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Thread Statistics | Show CCP posts - 30 post(s) |

Ashente
Federal Defense Union Gallente Federation
1
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Posted - 2013.08.30 17:02:00 -
[811] - Quote
I don't like these changes. If you do go with the MJD /Bastion module idea, I would only suggest that you increase the tractor bonus to 200% or even 300%. And make it so it can't activate that bastion module within docking range so there's no station docking game bullshit coming from this.
I believe that this new ship Idea should come in for an entirely new ship. Maybe make a second marauder with a different hull that utilizes this module and MJD bonus and keep the other ones as what they are with a bit better stats so they can be considered for pvp engagements.
I would suggest to make the kronos a touch faster than the megathron. Rebalance stats so they have a good sensor strength and scan resolution, so that they can be considered for a pvp role, keep the web bonus, and drone bay.
Drop the MJD /bastion module idea and put it towards a different hull.
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Zhilia Mann
Tide Way Out Productions
1522
|
Posted - 2013.08.30 17:02:00 -
[812] - Quote
Xqpvqsvs Qr'atyuqink wrote:Again why 3 of marauders got double range bonus when in siege (25% to optimal and fallof making them 50% total) while golem got only one 25% to missile velocity, where is 25% to flight time?
I'm going to break this down because I die inside every single time I see this or similar claims.
Let's pretend we have a turret ship with 20+20km range (optimal and falloff). We also have a missile ship with flight time 3 seconds and velocity of 10km/second.
The turret ship hits perfectly out to 20km (neglecting tracking) and enters falloff where it starts to slowly degrade in hit quality, reaching 80% at about 30km (optimal plus half falloff).
The missile ship pushes missiles out to 10km/s * 3s = 30km, give or take.
So now let's add 25% bonuses. We'll do missiles first: 25% velocity. Now we're going 12.5km/s * 3s and reaching 37.5km. Note that we could have achieved the same thing with a 25% flight time boost and the result would be identical.
Ok, turret time. First we'll add an optimal bonus: 25km +20km falloff pushes out the optimal range 25% and the optimal plus half falloff point out to 35km, short of a 25% increase.
So what if we just added falloff then? Well, then we're at 20km + 25km, so optimal plus half faloff is now 32.5 km. Still not out to that 37.5 point are we?
So what we do is add both optimal and falloff: 25km optimal plus 25km falloff gets a uniform 25% increase to effective range across all ranges.
So: why don't we get double range bonuses to missiles? Because they would apply to increase the range twice overall, while the double range bonuses to turrets effectively increases the range only once overall.
|

That Seems Legit
State War Academy Caldari State
100
|
Posted - 2013.08.30 17:06:00 -
[813] - Quote
Lol. Cant move until the bastion cycle is over? Easy gank targets. We'll just need to bring more ships. Damns - you're ugly - and that's a compliment from me. -Large Collidable Object Seeking donations for facial reconstructive surgery, every little bit helps! |
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CCP Ytterbium
C C P C C P Alliance
2503

|
Posted - 2013.08.30 17:09:00 -
[814] - Quote
Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this.
EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements autotrollmagicallychange all of a sudden . |
|

Novah Soul
30
|
Posted - 2013.08.30 17:15:00 -
[815] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this. EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements autotrollmagicallychange all of a sudden . Sounds good :) |

M1k3y Koontz
Thorn Project Surely You're Joking
277
|
Posted - 2013.08.30 17:16:00 -
[816] - Quote
Kaeden Dourhand wrote: The only upside to deploying in bastion mode you then have left is a measly 25% range. That's it. Furthermore, the immobility of bastion module is completely at odds with the mjd mobility. .
Please read the whole OP before posting
Bastion mode also gives 30% bonus to shield, armor, and structure resistances without stacking. Bastion mode gives a 100% bonus to armor rep amount and shield boost amount.
That's one hell of a bonus you're overlooking there. Not to mention, if you don't LIKE bastion mode, don't use it! How much herp could a herp derp derp if a herp derp could herp derp. |

Kenrailae
Mind Games. Suddenly Spaceships.
21
|
Posted - 2013.08.30 17:16:00 -
[817] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this.
The other thing I really do think you need to do is add a fuel bay. All capitals(minus Orca cause Orca) have one, and the only other T2 BS class does as well. Doesn't have to be a huge bay, but a bay. 50 stront/Cycle? Bay holding up to 250 or something.
As quickly as this class has fallen into the 'Mini Dread' classification, it really should follow the same 'siege' mechanics, aka need fuel. This fuel need also adds layers to the strategic Value(or lack thereof) of fielding these over say, a standard BS fleet.
A damage increase in Bastion would be nice too, since they are also following the 'can't be remote supported by anything' route.
Other than that, this is a really exciting proposal that I really look forward to seeing on Tq, if for no other reason than hoping to pop these things when they are used improperly :D The Law is a point of View |

