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PAPULA
Black Aces I N F A M O U S
88
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Posted - 2016.04.15 13:34:29 -
[1] - Quote
I tested paladin today in normal level 4 mission.
Due to bastion mode now has 5% chance of being tracking disrupted/scrammed/jammed/painted ..... i get tracking disrupted from sansha npc's all the time. 99% of the time i am tracking distrupted while in bastion mode. This happens because npc's are cheating so that 5% is more like 70%...
Please CCP make it 100% resistance or remove bastion module.
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CCP Fozzie
C C P C C P Alliance
14118

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Posted - 2016.04.15 16:31:05 -
[2] - Quote
There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1648
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Posted - 2016.04.15 17:11:58 -
[3] - Quote
Maybe I'm missing something here... but what is 5% of a scram?
Doesn't this neutralise dropping out of Bastion and warping / MJDing before someone tries to re-apply their previously-ineffective scrambler?
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PAPULA
Black Aces I N F A M O U S
90
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Posted - 2016.04.15 17:43:53 -
[4] - Quote
CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly. Thanks for reply Fozzie.
I just hope i don't get scrammed/webbed/jammed/tracking disrupted/sensor dampened in mission with marauder and then one mission takes me 40 minutes because i can't lock anything. Also why not leave them all to 100% for npc's only ? |

2891
Black Aces I N F A M O U S
0
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Posted - 2016.04.15 18:34:55 -
[5] - Quote
Agree with PAPULA.
I think players won't run missions any more due lower isk gain per time.More players will scam, gank and declare high sec wars, because they found out more profitable doing that. High sec wars for no reason should be also limited. People can not run high sec missions anymore! |

Conjaq
The Dark Space Initiative Scary Wormhole People
37
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Posted - 2016.04.15 19:54:58 -
[6] - Quote
CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly.
How does a jam only apply at 5%?
(fyi this is a bad change, ewar on npc's are horrible for some factions, and completely ignoreable on others...)
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Lugh Crow-Slave
2140
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Posted - 2016.04.15 22:28:02 -
[7] - Quote
Conjaq wrote:CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly. How does a jam only apply at 5%? (fyi this is a bad change, ewar on npc's are horrible for some factions, and completely ignoreable on others...)
have you guys just not looked at the stats?
its not a flat 95% resistance to all e-war
its 95% to sensor damps weapon disruption remote assistants and tp. so it just does not resist scram and it does not give a 95% reduction to ECM it gives a 1k% to sensor strengths
Citadel worm hole tax
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PAPULA
Black Aces I N F A M O U S
90
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Posted - 2016.04.15 22:45:32 -
[8] - Quote
Lugh Crow-Slave wrote:have you guys just not looked at the stats?
its not a flat 95% resistance to all e-war
its 95% to sensor damps weapon disruption remote assistants and tp. so it just does not resist scram and it does not give a 95% reduction to ECM it gives a 1k% to sensor strengths If that's the case and it will stay this way then bastion mode is useless.
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Nevyn Auscent
Broke Sauce
3179
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Posted - 2016.04.16 00:24:49 -
[9] - Quote
Ouch.... CCP, Give Marauders some use outside of Bastion mode if you are stripping away their immunity. They are barely better than T1 Battleships as it is, in some cases T1 Battleships apply more DPS. So buff their base outside Bastion stats please since you are making Bastion weaker. |

