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

Cade Windstalker
Donohue Enterprises Ad-Astra
74
|
Posted - 2013.09.01 15:07:00 -
[1351] - Quote
fenistil wrote:Sure thing, and yes, I accounted for the boost modifications. I believe I wrote Eos boost.
In PVP you are never Cap stable. Obviously if this is getting neuted it's dead, just like any Active Tanking ship. Most likely though, I'll fly it with 1 repper and cap xfers or something smarter than that.
Yup, just wanted to make sure. I'm just not sure this is a practical fit. Even without neuts it lasts ~6 minutes, requires an entire extra ship (which likely will have to be on-grid when Winter hits), and costs quite a bit, to put it mildly (pretty sure this is ~4-5 billion without factoring in the Eos and its fit). Also no idea why you didn't do T2 armor rigs.
baltec1 wrote: Dread pilots. We have lots of them.
There's a bit of a difference between "lots of dreads" and lots of any sub-capital. For a start Dreads can be insured for a decent return. Second, Asakai has 43 dreads lost, and the side that lost them seems to have had about 50-60 dreads present during the fight.
This was the largest commitment of caps in Eve history and there were all of 50-60 dreads from one side. Compared to the number of sub-caps that's hardly "lots" and those pilots are almost always going to be more valuable bringing those dreads to the field rather than running around in Marauders. If you can make a case for why this would not be the case then by all means lets hear it. |

DSpite Culhach
Corp 54 Curatores Veritatis Alliance
163
|
Posted - 2013.09.01 15:21:00 -
[1352] - Quote
I was actually expecting the Marauder changes to add more ... flexibility to the hulls. I kinda feel that putting them in "Siege mode" is going the other way, I already do a siege mode of sorts by sitting in a Rattlesnake and putting sentries out, sitting there shooting like mad, usually with MJD uses to get to the next gate.
If a siege mode was added I actually would have also expected numbers to go the other way. For example, have cruise missiles fly much shorter range (like an overburn) but hit much harder as a balance, cause you'd turn it on when you are surrounded, in trouble and getting pounded, or boost radius to Smartbombs, or Gallante to actually get MORE drone options like faster flying, harder to hit drones, etc etc.
Since this hull has not been touched in many many years, I'm sort of scared that when the new changes stick, it will probably not get touched again, like, ever. Would be nice if we get a large majority happy with changes, hence I would prefer this suckers stay on SiSi only until they get tested to death. I've been trying to skill up just for this, but multiple BS V's and support/weapon skills take a ... while.
If players have gone this long without Marauder changes, I'm sure a BIT longer won't kill them. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |

Caleb Seremshur
Angel of War Game 0f Tears
60
|
Posted - 2013.09.01 15:23:00 -
[1353] - Quote
and yet I could use this marauder in null after shipping it there and make considerably even more? What about wormholes?
Fwiw my golem can do almost 1100 with just cruise missiles alone before drones so I dont think dps is the key issue here... 25% velocity increase sees cruises pulling what. .. 15 - 20 km per second? The main thing that hurts the golem especially is the target painter falloff and lack of a hull bonus to missile explosion radius.
If it were my choice I would swap the flight time bonus for a 20% radius bonus therefore giving the golem 20% radius + 25% explosion velocity + 25% missile velocity at max skills. Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread --- Mining in game, from the perspective of an IRL miner. https://forums.eveonline.com/default.aspx?g=posts&m=3503687&#post3503687 ----á for FW rebalance in 2013 |

