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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
MeBiatch
Republic University Minmatar Republic
1243
|
Posted - 2013.08.29 20:41:00 -
[121] - Quote
GÇóExtends all large turret falloff and tracking by 25%
why just falloff and not optimal range? does this not give a big boost to arty/blaster setups and not much for rails and lazors? There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Harvey James
Deep Core Mining Inc. Caldari State
470
|
Posted - 2013.08.29 20:41:00 -
[122] - Quote
Garviel Tarrant wrote:Does this mean that all 90% webs are going the **** away?
Because that would be awesome.
Also this is so weird i dont' really have an opinon on it... But this is definitely better than dedicated mission ships/bs's with t2 res like i was expecting.
Edit: Ok actually one thing
Why the flying freck is it acceptable to have blasters hitting up to 50 km? what the ****?
i think 90% webs are insanely OP as-well Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Onictus
Silver Snake Enterprise Fatal Ascension
433
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Posted - 2013.08.29 20:42:00 -
[123] - Quote
MeBiatch wrote:GÇóExtends all large turret falloff and tracking by 25%
why just falloff and not optimal range? does this not give a big boost to arty/blaster setups and not much for rails and lazors?
Since they nerfed the AC/Blaster boats to hell with the TE change..... |
Arec Bardwin
1104
|
Posted - 2013.08.29 20:42:00 -
[124] - Quote
CCP Ytterbium wrote: As a final combo bonus, we also are changing Target Painter cycle time from 10 to 5 seconds, and reducing their cap usage to compensate - waiting for the Target Painter cycle to finish before swapping targets is quite annoying on the Golem.
Quoted the best part. |
Doed
Tyrfing Industries Viro Mors Non Est
38
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Posted - 2013.08.29 20:42:00 -
[125] - Quote
Two step wrote:I'd rather see a tracking penalty and a DPS increase. As is, where are you expecting these to be used? In nullsec, they will get eaten alive by bombers, in w-space they use too much mass (and can't fit into C1 holes where you really might like a mini-dread).
It seems to me like they will still be PVE boats, which you claimed you wanted to change.
I was kinda thinking the same... Lolhs and wh super niche is all they will see outside of pve.
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Harvey James
Deep Core Mining Inc. Caldari State
470
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Posted - 2013.08.29 20:42:00 -
[126] - Quote
MeBiatch wrote:GÇóExtends all large turret falloff and tracking by 25%
why just falloff and not optimal range? does this not give a big boost to arty/blaster setups and not much for rails and lazors?
interesting point i think 25% is too much extra range 60km blasters are insane Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Two step
Aperture Harmonics K162
4168
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Posted - 2013.08.29 20:43:00 -
[127] - Quote
If you are going to make them PVE boats, how about a large salvage drone bonus? Less clicking for salvage makes people happy CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Gah'Matar
Knights of the Nyan
29
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Posted - 2013.08.29 20:43:00 -
[128] - Quote
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". |
Volitaire
3-Strikes Nulli Secunda
14
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Posted - 2013.08.29 20:43:00 -
[129] - Quote
Callic Veratar wrote:Quote:"Skill at the operation of siege modules. 25-unit reduction in strontium clathrate consumption amount for Siege Module activation per skill level." Magic
Pray tell, what is the Bastion module based off of and has, essentially, the same function as? |
Repentence Tyrathlion
Tyrathlion Interstellar
412
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Posted - 2013.08.29 20:44:00 -
[130] - Quote
So we're getting physical transformations.
Of the Kronos.
Which is a Megatron, sorry, Megathron...
Hmm.
DECEPTICONS FOREVER! |
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eneman81
Whale Girth Disavowed.
26
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Posted - 2013.08.29 20:44:00 -
[131] - Quote
I endorse this change :p
should be interesting to see their use in whs |
Harvey James
Deep Core Mining Inc. Caldari State
470
|
Posted - 2013.08.29 20:44:00 -
[132] - Quote
Arec Bardwin wrote:CCP Ytterbium wrote: As a final combo bonus, we also are changing Target Painter cycle time from 10 to 5 seconds, and reducing their cap usage to compensate - waiting for the Target Painter cycle to finish before swapping targets is quite annoying on the Golem.
Quoted the best part.
its odd that the golem is expected to waste a mid slot and cap on TP's instead of being given an explosion radius bonus instead it kind gets around this issue Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
FT Diomedes
The Graduates RAZOR Alliance
186
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Posted - 2013.08.29 20:45:00 -
[133] - Quote
CCP Ytterbium wrote:The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those Also, remember the bastion cycle time is only 60 seconds when maxed. For Incursions, you can always pulse it on / off depending on circumstances.