PAPULA
Black Aces I N F A M O U S
90
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Posted - 2016.04.16 01:47:28 -
[10] - Quote
I really hope we can have same bastion immunity as it is now on TQ, otherwise faction battleships will be 1000 times better.
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Jonas Kanjus
Side Busters
27
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Posted - 2016.04.16 05:41:24 -
[11] - Quote
Related to Marauders.
Why is there a weapon aggression timer when using Bastion module? This is my first time using Bastion mode since Marauders were introduced.
My start date to EVE Online:
6/25/2005 8:24:57 AM UTC
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PAPULA
Black Aces I N F A M O U S
90
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Posted - 2016.04.16 09:14:24 -
[12] - Quote
Jonas Kanjus wrote:Related to Marauders.
Why is there a weapon aggression timer when using Bastion module? This is my first time using Bastion mode since Marauders were introduced. So you can't do station games with bastion on.
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Lugh Crow-Slave
2150
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Posted - 2016.04.16 13:27:22 -
[13] - Quote
PAPULA wrote:Lugh Crow-Slave wrote:have you guys just not looked at the stats?
its not a flat 95% resistance to all e-war
its 95% to sensor damps weapon disruption remote assistants and tp. so it just does not resist scram and it does not give a 95% reduction to ECM it gives a 1k% to sensor strengths If that's the case and it will stay this way then bastion mode is useless.
How are they useless? You may as well be immune to ecm and only taking 5%from other forms of ewar is not that bad you can also now revive 5% of friendly assistance
With that said I do feel all siege mods should keep their immunity it's probably the biggest bonuse you get fit the trade off of being stuck
Citadel worm hole tax
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Lugh Crow-Slave
2150
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Posted - 2016.04.16 13:29:57 -
[14] - Quote
CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly.
If you feel it can just be ignored for the most part why not just keep the immunity
It was supers and titans people didn't like being 100% immune not dreads and Marauders
Citadel worm hole tax
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PAPULA
Black Aces I N F A M O U S
92
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Posted - 2016.04.16 18:36:17 -
[15] - Quote
Lugh Crow-Slave wrote:CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly. If you feel it can just be ignored for the most part why not just keep the immunity It was supers and titans people didn't like being 100% immune not dreads and Marauders I agree. Dreads and marauders get stuck for duration of the timer, so they should keep 100% immunity, after all madauder will die very fast if you try to pvp with it in bastion mode.
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Lugh Crow-Slave
2168
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Posted - 2016.04.16 20:02:12 -
[16] - Quote
PAPULA wrote:Lugh Crow-Slave wrote:CCP Fozzie wrote:There is a bug that currently causes some NPC effects to ignore ewar resistances. The intended behavior isn't a 5% chance to be tracking disrupted/scrammed/jammed/painted, it's that those effects would only apply at 5% strength (making it very easy to simply ignore them in most situations).
As a workaround until we have this defect fixed, we are re-enabling the old 100% block on offensive modifiers against ships in bastion mode. This will then be adjusted back to the 95% resistance once we have the NPC effects working correctly. If you feel it can just be ignored for the most part why not just keep the immunity It was supers and titans people didn't like being 100% immune not dreads and Marauders I agree. Dreads and marauders get stuck for duration of the timer, so they should keep 100% immunity, after all madauder will die very fast if you try to pvp with it in bastion mode.
O.of have you never pvped with Marauders? It's freaking awesome and with the right support you're a god.
.... getting method down can be expensive though
Citadel worm hole tax
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PAPULA
Black Aces I N F A M O U S
92
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Posted - 2016.04.16 21:08:42 -
[17] - Quote
Lugh Crow-Slave wrote:O.of have you never pvped with Marauders? It's freaking awesome and with the right support you're a god.
.... getting method down can be expensive though Yea with the right support... Capital fleet is also very good if you have support, if you are alone titan in space, battlecruisers will kill you.
If you go in alone with a marauder and 8 battleships attack you, neut you, you will die.
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Nevyn Auscent
Broke Sauce
3181
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Posted - 2016.04.17 04:09:49 -
[18] - Quote
PAPULA wrote: Yea with the right support... Capital fleet is also very good if you have support, if you are alone titan in space, battlecruisers will kill you.
If you go in alone with a marauder and 8 battleships attack you, neut you, you will die.
There are actually a couple of good solo PvP Marauder set ups, Golem & Vargur, but they are based around the 2*XL-ASB set up from what I know, and how crazy overpowered multiple ASB's are to start with, and very much based on knowing your targets before you drop your marauder on them. And you can do the 2*XL-ASB set up on non marauders and get also insane results. So it's not the fact it's a marauder so much as ASB's.
However the removal of immunity from the Bastion massively shifts things, especially in PvE where you can no longer use Bastion to drop points on you temporarily and take advantage of the delay re-establishing it after Bastion finishes to warp out of a site.
Basically, Marauders need a compensating buff for when they aren't in Bastion, because they sure weren't overpowered compared to the T1 BS, if anything Marauders were totally underwhelming for a T2 Battleship. |

PAPULA
Black Aces I N F A M O U S
93
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Posted - 2016.04.17 07:52:09 -
[19] - Quote
Nevyn Auscent wrote: if anything Marauders were totally underwhelming for a T2 Battleship.
Yea they still are, faction battleships are way better, only good thing about marauders is that they're 100% immune to ewar. |