Serendipity Lost
Hidden Agenda Deep Space Engineering
49
|
Posted - 2013.08.30 17:19:00 -
[818] - Quote
Webs are about more than just tracking and turrets. A lot of the fun of 90% webs is being able to hold a pilot that you catch in a bad position. If these changes go through the only options to lock a guy in place will be the daredevil and the vindi. Seriously - if you want us to always have a winmatar kite mentality - just remove webs from the game. You are taking all of the fun out of the kronos and paladin. It's nice when the different race ships have different special abilities. You're kind of making them all the same. (although the flat 80 reduction in siganature really really sets the vargur apart from the other 3 races)
I haven't seen you address the 10X mass questions. Can I push a button and make my BS the mass of a carrier and close a wh? I don't know if that's what you've intended, but that's what I'm going to use them for. It won't break wh space but it will be a massive game changer. Give me a cloak and a 'monster mass button' and I will trap pilot after pilot on the wrong side of wh. GAME CHANGER - HUGE.
As for the folks that are asking for a damage bonus in bastion mode - just come out and tell them no. If you give them a dreadlike damage bonus on a BS it will lay waste to C2,C3 and C4 class wh. I'm kind of sad to see that some of the folks asking for a mini-dread damage mode are wh folks. Higher class wh folks. SHAME ON YOU. It's just wrong and you know it. Quit lobbying for easy mode.
Lost |

Zaxix
Long Jump.
219
|
Posted - 2013.08.30 17:19:00 -
[819] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this. EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements change. I like this quick feedback thing. More please!
swap tractor for something awesome Bokononist
-á |

Katabrok First
Apukaray Security
44
|
Posted - 2013.08.30 17:20:00 -
[820] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this. EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements change. I like this news.... I like it a LOT!!! |
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
853
|
Posted - 2013.08.30 17:24:00 -
[821] - Quote
Kenrailae wrote:The other thing I really do think you need to do is add a fuel bay. All capitals(minus Orca cause Orca) have one, and the only other T2 BS class does as well. Doesn't have to be a huge bay, but a bay. 50 stront/Cycle? Bay holding up to 250 or something.
As quickly as this class has fallen into the 'Mini Dread' classification, it really should follow the same 'siege' mechanics, aka need fuel. This fuel need also adds layers to the strategic Value(or lack thereof) of fielding these over say, a standard BS fleet.
A damage increase in Bastion would be nice too, since they are also following the 'can't be remote supported by anything' route.
They're not mini dreads, which is why they don't have these things. |

Xqpvqsvs Qr'atyuqink
9
|
Posted - 2013.08.30 17:26:00 -
[822] - Quote
ur math is somewhat wrong and u are failing to realize that missiles are not turrets and they need time to hit the target. Not even talking about situation where your targets is warping away before your missiles hit him. Moreover at longer range most of players are shooting more missiles than its needed, eg when u are firing another volley of missiles when previous is still in space flying to target. If that first volley finishes target, the second volley is not going to another target but just flying into space doing nothing.
If your missiles got 100km range with 10km/s and 10secs flight time, increasing speed by 25% will result in 12,5km/s speed * 10secs = 125km range
If your turrets got for example 100km optimal and 100km falloff, increasing both for 25% will make your optimal 100km + 25% = 125km and your fallof 100km + 25% = 125km, so u will be able to deal full damage at 125km and half damage at 250km.
Missiles cant do half damage at twice of their optimal since they dont have fallof. Your target can have 1 hp sitting at 1 meter above your missiles optimal and u wont kill him. |

