Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 263 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 19:22:00 -
[7801] - Quote
Sh0plifter wrote:You realize that the mobile tractor has a 27,000m3 cargo hold. When using it in an area that would actually benefit from it your measly 600m3 isn't going to cut it to begin with. Then with that the noctis gets a 60% Range/Velocity per level. Giving it 300% R/V at level 5. Going 3x the amount the marauder can do. So wizzing through in a 150m fitted BS and either going back in a noctis or duel-boxing an alt is more effecient then doing it with a marauder. Because the range of 40 means the marauder is either Close-range/Close-ammo setup to do it as it goes or it has to move into range to do pull everything in. Where as the tractor/noctis get 120 and can pull everything in almost any mission/site/anomaly in landing so it can slowboat to the next accel gate if there is one there while it does everything.
Personally when I did PVE I would go in, nuke everything and have it dead by the next gate and then go. Come back in a Noctis or run an alt if I had one there in the mission area with me. The only benefit the Noctis has now are the 8 slots for salvaging. Simply drop a mobile tractor unit in each level and come back with the Noctis to salvage all the wrecks in a single spot. I am currently away, traveling through time and will be returning last week. |
DSpite Culhach
Corp 54 Curatores Veritatis Alliance
202
|
Posted - 2013.11.20 20:51:00 -
[7802] - Quote
Arthur Aihaken wrote:Sh0plifter wrote:You realize that the mobile tractor has a 27,000m3 cargo hold. When using it in an area that would actually benefit from it your measly 600m3 isn't going to cut it to begin with. Then with that the noctis gets a 60% Range/Velocity per level. Giving it 300% R/V at level 5. Going 3x the amount the marauder can do. So wizzing through in a 150m fitted BS and either going back in a noctis or duel-boxing an alt is more effecient then doing it with a marauder. Because the range of 40 means the marauder is either Close-range/Close-ammo setup to do it as it goes or it has to move into range to do pull everything in. Where as the tractor/noctis get 120 and can pull everything in almost any mission/site/anomaly in landing so it can slowboat to the next accel gate if there is one there while it does everything.
Personally when I did PVE I would go in, nuke everything and have it dead by the next gate and then go. Come back in a Noctis or run an alt if I had one there in the mission area with me. The only benefit the Noctis has now are the 8 slots for salvaging. Simply drop a mobile tractor unit in each level and come back with the Noctis to salvage all the wrecks in a single spot.
But if you drop a tractor structure and fly off, it wont work will it? Dont you have to have a person on grid in order for it to function? 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 |
Arthur Aihaken
The.VOID
618
|
Posted - 2013.11.20 21:39:00 -
[7803] - Quote
DSpite Culhach wrote:But if you drop a tractor structure and fly off, it wont work will it? Dont you have to have a person on grid in order for it to function? Within missions it continues to salvage, so you just have to return and scoop the mobile tractor units up. For a Marauder, I'd probably run 2-4 of the mobile tractor units, 2-3 salvagers and 5 salvage drones. I am currently away, traveling through time and will be returning last week. |
Anize Oramara
S T R A T C O M Critical-Mass
71
|
Posted - 2013.11.20 23:51:00 -
[7804] - Quote
You can solo C5 sites in a T2 fit Vargur with either boosts or a Crystal set (and it seems the Pally can do it too).
I for one welcome our new marauder overlords. |
Mournful Conciousness
Embers Children TOHA Conglomerate
371
|
Posted - 2013.11.21 00:01:00 -
[7805] - Quote
Anize Oramara wrote:You can solo C5 sites in a T2 fit Vargur with either boosts or a Crystal set (and it seems the Pally can do it too).
I for one welcome our new marauder overlords.
We are so looking forward to finding these solo wormhole maraduers. Oh the tears...