Lugh Crow-Slave
2182
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Posted - 2016.04.17 11:22:05 -
[20] - Quote
PAPULA wrote:Nevyn Auscent wrote: if anything Marauders were totally underwhelming for a T2 Battleship.
Yea they still are, faction battleships are way better, only good thing about marauders is that they're 100% immune to ewar. oh i'm not arguing this point i dont think anyone would disagree
Citadel worm hole tax
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Primary This Rifter
Ministry of War Amarr Empire
1171
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Posted - 2016.04.17 23:14:49 -
[21] - Quote
PAPULA wrote:Lugh Crow-Slave wrote:have you guys just not looked at the stats?
its not a flat 95% resistance to all e-war
its 95% to sensor damps weapon disruption remote assistants and tp. so it just does not resist scram and it does not give a 95% reduction to ECM it gives a 1k% to sensor strengths If that's the case and it will stay this way then bastion mode is useless. *95% effectiveness* "USELESS!" |

Sepheir Sepheron
The Congregation No Handlebars.
44
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Posted - 2016.04.18 16:34:33 -
[22] - Quote
Marauders are niche enough already please don't nerf them by removing their e-war immunity. At least, if you're going to remove it, give them something to compensate. |

Endecroix
Last Exit for the Lost
30
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Posted - 2016.04.19 08:28:49 -
[23] - Quote
This is the wrong change in my opinion. You don't mess up 95% of the usage to fix a potential problem with the other 5%. Mission running in Marauders has already been nerfed income wise with effects of the salvage rebalance. I'll be honest my first thought for defending citadels was just to plonk a vargur on the undock but correct me if I am wrong here Fozzie but wouldn't an easy counter to that just be a command destroyer if one were to allow it to catch a bastion enabled ship - it's not like you could then scram a bastion enabled ship as things currently stand to prevent that.
Just seems the wrong solution to the problem. Marauders is a massive train for little pay off already and even less of one now. The thing is with some missions you aren't just facing the one damp or tracking disruptor you are facing loads. I am not seeing Marauders dominating PVP - I am seeing an awful lot of pirate battleships though. So why nerf the longer train to the point of uselessness compared with the easier option.
Let me rephrase that to a simple question: What role do you envisage for marauders with this change.
Without good salvage - they won't excel at making ISK from missions - so tractor bonus is wasted Without EW immunity - they'll get swamped by NPCs and won't excel at missions - so the EW immunity bonus is wasted Without massive changes - they won't excel at PVP
I've loved the changes of recent times and the push to make the game accessible for all by using smaller ships effectively but there has to be something to aim for and when you get there then there needs to be tangible benefits.
Anyway keep up the good work even if I don't agree with this one! |

PAPULA
Black Aces I N F A M O U S
96
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Posted - 2016.04.20 07:25:29 -
[24] - Quote
I just tested bastion mode on SISI and it is back as it is currently on TQ. So you are once again immune to ewar. But yea even if you are immune to ewar, you still die fast because it's basically a battleship.
I hope we can keep this immunity in the future. Thanks Fozzie. |

snorkle25
Dirt Nap Squad Dirt Nap Squad.
12
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Posted - 2016.04.21 21:35:53 -
[25] - Quote
Personally I really like that the total ewar immunity is going away (no one should be TOTALLY ewar immune), and I hope this is a trend that will continue. However, it does need a little tweaking in regards to NPC's. Either the current NPC mechanic is bypassing this 5% vulnerability or its too easy to get a successful hit. A few thoughts on ways to improve this although it would be harder to impliment:
ECM - increase sensor strength by a large amount (+250-350%) when in bastion, optionally, each successful jam could reduce the number of max targets by 1. Tweak as necessary to find good user balance in missions/game play.
Target Painters/Sensor Damps / Tracking Disruption: Reduce their effectiveness while in bastion mode. Two options could be to (a) reduce the effectiveness of each one by a flat % (say 75%) and include stacking penalties or (b) utilize stacking penalties in your favor by artificially inflating the number of modules active when calculating the stacking penalty. For instance, with Marauder 3 the game would give the first ewar module applied the effective stacking penalty equivalent to the 4th such module to be applied. This means large numbers of ewar would still have an effect but at most you would only lose ~15-20% effectiveness.
Scrams/Webs - Bastion module gives large warp strength bonus/breaks module lock on deactivation (forcing scram/disruptor reactivation).
I also feel that similar changes could be made to other ships that are currently ewar immune (triage/siege/supers). Yes these larger ships should be harder to counter but large coordinated efforts by sub-capitals should have some effect. |