Xequecal
GoonWaffe Goonswarm Federation
42
|
Posted - 2013.09.01 15:28:00 -
[1354] - Quote
fenistil wrote:In PVP you are never Cap stable. Obviously if this is getting neuted it's dead, just like any Active Tanking ship. Most likely though, I'll fly it with 1 repper and cap xfers or something smarter than that.
You're still using an ancillary rep to get those numbers, and they're pathetic compared to the Vargur.
I've already posted it before, but with these changes you can fit out a dual-XLASB Vargur that tanks 15000 DPS with blue pill and T2 mods, 20,000 DPS with crystals, and over 25,000 DPS with deadspace stuff. It uses no cap for anything besides the three heavy neuts you can also fit on it. If incoming DPS is half those numbers or less it can permatank it with no cap use due to the gigantic cargobay and being able to run one XLASB while reloading the other.
With faction EMP it's 1027 DPS and 0.101 tracking, faction uranium is 718 DPS and 0.13 tracking, all with 54km falloff. Hail is 1135 DPS and still has double the tracking of large pulse lasers. This ship and a resilient tackler alt could solo entire gangs.
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Xequecal
GoonWaffe Goonswarm Federation
42
|
Posted - 2013.09.01 15:30:00 -
[1355] - Quote
baltec1 wrote:Dread pilots. We have lots of them.
How many do you have? Remember just having 200 dread pilots isn't enough, you need 200 dread pilots of a specific racial type if you want to make up a fleet doctrine. |

Mournful Conciousness
Embers Children TOHA Conglomerate
274
|
Posted - 2013.09.01 15:34:00 -
[1356] - Quote
fenistil wrote:Sure thing, and yes, I accounted for the boost modifications. I believe I wrote Eos boost. Here is the fit: Quote:[Kronos, Ody 1.1 Bastille] Large Ancillary Armor Repairer, Nanite Repair Paste Corpus C-Type Large Armor Repairer Imperial Navy Energized Adaptive Nano Membrane Corpus C-Type Armor Explosive Hardener Damage Control II Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Tracking Computer II, Optimal Range Script Large Micro Jump Drive Heavy Electrochemical Capacitor Booster I, Cap Booster 25 True Sansha Warp Disruptor
Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L Neutron Blaster Cannon II, Null L [empty high slot] [empty high slot] [empty high slot]
Large Auxiliary Nano Pump I Large Auxiliary Nano Pump I
In PVP you are never Cap stable. Obviously if this is getting neuted it's dead, just like any Active Tanking ship. Most likely though, I'll fly it with 1 repper and cap xfers or something smarter than that.
Vargur and golem will do this better. ~10,000 dps tank with alternate dual xl-asb, cargohold extenders will allow them to carry 10 million ehp-worth of cap boosters. Fit a NOS in the top slot for neut protection and you've got...
... a horrible game, breaking bait ship.

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. |

fenistil
FREE GATES HUN Reloaded
83
|
Posted - 2013.09.01 15:35:00 -
[1357] - Quote
It was a concept fit, to prove that it will be possible to have 10k tank marauders.
I am damn sure that WH folks will take advantage of this. Thwy are tight groups with decent pilots usually. Here comes the marauder fleet concept.
DSpite, have you ever seen solo 10 of 10s being done? Or actually havens and sanctums are kind of tough to do solo. Now you could sit in small haven at the spawn point in your Vargur with 100km rnage and destroy everything with a t2 medium shield booster providing all the tank you need. Are you looking for a corp that can help you? https://forums.eveonline.com/default.aspx?g=posts&t=189337 |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
|
Posted - 2013.09.01 15:39:00 -
[1358] - Quote
DSpite Culhach wrote:I was actually expecting the Marauder changes to add more ... flexibility to the hulls. I kinda feel that putting them in "Siege mode" is going the other way,
Thats what the description says and also what my understanding of a "Marauder" is - something that has a degree of versatility and can perform a variety of roles behind enemy lines.
While their main focus is looting/salvaging they do have a PVP element also - the whole idea of them is getting in, getting the job done and getting out without doing anything for even a second that would commit them to the battlefield - so MJD bonus = good, module that ties them down for 60+ seconds = bad. |

fenistil
FREE GATES HUN Reloaded
83
|
Posted - 2013.09.01 15:41:00 -
[1359] - Quote
Mournful, you forget, that these ships cannot move. If the tank cannot be broken, you can just leave the ship there and look for somthing else to shoot. Nieche applications of the marauders I like. You wont see marauders solo gangs unless the FC is a complete moron. Are you looking for a corp that can help you? https://forums.eveonline.com/default.aspx?g=posts&t=189337 |