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Anize Oramara
S T R A T C O M Critical-Mass
71
|
Posted - 2013.11.21 00:26:00 -
[7806] - Quote
Mournful Conciousness wrote:Anize Oramara wrote:You can solo C5 sites in a T2 fit Vargur with either boosts or a Crystal set (and it seems the Pally can do it too).
I for one welcome our new marauder overlords. We are so looking forward to finding these solo wormhole maraduers. Oh the tears...
For what? a hull with a cheap T2 fit that I can buy from less than a single afternoon's work? I mean if you catch a cap fleet that will take at least 3 afternoons to replace then maybe but a single marauder? pfft.
kids |
Mournful Conciousness
Embers Children TOHA Conglomerate
371
|
Posted - 2013.11.21 00:38:00 -
[7807] - Quote
Anize Oramara wrote:Mournful Conciousness wrote:Anize Oramara wrote:You can solo C5 sites in a T2 fit Vargur with either boosts or a Crystal set (and it seems the Pally can do it too).
I for one welcome our new marauder overlords. We are so looking forward to finding these solo wormhole maraduers. Oh the tears... For what? a hull with a cheap T2 fit that I can buy from less than a single afternoon's work? I mean if you catch a cap fleet that will take at least 3 afternoons to replace then maybe but a single marauder? pfft. kids
For what? For what do we do anything in eve? For the fun! turning over a solo marauder and stealing its loot is the kind of thing that passes for opportunistic fun in WH space.
If I remember the video correctly, the vargur did one kind of c5 site in 50 minutes. To earn enough for a new vargur, you're going to have to do 5 sites - that's 5 hours.
There's quite a good chance that in that time a wormhole will open up into you, so you'll need to keep your eyes on the probe scan.
You might come out ahead, but there will be some nice killmails.
Don't take me the wrong way. I think that it's a good thing that there are ships that can do this - it will bring more life and interest to wormhole space, which seems to have become a little quiet recently.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Infinity Ziona
Cloakers
817
|
Posted - 2013.11.21 07:45:00 -
[7808] - Quote
I'm divided on the changes. On the one hand I really like that finally a battleship has a tank that is superior to everything else in game subcap. On the other I can tank a Blood Raider 10/10 without hardners and be cap stable. Seems slightly OP. But also its a battleship.
I'd like to see this on normal battleships but without the EW immunity and perhaps half the tankability of the Marauder. |
Mournful Conciousness
Embers Children TOHA Conglomerate
372
|
Posted - 2013.11.21 09:29:00 -
[7809] - Quote
Infinity Ziona wrote:I'm divided on the changes. On the one hand I really like that finally a battleship has a tank that is superior to everything else in game subcap. On the other I can tank a Blood Raider 10/10 without hardners and be cap stable. Seems slightly OP. But also its a battleship.
I'd like to see this on normal battleships but without the EW immunity and perhaps half the tankability of the Marauder.
:-) since you can build a dual-rep, triple remote rep, cap stable paladin which (with fleet boosts) tanks 9000dps with plenty of cap to spare, (+100 Gj/s) while being totally immune to ECM, I'd say marauders were totally OP - by a wide margin.
This triage marauder tanks as much as a... *dreadnaught in siege mode* while delivering 700dps, repairing its buddies and shrugging off a 12-man cruiser fleet.
This would be reasonable for a carrier, not a battleship. Bastion is just ridiculous.
As I said before, I'll abuse it while I can, but it needs to be removed from the game.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Anize Oramara
S T R A T C O M Critical-Mass
71
|
Posted - 2013.11.21 09:29:00 -
[7810] - Quote
actually he was doing around 300mill an hour so for a 1.2bill ship + fit its 4 hours. that said with a buddy as we are planning on running we should be able to reach around 750 an hour if we're good (refit to gank fit when not being focused will improve timess) meaning our break even will be around 3hours.
also being able to carry and refit to pvp fit before you even land means we should be able to give a small gang a run for its money.
hmm bait vargur... I hear thats a thing now |
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
807
|
Posted - 2013.11.21 09:36:00 -
[7811] - Quote
Mournful Conciousness wrote:Infinity Ziona wrote:I'm divided on the changes. On the one hand I really like that finally a battleship has a tank that is superior to everything else in game subcap. On the other I can tank a Blood Raider 10/10 without hardners and be cap stable. Seems slightly OP. But also its a battleship.
