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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Mephrista
Dark Angel's Legion Nite's Reign
0
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Posted - 2013.08.31 06:44:00 -
[1051] - Quote
-Additional highslot? Why don't you sacrifice one of your precious tractor beams to fit it? An additional medium slot would work more for a ship that supposed to "Hit and Run".
-Micro Jump Drive? Here's the only half [CENSORED]ed idea I can agree with. If you want to make the Marauders special and have this module benefit both PvE and PvP then let the pilot have the ability to set its range in increments of 10km. So you can have ten different jump distances from 10km through 100km. Let the other battleships be stuck with the 100km default. That way PvE pilots can see a wave of NPCs at 70km, set the MJD to 50km and jump into their midst... perfect range for anti-ship Tech II ammo. Don't give the hull a bonus to MJD cool down, give the hull a bonus to MJD capacitor consumption because the things a capacitor hog. So there you go, jump in and "Hit"... if you survive the cool down then you get to jump out and "Run".
I thought I got away from this scenario when I quit playing DUST514 and their whackjob ideas but it looks like the mentality of how to fix things has infected the entire company. Instead of making small adjustments to the problem as you attempt to smooth things out, something else entirely happens. You get a pair of tongs and grab said problem. You then take said problem and dunk it in a vat of liquid nitrogen then beat the all holy [CENSORED] out of it until nothing is left but shards. Then you go bar hopping until the bars close and return to your shattered problem. You then attempt to manipulate it with your feet while blindfolded and listening to reassembly instructions from a half lobotomized, [CENSORED] chucking ape with a broken jaw all the while never noticing that it's speaking a dead language. Do you put your pants on first and then your shoes?
The most disgusting thing about this entire shenanigan is the fact that CCP paid you to brainstorm, paid you to develop, paid you to troubleshoot and NOW you're asking our opinions? Just how [CENSORED]ing stupid do you think I am? You're not going to scrap this [CENSORED] idea no matter how much I hate being [CENSORED]ed on because your boss has already invested in it.
And for the record, I'm sorely disappointed in our CSM for their lack of consideration for the pilots already invested in this.
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Rita Torres
Miner Not Minor
3
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Posted - 2013.08.31 06:57:00 -
[1052] - Quote
I like this ccp. But how about if we one up it to include a teir 2 t2 battleship using the tier 3 hull. But with 5 or 6 turret/launcher slots. |
Dave Stark
3390
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Posted - 2013.08.31 07:11:00 -
[1053] - Quote
CCP Ytterbium wrote:Also, remember the bastion cycle time is only 60 seconds when maxed. For Incursions, you can always pulse it on / off depending on circumstances.
so you're telling me, marauders will have sufficient active tank to tank a whole room of sansha with no remote reps for up to 60 seconds? because before you even consider pressing the bastion module in an incursion, the answer to that question has to be "yes" or it'll never be pressed, ever. especially when flying a ship worth as much as an incursion ship is usually worth.
that sounds balanced for other areas of the game.
having said that, unless you're planning on nerfing pirate hulls in to the ground nobody will fly a marauder in incursions anyway since the pirate hulls have superior damage bonuses from what i remember. |
marVLs
385
|
Posted - 2013.08.31 07:21:00 -
[1054] - Quote
I think concept is fantastic, i mean transforming ships etc.
But yeah it's still no good for PVE and PVP to justify their price and training time.
All of them still have too weak sensors.
Golem problems are torpedoes (they suck currently, no one will choose them when we have awesome cruise missiles), and that target painting thing...
Kronos could be sentry platform.
Salvaging bonus should be buffed 2-3times or changed.
Without at least 30% damage bonus Bastion is not useful: - lvl4s? Most important gank and speed so machariel, nightmare, RNI - incursions? gank, ewar bonuses so pirate battleships - pvp? sitting in place, cant aplly damage in time cause your target will use speed and warp off
I think all that brick bastion thing have no place, maybe only WHs, but that neuts... and no one want to bring thousands of cap boosters into wh... In bastion they wont tank incursions, no need more tank for missions, not enough for pvp.
Give bastion big damage bonus, thats the most important.