Kenrailae
Mind Games. Suddenly Spaceships.
21
|
Posted - 2013.08.30 17:29:00 -
[823] - Quote
Gypsio III wrote:Kenrailae wrote:The other thing I really do think you need to do is add a fuel bay. All capitals(minus Orca cause Orca) have one, and the only other T2 BS class does as well. Doesn't have to be a huge bay, but a bay. 50 stront/Cycle? Bay holding up to 250 or something.
As quickly as this class has fallen into the 'Mini Dread' classification, it really should follow the same 'siege' mechanics, aka need fuel. This fuel need also adds layers to the strategic Value(or lack thereof) of fielding these over say, a standard BS fleet.
A damage increase in Bastion would be nice too, since they are also following the 'can't be remote supported by anything' route. They're not mini dreads, which is why they don't have these things.
Quoting OP:
'This also provides a stepping stone between sub-capitals / capital and their various siege / triage operation. It is noteworthy to remember we don't necessarily want them to out-damage or go faster than Pirate Battleships - instead, they tank and project damage better.'
Not much point 'stepping stone' for seige/triage if you're not gonna require fuel. The Law is a point of View |

M1k3y Koontz
Thorn Project Surely You're Joking
277
|
Posted - 2013.08.30 17:33:00 -
[824] - Quote
Kenrailae wrote:Gypsio III wrote:Kenrailae wrote:The other thing I really do think you need to do is add a fuel bay. All capitals(minus Orca cause Orca) have one, and the only other T2 BS class does as well. Doesn't have to be a huge bay, but a bay. 50 stront/Cycle? Bay holding up to 250 or something.
As quickly as this class has fallen into the 'Mini Dread' classification, it really should follow the same 'siege' mechanics, aka need fuel. This fuel need also adds layers to the strategic Value(or lack thereof) of fielding these over say, a standard BS fleet.
A damage increase in Bastion would be nice too, since they are also following the 'can't be remote supported by anything' route. They're not mini dreads, which is why they don't have these things. Quoting OP: 'This also provides a stepping stone between sub-capitals / capital and their various siege / triage operation. It is noteworthy to remember we don't necessarily want them to out-damage or go faster than Pirate Battleships - instead, they tank and project damage better.' Not much point 'stepping stone' for seige/triage if you're not gonna require fuel.
"Prolonged deployment" and "requiring bulky fuel"
Those two things are mutually exclusive. How much herp could a herp derp derp if a herp derp could herp derp. |

Danica Fox
money talks dirty
3
|
Posted - 2013.08.30 17:34:00 -
[825] - Quote
i dont think all when not any of this goes into round 2 but anywhy i try to give constructive critic
first thing first !!! dont just slam in another x8 skill make it in the marauder skill or max x4
this is just useless time and isk sink
now my two cents
pve point of view
but my suggestion would be bonus (((25% resists 25%local tank boost))) 25% damage bonus 25% tracking 25% optimal 25% falloff (25% exp radius / missile speed) (maybe +5% per level) would be worth it. (sounds overpowerd but isnt! u get like 1150 dps out of most marauders with resonable fitting out to 100km or 800dps out to 200km no tank needed with mjd bonus)
the damagebonus is quite crucial to be used. cause i and a lot of people i talked to wouldnt use this in null because thanks to the overview change 1 min is too long to get out of anoms .
The tractor Bonus should be brought inline with noctis range or mjd 100% per lvl of marauder so 100 for t1 120 for t2 bonus on salvage drones no extra high (drone bay of 50 min)
mjd sounds not toooo bad after thinking and talking about
smartbomb range would be awesome bonus
these would be good changes 4 pve
for pvp
why this PVE orientet ship should be viable in PVP a super isnt viable in PVE right or a (h)dictor
why taking away a pve ship from the game just to make it slighty useable (maybe) in pvp and not leave it a pve ship
other approach make it a pvp ship and dont think about pve so
no tractor beam bonus -> damage bonus (>50%) to make it viable to siege risk vs reward thing
dreads wouldnt go to siege if they would get no damage bonus on it
think about it a dread with 100% optimal bonus in siege local tank bonus and ewar immunity#
what would u do ?
cyno in closer and remote rep the **** out of attacker / pos guns
please rethink changes
there are alot of good points in this thread.
options imho
1 maybe second marauder hull 1 pve 1pvp
2 stay pve ship with all commitment
3 change to a pvp ship but then remove all pve bonuses and live with it that it wont be used alot
and some questions afterwards :
ewar immuntiy includes or not : defender neut/nos paint ?
why nerf this moon size sigged ships ehp ?
why it has to be pvp viable and when will my (h)dictor will have a pve niche
|