I'd like to see this on normal battleships but without the EW immunity and perhaps half the tankability of the Marauder. :-) since you can build a dual-rep, triple remote rep, cap stable paladin which (with fleet boosts) tanks 9000dps with plenty of cap to spare, (+100 Gj/s) while being totally immune to ECM, I'd say marauders were totally OP - by a wide margin. This triage marauder tanks as much as a... *dreadnaught in siege mode* while delivering 700dps, repairing its buddies and shrugging off a 12-man cruiser fleet. This would be reasonable for a carrier, not a battleship. Bastion is just ridiculous. As I said before, I'll abuse it while I can, but it needs to be removed from the game.
Bastion is not even powerful for most pvp scenarios. The power projection of the ship is very low. It cannot go along your fleet movement during combat so its use is very limited.
But I would prefer if the marauder had gotten only 50% more repair and in exchange 20% more damage.
That would make them central in static combat, not somethign you just ignore until the rest of the targets are gone.
Also you cannot compare the tank to a dread tank. a dozen arti boats will crush your marauders crossing the defense layer in 1 volley, while the dread only has to worry with a titan DD doing that ( because lets be frank, even in 0.0 500 battleships is not a common sight on a single gang). "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
807
|
Posted - 2013.11.21 09:40:00 -
[7812] - Quote
hmskrecik wrote:Mournful Conciousness wrote:These new marauders at first look like an awesome opportunity, but they are so OP that they will spoil the game. I wish I could get all dudes rambling that new marauders are nerfed beyond all recognition, put them together in one room with all dudes rambling that new marauders are overpowered like hell, give to each a brick and talk with the one who goes out.
The thing is, marauders made even easier to do PVE, but was already easier. But they are worse at doign isk/h in high sec.
Also the ship may LOOK powerful for PVP on paper, but on real battleground its immobility makes it not very relevant anywhere outside high sec POS bashing. Anywhere else they are just food for naglfar insta popping.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Mournful Conciousness
Embers Children TOHA Conglomerate
372
|
Posted - 2013.11.21 10:26:00 -
[7813] - Quote
Kagura Nikon wrote:hmskrecik wrote:Mournful Conciousness wrote:These new marauders at first look like an awesome opportunity, but they are so OP that they will spoil the game. I wish I could get all dudes rambling that new marauders are nerfed beyond all recognition, put them together in one room with all dudes rambling that new marauders are overpowered like hell, give to each a brick and talk with the one who goes out. The thing is, marauders made even easier to do PVE, but was already easier. But they are worse at doign isk/h in high sec. Also the ship may LOOK powerful for PVP on paper, but on real battleground its immobility makes it not very relevant anywhere outside high sec POS bashing. Anywhere else they are just food for naglfar insta popping.
You're right in null sec and 0.0 In WH space they are going to be very relevant. The fleets are smaller and (usually) there are no capitals.
Kagura Nikon wrote: Bastion is not even powerful for most pvp scenarios. The power projection of the ship is very low. It cannot go along your fleet movement during combat so its use is very limited.
Almost all WH combat is in a bubble, at ether a wormhole or a combat anomaly. The fight is very localised. Any ewar coming from the (immune to ewar) marauder is extremely relevant since it cannot be countered in any way other than a full (and lossy) retreat.
I take the point about alpahing a marauder (although the bait golem has about 250,000 ehp before you run the tank...) However, in WH space people just don't roam around in fleets of 25 artillery tornados like they do in 0.0 - you'd get murdered on a wormhole by a 5-man T3 fleet, and in any case there are just not enough targets available in a short enough time to keep the fleet interested.
