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Silas Vitalia
Nobilita Nera JIHADASQUAD
1077
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Posted - 2013.10.17 00:33:00 -
[1] - Quote
I'd like it much more if Bastion was an all or nothing slider sort of thing, 'FULL POWER TO WEAPONS' or 'FULL POWER TO TANK' that you decide before you turn it on, with either application severely nerfing the other. Two different isotopes maybe for the different applications.
Then you get into neat tradeoffs where a few marauders activate WTF bbq ability and become immediate threats, rather then them turning it on and nobody shooting them for a few minutes and focusing on their gangmates. They could even have the same visual que so you'd have to really guess which way they went, forcing you to waste time shooting ultimate tank while their friends nail you.
Sabik now, Sabik forever |
Harlon Cordarii
The Black Ops Northern Associates.
3
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Posted - 2013.10.17 01:42:00 -
[2] - Quote
Bastion mode with scripts perhaps? |
Caleb Seremshur
Gladiators of Rage Fidelas Constans
119
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Posted - 2013.10.17 02:23:00 -
[3] - Quote
It's a novelty but it's a better idea than the official version 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 |
Arthur Aihaken
The.VOID
336
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Posted - 2013.10.17 02:29:00 -
[4] - Quote
Silas Vitalia wrote:I'd like it much more if Bastion was an all or nothing slider sort of thing, 'FULL POWER TO WEAPONS' or 'FULL POWER TO TANK' that you decide before you turn it on, with either application severely nerfing the other. Two different isotopes maybe for the different applications. Stop... you might make Bastion popular. I am currently away, traveling through time and will be returning last week. |
Octoven
Phoenix Productions Headshot Gaming
192
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Posted - 2013.10.17 02:35:00 -
[5] - Quote
Now see this is why you should be a dev I rather like the idea... it allows a bit of freedom with the module allowing people to choose if they want to sit out and snipe or get in your face and brawl. The nice bit about it is that player has a choice which is something that the current interation lacks and tbh I realllly think that this will indeed help put bastion back into focus.
Most of the gripe has been about web bonuses but tbh its the forced tank and range thats doing my head in. I can't believe even though I hate losing webs on marauders I would say this...but I support this measure
/signed
Hopefully more will support as well. On a side note I think I prefer the scripts idea better than different isotopes. Id liked to have flexibility on the field without sacrificing space. scripts change easy and take **** all in terms of space. |
Icarus Able
Traverse Holdings
123
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Posted - 2013.10.17 02:44:00 -
[6] - Quote
Yes this idea is so much better than just hey have some more tank and projection. The tank would have to heavily nerfed though to make it at all balanced.50% drop in Local and RR reps being received sounds fair with a 50% bonus to damage. |
Arthur Aihaken
The.VOID
336
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Posted - 2013.10.17 02:45:00 -
[7] - Quote
Octoven wrote:Most of the gripe has been about web bonuses but tbh its the forced tank and range thats doing my head in. I can't believe even though I hate losing webs on marauders I would say this...but I support this measure
/signed
Hopefully more will support as well. On a side note I think I prefer the scripts idea better than different isotopes. Id liked to have flexibility on the field without sacrificing space. scripts change easy and take **** all in terms of space. Marauders are a mixed bag of snakes at this point. I like the idea of isotopes, and I also like the idea of requiring isotope usage to power the sucker (otherwise you end up with unlimited DPS or tank).
Icarus Able wrote:Yes this idea is so much better than just hey have some more tank and projection. The tank would have to heavily nerfed though to make it at all balanced.50% drop in Local and RR reps being received sounds fair with a 50% bonus to damage. Not necessarily (see above). 50% damage might be a bit much; 25% is probably more reasonable. I am currently away, traveling through time and will be returning last week. |
Caleb Seremshur
Gladiators of Rage Fidelas Constans
120
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Posted - 2013.10.17 03:07:00 -
[8] - Quote
This is something I don't understand: people were arguing over having marauders double-duty as mini-dreads sure, but I don't remember a single person in the lead up to marauders being announced as next in line saying anything like: I want my marauders mediocre damage and damage application to be projected further at the expense of being unable to move for any reason.