Kaeden Dourhand
T.O.R.
5
|
Posted - 2013.08.30 17:34:00 -
[826] - Quote
M1k3y Koontz wrote:Kaeden Dourhand wrote: The only upside to deploying in bastion mode you then have left is a measly 25% range. That's it. Furthermore, the immobility of bastion module is completely at odds with the mjd mobility. .
Please read the whole OP before postingBastion mode also gives 30% bonus to shield, armor, and structure resistances without stacking. Bastion mode gives a 100% bonus to armor rep amount and shield boost amount. That's one hell of a bonus you're overlooking there. Not to mention, if you don't LIKE bastion mode, don't use it!
It also helps if you read MY post before replying :)
I said the only upside to bastion mode in blob warfare would be the range, because losing ability to be remote repped is far worse than the ability to increase your own local tank. You'll still just get shot right off the field.
So the only merit for the bastion module in blob warfare is the extra range.. and that's nothing to write home about. |

mr stephenson
Dodgy at Best
1
|
Posted - 2013.08.30 17:39:00 -
[827] - Quote
Pretty please can we have a new ship. 
what if you iterated on the current hulls to have a -50% fitting cost for mjd's plus the new cycle time bonus and esentially leave them as they are (possible tweeking bonuses and stats a little for a more pvp role) maybe charnge the ewar bonus to a more all round 50% range and 50% strength.
then devolop a new ship from scratch with this bastion module in mind. that way its taylored to fit rather than as it is now a bit muddled. |

Kenrailae
Mind Games. Suddenly Spaceships.
21
|
Posted - 2013.08.30 17:40:00 -
[828] - Quote
M1k3y Koontz wrote:Kenrailae wrote:Gypsio III wrote:Kenrailae wrote:The other thing I really do think you need to do is add a fuel bay. All capitals(minus Orca cause Orca) have one, and the only other T2 BS class does as well. Doesn't have to be a huge bay, but a bay. 50 stront/Cycle? Bay holding up to 250 or something.
As quickly as this class has fallen into the 'Mini Dread' classification, it really should follow the same 'siege' mechanics, aka need fuel. This fuel need also adds layers to the strategic Value(or lack thereof) of fielding these over say, a standard BS fleet.
A damage increase in Bastion would be nice too, since they are also following the 'can't be remote supported by anything' route. They're not mini dreads, which is why they don't have these things. Quoting OP: 'This also provides a stepping stone between sub-capitals / capital and their various siege / triage operation. It is noteworthy to remember we don't necessarily want them to out-damage or go faster than Pirate Battleships - instead, they tank and project damage better.' Not much point 'stepping stone' for seige/triage if you're not gonna require fuel. "Prolonged deployment" and "requiring bulky fuel" Those two things are mutually exclusive.
Use Heavy water then.
Or isotopes.
Or if it really gets you off, use Hobgoblin II's as fuel. What the fuel is doesn't matter as much as that it IS used.
The most common role, PVP wise, I can see these being used in is sieging High Sec POS's.
Add the layer to the game of NEEDING to plan for fuel, to have fuel on standby, create the opportunity for disrupting War plans by making a vulnerable spot(Read ganking fuel haulers) so peeps can't just warp from tower to tower with a couple guardians to provide cap.
Limiting the dimensions of a mechanic because it's inconvenient doesn't create content and opportunity.
Fuel costs are as critical to Capitals as having cyno's to move systems.
BLops BS step stone into the Cyno jumping Mechanic. With a fuel bay.
Why should Marauders NOT step stone into Siege/Triage? With a fuel bay.
And since when has a Marauder been on 'long deployment' lol?
The Law is a point of View |

Battle Cube
Cubes' Freakout Room.
6
|
Posted - 2013.08.30 17:41:00 -
[829] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this. EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements change.
awesome feedback....glad to see the skill change and safety issue resolved. I like all the things that the weapons timer does to the module so people cant just instant dock etc etc, just hope we dont have any weapons timer related effects that interact with the rest of the criminal system.... would hate for a loophole to change my weapons timer into suspect timer..... |

baltec1
Bat Country
7737
|
Posted - 2013.08.30 17:43:00 -
[830] - Quote
Did CCP Ytterbium just offer me a Megathron with a mancannon option?
|
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Leucy Kerastase
650BN
20
|
Posted - 2013.08.30 17:44:00 -
[831] - Quote
Pretty much would like to see the TP cycle time reduction in Odyssey 1.1.1 or something. [url]http://eve-j.blogspot.com/[/url]: Translations of EVE related stuff (mainly dev posts) into Japanese. |

Zhaniz
xX-Crusader-Xx Li3 Federation
1
|
Posted - 2013.08.30 17:45:00 -
[832] - Quote
so if this the link between Battleships and Dreads,
it makes me think is there going to be a new T2 battleship to be the link between battleship and carriers??
hmmmm |