WH combat is like u-boat combat - you spend a long time looking for a prize in a small squad.
Using a triage marauder in a C3/4 with a backup fleet nearby will become the bait-du-jour, and obvious bait is obvious.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
807
|
Posted - 2013.11.21 10:49:00 -
[7814] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:hmskrecik wrote:Mournful Conciousness wrote:These new marauders at first look like an awesome opportunity, but they are so OP that they will spoil the game. I wish I could get all dudes rambling that new marauders are nerfed beyond all recognition, put them together in one room with all dudes rambling that new marauders are overpowered like hell, give to each a brick and talk with the one who goes out. The thing is, marauders made even easier to do PVE, but was already easier. But they are worse at doign isk/h in high sec. Also the ship may LOOK powerful for PVP on paper, but on real battleground its immobility makes it not very relevant anywhere outside high sec POS bashing. Anywhere else they are just food for naglfar insta popping. You're right in null sec and 0.0 In WH space they are going to be very relevant. The fleets are smaller and (usually) there are no capitals. Kagura Nikon wrote: Bastion is not even powerful for most pvp scenarios. The power projection of the ship is very low. It cannot go along your fleet movement during combat so its use is very limited.
Almost all WH combat is in a bubble, at ether a wormhole or a combat anomaly. The fight is very localised. Any ewar coming from the (immune to ewar) marauder is extremely relevant since it cannot be countered in any way other than a full (and lossy) retreat. I take the point about alpahing a marauder (although the bait golem has about 250,000 ehp before you run the tank...) However, in WH space people just don't roam around in fleets of 25 artillery tornados like they do in 0.0 - you'd get murdered on a wormhole by a 5-man T3 fleet, and in any case there are just not enough targets available in a short enough time to keep the fleet interested. WH combat is like u-boat combat - you spend a long time looking for a prize in a small squad. Using a triage marauder in a C3/4 with a backup fleet nearby will become the bait-du-jour, and obvious bait is obvious.
Granted I do not have deep feel of wh current meta. My views are mostly from high sec, low sec and 0.0 combat. And low sec and 0.0 are not healthy places for marauders. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Anize Oramara
S T R A T C O M Critical-Mass
71
|
Posted - 2013.11.21 10:51:00 -
[7815] - Quote
yea man those roaming gangs of nags flying around wh space is what you have to look out for. |
Infinity Ziona
Cloakers
820
|
Posted - 2013.11.21 13:19:00 -
[7816] - Quote
Mournful Conciousness wrote:Infinity Ziona wrote:I'm divided on the changes. On the one hand I really like that finally a battleship has a tank that is superior to everything else in game subcap. On the other I can tank a Blood Raider 10/10 without hardners and be cap stable. Seems slightly OP. But also its a battleship.
I'd like to see this on normal battleships but without the EW immunity and perhaps half the tankability of the Marauder. :-) since you can build a dual-rep, triple remote rep, cap stable paladin which (with fleet boosts) tanks 9000dps with plenty of cap to spare, (+100 Gj/s) while being totally immune to ECM, I'd say marauders were totally OP - by a wide margin. This triage marauder tanks as much as a... *dreadnaught in siege mode* while delivering 700dps, repairing its buddies and shrugging off a 12-man cruiser fleet. This would be reasonable for a carrier, not a battleship. Bastion is just ridiculous. As I said before, I'll abuse it while I can, but it needs to be removed from the game. I don't see why being able to build a battleship, let me say that again - battleship - with an awesome tank, that can't be shut down by a ECM mod and made pointless, while doing ok but not OP dps, nowhere near that of a regular battleship with that sort of tank, is bad.
Why should battles be over in a few seconds, or a minute, that's a small ship mentality, these are battleships. They're supposed to do battle. Marauders are finally in the right spot on the field imo, I only hope that CCP follows up and allows bastion or some version on other battleships so they can be useful as well. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
809
|
Posted - 2013.11.21 14:31:00 -
[7817] - Quote
Anize Oramara wrote:yea man those roaming gangs of nags flying around wh space is what you have to look out for.