And do something with MJD so marauders can choose jump distance
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Gustav Mannfred
the bring back canflipping corp
74
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Posted - 2013.08.31 07:27:00 -
[1055] - Quote
why making the marauders slower? even a nidhoggur is faster then a paladin or golem
they should keep theyr actual mobility, could be even better... i'm REALY miss the old stuff.-á
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183 |
Mina Sebiestar
Mactabilis Simplex Cursus
405
|
Posted - 2013.08.31 07:38:00 -
[1056] - Quote
Gustav Mannfred wrote:why making the marauders slower? even a nidhoggur is faster then a paladin or golem
they should keep theyr actual mobility, could be even better...
Silly question they are making them slower so they can do drag race with orca. http://i.imgur.com/1N37t.jpg
http://i.imgur.com/KTjFEt6.jpg I dont always fly stabber but when i do...
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Gummi Worm
Blood And Sand Tectora
21
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Posted - 2013.08.31 07:46:00 -
[1057] - Quote
bastion module:
I think bonus of falloff and optimal need + 30% instead of 25% because, kronos/vargur have some problem with range/dps, and golem can use cruise within 200km without losing dps.
Use heavy water or something like this, remember people use marauder for salvaging and need a lot m^3.
Instead 70% MJD time reduction , give -50% cap reduction / + 25% speed for afterburner, nobody wanna use MJD in mission |
May Wanderdriven
The Driven
10
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Posted - 2013.08.31 07:52:00 -
[1058] - Quote
I really like that change besides the 'transformer' like thing. It gives me a 'shallow' taste that is there to seek 'broader audience' (if you know what I mean). If you want my opinion, get rid of it, make a huge ass gun come out of the middle or something and we're cool. cheers for the idea at any rate. |
Matari Akiga
School of Applied Knowledge Caldari State
13
|
Posted - 2013.08.31 08:14:00 -
[1059] - Quote
Lephia DeGrande wrote:Why on the love of God does EVERYONE want them to be Solo PvP or Fleet Fight specialized!?
Its a PvE / Small(medium) Gang Supporter! God damn it!
Edit: And i am also approving where the balancing lead us as whole, CCP dont let you misslead from some stubborn old/young veterans! Thanks.
I can only reply to this in the context of what I know because I fly it, which is the Kronos.
We are not looking for it to be a solo wtfbbqpwnmobile every ship should have a role that it fits well and in this case losing the web bonus is a massive nerf to the Kronos that actually removes most of its possible roles, talking PVE with the reduced drone bay and the removal of the web bonus you are almost forced to MJD away from the enemy frigate spawns to snipe the frigates before they can get under your guns, rinse and repeat until the frigates are gone then MJD back towards the larger spawns to shoot them.
For incursions no remote reps while in bastion mode and good luck fitting enough local tank to survive 60 seconds without external reps, not that it will be an issue because the thing that the Kronos did well slowing the enemy and applying its DPS well is now gone with the removal of the web bonus, it was its dual ability that made it a good ship to have in an incursion fleet.
For PVP in a small gang it wont be used as a brawler as there are far faster more agile ships that out perform it massively the best example being the Vindi which has the web bonus so is also very useful against small ships, but a blaster Talos could achieve the same or better results whilst representing a much smaller financial risk, greater speed, greater agility and smaller signature.
For sniper fits anything above 150 KM in range is generally not a good idea because of the probe mechanics and there are a great many fits that can apply good DPS out to 150 KM without making the ship immobile and presenting a very nice opportunity to get a nice 1 bil + kill mail.
I can see what CCP were aiming for with these changes but with the loss of the web bonus the Kronos loses what made it a good (not great but good) ship and less than half the ammo consumption of a Vindi is not enough to warrant using it anymore IMHO.
TL:DR Kronos needs the webs back to be good. |
Vulfen
Snuff Box Urine Alliance
37
|
Posted - 2013.08.31 08:30:00 -
[1060] - Quote
im thinking these ships need to be fitted with capital guns n take them down to 3 turret/missiles, make it so in bastion mode they are great up outside they are poor (weapon wise) |
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Gabriel Karade
Noir. Noir. Mercenary Group
121
|
Posted - 2013.08.31 08:47:00 -
[1061] - Quote
Tauranon wrote:Mina Sebiestar wrote:'Quit bitching about something that is doing nothing to hurt your current gameplay and is, in fact, making it easier.'
no it wonk make it easier it will make it more boring and if i don't use module all i got is nerfed dps slow(nerfed) brick.