It's not even like the golem - for example - is even going to APPLY its damage any better with torps. Not to mention extreme vulnerability to being neuted out. Fekkin seriously? At least let bastion mode burn isotopes or something and have it boost the capacitor capacity by 300% or something. 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 |
Arthur Aihaken
The.VOID
336
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Posted - 2013.10.17 03:24:00 -
[9] - Quote
Caleb Seremshur wrote:This is something I don't understand: people were arguing over having marauders double-duty as mini-dreads sure, but I don't remember a single person in the lead up to marauders being announced as next in line saying anything like: I want my marauders mediocre damage and damage application to be projected further at the expense of being unable to move for any reason. Good one. Maybe we missed the memo... I am currently away, traveling through time and will be returning last week. |
Silas Vitalia
Nobilita Nera JIHADASQUAD
1084
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Posted - 2013.10.17 03:52:00 -
[10] - Quote
I'm not worried about the numbers but I think the concept has merit.
I'm mostly coming at this from a gang perspective. Right now if I'm in a fleet and I see one of these things in a gang activate bastion mode, I put a scram on it and ignore it until it's done with bastion and kill his friends in the mean time.
If it has a possibility of turning into a dps monster I have to treat it differently. Or maybe he's playing a trick and activating the megatank instead? I just wasted a good amount of time telling my gang mates to shoot him.
Sabik now, Sabik forever |
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Vlad Cetes
Dirt 'n' Glitter I Whip My Slaves Back and Forth
35
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Posted - 2013.10.17 03:58:00 -
[11] - Quote
It's a good idea but IMO the script should have two settings:
All gank: 25% damage bonus with the damage projection bonus
All tank: Rep speed, rep capacitor reduction and rep amount boost. |
Caleb Seremshur
Gladiators of Rage Fidelas Constans
122
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Posted - 2013.10.17 04:01:00 -
[12] - Quote
Arthur Aihaken wrote:Caleb Seremshur wrote:This is something I don't understand: people were arguing over having marauders double-duty as mini-dreads sure, but I don't remember a single person in the lead up to marauders being announced as next in line saying anything like: I want my marauders mediocre damage and damage application to be projected further at the expense of being unable to move for any reason. Good one. Maybe we missed the memo...
hmm?
Are you insinuating that all marauders are created equal? They're not... 2 of them aren't even that useful outside of L4's/anoms. 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 |
Arthur Aihaken
The.VOID
339
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Posted - 2013.10.17 04:26:00 -
[13] - Quote
Caleb Seremshur wrote:hmm? Are you insinuating that all marauders are created equal? They're not... 2 of them aren't even that useful outside of L4's/anoms. I'm flat-out saying EVE has become DPS-allergic. I am currently away, traveling through time and will be returning last week. |
Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
2276
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Posted - 2013.10.17 04:27:00 -
[14] - Quote
I support this, but I honestly think the scripts should only be changed in a station or via a ship maintenance array/bay.
That way, you can still swap out on field, but you'll need to commit a carrier. Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Director of Public Relations |
Maximus Aerelius
PROPHET OF ENIGMA
734
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Posted - 2013.10.17 12:09:00 -
[15] - Quote
Katrina Oniseki wrote:I support this, but I honestly think the scripts should only be changed in a station or via a ship maintenance array/bay.
That way, you can still swap out on field, but you'll need to commit a carrier.
And the need for that is what exactly? Keep it in line with other scripted modules and as the Marauders description notes that they are designed for "extended deployment behind enemy lines" so may not have Captials\Stations available.
A >1 billion ISK ship should have the ability to change scripts on-the-fly as the situation dictates\demands. Carriers can refit from each other on-the-fly as demonstrated by Rooks and Kings in some of their videos but that would too OP for a Marauder but allowing scripts to be swapped I see as being fine. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Nag'o
Sebiestor Tribe Minmatar Republic
17
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Posted - 2013.10.17 12:28:00 -
[16] - Quote
I disagree. The DPS role on the battleship size is filled by the pirate ships. The combat T2 role is resilience. If you give DPS along with resistance, repair and projection buffs to Marauders then there's no reason for people to fly any other ships. They will be able to fill two major roles with a single hull and the drawback for that is they have to change a script? Or fuel?
Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality. |
Octoven
Phoenix Productions Headshot Gaming
196
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Posted - 2013.10.17 14:16:00 -
[17] - Quote
Katrina Oniseki wrote:I support this, but I honestly think the scripts should only be changed in a station or via a ship maintenance array/bay.