As I said, my view was not about WH, I am at least capable of addressing a statement as a minimally brain capable human. You on other hand must make a ******** statement that is on goon level of wisdom.
So I am forced to reply.. grand news.. WH population is a TINY fraction of 0.0 and low sec combined!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
809
|
Posted - 2013.11.21 14:33:00 -
[7818] - Quote
Infinity Ziona wrote:Mournful Conciousness wrote:Infinity Ziona wrote:I'm divided on the changes. On the one hand I really like that finally a battleship has a tank that is superior to everything else in game subcap. On the other I can tank a Blood Raider 10/10 without hardners and be cap stable. Seems slightly OP. But also its a battleship.
I'd like to see this on normal battleships but without the EW immunity and perhaps half the tankability of the Marauder. :-) since you can build a dual-rep, triple remote rep, cap stable paladin which (with fleet boosts) tanks 9000dps with plenty of cap to spare, (+100 Gj/s) while being totally immune to ECM, I'd say marauders were totally OP - by a wide margin. This triage marauder tanks as much as a... *dreadnaught in siege mode* while delivering 700dps, repairing its buddies and shrugging off a 12-man cruiser fleet. This would be reasonable for a carrier, not a battleship. Bastion is just ridiculous. As I said before, I'll abuse it while I can, but it needs to be removed from the game. I don't see why being able to build a battleship, let me say that again - battleship - with an awesome tank, that can't be shut down by a ECM mod and made pointless, while doing ok but not OP dps, nowhere near that of a regular battleship with that sort of tank, is bad. Why should battles be over in a few seconds, or a minute, that's a small ship mentality, these are battleships. They're supposed to do battle. Marauders are finally in the right spot on the field imo, I only hope that CCP follows up and allows bastion or some version on other battleships so they can be useful as well.
Mmm nerf t1 bastion to 50% more repair, allow it for any large hull . Make a t2 one that only marauders can use with 80% repair and 15% damage bonus? :))))) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Harvey James
The Sengoku Legacy
598
|
Posted - 2013.11.21 14:45:00 -
[7819] - Quote
mm.... i was amazed at how much a dual ASB vargur could tank .... maybe the bastion module should be nerfed a bit .... and add a T2 version that requires more skills and is about 80% of the current bastion module... although i found it hard to get the kronos to tank as much it kind of shows the disparency between ASB' and armour reps/AAR
Also i thought the bastion module didn't allow for fleet links to work on it am i wrong?? 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. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
810
|
Posted - 2013.11.21 15:03:00 -
[7820] - Quote
Harvey James wrote:mm.... i was amazed at how much a dual ASB vargur could tank .... maybe the bastion module should be nerfed a bit .... and add a T2 version that requires more skills and is about 80% of the current bastion module... although i found it hard to get the kronos to tank as much it kind of shows the disparency between ASB' and armour reps/AAR
Also i thought the bastion module didn't allow for fleet links to work on it am i wrong??
ASB are very limited time wise. For the typical engagement scenario of a marauder they are not the best choice. So not overpowered.
Bastion module is too extreme on one side and too weak on other. I need less defensive power and more offensive power. Add a 25% tracking and change the falloff bonus to 50% then reduec the repair ammount to somethign like 60-70% "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|
Mournful Conciousness
Embers Children TOHA Conglomerate
372
|
Posted - 2013.11.21 15:30:00 -
[7821] - Quote
Kagura Nikon wrote:Harvey James wrote:mm.... i was amazed at how much a dual ASB vargur could tank .... maybe the bastion module should be nerfed a bit .... and add a T2 version that requires more skills and is about 80% of the current bastion module... although i found it hard to get the kronos to tank as much it kind of shows the disparency between ASB' and armour reps/AAR
Also i thought the bastion module didn't allow for fleet links to work on it am i wrong?? ASB are very limited time wise. For the typical engagement scenario of a marauder they are not the best choice. So not overpowered. Bastion module is too extreme on one side and too weak on other. I need less defensive power and more offensive power. Add a 25% tracking and change the falloff bonus to 50% then reduec the repair ammount to somethign like 60-70%
This is factually incorrect.