Add a fuel bay. Problem solved. |
Legion40k
ZOMBIEBEACHPARTYPATROL
22
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Posted - 2013.08.29 20:45:00 -
[134] - Quote
artillery will FIT on a Vargur!?!?!?!?!?
holy hell |
MeBiatch
Republic University Minmatar Republic
1243
|
Posted - 2013.08.29 20:46:00 -
[135] - Quote
SkupojHren wrote:what?i dont even know where to start
Extends all large turret falloff and tracking by 25% Increases all large missile max velocity by 25%
why missiles dont get a second bonus?turrets get falloff and tracking.
what like you want explosion velocity... wonder how much of an affect that would have on torps. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Volitaire
3-Strikes Nulli Secunda
15
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Posted - 2013.08.29 20:47:00 -
[136] - Quote
FT Diomedes wrote:CCP Ytterbium wrote:The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those Also, remember the bastion cycle time is only 60 seconds when maxed. For Incursions, you can always pulse it on / off depending on circumstances. Add a fuel bay. Problem solved.
Who really expected ******* Marauder changes to be the issue that unites N3 & CFC |
Rowells
Unknown Soldiers Against ALL Authorities
117
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Posted - 2013.08.29 20:47:00 -
[137] - Quote
will bastion disallow drones when activated, like the triage module does for carriers?
also, the 100% rep bonus and the 1.1 15% bonus PLUS uber resist bonus is gonna be sweet. anyone have a calculator? dying to here what they can tank |
Wizzard117
Viziam Amarr Empire
2
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Posted - 2013.08.29 20:47:00 -
[138] - Quote
2 cents Default movement modes (warping, flying, jumping) does not require any fuel, but every other special movement type (siege mode etc.) does Bastion mode is not a default way marauders fly, so for the sake of consistence it should consume some resources whether it's heavy water or ozone or whatever else Adding extra fuel bay is a way to go |
MeBiatch
Republic University Minmatar Republic
1243
|
Posted - 2013.08.29 20:47:00 -
[139] - Quote
Two step wrote:If you are going to make them PVE boats, how about a large salvage drone bonus? Less clicking for salvage makes people happy
that would be cool... just make the role bonus include a bonus to salvage drone cycle time and mwd speed or something. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Daneel Trevize
Give my 11percent back
412
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Posted - 2013.08.29 20:47:00 -
[140] - Quote
My questions, as ever looking for good fights, outnumbered and/or unexpected fits to actually be engaged with a chance:
No improved scan res, that all BSs hugely suffer from? Are BSs officially meant to be supported by smaller ships and/or projecting modules, as we are always reminded capital ships rightly should?
Worse sensor strength? Because ECM is a mechanic that would ever get on TQ if proposed now, right?
These don't use special local rep modules, correct? So all balancing around e.g. LARs will have to take these into account? So you basically won't be able to make ~75% effective fits on ships like the Tempest & Megathon, that are infinitely more engagable than Maelstroms and Hyperions.
Wasn't this the whole case about previously not buffing local tanking in general, that it would mess with PvE fits & isk/hour generation?! Now we get a huge nerf to local tanking setups via the ganglinks nerf, a small counter buff in rep power of modules, but not considering the major potency of combining them with links being the absolute cap use reduction(rather than efficiency), and the cycle time reduction allowing armour setups to get a rep off before exploding. It was 50:50 about the raw tanking paper values and about the number & size of cap charges needed to practically manually micromanage to keep your ship alive. And to not need to be Slaved/find the fitting to also cram a plate on with undersided guns to not be taken out by a little too much volley damage. And yet after all that, Marauders, the supposed pve ships, are getting a huge buff to tanking & fighting stupid rats.
Do you ever expect BSs to repeat previous popular actions of camp-busting when they're either these 1-trick pony things, predictable & avoidable Hype/Mael, or everything else that can't come close to these for brawling power? And given that ABCs +stealth bombers can bring the same weapon systems while kiting, are BSs officially relegated to living in the nullsec world of TiDi sov fights? Where, incidentally, insured dreads aren't likely to have a problem blapping these stationary pocked-dreads. |
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bloodknight2
Talledega Knights PLEASE NOT VIOLENCE OUR BOATS
202
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Posted - 2013.08.29 20:48:00 -
[141] - Quote
Would be quite nice if the marauder could use a new module like a tractor beam and when in range (-2500m), salvage AND loot the wreck. |
Harvey James
Deep Core Mining Inc. Caldari State
470
|
Posted - 2013.08.29 20:48:00 -
[142] - Quote
MeBiatch wrote:SkupojHren wrote:what?i dont even know where to start
Extends all large turret falloff and tracking by 25% Increases all large missile max velocity by 25%
why missiles dont get a second bonus?turrets get falloff and tracking. what like you want explosion velocity... wonder how much of an affect that would have on torps.
