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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
John Holt
Praetorian Cohort
11
|
Posted - 2013.08.30 22:54:00 -
[961] - Quote
GeeBee wrote:Greetings CCP.
While it seems you're willing to change the mauraders I do not believe you're willing to buff them enough to be useful for the cost or skill requirements that they have for any purpose other than highsec mission running.
I've got a shiny kronos that once in a while (years now) i'll hop in and go run L4s blitzing away.
It's setup with an omnitank, 425s. and Afterburner and primarily does sniper kiting tactics, It's a fun setup and is very survivable.
The baston module to me has little or no appeal for this setup, it already has plenty of range and tank and its own movement helps maintain tracking. the MJD bonus could be handy, but i really dont see myself fitting one over the afterburner, which would take away a cap recharger or a tracking computer.
So my *wishlist* for my long unused shiny ship of olde would be
1) don't nerf the speed on the hull 2) give them some better base cap regen 3) don't nerf my drone bay 4) give them proper sensor strengths 5) you're adding a high slot for the bastion module, an argument could be made that a midslot should be added for the MJD as this seems to be a staple for how it is intended to operate.
The bastion module..... I'm really not digging this thing, its only purpose is mission running, if you were to pvp with it its like a dreadnaught with 1/12 the ehp, 1/10th the damage, 1/4 the tank for 1/2 the price, its going to get splattered by any formidable crew of subcaps.
1) remove the weapons timer - this things already going to have issues in pvp, this is insult to injury. 2) add some kind of a damage bonus, i'd like to see maybe 1200-1300 dps from 425s on a kronos when using this module, prolly about 2k dps when using blasters, too lazy to do the math for the percentages, at least im not asking for crazyness like 3-4k like others. 3) add some kind of energy neut protection, this thing pretty much has every form of defense covered except that, add a base 25% reflect when the bastion module is activated maybe? I mean this is basically a 2 trick pony if you're going to sit still with your 1bil base hull cost shiny thing using the godmode defensive module of the century it should at least have all the obvious vulnerabilities plugged.
What he said. Really need the drones. |
FT Diomedes
The Graduates RAZOR Alliance
199
|
Posted - 2013.08.30 22:57:00 -
[962] - Quote
CCP Ytterbium wrote:Maximus Aerelius wrote:Berluth Luthian wrote:The TP cycle time is for all TPs right? Not just on golems? That's an odd note to sneak this in on... I read it as just on Marauders i.e. Golems but CCP Ytterbium please clarify this change. Target painter cycle reduction is on the module themselves.
Just by itself, this is an awesome improvement and a major buff to target painters.
|
FT Diomedes
The Graduates RAZOR Alliance
199
|
Posted - 2013.08.30 22:59:00 -
[963] - 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.
Thank you for making this change.
Also, can we please get a T2 version of the Bastion Module? |
Baron vonDoom
Scorn.
69
|
Posted - 2013.08.30 23:01:00 -
[964] - Quote
Cycle time for the bastion mod needs to go down. It takes a badly skilled, non-speed fit ceptor 20 seconds to cover 100 km without even overheating. In the meantime, the rest of the gang moves additional 50 k off and has a warpin as well as a scrammed marauder.
Considering the lock times on a ceptor and gun cycles, removal of web bonuses and nerfed drone bays there is little chance of volleying more than 1-2 off before they get under the guns.
In this iteration, they may be nice PVE ships, but otherwise sitting ducks. |
White Bear Maricadie
Downloaded Bears Dominatus Atrum Mortis
4
|
Posted - 2013.08.30 23:01:00 -
[965] - Quote
So the idea that this would make them any better for PVP seems kinda silly. Fully skilled the bastion mode would still make you a stationary target for i min unable to move. any frig pilot worth their salt can easily close that distance without any fear of being hit by your guns, and to have a ship that expensive that can be easily neuted out by a single cruiser. the risk is very high and the reward is laughable. i get more range but no more damage and once anything gets close i would be totally helpless. for anyone who is unknowing of how the MJD works, a scram shuts it off. if i jumped thru a gate and saw a marauder sitting at 200k in bastion i would simply move laterally pop combats do 1 sweep and warp right to him point him,. range will do nothing for them without the ability to deal with things that get close.
any pilot who has flown a sniper boat knows your mobility is your only saving grace. but for a marauder to make the most of their range they have to give that up. |
DaeHan Minhyok
Multiplex Gaming Li3 Federation
8
|
Posted - 2013.08.30 23:02:00 -
[966] - Quote
I tried scanning through all teh posts to see if anyone mentioned teh golem yet, but didn't see it.