Nevyn Auscent
Broke Sauce
3197
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Posted - 2016.04.22 01:49:21 -
[26] - Quote
A simple solution to return power to Marauders. Remove the immobility on Bastion. Now there is control over what types of Ewar it makes you immune to webs & points can still apply, so it makes you resistant to ECM/TP/TD/Damps & have really good local tank and the downside is no remote assistance.
This would actually make Marauders able to Maraud again, which requires mobility. Siege type effects are not what marauders do, and this would bring mobility and diversity back into things.
I proposed a similar thing in the carriers thread for FAX & Dreads, to stop the 'sit in one spot and blob' type of warfare, and make tactical awareness and positioning more of a thing. |

Mina Sebiestar
Minmatar Inner Space Conglomerate
1074
|
Posted - 2016.04.22 08:33:37 -
[27] - Quote
Remove immobility activation of bastion renders your warp engines inoperative but you can move.
Give us our vargur back no minmatar ship should be immobile brick in space roll back speed and mass nerf to it.
Give vargur an golem range webs roll back Kronos pali webs.
Make em more than wh solo farming self tackled objects in space for game play sake.
Typhoon Fleet Issue SOE skin for the win.
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PAPULA
Black Aces I N F A M O U S
96
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Posted - 2016.04.22 09:08:40 -
[28] - Quote
Moving marauders while in bastion would be a little OP if you ask me.
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
15168
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Posted - 2016.04.22 09:26:08 -
[29] - Quote
PAPULA wrote:Moving marauders while in bastion would be a little OP if you ask me.  Not if it cant leave, i do however see the bastion bonus getting slapped hard for it though, probaby harder than anyone would like i.e. "ccpplzchangeitback" hard. Carefull what you ask for.
Better the Devil you know.
=]|[=
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PAPULA
Black Aces I N F A M O U S
96
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Posted - 2016.04.22 09:38:46 -
[30] - Quote
Ralph King-Griffin wrote:PAPULA wrote:Moving marauders while in bastion would be a little OP if you ask me.  Not if it cant leave, i do however see the bastion bonus getting slapped hard for it though, probaby harder than anyone would like i.e. "ccpplzchangeitback" hard. Carefull what you ask for. Yea, well i still think faction battleships will be way better if they nerf bastion module. If bastion will no longer be 100% immune to NPC's, i will sell my marauders and use only faction battleships.
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Nevyn Auscent
Broke Sauce
3198
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Posted - 2016.04.22 12:30:02 -
[31] - Quote
PAPULA wrote: Yea, well i still think faction battleships will be way better if they nerf bastion module. If bastion will no longer be 100% immune to NPC's, i will sell my marauders and use only faction battleships.
And this is why moving marauders wouldn't be OP. They can be webbed and they can be scrammed through Bastion already with the change, so they wouldn't be immune to tackle. |

cBOLTSON
Star Frontiers Brotherhood of Spacers
158
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Posted - 2016.04.23 04:46:02 -
[32] - Quote
PAPULA wrote:Nevyn Auscent wrote: if anything Marauders were totally underwhelming for a T2 Battleship.
Yea they still are, faction battleships are way better, only good thing about marauders is that they're 100% immune to ewar.
Are not all T2 battleships somewhat underwhelming?
The good old days of Unreal Tournament, fragging and sniping on Facing Worlds, listening to Foregone Destruction.......
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cBOLTSON
Star Frontiers Brotherhood of Spacers
158
|
Posted - 2016.04.23 04:47:39 -
[33] - Quote
Nevyn Auscent wrote:A simple solution to return power to Marauders. Remove the immobility on Bastion. Now there is control over what types of Ewar it makes you immune to webs & points can still apply, so it makes you resistant to ECM/TP/TD/Damps & have really good local tank and the downside is no remote assistance.
This would actually make Marauders able to Maraud again, which requires mobility. Siege type effects are not what marauders do, and this would bring mobility and diversity back into things.
I proposed a similar thing in the carriers thread for FAX & Dreads, to stop the 'sit in one spot and blob' type of warfare, and make tactical awareness and positioning more of a thing.
A good point brought up here, I hope someone from the dev team gives this a think over.
The good old days of Unreal Tournament, fragging and sniping on Facing Worlds, listening to Foregone Destruction.......
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PAPULA
Black Aces I N F A M O U S
96
|
Posted - 2016.04.23 10:32:52 -
[34] - Quote
cBOLTSON wrote:PAPULA wrote:Nevyn Auscent wrote: if anything Marauders were totally underwhelming for a T2 Battleship.
Yea they still are, faction battleships are way better, only good thing about marauders is that they're 100% immune to ewar. Are not all T2 battleships somewhat underwhelming? They are compared to faction, only thing keeping marauders "better" than faction battleships is total immunity.
If you compare Vargur vs Machariel (DPS):
Vargur has 10,66672 turrets + 5 medium light drones Machariel has 11,666725 turrets + 2 geckos
So machariel does way more dps. Machariel also warps faster, alignes faster and is faster as vargur.
So only thing that's better on vargur is imunity to EW, if you take that away, machariel wins 100%. Best thing is machariel only costs 370mil, while vargur costs 1.25bil.