I already use a blaster kronos, I can't see that it will always be slower, because that's a setup that is going to be highly improved when it can project its 1600dps further... edit : not quite 1600 anymore stupid drone... Bloody forums ate my post...
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
Gabriel Karade
Noir. Noir. Mercenary Group
121
|
Posted - 2013.08.31 08:47:00 -
[1062] - Quote
Tauranon wrote:Mina Sebiestar wrote:'Quit bitching about something that is doing nothing to hurt your current gameplay and is, in fact, making it easier.'
no it wonk make it easier it will make it more boring and if i don't use module all i got is nerfed dps slow(nerfed) brick.
I already use a blaster kronos, I can't see that it will always be slower, because that's a setup that is going to be highly improved when it can project its 1600dps further... edit : not quite 1600 anymore stupid drone... Having more falloff does not allow you to project 1600 dps further, losing the web bonus means actually it will be worse, because you only hit that at 6.75km or below (Void L), and without the web bonus, your targets transversal just went up by 400%
People (not you) often fall into the mistake of quoting optimal plus falloff and the dps number from the fitting sceeen - I blame EFT... you dont want to be in falloff in a 'true' blaster boat, you want to be at optimal with the target as near to stationnary as possible- You want 90% webs, not a falloff bonus.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
Octoven
Phoenix Productions Headshot Gaming
171
|
Posted - 2013.08.31 09:03:00 -
[1063] - Quote
When I first saw Fozzie's post about them and the new cool theme to go with it, I thought to myself oh great, when CCP says cool theme. it usually means taking a ship that does very well in its current role, putting it in an ass backward role and ******* it up for that role as well. I would just like to say, thanks CCP for proving me right once again.
Essentially you are making a mini dread at a fraction of the cost and this is good how? To be honest, whats the deal with the MJD bonuses, are there seriously not enough people using your new mod that you have to stick it on T2s? The ships would have been a lot more useful retaining other bonuses such as sensor damp, web, tracking disrupt....stuff that really makes pvp nice. MJD may be a valid tactical module; however, they are pointless if you are fit to brawl in CQ with another BS. I would think your whole, "taking it our of one specific use and giving it other uses" would apply here as well. If you truly want that, then take the MJD bonus back off and put the other bonuses on.
The whole idea of the mini-dread seems **** all ridiculous to me. I was really surprised you guys actually went all out to make us think it was going to be a proper re balance. Most were thinking of minor/major changes to bonuses and such like the other ships were, not redesigning the whole bloody ship. I would suggest taking these changes and applying them toward a future NEW T2 BS class :p |
Grombutz
lass mich in ruhe und nerf ned
59
|
Posted - 2013.08.31 09:20:00 -
[1064] - Quote
The initial Idea is quite, amazing, but it is lacking more brain.
What's the point of Marauders with this? You won't use the bastion in PvE (neither missions, nor incursions) as the benefits are almost non-existant (especially for missiles). You won't use it in PvP either, as it screws your survivability (ironic, isn't it?).
Bastion sounds really cool, but for gods sake:
Give it an increase in DMG (12,5% / 25%), and an increase in damage application (Optimal/Falloff + tracking for turrets, Ex-rad for missiles) so that it becomes a worthwhile button to press for the inherent drawbacks (no movement, no remote assistance etc.). And for the love of god, remove that weapon-timer.. thanks.
TLDR: Damage BONUS FFS - marauders are allready a joke compared to pirate BS (although the costs are roughly equal while training time is much higher). Giving them more tank won't solve this issue.