Vayn Baxtor
Ultra High Ping Crew
75
|
Posted - 2013.08.30 17:45:00 -
[833] - Quote
I'm guessing the "long deployment" has a different definition than ours/the playerbase.
While I like the idea of breaking the ice with new approaches, I still don't get why this mindset cannot be projected on other ships in a lighter variant.
Since I don't fancy Marauders much, I won't be too mouthy about them in this thread, but I do wonder how Highsec fights will be once these are on the field. Using tablet, typoes are common and I'm not going to fix them all. |

Ranger 1
Ranger Corp
4557
|
Posted - 2013.08.30 17:46:00 -
[834] - Quote
Xqpvqsvs Qr'atyuqink wrote:ur math is somewhat wrong and u are failing to realize that missiles are not turrets and they need time to hit the target. Not even talking about situation where your targets is warping away before your missiles hit him. Moreover at longer range most of players are shooting more missiles than its needed, eg when u are firing another volley of missiles when previous is still in space flying to target. If that first volley finishes target, the second volley is not going to another target but just flying into space doing nothing. If your missiles got 100km range with 10km/s and 10secs flight time, increasing speed by 25% will result in 12,5km/s speed * 10secs = 125km range If your turrets got for example 100km optimal and 100km falloff, increasing both for 25% will make your optimal 100km + 25% = 125km and your fallof 100km + 25% = 125km, so u will be able to deal full damage at 125km and half damage at 250km. Missiles cant do half damage at twice of their optimal since they dont have fallof. Your target can have 1 hp sitting at 1 meter above your missiles optimal and u wont kill him. And dont say word about tracking since turrets got tracking issues only if target is close enought while missiles got their issues no matter if target is close or far away (explosion velocity thing). U can counter tracking on turreted ship by moving at proper direction (for example away from target), but u cant counter low explosion velocity of your missiles.
You are comparing a ship with a range of 100km with a ship that has a 200km range. Does that actually make sense to you? 
A 25% bonus to both optimal and fall off equals a total range increase of 25%. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
332
|
Posted - 2013.08.30 17:51:00 -
[835] - Quote
Xqpvqsvs Qr'atyuqink wrote:Why 3 of 4 Marauders got additional damage bonus (5% damage or 5% rof) while Golem doesnt?. Why u removed EW bonus from all of them again except of Golem?. Again why 3 of marauders got double range bonus when in siege (25% to optimal and fallof making them 50% total) while golem got only one 25% to missile velocity, where is 25% to flight time?. I already asked about defenders and fact that turreted marauders will be invulnerable to tracking disruptors while Golem will still have his missiles destroyed by defender missiles, and almost all npc ships uses defenders ;)
Target painter is usable only for targets being rather close and only if u got torpedoes, its useless on cruise missiles since they got 5 times better optimal and already got reduced signature. In other hand, bonuses like '5% bonus to large energy turret damage per level' affects both close range and long range turrets.
Thats why u should change damage bonus on rest marauders to affect only pulse lasers, autocanons and blasters, or get rid of useless target painter bonus and give Golem proper comparable bonus which will affect both close and long range missiles, not only the close ones. why does the golem need a damage bonus? golem is the only one that can pick its damage type at will, and does comparable dps to the other marauders as is (yay cruise missile buff) oh yea, and it has crazy range!
also the painter bonus is pretty sweet. lets you use your rigs for damage. with missile speed rigs and the missile speed bonus from bastion you shouldn't lose missiles to defenders, the cruise missiles simply move too fast for defenders to hit. also they will go fast enough you wont need to count volleys out to like 120km or so.
plus with the changes the golem will only really need a 2 slot tank, so lots of free room for all sorts of mods.
You can trust me, I have a monocole |

Invisusira
The Rising Stars The Initiative.
208
|
Posted - 2013.08.30 17:51:00 -
[836] - Quote
Kenrailae wrote:The most common role, PVP wise, I can see these being used in is sieging High Sec POS's.
Add the layer to the game of NEEDING to plan for fuel, to have fuel on standby, create the opportunity for disrupting War plans by making a vulnerable spot(Read ganking fuel haulers) so peeps can't just warp from tower to tower with a couple guardians to provide cap. I don't understand this. In current planned state, Marauders will not be like actual dreads. They won't do additional damage. They'll just do it from farther away.
Why would people go to all the trouble just to shoot a POS from farther away when they can do the same DPS with an Oracle fleet? Core Skills | EVE Music | Internet Spaceship Killboard Link |

