other tank based, as these ships will need the tanking role for PVE (great for incursions if you ask me) but the DPS role for PVP, and currently these ships have no where near enough DPS, or just a damage bonus on the module (not a big one 20% would be good)
The cycle time is a bit too long for a ship with as much ehp as these id like to see a 10% per-level reduction to bastion module cycle time, as all its going to take is 1 tracking dread on field and your doomed with 60 seconds sitting there
Also i think that while the bastion module is activated it should mean you take 15% more Heat damage from modules
One Final question why is the golem the only one to be left with a ewar buff, if one has it all should, therefore i think it should be swapped for a 10% bonus to explosion radius |
Dalphon Haman
Republic Military School Minmatar Republic
0
|
Posted - 2013.08.30 13:33:00 -
[680] - Quote
CCP Wow I do not know where to begin. For starters I don't think this is a bad idea, I just think with such a role overhaul why didn't they just make these using the Tier 3 BS Hull? Because honestly you are adding a new ship, and taking another out of the game.
Marauders are long haul training plan for a PvE ship, and an expensive hull. Now you're pulling the rug out. You are almost completely taking that role away. The Kronos loosing its web? Why. So now to hit anything smaller than a BC that gets close I have to MJD 100km out to kill it, except now to salvage the wreck I have to wait a minute to come out of bastion, then MJD back to the wreck because you are not increasing the tractor beam range??? Did no one think of that? Why even keep the tractor beam bonus if you are trying to encourage people to fight from outside the range? You're nerfing the drone BW/bays on top of losing the web bonus is going to make it a pain to kill the small stuff. You mentioned that blaster falloff was reaching 55-60 with null on the internal test server. Well If I need to hit that far I'll be using Rails. Why do Rails need anymore range? What is that going to do for me? I also do not really care about the wow tanking. Marauders tank pretty great already. I just don't get it.
I just don't think this is the balance Marauders needed. |
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Grunnax Aurelius
The Horny Heron's
199
|
Posted - 2013.08.30 13:37:00 -
[681] - Quote
Claire Raynor wrote:I really didn't expect this! Interesting - won't help me for PvE though!
EDIT - WOW - this is my first ever First :)) wont help pve, dude it still has combat salvage and in siege it has more tank, quit b i t c h i n g Marauder: 1 Subsystem to Modulate the Role they Fulfil: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=271219 |
Sougiro Seta
please be in W-Space
0
|
Posted - 2013.08.30 13:37:00 -
[682] - Quote
Main point I strongly disagree: drone bandwidth and so reduction. Nonsense, terrible nerf for pve runners. Ships requesting almost 2 months extra training from pirate BS's cannot deal less dps and have also SUCH a difference in drones. |
Katabrok First
Apukaray Security
43
|
Posted - 2013.08.30 13:37:00 -
[683] - Quote
CCP Ytterbium wrote: ...previous stuff...
However, the extra resists, damage projection, EW immunity is going to be of tremendous help in missions like "The Blockade" where there are 1346454 NPCs using E-war while in Bastion mode. Even without it, Kronos and Paladin new falloff and optimal range bonuses are going to be useful 100% of the time, instead of extreme close range like a web bonus.
NEWS: CCP Ytterbium is changing "The Blockade" to have 1346454 NPCs!!! It is here, you all can see it!!! |
GAR0
Bulgarian Space Adventures
0
|
Posted - 2013.08.30 13:38:00 -
[684] - Quote
SkupojHren wrote:what?i dont even know where to start
Extends all large turret falloff and tracking by 25% Increases all large missile max velocity by 25%
why missiles dont get a second bonus?turrets get falloff and tracking.
also,why only 4 guns/marauder?with the extra slot gained and pg,you guys can increase the gun/missiles slot to 5
These are my questions too |
Freighdee Katt
Center for Advanced Studies Gallente Federation
529
|
Posted - 2013.08.30 13:44:00 -
[685] - Quote
CCP Ytterbium wrote:However, the extra resists, damage projection, EW immunity is going to be of tremendous help in missions like "The Blockade" where there are 1346454 NPCs using E-war while in Bastion mode. Even without it, Kronos and Paladin new falloff and optimal range bonuses are going to be useful 100% of the time, instead of extreme close range like a web bonus. The EWAR immunity alone is going to make these the go to ships for PvE mission runners. No more being permajammed by ECM spam or damped down to 1km targeting range by NPC frigates orbiting you at 250km. This is a really, really nice bonus to have on a subcap ship.
I don't know enough to say how these are going to work out in PvP, but for PvE at least you made some already reasonably good ships a whole lot better in a thoughtful and interesting way. Among all the balancing changes so far, this one stands out next to the Tech 1 cruiser renaissance as one of the truly great outcomes.
Good job. EvE is supposed to suck.-á Wait . . . what was the question? |
hmskrecik
TransMine Group German Information Network Alliance
104
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Posted - 2013.08.30 13:44:00 -
[686] - Quote
Mournful Conciousness wrote:I'll say that again. 10 million effective hitpoints.
By the same token cap stable active tanking ship has infinite EHP. And your point is?
It still can be alpha'd. |
Invisusira
The Rising Stars The Initiative.
204
|
Posted - 2013.08.30 13:49:00 -
[687] - Quote
guys guys guys
all four hulls have undergone re-models relatively recenetly
which means that they most likely designed the new models with the intent of new animations
which means that they've know about this change all along
basically what I'm trying to say is ccp faked the moon landing Core Skills | EVE Music | Internet Spaceship Killboard Link |
El Geo
Pathfinders.
161
|
Posted - 2013.08.30 13:51:00 -
[688] - Quote
Volitaire wrote: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.
To be fair they may very well do that, although I would imagine the skill book for marauders to take less time to train Also, like the idea but feel a damage rather than range bonus's would be more suitable (becuase 'highsec pos') path-+find-+er (pthfndr, p+ñth-)n. 1. One that discovers a new course or way, especially through or into unexplored regions.
http://www.youtube.com/user/EvEPathfinders/videos?view=0 |
Altrue
Exploration Frontier inc
551
|
Posted - 2013.08.30 13:52:00 -
[689] - Quote
Now we need a way to watch the microjump drive cooldown delay. G££ <= Me |
Alundil
Seniors Clan Get Off My Lawn
293
|
Posted - 2013.08.30 13:53:00 -
[690] - Quote
I like this idea for marauders. Spice things up a bit. Nice job. Clone mechanics enchancements Deep Space Probe Revival |
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