So most people consider the phoenix a worthless dread, mostly because a pos can speed tank citadel torps/cruis, and I see the same problem with this.
Oh yes, let me just MJD and bastion away from this gang, oh yeah, thats right, my torps only go 50ishkm and just about any pvp battleship could speed tank cruise missiles, esp if they're now an extra 100km.
The usless golem is about to stay equally useless.
no thats not quite true, I could always use it to tp for other marauders or play drone bunny for a das boot fleet.
despite the raven base of the golem baybe we can look at giving it turret slots and equivalent bonuses for turret damage as well as/in place of the missile bonuses. I know it was considered for the naga. I understand its a difficlut decision for a set of ships like caldari that are so split between weapon types all up and down the lineup from frigs to caps. |
The Djego
Hellequin Inc. Mean Coalition
152
|
Posted - 2013.08.30 23:07:00 -
[967] - Quote
Amadeus3 wrote:Cassius Invictus wrote:Hmm, this is unique and fun CCP :),
For PvE those will a beast ships:
1) long range as needed. 2) 2 flights of small drones - sufficient for PvE (no idea why people ***** about that - I already use 2 flights of small drones and 1 flight of salvage drones in my Paladin). 3) I didn't like the web bonus - I could not hit frigs anyway , and everything else was shot down just fine. 4) insane omni tank - the resists are still low but with 135% rep bonus it does not matter. 5) ewar immunity will just make other ships obsolete in lvl 4 missions (hope it works on tracing disruption). 6) they could use small dps bonus (like 10% or 15 %) but will still be good without it.
However for PvP:
1) no buffer 2) no dps advantage 3) immobile 4) asking for tornado alpha strike 5) still can be caped out I imagine and killed by small gang 6) asking for dreadnoughts guns attention 7) can't be remotely repped (no one will fly such an expensive ship without remote reps) 8) no real advantage over anything currently in use 9) can dominate next Alliance Tournament but only in this form of PvP it has its uses.
It's a long post but worth quoting IMHO. I can see how the proposed marauders will rule in PVE but I can't see them being used in PVP (outside of a few niche applications).
Well not entirely true.
1. The extra range is nice on the Paladin, the falloff bonus is kind of pointless on the Kronos(because it is mostly a rail platform) and overall I don't think the bonus is worth the loss in web strength, I would rather like to see that the active tank bonus would removed in favour of a damage application bonus(since it is fairly pointless for L4 and useless for PVE with RR). 2. The lost Sentry option is quite massive nerf for the Kronos, for stuff like Incs you use your full drone bay for sentry's, since you can utilize focus webbing and painting. 3. While it is not really required in Amarr space and on the paladin(because most stuff stays at range) it is fairly important for a sentry/rail Kronos to keep the dps up at closer range and a extreme important bonus for the hulls in Incrusions. 4. You can tank L4 just fine with them now, while fitting 4 damage mods and a T2 damage rig. If you didn't over tank the hulls before, it means nothing. 5. It only really hurts vs Guristas, then again ECM is the worst EW ever. 6. The dps they have with her drones is fine atm, the drone nerf will cost them up to 120dps and will hit the Kronos the hardest(surprisingly the worst marauder dps wise, since it is crippled by missing 2 sentry drones).
Overall if you want to do L4 reasonable quick the changes are bad, you lose dps, you lose the 90% web, you lose a lot of speed with the mwd(because you want to fit a mwd, not a mjd) and take even longer to switch systems, all for a massive active tank, that nobody should need and what prevents you from moving to the next gate while shooting stuff. For PVE with RR like Incursions or WH the changes are even worse, since the active tank stuff does nothing for you and you lose quite a bit dps, speed and one of the best ship bonuses for it.