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PavlikX
You are in da lock
80
|
Posted - 2013.08.31 09:24:00 -
[1065] - Quote
Well... I am not sure that i like all ideas. Increase fitting possibilities - good MJD bonus - in general good i think.... Bastion module - i guess bad. It would be great if we can use some of it's bonuses without bastion module. But when this thing active this is not a marauder ship anymore - it is space turret Decrease mobility - bad. Decreased dronebay - bad (not main problemm anyway) 1 more med or low slot would be much much better than additional 1 high slot Sensors must be buffed to the T1 BS levels There must be 125% damage role bonus to free bonus slot to the something else. For example MWD or AB speed/cap usage/fitting bonus. Because MJD can be used in PvE with AB or MWD only to make fly to the gates and wrecks after 100 km jumps. Who will use it in solo PvP after that?
So, i would be satisfied with this bastion module in case we will have 125% damage role bonus and additional MWD/AB skill bonus. Additional med slot to the my favorite Palladin would be fine too.
Edit: Anyway, we need another T2 BS class. Two ships to each race as continuation of HAC line. |
Kikusama
Fairlight Corp Rooks and Kings
21
|
Posted - 2013.08.31 09:25:00 -
[1066] - Quote
Looks good in general with 2 addendums: - 400-500% increase in DPS whilst in bastion mode will put these right between normal battleships and dreadnoughts; - they all need 90% webs.
Basically with a fleet of these you'd get what you'd get with tracking dreads and vindis, only a lot more mobile.
PvE wise this would make these preferable to pirate battleships, without really trampling all over their territory (if you want to blitz stuff you can still use the Mach for example, if you want to obliterate everything bastion up a Vargur).
Guns make the news. Science doesn't. |
Alticus C Bear
University of Caille Gallente Federation
170
|
Posted - 2013.08.31 09:29:00 -
[1067] - 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.
Curious about High Energy Physics, was there logic behind its choice?
If they are just skills required for usage then why not choose tactical weapons reconfiguration level 3/4 even if the bastion module is not gaining a per level bonus to it.
Perhaps even combine it with advanced spaceship command 3/4, this combination of skills would reinforce the skills roadmap to capitals.
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Just Lilly
117
|
Posted - 2013.08.31 09:58:00 -
[1068] - Quote
+ A 200% increase in DPS and restore their original mobility
+ Add a MWD bonus
Troll suggestion: Give them a covert ops cloaking device Powered by Nvidia GTX 690 |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
142
|
Posted - 2013.08.31 10:06:00 -
[1069] - Quote
Why for the love of god is anyone asking for fuel usage in siege mode? Really is not necessary. As to damage bonus in siege, it would be nice to have something, but arguably you'd need to need tracking to counter it like on dreads in siege. 5000dps ships with battleship range and normal bat |
Ganthrithor
GoonWaffe Goonswarm Federation
598
|
Posted - 2013.08.31 10:08:00 -
[1070] - Quote
Only you guys could try to claim / rationalize immobilized, billion-isk ships as being "specialized for harassment tactics." This idea is beyond idiotic.
Siege mode is unnecessary for PvE since power-creep has already made ratting stupidly easy in just about any mostly-fit PvE ship. It has zero usefulness for PvP applications since nobody is going to pay a billion isk to play a game of "warp in at 100, siege, get scrammed, not-be-able-to-MJD-away."
I'm really confused about this whole thread. I checked an it's not April 1st. Last I remember reading, you guys were really set on nerfing high-end PvE setups-- when you nerfed dread / titan tracking, you specifically said that part of the reason you were doing so was to keep people from pulling in ridiculous income by ratting with capitals. These things will be overpowered for PvE and useless for PvP. Go back to the drawing board and come up with a concept for these ships that lives up to their class name.
e: And while I'm on a roll here, calling it a "bastion module" and making it use different skills from a siege module is pants-on-head ********. Make it require tactical weapons reconfig and give it a name that doesn't make it sound like a medium-quality Diablo item. |
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Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
201
|
Posted - 2013.08.31 10:11:00 -
[1071] - Quote
About warping and the bastion-module:
Currently, funny people can finish a siege cycle and if aligned/not bubbled/still moving warp out pretty fast. *pretty fast*
If you were to translate this to drifting bastioned marauders (align w/ mwd, bastion up) they can't be scrammed for the meantime and - given that you spam warp - should be able to exit bastion while instawarping with way beyond necessary warping speed of surely several hundred m/sec, which would render them nearly uncatchable without a bubble that way.