I't very easy to fit a golem with dual ASB. You alternate the pulses of ASB and time them so that one is depleting while the other is reloading.
This way you achieve 63.75% of the headline tank figure for 1 ASB in EFT or Eve HQ. It's possible to run the ASBs overheated for the entire fight because only one at a time is being used.
While perms-tanking this monstrous dps, the golem is able to push out over 1000dps and field a target painter.
Bastion is a mistake. Allowing dual ASB breaks the game, which is a shame since CCP almost fixed it with the previous 2 patches.
I'll post a fit + stats in the next post
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Mournful Conciousness
Embers Children TOHA Conglomerate
372
|
Posted - 2013.11.21 15:35:00 -
[7822] - Quote
[Golem, WH bait] 4x Torpedo Launcher II (Scourge Rage Torpedo) Bastion Module I 2x Small Tractor Beam II Salvager II
2x X-Large Ancillary Shield Booster (Navy Cap Booster 400) 2x Adaptive Invulnerability Field II EM Ward Field II 100MN Afterburner II Target Painter II
Co-Processor II 2x Ballistic Control System II Damage Control II
Large Anti-Thermal Screen Reinforcer II Large Processor Overclocking Unit II
5x Hobgoblin II
[Statistics - Overheated, both reppers] Effective HP: 139,870 (Eve: 126,022) Tank Ability: 10,663 DPS Shield Resists - EM: 88.42%, Ex: 86.28%, Ki: 85.59%, Th: 86.82% Capacitor (Stable at 64%) Volley Damage: 8,392.19 DPS: 1,090.64
[Statistics - unheated, alternating shield boosters] Effective HP: 124,141 (Eve: 113,600) Tank Ability: 3396 DPS Shield Resists - EM: 82.80%, Ex: 83.86%, Ki: 83.05%, Th: 85.09% Capacitor (Stable at 64.46%) Volley Damage: 8,392.19 DPS: 1,090.64
=============================================================================== Sufficient cargo for 13 shield booster reloads So assuming you always overheat the active repper and don't overheat the invulnerability fields... cycle time = 4.5s, 9 cycles per reload (60s) so max continuous pulse is 63.75% of max rep... = 2956dps truly continuous tank (no long breaks for reload) EHP = 2956 (dps tank per second) * 13 (reloads) * 60 (seconds per reload cycle) + 124141 (base ehp) 2,429,821 ===============================================================================
Given the situation where the ship is ganked by 7 players with 800dps each, perfectly applied (a big ask), the ship can overheat the resists for: continuous shield repair: 5387 x 63.75% = 3434.21 dps effective dps = 5600 - 3443.21 = 2165.79 time to live = 139870 / 2165.79 = 64.5 seconds = 1min 5s.
Note that this is without fleet boosts, drugs or implants. With fleet boosts (jump through a WH when the ship gets jumped), drugs and crystals the continuous tank (overheating no resists, only the active shield booster) rises to 6612, out-tanking the hypthetical gank fleet until the boosters run out - which will take: time to live = 2429821 (ehp) / 5600 (incoming dps) = 433s = 7m 13s In this time, the golem will have contributed 472,000 ehp of damage to the enemy fleet, so assuming there is a bubble, they will have lost 3 T3 ships to the golem alone.
Of course while the counter-gank is going on, the golem can be salvaging the wrecks of sleepers and the enemy fleet.