Even for PVP I would rather prefer a bit more speed, another damage application bonus and a slight buff in the RR ability, to have a good alternative compared to the pirate BS, instead a slow active tanking brick, that screams bait or simple will be shoot last in a gang fight. Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
|
Mournful Conciousness
Embers Children TOHA Conglomerate
270
|
Posted - 2013.08.30 23:08:00 -
[968] - Quote
DaeHan Minhyok wrote:Oh yes, let me just MJD and bastion away from this gang, oh yeah, thats right, my torps only go 50ishkm and just about any pvp battleship could speed tank cruise missiles, esp if they're now an extra 100km.
The usless golem is about to stay equally useless.
As horrible as this marauder proposal (fait accomplis?) is, cruise missiles are nowhere near being the problem. Cruise missiles with a target painter will destroy a T2 frigate flying at max speed (i've seen that on SISI). They will also destroy a HAC - even a deimos flying at full speed (again, seen it).
Cruise missiles are currently the best, most versatile battleship class weapons system in the game. They have been made this way to try to push them back into PVP where they have been shunned by FCs for years.
Your golem's cruise missiles will perform perfectly well - and you won't even need to use the micro jump module because they are the only long range weapon system that can hit at short range.
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. |
Ares Zhin
Umbrella C0rp Dominatus Atrum Mortis
2
|
Posted - 2013.08.30 23:08:00 -
[969] - Quote
so i wasted all that time training for marauder? Please don't do this bastion!! Its ********, just give it a tech 2 profile, keep the web bonuses, KILL THE TRACTOR BEAM or atleast give it a 500% bonus to range and speed.
ADD more armor/shield HP
Keep the drones cuz when frigs get to close what are you going to do then???
For the kronos id love another mid slot so it would be comparable to the vindicator.
ADD MORE SENSOR STRENGTH cuz lets face it, a set of light ecm drones can keep you perma jammed.
If you do these proposed fixes i think it will do well in PVP as well as in PVE if not even better.
Your proposal does NOTHING to fix or help the ship AT ALL. I mean mini- dreads lol, i guess the next thing will be mini-titans.
Please fix the issues before you create new ones!!
|
Kirin Xaxos
Downloaded Bears Dominatus Atrum Mortis
9
|
Posted - 2013.08.30 23:16:00 -
[970] - Quote
Why would the Kronos and Paladin loose their web bonus if the Golum keeps its TP bonus? both web and TP are meant to allow the marauder to maximize his dps, that change would clearly make the kronos and paladin much weaker choices for PvE. and PvP. i have noticed a lot of people in support of these changes for pvp, who i can only imagine are trolling and trying to seed misinformation on the mechanics of the MJD, in hopes of finding some PvP noob who doesn't know any better. the MJD is not a magical saving grace, a simple scram shuts it off, having extra range means nothing to a skilled tackler who keeps his Transversal up he can come right for you and your guns will gloriously miss. even if your in bastion all he has to do is orbit at close range and kill your small amount of drones waiting for his buddy in a neuting cruiser or Battle Ship to show up and then you die a slow painful death. all the while your bastion and range mean NOTHING. |
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nahjustwarpin
Ministry of War Amarr Empire
84
|
Posted - 2013.08.30 23:23:00 -
[971] - Quote
CCP you are making ships that are good at tanking and beaten in everything else by pirate ships by improving their tanking abilities.