If I did not misunderstand, why do I suddenly see an ancient chevy with 4 punks in it, drive-by-shooting-scene. "When we're done with links you won't recognize them" - CCP Fozzie |
Danica Fox
money talks dirty
5
|
Posted - 2013.08.31 10:21:00 -
[1072] - Quote
Shoppi Fox wrote:Danica Fox wrote: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
even another useless skill @ 5 is not an option when these ships not offer a SERIOUS bonus for the skilltime
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 before tackled. on a damagebonus u could consider using. risk vs reward again
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
some changes read to me like the mackinaw getting a 100% scrambling range for each lvl of ancoring The last sentence is perfect And yeah i go conform with the above
this is at the moment no rebalance its a new class and if u make a new class u maybe considering naming it somewhere else and introducing it wiht one of you new x8 skills and leave marauders and rebalance them.
like postet serveral time make this ships the "HIGHSEC-DREADS" and u have the Opportunity on bo to make it a PVP ship or even i dont want to say it loud create a second new ship class a Highsec (in between steppeing stone) Carrier
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Florian Kuehne
Tech3 Company
15
|
Posted - 2013.08.31 10:22:00 -
[1073] - Quote
I dont understand why are you changing the marauders like that....
What you do is creating a small dread for pve, overpowered and really mad on the same level.
Just give marauders a little bit more sensor strength so that you are not be permajammed or down damped in missione while need 2min to lock a target. To remove web bonus and reducing the dronebandwidth + dronebay is not good. Just take one away.
Other changes to have more fitting opportunities is really good, specially the cap etc. |
Ganthrithor
GoonWaffe Goonswarm Federation
598
|
Posted - 2013.08.31 10:24:00 -
[1074] - Quote
Also, by axing the web strength bonus on the Paladin / Kronos you are doing away with the one aspect of those ships that would have made them MJD-friendly-- the ability to fit closerange setups that could dispose of any short-range, scram-equipped tacklers (thanks to the webs) and then MJD away. A ship with no web bonus is just going to sit there and die while tackled by frigate hulls they can do nothing about. |
Tobias Hareka
Republic Military School Minmatar Republic
96
|
Posted - 2013.08.31 10:26:00 -
[1075] - Quote
Why some hisec mission runners don't understand that damage + tracking speed bonus for that module would be really bad?
You want more damage? Ok, tracking speed should drop dramatically. |
Cade Windstalker
Donohue Enterprises Ad-Astra
64
|
Posted - 2013.08.31 10:32:00 -
[1076] - Quote
Someone has pointed out a rather interesting and possibly disturbing set of conditions where a Vargur with the use of cargo-expanders and ASBs could potentially fit a cap-independent tank greater than any single sub-capital's DPS and maintain that tank for about half an hour...
If this is fine then, well, that's fine.
If it's not then two possible solutions present themselves, either add an exception so that ASBs aren't affected by the local repair bonus of Bastion or make it so that you can only fit one ASB per ship.
The former adds another kind of odd exception to the game which is both annoying and confusing. The latter breaks some already present gameplay and fits but may end up more balanced overall, not sure. |
Danica Fox
money talks dirty
5
|
Posted - 2013.08.31 10:35:00 -
[1077] - Quote
and look @ the skill time issue to bs
bs is 1 x8 skill
for marauders u need this to 5
marauders itself is x10 energy grid upgrades is another 5 u need @x2 and adv weapon upgr @ 5 is a x6 skill add another x5 skill
and u have more skill time than for a dread carrier Pirater BS or anything else subcap
for what 1/2 price and nothing else gets near half of it (dps tank projection jump mobility whatever)
actually a carrier is same price 1,5 to1,8x the damge alot more ehp alot more tank alot more logistic options
(all for null sec view)
pirate bs exceed in every point price (vindi is same i think rattler cnr and so on are like 50-66% price) whisch all do better @ lvl 4s incursions nullsec annos pvp(small gang fleet fights)
and hell yes someone posted a sentry domi that would beat a marauder while bastioned in projection and movement for the price of under 350 mill fittet!