Mournful Conciousness
Embers Children TOHA Conglomerate
274
|
Posted - 2013.09.01 15:42:00 -
[1360] - Quote
fenistil wrote:Mournful, you forget, that these ships cannot move. If the tank cannot be broken, you can just leave the ship there and look for somthing else to shoot. Nieche applications of the marauders I like. You wont see marauders solo gangs unless the FC is a complete moron.
I don't forget. Each one will carry a cyno.
It's going to be horrible...
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. |
|

fenistil
FREE GATES HUN Reloaded
83
|
Posted - 2013.09.01 15:47:00 -
[1361] - Quote
Well here is the thing... You are very well aware of what marauders can do. Engage it without proper intel and you deserve the hotdrop. But cyno can be fitted on pretty much aything. Difference is, that the marauder is more likely to survive. . |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
|
Posted - 2013.09.01 15:57:00 -
[1362] - Quote
fenistil wrote:Well here is the thing... You are very well aware of what marauders can do. Engage it without proper intel and you deserve the hotdrop. But cyno can be fitted on pretty much aything. Difference is, that the marauder is more likely to survive.
You'd generally worry less about survivability and use cheaper bait and pick your targets as much as possible, if your going to throw a 1bn odd ISK hull in there then there are options even now that can run a mad tank i.e. rattlesnake.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
274
|
Posted - 2013.09.01 16:00:00 -
[1363] - Quote
fenistil wrote:Well here is the thing... You are very well aware of what marauders can do. Engage it without proper intel and you deserve the hotdrop. But cyno can be fitted on pretty much aything. Difference is, that the marauder is more likely to survive. So... respectfully... might be game be better served if the dev team tackle the difficult hot-drop problem that makes lowsec skirmishes end in a nasty, non-fun hotdrop before they become good fights?
It seems to me that the (PVE) users of Marauders were not asking for a change.
Nobody likes the game-ending mechanics of the one-sided hot-drop. I'm pretty sure that balancing that would receive widespread and unanimous support.
It seems to me that this proposal adds 4 more ships to the hot-drop arsenal, without improving the lot of PVE marauder pilots or improving PVP tactical gameplay.
It has been mentioned many times in this thread that 'legitimate' use of the bastion module will not (cannot) be made.
It was a nice first try at an idea, but I respectfully feel that the idea is flawed.
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. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
|
Posted - 2013.09.01 16:14:00 -
[1364] - Quote
Mournful Conciousness wrote: It has been mentioned many times in this thread that 'legitimate' use of the bastion module will not (cannot) be made.
It was a nice first try at an idea, but I respectfully feel that the idea is flawed.
The idea itself is great - shoehorning it onto marauders is whats ruining it.
Applied to the former tier3 battleship hulls as a new T2 battleship line it has a nice fit, marauders not so much. |

Ralph King-Griffin
Var Foundation inc.
3
|
Posted - 2013.09.01 16:21:00 -
[1365] - Quote
Rroff wrote:Mournful Conciousness wrote: It has been mentioned many times in this thread that 'legitimate' use of the bastion module will not (cannot) be made.
It was a nice first try at an idea, but I respectfully feel that the idea is flawed.
The idea itself is great - shoehorning it onto marauders is whats ruining it.
Hmmmm kinda, i wouldn't say ruining. definitely not flawed. Waaaaaaaay too early to tell. personally i like it If in doubt...do...excessively. |

Mournful Conciousness
Embers Children TOHA Conglomerate
274
|
Posted - 2013.09.01 16:24:00 -
[1366] - Quote
Rroff wrote:Mournful Conciousness wrote: It has been mentioned many times in this thread that 'legitimate' use of the bastion module will not (cannot) be made.
It was a nice first try at an idea, but I respectfully feel that the idea is flawed.
The idea itself is great - shoehorning it onto marauders is whats ruining it.
It was a great idea in Medieval times, just before the mass-production of cannons.
The idea of "stand still and build strong walls" has not been valid military doctrine since about 1200AD, and it didn't work that well back then - the defenders starved to death or died of disease.
Modern military doctrine favours mobility, versatility and stealth.
I cannot see envisage this changing in the far future. Fast-moving super-strong things are harder to destroy than stationary super-strong things - always will be.
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. |