I know you like lmjd, but seriously, why are you trying to make this mod so important? what's next? target braker?
how marauders could be balanced is make them a bit worse than pirate ships (well they are already so we can skip that ) but instead of bastion module, make a module that improves tank and gank at cost of burned fuel which improves over efficiency by 25-50%. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5742
|
Posted - 2013.08.30 23:23:00 -
[972] - Quote
Kirin Xaxos wrote:Why would the Kronos and Paladin loose their web bonus if the Golum keeps its TP bonus? both web and TP are meant to allow the marauder to maximize his dps, that change would clearly make the kronos and paladin much weaker choices for PvE. and PvP. i have noticed a lot of people in support of these changes for pvp, who i can only imagine are trolling and trying to seed misinformation on the mechanics of the MJD, in hopes of finding some PvP noob who doesn't know any better. the MJD is not a magical saving grace, a simple scram shuts it off, having extra range means nothing to a skilled tackler who keeps his Transversal up he can come right for you and your guns will gloriously miss. even if your in bastion all he has to do is orbit at close range and kill your small amount of drones waiting for his buddy in a neuting cruiser or Battle Ship to show up and then you die a slow painful death. all the while your bastion and range mean NOTHING. Gee it's almost as if ships have weaknesses. My Youtube Channel Latest video: August 25, 2013 |
Fruitfly Three
Downloaded Bears Dominatus Atrum Mortis
9
|
Posted - 2013.08.30 23:25:00 -
[973] - Quote
why not fix the sensor strength on the marauders? that along with t2 resists would be more then enough to make the PvP viable. the tractor beam buff seems silly altogether. what lvl 4 runner doesn't use a noctis? please keep the web bonus, any paladin or kronos pilot who dosent use their webs or cant seem to make it work probably shouldn't even fly a marauder. half the reason i love the paladin is the webs being able to pop the tiny stuff that gets close, and apply Full DPS to the close orbiting cruisers and BS's i didn't train into this ship to watch my ****** little drones slowly kill frigs and cruisers. i want to webb them down and blap them in a single volly with my guns. |
Fruitfly Three
Downloaded Bears Dominatus Atrum Mortis
9
|
Posted - 2013.08.30 23:27:00 -
[974] - Quote
James Amril-Kesh wrote:Kirin Xaxos wrote:Why would the Kronos and Paladin loose their web bonus if the Golum keeps its TP bonus? both web and TP are meant to allow the marauder to maximize his dps, that change would clearly make the kronos and paladin much weaker choices for PvE. and PvP. i have noticed a lot of people in support of these changes for pvp, who i can only imagine are trolling and trying to seed misinformation on the mechanics of the MJD, in hopes of finding some PvP noob who doesn't know any better. the MJD is not a magical saving grace, a simple scram shuts it off, having extra range means nothing to a skilled tackler who keeps his Transversal up he can come right for you and your guns will gloriously miss. even if your in bastion all he has to do is orbit at close range and kill your small amount of drones waiting for his buddy in a neuting cruiser or Battle Ship to show up and then you die a slow painful death. all the while your bastion and range mean NOTHING. Gee it's almost as if ships have weaknesses.
its almost like he was pointing out the glaring weaknesses that are presented with this change, that many had not thought of. |
James Amril-Kesh
4S Corporation RAZOR Alliance
5742
|
Posted - 2013.08.30 23:28:00 -
[975] - Quote
Fruitfly Three wrote:James Amril-Kesh wrote:Kirin Xaxos wrote:Why would the Kronos and Paladin loose their web bonus if the Golum keeps its TP bonus? both web and TP are meant to allow the marauder to maximize his dps, that change would clearly make the kronos and paladin much weaker choices for PvE. and PvP. i have noticed a lot of people in support of these changes for pvp, who i can only imagine are trolling and trying to seed misinformation on the mechanics of the MJD, in hopes of finding some PvP noob who doesn't know any better. the MJD is not a magical saving grace, a simple scram shuts it off, having extra range means nothing to a skilled tackler who keeps his Transversal up he can come right for you and your guns will gloriously miss. even if your in bastion all he has to do is orbit at close range and kill your small amount of drones waiting for his buddy in a neuting cruiser or Battle Ship to show up and then you die a slow painful death. all the while your bastion and range mean NOTHING. Gee it's almost as if ships have weaknesses. its almost like he was pointing out the glaring weaknesses that are presented with this change, that many had not thought of. I think most people are aware of both of these. I still think it's going to be a powerful ship. My Youtube Channel Latest video: August 25, 2013 |