So if marauders loose 100% EW immunity, i will switch to machariel. |

Reiisha
Evolution Northern Coalition.
1001
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Posted - 2016.04.23 11:01:51 -
[35] - Quote
Sentient Blade wrote:Maybe I'm missing something here... but what is 5% of a scram?
Doesn't this neutralise dropping out of Bastion and warping / MJDing before someone tries to re-apply their previously-ineffective scrambler?
A (t1) scrambler does 1 'damage' to warp core strength.
As long as you have more than 0, you can warp. 5% of 1 is 0.05 damage, so you have 0.95 left and can warp :)
If you do things right, people won't be sure you've done anything at all...
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PAPULA
Black Aces I N F A M O U S
96
|
Posted - 2016.04.23 11:05:21 -
[36] - Quote
Reiisha wrote:Sentient Blade wrote:Maybe I'm missing something here... but what is 5% of a scram?
Doesn't this neutralise dropping out of Bastion and warping / MJDing before someone tries to re-apply their previously-ineffective scrambler?
A (t1) scrambler does 1 'damage' to warp core strength. As long as you have more than 0, you can warp. 5% of 1 is 0.05 damage, so you have 0.95 left and can warp :) No you can't because while in bastion, you're not warp-able.
 |

Reiisha
Evolution Northern Coalition.
1001
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Posted - 2016.04.23 11:50:18 -
[37] - Quote
PAPULA wrote:Reiisha wrote:Sentient Blade wrote:Maybe I'm missing something here... but what is 5% of a scram?
Doesn't this neutralise dropping out of Bastion and warping / MJDing before someone tries to re-apply their previously-ineffective scrambler?
A (t1) scrambler does 1 'damage' to warp core strength. As long as you have more than 0, you can warp. 5% of 1 is 0.05 damage, so you have 0.95 left and can warp :) No you can't because while in bastion, you're not warp-able. 
Not until Citadel ;)
If you do things right, people won't be sure you've done anything at all...
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PAPULA
Black Aces I N F A M O U S
96
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Posted - 2016.04.23 14:25:40 -
[38] - Quote
Reiisha wrote:PAPULA wrote:Reiisha wrote:Sentient Blade wrote:Maybe I'm missing something here... but what is 5% of a scram?
Doesn't this neutralise dropping out of Bastion and warping / MJDing before someone tries to re-apply their previously-ineffective scrambler?
A (t1) scrambler does 1 'damage' to warp core strength. As long as you have more than 0, you can warp. 5% of 1 is 0.05 damage, so you have 0.95 left and can warp :) No you can't because while in bastion, you're not warp-able.  Not until Citadel ;) You can't warp while in bastion mode.
 |