That way, you can still swap out on field, but you'll need to commit a carrier.
Unfortunately because of new structure mods you can now drop and refit without carriers so this idea while nice is not really needed now that you just carry a depot with you.
Arthur Aihaken wrote:Marauders are a mixed bag of snakes at this point. I like the idea of isotopes, and I also like the idea of requiring isotope usage to power the sucker (otherwise you end up with unlimited DPS or tank).
I wasn't arguing the lack of isotopes to power bastion mode, only that you use one type of isotope and leave the switch mode on the module as scripts to be changed out. |
Oswald Bolke
Brave Newbies Inc. Brave Collective
7
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Posted - 2013.10.17 15:17:00 -
[18] - Quote
so wait, now you can burn somebody with tank, and when they shoot back you just slide that little slider over or change a script? Seems a bit OP to me unless it had a long reload or could only be done with an array or docked
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Octoven
Phoenix Productions Headshot Gaming
196
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Posted - 2013.10.17 15:21:00 -
[19] - Quote
Oswald Bolke wrote:so wait, now you can burn somebody with tank, and when they shoot back you just slide that little slider over or change a script? Seems a bit OP to me unless it had a long reload or could only be done with an array or docked
No...tie it into your engagement timer OR bastion timer so you have to wait 1-5 minutes before changing over. |
Maximus Aerelius
PROPHET OF ENIGMA
735
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Posted - 2013.10.17 15:36:00 -
[20] - Quote
Octoven wrote:Oswald Bolke wrote:so wait, now you can burn somebody with tank, and when they shoot back you just slide that little slider over or change a script? Seems a bit OP to me unless it had a long reload or could only be done with an array or docked
No...tie it into your engagement timer OR bastion timer so you have to wait 1-5 minutes before changing over.
I could see it being worked into the Bastion Timer. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
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Maximus Aerelius
PROPHET OF ENIGMA
740
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Posted - 2013.10.17 15:39:00 -
[21] - Quote
Octoven wrote:Katrina Oniseki wrote:I support this, but I honestly think the scripts should only be changed in a station or via a ship maintenance array/bay.
That way, you can still swap out on field, but you'll need to commit a carrier. Unfortunately because of new structure mods you can now drop and refit without carriers so this idea while nice is not really needed now that you just carry a depot with you. Arthur Aihaken wrote:Marauders are a mixed bag of snakes at this point. I like the idea of isotopes, and I also like the idea of requiring isotope usage to power the sucker (otherwise you end up with unlimited DPS or tank). I wasn't arguing the lack of isotopes to power bastion mode, only that you use one type of isotope and leave the switch mode on the module as scripts to be changed out.
But carrying around "fuel" defeats the whole object of the Marauder class be the very definition. CCP said they didn't want it to consume fuel du to the classes role of "marauding for long periods behind enemy lines" and this was a long long loooong debate when the Marauder changes were posted up. You need m3 for ammo, nanite paste for enabling repairs outside of POS\Stations\Support\Capitals etc as the description suggests.
I'd go for locking the script into the Bastion Module on the timer so once activated cannot be swapped until it deactivates as this seems logical and sensible. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Octoven
Phoenix Productions Headshot Gaming
198
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Posted - 2013.10.17 17:57:00 -
[22] - Quote
Maximus Aerelius wrote:Octoven wrote:Katrina Oniseki wrote:I support this, but I honestly think the scripts should only be changed in a station or via a ship maintenance array/bay.
That way, you can still swap out on field, but you'll need to commit a carrier. Unfortunately because of new structure mods you can now drop and refit without carriers so this idea while nice is not really needed now that you just carry a depot with you. Arthur Aihaken wrote:Marauders are a mixed bag of snakes at this point. I like the idea of isotopes, and I also like the idea of requiring isotope usage to power the sucker (otherwise you end up with unlimited DPS or tank). I wasn't arguing the lack of isotopes to power bastion mode, only that you use one type of isotope and leave the switch mode on the module as scripts to be changed out. But carrying around "fuel" defeats the whole object of the Marauder class be the very definition. CCP said they didn't want it to consume fuel du to the classes role of "marauding for long periods behind enemy lines" and this was a long long loooong debate when the Marauder changes were posted up. You need m3 for ammo, nanite paste for enabling repairs outside of POS\Stations\Support\Capitals etc as the description suggests. I'd go for locking the script into the Bastion Module on the timer so once activated cannot be swapped until it deactivates as this seems logical and sensible.