White Bear Maricadie
Downloaded Bears Dominatus Atrum Mortis
6
|
Posted - 2013.08.30 23:29:00 -
[976] - Quote
James Amril-Kesh wrote:Fruitfly Three wrote:James Amril-Kesh wrote:Kirin Xaxos wrote:Why would the Kronos and Paladin loose their web bonus if the Golum keeps its TP bonus? both web and TP are meant to allow the marauder to maximize his dps, that change would clearly make the kronos and paladin much weaker choices for PvE. and PvP. i have noticed a lot of people in support of these changes for pvp, who i can only imagine are trolling and trying to seed misinformation on the mechanics of the MJD, in hopes of finding some PvP noob who doesn't know any better. the MJD is not a magical saving grace, a simple scram shuts it off, having extra range means nothing to a skilled tackler who keeps his Transversal up he can come right for you and your guns will gloriously miss. even if your in bastion all he has to do is orbit at close range and kill your small amount of drones waiting for his buddy in a neuting cruiser or Battle Ship to show up and then you die a slow painful death. all the while your bastion and range mean NOTHING. Gee it's almost as if ships have weaknesses. its almost like he was pointing out the glaring weaknesses that are presented with this change, that many had not thought of. I think most people are aware of both of these. I still think it's going to be a powerful ship.
yet another pirate troll hoping to see some noob trying to use this for anything other then PvE |
Lister Vindaloo
Center for Advanced Studies Gallente Federation
3
|
Posted - 2013.08.30 23:29:00 -
[977] - Quote
I love the boldness of the changes it seems to a real step to the side from what everyone was expecting. But similar to the initial industrial rebalance the ships seem to be more homogenous and dont really reflect their racial flavor, why drop drone bay on the Gal hull? Why does only one get ewar bonus? Lets see a bit more variety.
I do like the idea of more than one type is siege module, it could have one for pve performance and one for pvp?
On a side note, can we expect more 'siege' modules or similar for other T2's, or could this new mod have different effects depending on which hull it is fitted to? |
Kestle Gunrunner
Inner Shadow C.L.O.N.E.
1
|
Posted - 2013.08.30 23:30:00 -
[978] - Quote
With no damage bonus applied during bastion mode. This module and redesign of the ship will result in failure. If your aim was to get these ships in to pvp, well they wont. Noone will fly a over tanked stationary low dps ship in pvp. Not for the isk involved or the time needed to train for them. In pve, Incursion running yes most likely will be used. However the Tech 3 cruisers will still reign supreme for numerous reasons. The first is the cost, half a bill or less for a t3 that has more flexibility in build. The cost of a Marauder is closer to a Billion. Secound the time needed for training is shorter for the t3. I know folks are pointing at dps, and yes T3s can put out battleship lvl dps if fit for it. The T3 still has a simular tank due to its sig rad plus speed. Lets not mention the fact they can pack a heft tank themselves. So CCP, if you dont wish to have wasted your time developing and redesigning. I suggest you add a damage bonus to this module. If you dont do it on release youll have to come back to it later and do it. |
White Bear Maricadie
Downloaded Bears Dominatus Atrum Mortis
6
|
Posted - 2013.08.30 23:33:00 -
[979] - Quote
since the marauders would gain no DPS bonus when activated i hardly see any advantage to activating it. loosing mobility is always a bad thing |
Large Collidable Object
morons.
2211
|
Posted - 2013.08.30 23:33:00 -
[980] - Quote
Mournful Conciousness wrote:
They will also destroy a HAC
Pretty much anything above a capsule will either destroy or just disengage a HAC once odyssey 1.1 has hit (the latter option is even viable for pods), except battleships or above.
Other than that, Marauders will just end up being PVE ships as before, sometimes used with pirate mplants, boosters and OGBs as gimmicks. You know... morons. |
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Sarmatiko
1407
|
Posted - 2013.08.30 23:35:00 -
[981] - Quote
CCP Ytterbium wrote:Maximus Aerelius wrote:Berluth Luthian wrote:The TP cycle time is for all TPs right? Not just on golems? That's an odd note to sneak this in on... I read it as just on Marauders i.e. Golems but CCP Ytterbium please clarify this change. Target painter cycle reduction is on the module themselves.