The Spod
Center for Advanced Studies Gallente Federation
51
|
Posted - 2013.09.01 16:39:00 -
[1367] - Quote
The ships should be balanced by their topmost min-maxed PVE capability as far as PVE goes to make sure they don't obsolete each other or pirate BS.
DPS with current ranges: Golem 1258dps Rage torpedo (26km) or 1070dps CN torpedo (30km) Kronos 1504dps Void (10+13km), 1348dps CNAM (6+26km) or 1074dps Null (19+37km) Paladin 1218dps Conflag (20+17km), 1040dps IN gamma (26+20km) or 877dps Scorch (62+20km) Vargur 1177dps Hail (4+56km), 1054dps RF ammo (4+75km)
With the optimal buff Paladin with Conflagration will reach 27km base optimal.
With the siege mode buff all the ships will be very efficient at 30km-40km range and similiarly effective at 50km far orbit range. However, the Golem is lacking because of it's limited torpedo range and bad damage application with Rage torpedoes.
I would look into improving the Golem siege bonus to missile velocity AND travel time to make the Rage build more viable at PVE ranges. 25% to both missile velocity and fuel when sieged, based on the potential numbers on each of the ships.
|

Alec Freeman
The Dark Space Initiative Scary Wormhole People
245
|
Posted - 2013.09.01 16:39:00 -
[1368] - Quote
I like this idea.
However i feel it would be vastly improved if Turrets & Missiles where given a Damage bonus rather than tracking / range.
Damage bonus would aid all weapons systems equally and would mean that long range arty / beam / rail platformed marauders would be more interesting.
It would also give them more purpous in PvP as anti capital strike craft and highsec POS bashers. |

Lephia DeGrande
Luxembourg Space Union
93
|
Posted - 2013.09.01 16:47:00 -
[1369] - Quote
Mournful Conciousness wrote:Rroff wrote:Mournful Conciousness wrote: It has been mentioned many times in this thread that 'legitimate' use of the bastion module will not (cannot) be made.
It was a nice first try at an idea, but I respectfully feel that the idea is flawed.
The idea itself is great - shoehorning it onto marauders is whats ruining it. It was a great idea in Medieval times, just before the mass-production of cannons. The idea of "stand still and build strong walls" has not been valid military doctrine since about 1200AD, and it didn't work that well back then - the defenders starved to death or died of disease. Modern military doctrine favours mobility, versatility and stealth. I cannot envisage this changing in the far future. Fast-moving super-strong things are harder to destroy than stationary super-strong things - always will be.
POS Force Field disaproves.
|

Battle Cube
Cubes' Freakout Room.
14
|
Posted - 2013.09.01 16:49:00 -
[1370] - Quote
Gwen Ambraelle wrote:Battle Cube wrote:Gwen Ambraelle wrote:I'm amazed at all the complaining.
These things are going to be great at the following;
- Wormhole Anoms up to C3's (maybe C4's) - All L4 Missions - Epic Arc's / COSMOS - LV5's
I can't speak for DED sites as I've not enough experience, but from what I understand of them, they should great there too.
Any arguments to say that these things are going to be useless in PvE are just beyond me.
And as for PvP, doing WH's anoms gives you lots of that. L5's would do the same.
I can see these things being used all over W-Space.
No ship should be good at everything, asking for that is just silly. But they will excel in some area's, and that's fine.
I say all of of the above as a Pally pilot who is perfectly happy with it as it is now. Its not that they are useless in PVE, its that other ships are/will be Better, but at a lower cost and sp requirement. The problem is that there isn't anything that makes these worthwhile, no matter how viable they are, at least for *some* pve. L5 mission solo - What other ship would be more effective? C3/4 Sites solo - What other ship would be more effective? Amarr Epic with all their (^^$%$&()*& TD's - What ship would be better? The Assault with all their ^*%$*&&^ Jammers - What ship would be better? I could go on, but the point is that if you have the skills, these changes are very intriguing.
L5 solo - stupid? I guess you COULD do it, until someone scans you down and kills your 1b+ immobile bs in lowsec c3/4 solo - i dont know since i dont do them, you could be right amarr epic - who cares its an epic you can only do once, yeah sure i'll buy and fit a ship just for that.. XD the assault - just dont do this mission. Getting this ship for just this mission? id rather just bring a freind or an alt so the jams dont stop both of us |
|