Fortunately we have this lovely new bay called a fuel bay :P |
UmbraIra
Salt City Corp.
0
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Posted - 2013.10.17 18:56:00 -
[23] - Quote
There should be a speed/agility script too. |
Maximus Aerelius
PROPHET OF ENIGMA
744
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Posted - 2013.10.18 08:44:00 -
[24] - Quote
Octoven wrote:Maximus Aerelius wrote:Octoven wrote:Katrina Oniseki wrote:I support this, but I honestly think the scripts should only be changed in a station or via a ship maintenance array/bay.
That way, you can still swap out on field, but you'll need to commit a carrier. Unfortunately because of new structure mods you can now drop and refit without carriers so this idea while nice is not really needed now that you just carry a depot with you. Arthur Aihaken wrote:Marauders are a mixed bag of snakes at this point. I like the idea of isotopes, and I also like the idea of requiring isotope usage to power the sucker (otherwise you end up with unlimited DPS or tank). I wasn't arguing the lack of isotopes to power bastion mode, only that you use one type of isotope and leave the switch mode on the module as scripts to be changed out. But carrying around "fuel" defeats the whole object of the Marauder class be the very definition. CCP said they didn't want it to consume fuel du to the classes role of "marauding for long periods behind enemy lines" and this was a long long loooong debate when the Marauder changes were posted up. You need m3 for ammo, nanite paste for enabling repairs outside of POS\Stations\Support\Capitals etc as the description suggests. I'd go for locking the script into the Bastion Module on the timer so once activated cannot be swapped until it deactivates as this seems logical and sensible. Fortunately we have this lovely new bay called a fuel bay :P
Again defeating the object...it's a "mini-dread" and a stepping stone for people who want to learn Triage Mods etc on their way to Capitals. Adding a Fuel Bay is just over complicating what doesn't need to be complicated with more skills on top of training Marauders. For what benefit? None that a script locked into the Bastion Module timer couldn't do, better, with less Dev time and less Skill Training time for players.
So with this Fuel Bay addition would you add Mass? What Skills would be required for Fuel Consumption reduction and\or ability to use the scripted version?
Adding Fuel would be a nerf to Marauders and would make younger players think twice about training for them IMHO, something that shouldn't be encouraged. Other modules on other ships can swap out their scripts in <>5 seconds once the modules deactivated so why not let a >1 billion ISK ship do it inside 1 minute?
K.I.S.S. = Keep It Simple Stupid and that is how, if this idea ever came to pass, this should be implemented.
Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Silas Vitalia
Nobilita Nera JIHADASQUAD
1102
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Posted - 2013.10.18 14:02:00 -
[25] - Quote
Fuel Bay. People have been using capitals just fine for years. It's not overly complicated, and would force you to plan ahead (how much 'gank mode fuel'? how much 'tank' fuel?) Sabik now, Sabik forever |
Octoven
Phoenix Productions Headshot Gaming
204
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Posted - 2013.10.18 15:24:00 -
[26] - Quote
Maximus Aerelius wrote:
Again defeating the object...it's a "mini-dread" and a stepping stone for people who want to learn Triage Mods etc on their way to Capitals. Adding a Fuel Bay is just over complicating what doesn't need to be complicated with more skills on top of training Marauders. For what benefit? None that a script locked into the Bastion Module timer couldn't do, better, with less Dev time and less Skill Training time for players.
So with this Fuel Bay addition would you add Mass? What Skills would be required for Fuel Consumption reduction and\or ability to use the scripted version?
Adding Fuel would be a nerf to Marauders and would make younger players think twice about training for them IMHO, something that shouldn't be encouraged. Other modules on other ships can swap out their scripts in <>5 seconds once the modules deactivated so why not let a >1 billion ISK ship do it inside 1 minute?
K.I.S.S. = Keep It Simple Stupid and that is how, if this idea ever came to pass, this should be implemented.
mass change would not be needed and as for skills...you do not NEED skills to put in a fuel bay. The only thing changing would be your bastion mode now requires fuel to use and requires thought and planning |
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