Have you considered re-introduction of Revorb Target Painter? This module is really screaming "INSTALL ME ON MARAUDER instead of useless garbage you currently fitted in highslots". If you concerned about EWAR balancing issues, why not limit this module to Marauders only, and see what happens? -¥ |
Mournful Conciousness
Embers Children TOHA Conglomerate
270
|
Posted - 2013.08.30 23:46:00 -
[982] - Quote
Large Collidable Object wrote:Mournful Conciousness wrote:
They will also destroy a HAC
Pretty much anything above a capsule will either destroy or just disengage a HAC once odyssey 1.1 has hit (the latter option is even viable for pods), except battleships or above. Other than that, Marauders will just end up being PVE ships as before, sometimes used with pirate implants, boosters and OGBs as gimmicks.
Or more likely as 10 million EHP cyno bait trollships.
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. |
Siginek
BAND of MAGNUS
1
|
Posted - 2013.08.30 23:48:00 -
[983] - Quote
Like i wrote some pages back ... this module is good idea but it lack offensive abilities, specially for pvp its big problem and as u wrote this is about making maraucers more pvp like ... i have some ideas about this
1) Give to Bastion module little offensive boost, for example 25% damage and tracking bonus for turrets and equal bonus to missiles
2) Give Bastion module bigger offensive bonus but less deffensive bonus ... something like 50% bonus to damage of turrets and drones and 25% bonus to tracking of turrets and drones and change repair bonus to 50% from actual suggestion of 100%
3) While in Bastion mode marauders will get 25% bonus to damage and tracking of drones and amount of drones in space will be increased by 5 (up to 10) + marauders will get big drone bay and in bastion also big drone bandwith
And if u planning to keep their tractor beam range bonus it would be nice to increase it little because lack of mobility in bastion + give to marauders little charge bay so charges wont get mixed with salvage |
Caius Sivaris
Dark Nexxus S I L E N T.
71
|
Posted - 2013.08.30 23:51:00 -
[984] - Quote
Did coming up with those changes involve the consumption of large quantities of alcohol?
Out of deployed mode they will be as useless as ever in PvP due to their sensor strength not being fixed, a flight of EC-300 will likely be all it takes to take one out of the fight. (and nerfed drone bay removes a line of defense against that).
In deployed mode, neuts and moderate dps (sub 5k) will make short work of them, because even a 150% boosted tank won't be enough at all vs any gang worth fighting...
The only good role I see for them is being deployed against poorly defended POS in highsec... What an awesome niche to be in...
Seriously, what about stopping inventing ******** roles, just unnerf their sensor strength and sig radius and progress from there? |
James Amril-Kesh
4S Corporation RAZOR Alliance
5743
|
Posted - 2013.08.31 00:02:00 -
[985] - Quote
James Amril-Kesh wrote:I know the stacking penalty doesn't apply to the resistance bonus on the bastion module, but what about the optimal/falloff bonuses, the repair amount bonus, and the missile velocity bonus? IMO it really should not be stacking penalized.
Also it would be amazing if there were a tracking bonus on the module as well.
My Youtube Channel Latest video: August 25, 2013 |
Aglais
Deep Core Mining Inc. Caldari State
354
|
Posted - 2013.08.31 00:04:00 -
[986] - Quote
Serious suggestion here.
The Marauders are all based on the Attack hulls. So the logical specialization of Marauders, especially given their NAME, their FLAVOUR TEXT and their general feel?
-Keep this special Marauder module. However: It should do the following:
- 30% increase to shield, hull and structure resistances
- 50-75% reduction to active tanking module capacitor use
- 150-200% reduction to 100MN MWD capacitor use (Seriously- they're SO CAP HUNGRY that they're NEARLY USELESS, when almost every other subcapital T2 ship is CAP STABLE with the MWD running- WHAT IS HAPPENING HERE?)