Summary: I think we've just found a job for the golem :-)
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
811
|
Posted - 2013.11.21 16:13:00 -
[7823] - Quote
Mournful Conciousness wrote:Kagura Nikon wrote:Harvey James wrote:mm.... i was amazed at how much a dual ASB vargur could tank .... maybe the bastion module should be nerfed a bit .... and add a T2 version that requires more skills and is about 80% of the current bastion module... although i found it hard to get the kronos to tank as much it kind of shows the disparency between ASB' and armour reps/AAR
Also i thought the bastion module didn't allow for fleet links to work on it am i wrong?? ASB are very limited time wise. For the typical engagement scenario of a marauder they are not the best choice. So not overpowered. Bastion module is too extreme on one side and too weak on other. I need less defensive power and more offensive power. Add a 25% tracking and change the falloff bonus to 50% then reduec the repair ammount to somethign like 60-70% This is factually incorrect. I't very easy to fit a golem with dual ASB. You alternate the pulses of ASB and time them so that one is depleting while the other is reloading. This way you achieve 63.75% of the headline tank figure for 1 ASB in EFT or Eve HQ. It's possible to run the ASBs overheated for the entire fight because only one at a time is being used. While perms-tanking this monstrous dps, the golem is able to push out over 1000dps and field a target painter. Bastion is a mistake. Allowing dual ASB breaks the game, which is a shame since CCP almost fixed it with the previous 2 patches. I'll post a fit + stats in the next post
When an ASB had enough charges for a full minute.. yes.. sicne they were nerfed you wil lget a few secodns with no repair between them. That is when you get vulnerable....
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Mournful Conciousness
Embers Children TOHA Conglomerate
373
|
Posted - 2013.11.21 16:37:00 -
[7824] - Quote
Kagura Nikon wrote: When an ASB had enough charges for a full minute.. yes.. sicne they were nerfed you wil lget a few secodns with no repair between them. That is when you get vulnerable.... not that is a large time. Just pointing the thing is not so invulnearable.
You misunderstood me. The ASB is to be pulsed, with a time gap between each pulse. Thus the one that is reloading is ready by the time you have exhausted the active one. That is why I reduce the tank number to 63% of the headline - to compensate for this pulsing.
You need to leave 2 seconds between each cycle. The ASB cycle time is 4.5 seconds. There are 9 charges. 60/9 = ~6.5.
This way there is *no* delay between reloads.
It really does have 2.5m ehp against any fleet that cannot out-dps it. This is more than a T2 fitted dreadnought.
You can even make the fit neut-proof at the expense of some tank by fitting passive hardeners, or drop some DPS and increase the neut-proof tank to an astonishing 10,000 continuous dps.
Like I said, totally OP, and I will be totally abusing it util they nerf it. Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Thaddeus Eggeras
TwoTenX LEGIO ASTARTES ARCANUM
105
|
Posted - 2013.11.21 16:41:00 -
[7825] - Quote
Golem - Dory
High - Cruise Missile Launcher II, Scourge Fury Cruise Missile Cruise Missile Launcher II, Scourge Fury Cruise Missile Cruise Missile Launcher II, Scourge Fury Cruise Missile Cruise Missile Launcher II, Scourge Fury Cruise Missile Bastion Mode I Heavy Diminishing Power System Drain I Salvager II Small Tractor Beam II
Medium - Pith C-Type Large Shield Booster Shield Boost Amplifier II Adaptive Invulnerability Field II Adaptive Invulnerability Field II EM Ward Amplifier II Target Painter II Target Painter II
Low - Ballistic Control System II Ballistic Control System II Ballistic Control System II Ballistic Control System II
Rig - Large Warhead Rigor Catalyst II Large Warhead Rigor Catalyst II
Drones - x5 Hobgoblin II x5 Warrior II x5 Salvage Drone I
Cargo - x12800 Scourge Fury Cruise Missile Mobile Tractor Unit
1001 DPS Able to hit anything within 118km Will usually pop cruisers and frigates in one shot Over 8mins of cap time Mobile tractor unit for those long to reach wrecks Tank is 900 plus every 3.2secs Anything not T2 is because it is Meta 4 and does better then it's T2 brother, or because the bastion only has a I one version. Fit cost is way under 1.5bil |
Vinyl 41
Perkone Academy
14
|
Posted - 2013.11.21 16:48:00 -
[7826] - Quote
another smartas that uses 2 invus + bastion ( its a stacking penalized invu guys ) |
Mournful Conciousness
Embers Children TOHA Conglomerate
373
|
Posted - 2013.11.21 17:01:00 -
[7827] - Quote
Vinyl 41 wrote:another smartas that uses 2 invus + bastion ( its a stacking penalized invu guys )
Stacking penalty or not, it still gives better results than specific resists. Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
Mason Drake
SGK Inc
3
|
Posted - 2013.11.21 17:19:00 -
[7828] - Quote
This post will probably just get a ton of flames/hate from the 1337 PvPers and others, because it breaks the fantasy MMO crowd control combat methodology of internet spaceship combat. Luckily, I stopped giving a **** what self-proclaimed 1337 people think of me when I got past nursery school. So . . .