i have done pvp in solo (not good) small scale (1x weekish) fleet scale 3-4 times a week hell i was even in the biggest fights
i have done pve in highsec lowsec npc null in drone sov space in angel sov space in blood space and guristas space over my ~8 years in eve and i cant think of anything that marauder shine in that status other than maybe small gang..for every activity in eve there are cheaper better and more speciallized variants....
but on the other hand it would ruin smallscale because intelchannels would fill with omg a marauder cyno afterwards rest is business as usual-
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Cassius Invictus
Thou shalt not kill Exiled Ones
5
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Posted - 2013.08.31 10:39:00 -
[1078] - Quote
The Djego wrote:
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.
Well, dont know much about Kronos so you are probably right, but at few points you are wrong: 1) Guristas are not as bad with ECM, as sansha are with TD. Try flying a sansha mission in any turret ship - u will smash your head into keyboard (despite having a uber-pimped Paladin i fly Tengu for many sansha missions). 2) Not all missions can be tanked even in Marauders - the assault most notably or the blokade if u mess up spawns (which is often in this mission) - while my tengu can tank it quite easily. Also Dread pirate Scarlet mission is hard in Marauders because of the random dmg types in pockets. 3) Since i don't fly sentry drones I don't have an opinion on them, but a flight of medium drones is useless (they spend most of the time flying from target to target and being shot down in the process). 4) Web is a delicate issue, for Paladin it doesn't help much in PvE, i guess for Kronos it's different. It was a great bonus for PvP but since the ship can no longer move and is fairly useless in PvP i also don't see a point in keeping that bonus. |
Ganthrithor
GoonWaffe Goonswarm Federation
600
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Posted - 2013.08.31 10:41:00 -
[1079] - Quote
Here, because I like you guys and EVE Online and because I've done a lot of "marauding" in my day (albeit not in Marauders because they have always been terrible ships for PvP), I'll make a list of desirable attributes for ships that are "meant to operate behind enemy lines for extended periods of time." Maybe you can just pick some of these and roll them into a ship that will actually be useful for something!
- The reduced ammo usage + fitting flexibility that comes from Marauders' existing 4-guns / 7-highs layout
- Mobility-- this goes for speed and agility. If you want to do hit-and-run sort of work, you don't want to be flying a ship that handles like an oil tanker. NOTE: total immobility is even worse than handling like an oil tanker!
- Large cargo holds: when going on long deployments in hostile space, it's nice to have room for plenty of ammo, paste, anchorable bubbles, etc
- Services that can be provided to spacebros: fitting services to swap out burned-out modules, move drones into bays, etc can be invaluable when operating far from the nearest usable station
- Stealth / ability to move about unhindered: whether moving around a solar system discreetly in order to observe hostile movements, traveling through stargates with reduced risk of death, or bypassing gatecamps using a jump drive, enhanced stealthiness is always a perk when operating in someone else's playground
- General flexibility: when you're in the middle of a hostile region it's difficult to switch ships-- you have to work with what you've got on hand. As a result, you want a ship that's useful in a variety of combat scenarios. You don't really need a ship that epitomizes any one thing-- DPS, tracking, tackle range, mobility, etc-- but rather a ship that blends attributes so as to be useful in a variety of situations: it should have decent scan-resolution, good mobility, a flexible engagement envelope that allows it to fight without completely committing itself to a brawl, and it should be able to apply damage to a variety of targets even if it's raw DPS output isn't the greatest. Adaptability is king when you're operating 30 jumps from the nearest dockable station and need a ship that can be useful whenever you choose to log in and whoever you end up flying with. Your proposed Marauders are basically the exact opposite of what I just described. |
Kaeden Dourhand
T.O.R.
5
|
Posted - 2013.08.31 10:44:00 -
[1080] - Quote
Tobias Hareka wrote:Why some hisec mission runners don't understand that damage + tracking speed bonus for that module would be really bad?
You want more damage? Ok, tracking speed should drop dramatically.
I can live with that. works with the MJD bonus too. MJD out, and snipe the bastards. As it stands these changes do **** all for people that run lv4 missions, which are most marauder users, to be fair. |
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