- 10% reduction in signature radius (Or more, or less- this is not a final number.)
- When this module is activated, the ship's agility INCREASES. Speed unchanged.
- Possible penalty to the range of weapons but with a little better damage application.
And then, take a look at the Marauders as follows. They are, as stated earlier, based on the Attack hulls. So, why not make them slightly faster by default (Very slightly, like maybe 1% or 2%), but a little less agile, so that once this module is active, they're more agile? Mass on par with or lighter than the current Attack BS hulls. Other alterations include increasing their sensor strength to 22-23 depending on hull. I don't really see the purpose of the tractor beam bonuses and etc. because the Noctis is a thing. Those could be replaced with something else, on a ship per ship basis.
"But what about the Machariel? Won't these Marauders that actually maraud interfere with it's role?"
Not really. The Marauders require this module to be active in order to run their MWD for significant periods of time (Suggestion: give the Machariel a role bonus that massively decreases 100MN MWD use). The Marauders are specialized into utilizing this module to become a very fast (for a battleship), high damage and resilient platform for when you are in a small, mobile gang, and actually want serious firepower that can keep up with you. Their main targets should be battlecruisers and battleships, but still have effectiveness against cruisers- frigates not so much. That's a role that doesn't really exist right now to my knowledge, and would be far better at harassment than... These changes. And again, the Marauders should focus on active tanking so as to not let them completely overtake everything in large gang fights.
Please hear us out here- this is not the right direction for Marauders. In fact I would be absolutely thrilled to see this intended role (T2 battleship that uses the Bastion Module and MJDs and etc. to basically become the stepping stone from subcaps to dreadnoughts) based on the tier 3 hulls. That'd fit SO much better IMO. I'm sure loads of other people in this thread would agree. So again, this idea isn't bad, it just doesn't 'fit'. This also IMO would decouple them from PvE somewhat. |
Balthazar Lestrane
Viziam Amarr Empire
62
|
Posted - 2013.08.31 00:05:00 -
[987] - Quote
I wonder when T2 and Pirate Faction Frigates are going to get some love. |
Lee Church
FridgeOre Mining Group The Butterfly Effect Alliance
2
|
Posted - 2013.08.31 00:18:00 -
[988] - Quote
I think it would be a good idea to give marauders a T2 MJD (kinda like cov ops have a cov ops cloak) it would have slightly longer jump range with the same spool up etc, but the main advantage would be the ability to dictate how far you want to jump.
A standard MJD only really has the advantage of letting you GTFO (unless scrammed). for the kronos, using blasters, this isnt that usefull.... (as opposed to a sniper ship) but with the T2 MJD it would be a whole different story.
PVE : you would align to the heart of the rat fleet, jump in and drop into bastion, pound on the rats until your mjd has cooled down, then jump to the next best location for you blasters.
PVP : similar concept, and would play into the idea of it being a harrassing ship.
combined with a damage/ROF bonus, say 50% dps increase (i.e a 50% damage or a 35% rof bonus/some cobination of the two) the new marauders would be able to dictate range and lay down a lot of damage for a short period of time until the enemy fleet reacted to the rapid change in positioning.
just my thoughts on making CCPs raging desire to see MJDs used actually give us something interesting to play with. |
Simmar en Distel
Collegium of Eminent Technotopia
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Posted - 2013.08.31 00:20:00 -
[989] - Quote
TRANSFORMING...
BLACKOUT deploying ECM BURST
MJD ACTIVATED....
:) |
Dead Jedi
Globaltech Industries Yulai Federation
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Posted - 2013.08.31 00:24:00 -
[990] - Quote
[quote=CCP Ytterbium][list]
In deployed mode (we call it bastion), their hulls transform (they will have fancy visible animations like the Rorqual does when deploying) and they become fixed weapon placement with a bonus to resistances, tanking, damage projection and receiving EW immunity. However, like Dreadnoughts, they cannot be remote assisted or even move when that happens. They also cannot use Micro Jump Drives in that mode.
While you are at it why don't you make all the dreads and carriers transform when their triage and siege modules are enabled.
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