I suspect they removed the tracking bonus but he has put it in by accident judging by what rise said .. explosion velocity would be OP on top of the other bonuses from this mod which seems a little OP too me. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Zappity
Kurved Space
331
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Posted - 2013.08.29 20:48:00 -
[143] - Quote
Milton Middleson wrote:Why not have the Bastion module just use Tactical Weapons Reconfiguration?
This. If bastion is a stepping stone to dreads just make it the same skill. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |
MeBiatch
Republic University Minmatar Republic
1243
|
Posted - 2013.08.29 20:48:00 -
[144] - Quote
Wizzard117 wrote:2 cents Default movement modes (warping, flying, jumping) does not require any fuel, but every other special movement type (siege mode etc.) does Bastion mode is not a default way marauders fly, so for the sake of consistence it should consume some resources whether it's heavy water or ozone or whatever else Adding extra fuel bay is a way to go
true honestly this bastion mode is really just a small siege mode... so make it use stont... that and like you said add a fuel bay just for stront and cap boosters. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Maximus Andendare
Future Corps Sleeper Social Club
473
|
Posted - 2013.08.29 20:49:00 -
[145] - Quote
Wow. Just wow. GREAT changes!!
I would like to know if you guys recognize that the sensor strength is still woefully small if you want them to see use in PVP. The Bastion ewar immunity is great, but the benefit of Bastion is the greatly increased tank and damage application bonuses. Are these ships intended to still fail when outside of Bastion?
Otherwise, aside from this niggle, I am very excited to see how these play in Singularity. +1 +1 +1 CCP! Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |
Liam Inkuras
Justified Chaos
417
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Posted - 2013.08.29 20:49:00 -
[146] - Quote
Didn't want that Kronos anyways. I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |
Maximus Andendare
Future Corps Sleeper Social Club
473
|
Posted - 2013.08.29 20:50:00 -
[147] - Quote
Zappity wrote:Milton Middleson wrote:Why not have the Bastion module just use Tactical Weapons Reconfiguration? This. If bastion is a stepping stone to dreads just make it the same skill. But they're not definite steps before piloting a dread, especially considering that Dreads no longer require Battleship V. Having a skill that specially applies to Marauders makes sense.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day.
>> Play Dust 514 FREE! Sign up for exclusive gear today! << |
MeBiatch
Republic University Minmatar Republic
1243
|
Posted - 2013.08.29 20:51:00 -
[148] - Quote
CCP Ytterbium wrote:Yes, this can be used in high-sec of course. You just get a weapon timer (requires security to be turned off though). Do not underestimate the use of the bastion module, even for missions. The innate tank allows removal of tanking modules on fittings and the projection bonus helps a lot as well. I remember reaching 55-60km falloff on a Null Neutron Blaster Kronos on our internal test server Only one bastion module may be fitted, but the resistance given don't stack, just like Damage Control. You can still fit one -with- a damage control though.
that is soo damn awesome! null out to what 90km?
cant wait to kill these things in annoms with my Pizza runs There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Fonac
Imperial Academy Amarr Empire
27
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Posted - 2013.08.29 20:51:00 -
[149] - Quote
\O/ <-- My arms currently.
I've always loved marauders, and i've been waiting for a change, for a long time!
- I Love the bastion idea, its very cool, i do however think it's incredibly nich+¬, as i can see range being a giant factor when doing pvp stuff, also people will quickly learn when they're deployed and just move away, from the stuck marauder.
- I do hope that missiles get more than one bonus, as turrets does now. Maybe a bonus that makes torpedos hit better? - Range is probably still to short on a golem fitted with torpedoes, If my head-math is correct we'll look at a 30 km range of the torpedoes(on paper, obviously even less on moving targets) that is just way to little.
Another thing i dont understand is that marauders are still handicapped by the low sensor strength, Golems fight in gurista space, and to put it simply it's a pain using a marauder there.
Maybe remove that handicap, and make it exactly like the tech 1 version?
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Soleil Fournier
StarFleet Enterprises Fatal Ascension
0
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Posted - 2013.08.29 20:51:00 -
[150] - Quote
Mini Dreads? Completely unnecessary. Why not just use a dread? Surely you guys can start coming up with more unique ship applications instead of mimicking what's already there.
And as if players needed to be even more dominate in missions. Really? |
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