
Robbie Robot
Exiled Kings SCUM.
27
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Posted - 2013.10.24 23:26:00 -
[2] - Quote
Vince Mctavern wrote:Dinsdale Pirannha wrote:It does not take away from the fact that the Bastion module will not be used by Incursion runners, and it is a joke in missions as well, since the Marauders already could easily tank missions. The nerf to the drone bay, the loss of the webs to the armour Marauders, and the overall loss of mobility to the entire class far far outweighs any potential benefit to extended optimal and fall-off. With regard to the Bastion module being bad for missions, I have to disagree. The ewar immunity is a huge benefit for many mission situations (particularly Guristas and Serpentis) since we now have no more downtime due to jamming, sensor dampening or tracking disruption. Do not underestimate how powerful this bonus is. The extra range means I can hit to around 100km with Scorch on a Paladin, and even with Imperial Navy crystals the extra range translates to a damage buff. I'm hitting those pesky battleships that orbit at 50km harder, as well as killing things quicker before they get under my guns. The weapons timer on the Bastion module is irrelevant outside of low/null since 1 minute is easily mitigated by proactively managing Bastion mode when I need it (hint: you don't need it after the main dps and ewar have been killed since everything's in range anyway) and the slightly longer warp times. With the Bastion (as it currently stands) I could fit other things I wouldn't normally have such as (more) sensor boosters, more tracking mods, nano mods (I've been trying MWD instead of MJD so I'm still toying with this), TPs (to manage drone aggro), etc. It's still early days so figuring out the best configuration for my needs is still ongoing but it's definitely opened up some new fitting possibilities and I can only see a benefit to the ship as I'm using it. The webs, as have been mentioned before, were totally useless for mission running, and very few people actually used them for this. Losing them was barely noticeable (though I can understand their use in Incursions and PvP). This is all just from my own testing and experimentation obviously, so people will disagree. But from a mission runner's perspective who's done quite a few missions on Sisi with the new Bastion Paladin so far, it gets my thumbs up on every point. This has been my experience too. You can put a target painter on a paladin or kronos now to alpha frigs with guns, or just increase the DPS of your drones. With bastion in missions, you can probably get away with using only one hardener (since you get +30% resissts, AND +100% armor rep), and either put on another damage module for either your guns (you have 4 on already, right?) , or your light drones so those pesky mission frigates die ~26% faster. For example, on my paladin, on TQ now to be cap stable I need one CPR on the low. The SiSi paladin has more cap, and doesn't require the CPR on the low. That means my paladin will have two more lows to do things with, and on TQ it has 1 armor rep, two hardeners, 1 CPR, and 3 heat sinks. SiSi has 1 armor rep, one hardener, 4 heatsinks, and a CPR (just so I can MJD or MWD around easier). The mids I had a MWD, a cap recharger and two TC. so, I can fit 3 TC's, or I can add a target paitner, sensor boosters, whatever I want. I could even have a MWD and a MJD, and two TCII's.
For incursions, you can have more than one person bring a federation web, then have an off grid booster that increases web range. I'd also like to mention that it is possible to do incursions without a paladin or kronos. If you really need it still, I hear the Vindicator isn't being nerfed, and they are about the same price as a armor marauder.
For PvP, just try and take down a dual ASB vargur before it can deagress and jump through a gate (1v1 any non capital). It can hold 46 charges too. |