Xequecal
GoonWaffe Goonswarm Federation
42
|
Posted - 2013.09.01 16:55:00 -
[1371] - Quote
Battle Cube wrote:L5 solo - stupid? I guess you COULD do it, until someone scans you down and kills your 1b+ immobile bs in lowsec c3/4 solo - i dont know since i dont do them, you could be right amarr epic - who cares its an epic you can only do once, yeah sure i'll buy and fit a ship just for that.. XD the assault - just dont do this mission. Getting this ship for just this mission? id rather just bring a freind or an alt so the jams dont stop both of us
You'd have to be pretty unlucky to lose it to a scan down in a L5 with a cycle time of 60 seconds if you check dscan constantly. Just cancel the mod if you see combat probes on dscan, remember they have to traverse the acceleration gates after scanning you, it would be pretty difficult for them to get tackle on you within 60sec of probes appearing on your scanner, and most of the time you'll be able to get out a lot faster because there won't be the full 60sec on your module cycle time left when you see the probes.
I'd be much more worried about losing it to a gate camp traveling to and from the mission location. |

Zaxix
Long Jump.
227
|
Posted - 2013.09.01 16:56:00 -
[1372] - Quote
Cade Windstalker wrote:Zaxix wrote:Supposedly, T2 is specialized and T3 is general. A marauder should be specialized. The tractor bonus has exactly one use: looting in solo PvE. But that is ultimately limited by your cargo bay. You're essentially asking for a ship bonus that will be used for selectively looting wrecks. Of all the other things that might be added to the ship, that one is pretty minor in the greater scheme of things. Any bonus added should reflect specialization. I'd rather have a reduced sig radius or increased sensor strength than a tractor bonus. You seem to defeat your own argument here. The tractor-bonus is a highly specialized bonus and from looking at the numbers and bonuses it doesn't seem to have factored into their balancing of the hulls. It's being left there because it hurts literally nothing by its presence beyond the sensibilities of a few irate forum posters. It's used by people who already own these ships and works somewhat well with the MJD bonus, this is the very definition of specialized. The SHIP is supposed to be specialized. As in specialized for a particular use.
BTW, your little argument about T3 fleets is about as flawed as it can be. There are massive T3 fleets. Just looking at your one post and none of the others, it seems pretty obvious you don't do much reading of the news sites, dev posts, or other information sources. Go to TMC and EN24 and read the last two months of battle reports. Bokononist
-á |

Battle Cube
Cubes' Freakout Room.
14
|
Posted - 2013.09.01 17:00:00 -
[1373] - Quote
Xequecal wrote:Battle Cube wrote:L5 solo - stupid? I guess you COULD do it, until someone scans you down and kills your 1b+ immobile bs in lowsec c3/4 solo - i dont know since i dont do them, you could be right amarr epic - who cares its an epic you can only do once, yeah sure i'll buy and fit a ship just for that.. XD the assault - just dont do this mission. Getting this ship for just this mission? id rather just bring a freind or an alt so the jams dont stop both of us You'd have to be pretty unlucky to lose it to a scan down in a L5 with a cycle time of 60 seconds if you check dscan constantly. Just cancel the mod if you see combat probes on dscan, remember they have to traverse the acceleration gates after scanning you, it would be pretty difficult for them to get tackle on you within 60sec of probes appearing on your scanner, and most of the time you'll be able to get out a lot faster because there won't be the full 60sec on your module cycle time left when you see the probes. I'd be much more worried about losing it to a gate camp traveling to and from the mission location. Out of curiosity, can you break gate cloak, prime the MJD, cloak, and then just click cloak off 1sec before you're about to jump to run a lowsec camp?
Eh. Seeing the rewards of a L5, i wouldnt do them even normally, its obviously way too much risk for almost no reward, even more so if you have to bring a marauder. So yeah, if its niche is L5s, which were already kind of useless, then the new marauders will be likewise pretty much useless
Additionally, beyond the risk, it just wouldnt be FUN to have to constantly check scan over the length of an entire mission |