Danica Fox
money talks dirty
3
|
Posted - 2013.08.30 17:52:00 -
[837] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this. EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements change.
whats with all the other concerns are they looked into is anything of this thread considered
tell us how much u think player feedback could have a impact to the actual outcome ... does it even matter what the comm want
i know its getting worse with everyone screaming at your effort and i appricate that player feedback goes just in developement
but this topic is the only one in ships i cant in any way say im ok with any other changes till now were ok (liveable) to awesome.
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Schwarzer Regen
Repercussus RAZOR Alliance
0
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Posted - 2013.08.30 18:00:00 -
[838] - Quote
Now, I'm looking and I'm liking these changes for the most part. I have always enjoyed the concept of marauders but have had to watch since 2009 their slow decline from any real major use. There were, however, a couple that were still quite relevant (mainly the kronos and vargur were still kinda useful in some situations over their pirate bship counterparts). That being said, there was always one marauder that was complete crap, namely the paladin. It's bship bonuses currently are just insanely incoherent with the ship and how it should be flown.
This is one of the main reasons I am happy to see one of those useless bonuses go away (the stasis web velocity bonus which for all intent and purposes, you shouldn't be close enough to use a web if you are flying a paladin). The other rather useless bonus is the bonus to capacitor capacity. Even as the ship is right now, it only has 4 guns therefore effectively gets the 50% reduction in capacitor usage bonus and after the last major patch, the energy turrets use 20% even less capacitor which removes the largest cap drain on the paladin. It's for this reason that I'm utterly confused as to why it still gets this bonus even after you guys are going to give it a huge buff to it's capacitor. With 8k base, it is going to have like either 12k or 12.5k depending on how and when the bonuses are applied which imo is massively over capped. Not to argue with more capacitor of course, but surely with that much capacitor as base, that cap capacity bonus would be significantly more beneficial as another energy turret bonus such as tracking which would be massively more coherent with how the ship should be used imo. It would be at this point that those two crappy bship bonuses would finally be gone from the paladin and it would actually have bonuses that are coherent with how the ship should be flown. |

Maximus Andendare
Future Corps Sleeper Social Club
482
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Posted - 2013.08.30 18:01:00 -
[839] - Quote
Zhaniz wrote:so if this the link between Battleships and Dreads,
it makes me think is there going to be a new T2 battleship to be the link between battleship and carriers??
hmmmm I don't necessarily think these are a link between battleships and dreadnoughts, since their roles are somewhat different. The only "link" with dreads is that they can "siege" which increases their tank. Otherwise, there's no link.
I still think there ought to be two versions of the Bastion module: one to support the huge tank/ewar immunity game play and one that still sieges but would allow better bonuses to fit into a PVE environment, such as allowing remote reps, buffing scan res, increasing webs, etc., but still being vulnerable to ewar. Besides, for anyone who'd think that this will make them overpowered if they choose to "PVE siege" in a pvp environment, they'd still be susceptible to neuts and would succumb to ewar with their miniscule sensor strength. Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
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Kenrailae
Mind Games. Suddenly Spaceships.
22
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Posted - 2013.08.30 18:01:00 -
[840] - Quote
Invisusira wrote:Kenrailae wrote:The most common role, PVP wise, I can see these being used in is sieging High Sec POS's.
Add the layer to the game of NEEDING to plan for fuel, to have fuel on standby, create the opportunity for disrupting War plans by making a vulnerable spot(Read ganking fuel haulers) so peeps can't just warp from tower to tower with a couple guardians to provide cap. I don't understand this. In current planned state, Marauders will not be like actual dreads. They won't do additional damage. They'll just do it from farther away. Why would people go to all the trouble just to shoot a POS from farther away when they can do the same DPS with an Oracle fleet?
Projection.
P sure Neutrons with Null at 40k, selectable damage from the Vargur/Golem, with those optimal/fall off bonuses, will be better DPS than an Oracle, though I'll admit to not running numbers.
Also those huge tank bonuses creating a sense of security and all. My experience is that most POS sieging isn't done in relatively 'even' fights. It's done by an overwhelmingly superior force attacking a much smaller force.
Again, haven't run numbers on actual DPS figures, and the Oracles will still have advantage in mobility, but the Projection, MJD, and tank would be very hard for a small corp to argue with in High sec, from my experience.
Oh. Also EWAR immunity while Bastioned. The Law is a point of View |
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