maraud verb 1. to roam or go around in quest of plunder; make a raid for booty verb 2. to raid for plunder
Marauder noun the act of marauding.
The new Bastion system makes my Marauder feel like it is not a Marauder. It feels like I am in a semi-mobile turret or artillery piece, when I play it now. The Bastion is an a$$-backwards approach to re-balancing the class.
Okay, so you want the ship to "project damage"? How about making a Marauder system that allows it to put the ship in the middle of the furball and keep it there, instead of sitting itself in one place, Create a system that basically make the ship immune to webs and increases its defenses at the cost of weapon range. Then the ship can get in the target's face and project its damage point blank, instead of sitting like Maginot line turret in space. The ship is a Marauder after all, so let it roam the battlefield in quest of kills.
I'm not really thrilled with E-War immunity, but since ECM is such an issue with the frigate strength sensors that Marauders have, either increase their sensor strength to a reasonable level or give the ship some kind of make the system have partial E-War immunity. Total E-War immunity just really feels like overkill. |
Infinity Ziona
Cloakers
820
|
Posted - 2013.11.21 18:00:00 -
[7829] - Quote
Mournful Conciousness wrote: . Snip .
Given the situation where the ship is ganked by 7 players with 800dps each, perfectly applied (a big ask), the ship can overheat the resists for: continuous shield repair: 5387 x 63.75% = 3434.21 dps effective dps = 5600 - 3443.21 = 2165.79 time to live = 139870 / 2165.79 = 64.5 seconds = 1min 5s.
Note that this is without fleet boosts, drugs or implants. With fleet boosts (jump through a WH when the ship gets jumped), drugs and crystals the continuous tank (overheating no resists, only the active shield booster) rises to 6612, out-tanking the hypthetical gank fleet until the boosters run out - which will take: time to live = 2429821 (ehp) / 5600 (incoming dps) = 433s = 7m 13s In this time, the golem will have contributed 472,000 ehp of damage to the enemy fleet, so assuming there is a bubble, they will have lost 3 T3 ships to the golem alone.
Of course while the counter-gank is going on, the golem can be salvaging the wrecks of sleepers and the enemy fleet.
Summary: I think we've just found a job for the golem :-)
Its a battleship, its supposed to take out cruisers. T3's cruisers have been the OP pimpmobile for a while now, taking out battleships with impunity (have killed battleships in a Proteus without scratching my shields in an armor tanked boat).
Guess they now have something to worry about. |
hmskrecik
TransMine Group German Information Network Alliance
137
|
Posted - 2013.11.21 18:34:00 -
[7830] - Quote
Mournful Conciousness wrote:Like I said, totally OP, and I will be totally abusing it util they nerf it. I believe it was CCP Rise who asked for precisely this kind of proof that something in game is imbalanced. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 263 :: one page |
First page | Previous page | Next page | Last page |