Mournful Conciousness
Embers Children TOHA Conglomerate
281
|
Posted - 2013.09.01 17:04:00 -
[1374] - Quote
Here is a counter-proposal:
"The marauder class battleship is an evolution of tried and tested hulls, designed for extended sorties behind enemy lines. Marauders focus on dealing damage and evading capture by the enemies of the empire. As such, marauders have built in technology that gives them:
5% bonus to base speed per level 18% per level reduction in effectiveness of inbound webifiers Microwarp drives immune from the effects of warp scramblers.
(note, they still may not enter warp if disrupted or scrambled)
Emissions from these bulky and unstable high-tech propulsion units has a debilitating effect on sensor arrays and thus the sensor strengths of these ships is known to be weak, leaving them susceptible to battlefield interference. (sensor strength unchanged)"
Web bonuses replaced with 5%/level cap recharge bonus.
Now the marauder can carry on PVEing nicely, has a chance to slip through gate camps/get back to gate, can apply a little battlefield dps until neutralised with ECM and can slip away - justifying the price tag.
It can also get between mission gates more quickly, so isk/hr goes up a little. The extra cap allows use of MWD for better positioning with short range weapons.
Now what do I buy? A vindicator/machariel that does PVE very quickly but which if caught, must fight and die? Or a marauder which is not overly suited to PVP, but can generally slip away if things are not going well?
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. |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
208
|
Posted - 2013.09.01 17:25:00 -
[1375] - Quote
The Spod wrote: With the optimal buff Paladin with Conflagration will reach 27km base optimal.
With the siege mode buff all the ships will be very efficient at 30km-40km range and similiarly effective at 50km far orbit range. However, the Golem is lacking because of it's limited torpedo range and bad damage application with Rage torpedoes.
I would look into improving the Golem siege bonus to missile velocity AND travel time to make the Rage build more viable at PVE ranges. 25% to both missile velocity and fuel when sieged, based on the potential numbers on each of the ships.
They surely don't have to worry to accidently break cruises, with their 200km baserange bastion'ed firing fury. Coupling the still rather short fittings and the 100km MJD-distance indicates that some (midslot?? or) lowslot-application/projection-modules are on the way - else the golem wouldn't have been mentioned in a torpfit. Pretty sure.
fenistil wrote:It was a concept fit, to prove that it will be possible to have 10k tank marauders.
I am damn sure that WH folks will take advantage of this. Thwy are tight groups with decent pilots usually. Here comes the marauder fleet concept.
DSpite, have you ever seen solo 10 of 10s being done? Or actually havens and sanctums are kind of tough to do solo. Now you could sit in small haven at the spawn point in your Vargur with 100km rnage and destroy everything with a t2 medium shield booster providing all the tank you need.
Yay for pve. I totally cannot judge what those things will do to station games, to gate camps and to solo, I have no idea. Them having not the most buffer and people regularily just undockng *enough* dps or enough neuts (for armorships) to kill you a la carte, or just slowly walking away from your stationary marauder(s) at a camp.
In wormholes, might be cool for fighting on connections crossing c4/c5 to c2/c3 space, kind of limiting you to 3-4 battleships already, and allowing you to run a very fun way organize logistics. Hint: 3 highs, 10 lockable targets, immunity to ewar, 1k+ m-¦ to carry cap boosters. can't be bumped off a wormhole. So you'd park 2 or three of them on your wormhole, get a CS and a couple Lokis, and you got your basic fleet to deploy :D "When we're done with links you won't recognize them" - CCP Fozzie |

Zeus Maximo
Mentally Assured Destruction
417
|
Posted - 2013.09.01 17:26:00 -
[1376] - Quote
1. Kronos and Paladin were prime pvp ships with their 90% webs
2. If CCP even remotely thought of these for Large POS's in high sec then they failed. Need a DPS multiplier
3. If the ship can't move in siege, they have 1 web(no 90% webs anymore), every ship will be able to burn away.
4. These ships were buffed for 2 reasons: A) Obvious bait B) Better missioning ships that need cheaper mods to survive
I don't see how any of these changes help a pvper |

Meyr
Shiva The Retirement Club
23
|
Posted - 2013.09.01 17:27:00 -
[1377] - Quote
Mournful Conciousness wrote:Here is a counter-proposal:
"The marauder class battleship is an evolution of tried and tested hulls, designed for extended sorties behind enemy lines. Marauders focus on dealing damage and evading capture by the enemies of the empire. As such, marauders have built in technology that gives them:
5% bonus to base speed per level 18% per level reduction in effectiveness of inbound webifiers Microwarp drives immune from the effects of warp scramblers.
(note, they still may not enter warp if disrupted or scrambled)
Emissions from these bulky and unstable high-tech propulsion units has a debilitating effect on sensor arrays and thus the sensor strengths of these ships is known to be weak, leaving them susceptible to battlefield interference. (sensor strength unchanged)"
Web bonuses replaced with 5%/level cap recharge bonus.
Now the marauder can carry on PVEing nicely, has a chance to slip through gate camps/get back to gate, can apply a little battlefield dps until neutralised with ECM and can slip away - justifying the price tag.
It can also get between mission gates more quickly, so isk/hr goes up a little. The extra cap allows use of MWD for better positioning with short range weapons.
Now what do I buy? A vindicator/machariel that does PVE very quickly but which if caught, must fight and die? Or a marauder which is not overly suited to PVP, but can generally slip away if things are not going well?
"I heartily endorse the above-mentioned product and/or service!"
Actually, it goes a long way towards:
A) Justifying the high price tags these ships have.
B) Would encourage a few of the bolder pilots to try a Lvl 5 agent (admittedly not for long, as the risk/reward simply isn't there)
C) Gives the Marauder a definite, albeit narrowly-focused, advantage over the Pirate Battleships
D) Gives a small ISK/hour bump to Marauder pilots without introducing weapon bonus changes
E) Provides for a better ability to salvage (more MWD = more effective tractor beam range) |

Zeus Maximo
Mentally Assured Destruction
417
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Posted - 2013.09.01 17:35:00 -
[1378] - Quote
Mournful Conciousness wrote:Here is a counter-proposal:
"The marauder class battleship is an evolution of tried and tested hulls, designed for extended sorties behind enemy lines. Marauders focus on dealing damage and evading capture by the enemies of the empire. As such, marauders have built in technology that gives them:
5% bonus to base speed per level 18% per level reduction in effectiveness of inbound webifiers Microwarp drives immune from the effects of warp scramblers.
(note, they still may not enter warp if disrupted or scrambled)
Emissions from these bulky and unstable high-tech propulsion units has a debilitating effect on sensor arrays and thus the sensor strengths of these ships is known to be weak, leaving them susceptible to battlefield interference. (sensor strength unchanged)"
Web bonuses replaced with 5%/level cap recharge bonus.
Now the marauder can carry on PVEing nicely, has a chance to slip through gate camps/get back to gate, can apply a little battlefield dps until neutralised with ECM and can slip away - justifying the price tag.
It can also get between mission gates more quickly, so isk/hr goes up a little. The extra cap allows use of MWD for better positioning with short range weapons.
Now what do I buy? A vindicator/machariel that does PVE very quickly but which if caught, must fight and die? Or a marauder which is not overly suited to PVP, but can generally slip away if things are not going well?
How the hell does a PVPer catch this thing if it can MJD out of trouble every single time?
"Microwarp drives immune from the effects of warp scramblers."
That is MASSIVE!
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Topher Basquette Dusch-shur
Montana Freedom Fighters
3
|
Posted - 2013.09.01 17:46:00 -
[1379] - Quote
Gah'Matar wrote:That new skill should be called "Castle Doctrine".
The Description should also refer to some obscure law from some place that used to be called "Texas".
As a person born, raised, and removed from Texas: I approve of this wholeheartedly.
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Kaeden Dourhand
T.O.R.
5
|
Posted - 2013.09.01 18:10:00 -
[1380] - Quote
DSpite Culhach wrote:Since this hull has not been touched in many many years, I'm sort of scared that when the new changes stick, it will probably not get touched again, like, ever. Would be nice if we get a large majority happy with changes, hence I would prefer this suckers stay on SiSi only until they get tested to death. I've been trying to skill up just for this, but multiple BS V's and support/weapon skills take a ... while.
If players have gone this long without Marauder changes, I'm sure a BIT longer won't kill them.
QFT. |
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