Khan Wrenth
Ore Oppression Prevention and Salvation
585
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Posted - 2016.04.26 12:35:41 -
[39] - Quote
Look, I'll be the one to say it: the bastion mode probably need tweaking. But this isn't it. The bastion mode doesn't work on two of the four Marauders. I wasn't going to bring this up because the Devs have much more important things on their plate. But if you have time to come over here and kick Marauder pilots in the shins, then you have time to rework bastion so it fully serves all four Marauders.
Let's discuss overhauling the way we get intel in EvE.
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PAPULA
Black Aces I N F A M O U S
99
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Posted - 2016.04.26 13:00:25 -
[40] - Quote
Marauders are fine as they are currently on TQ. No change is needed.
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elitatwo
Eve Minions The-Company
1180
|
Posted - 2016.04.26 15:33:43 -
[41] - Quote
Endecroix wrote:....Incursions - pirate battleship is best Level 4 Missions - pirate battleship is best Level 3 Missions - pirate battleship is best Small gang PVP - pirate battleship is best, yep some people have used Marauders but really it's niche and because they could, you'd be well shocked if they didn't get a few nice kills at that price point. After insurance you'd be better off with a carrier. Large scale PVP - pirate battleship fleets have doctrines, never seen a marauder one! Wormholes - Marauders are used.
Is that the intention that Marauders are wormhole ships?....
Wait this is true??
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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unidenify
Plundering Penguins Solyaris Chtonium
180
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Posted - 2016.04.26 16:41:16 -
[42] - Quote
am little disappointment about loss of ewar immunity |

Phoenix Jones
Small-Arms Fire
1611
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Posted - 2016.04.26 16:57:24 -
[43] - Quote
unidenify wrote:am little disappointment about loss of ewar immunity
Immune anything is generally bad but I feel your pain.
Marauders need to be cheaper in price to be competitive. There still the price of a carrier.
Yaay!!!!
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Yong Shin
Center for Advanced Studies Gallente Federation
60
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Posted - 2016.04.27 22:17:17 -
[44] - Quote
I started this game as a battleship pilot about 3 years ago. They told me it was stupid, that T3 cruisers and plenty of other things made my chosen ship class useless (except pirate faction). I trained all battleship skills exclusively anyways.
Then I made a salvager alt (literally a perfect Noctis pilot with all V everything), thinking it would be nice to have a mission runner and then a Noctis clean up after. Then they nerfed salvaging into utter uselessness (high-sec wise, at least).
Disappointed, I kept going because I had hope that the promised day would come. I told them I was training marauders to V. They told me it was stupid,that it was worth nowhere near the crazy SP investment. I persevered.
Now, after 3 years, I finally have a pilot that can fly all 4 marauders perfectly, and an alt that can fly a Golem perfectly.
And then they are waving the nerf bat at marauders now. WHY? As a PVE player for 3 years, I can definitely tell you PVE in this game is already terribly dull, and the convenience of bastion went a long way towards keeping me playing this.
You killed salvaging. You let T1 battleships get outclassed by cruisers and command ships. And now, instead of balancing and fixing useless (at its role) battleships like the Rokh (a sniper ship outdamaged at the same range by a Naga) you nerf bastion. |

Lugh Crow-Slave
2334
|
Posted - 2016.04.27 22:40:36 -
[45] - Quote
95% resistance is at worst a slap not a bat
Citadel worm hole tax
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Brown Pathfinder
Black Spot on Parchment
10
|
Posted - 2016.04.28 12:15:03 -
[46] - Quote
Bs and marauders in general need 2x m3 of the cargo space increased so you can fit more cap booster charges.. would be nice with drone bay increage but not a necessity. |

Phoenix Jones
Small-Arms Fire
1622
|
Posted - 2016.04.28 16:00:25 -
[47] - Quote
Brown Pathfinder wrote:Bs and marauders in general need 2x m3 of the cargo space increased so you can fit more cap booster charges.. would be nice with drone bay increage but not a necessity.
Can't resolve balance issues based solely on a specific fit. Could they have larger cargo bays, yea, but they can't solely be to fit more cap chargers in them (that would actually be a reason to not increase their bays).
If they were.. 600 to 650 million, you'd see them everywhere. But that would break the curve quite a bit...
Yaay!!!!
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PAPULA
Black Aces I N F A M O U S
107
|
Posted - 2016.04.30 08:03:27 -
[48] - Quote
here's an example how much damage marauder can take:
https://zkillboard.com/kill/53653842/
As you can see it died pretty fast and took only 60k damage.
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Phoenix Jones
Small-Arms Fire
1627
|
Posted - 2016.04.30 23:48:36 -
[49] - Quote
lets see got hit by a gang of T2, plus neuts, plus paints, plus webs.
It got hit with a gang of 12 pilots.. 10 in ships capable of doing damage.. and you expected the marauder to live?
If the guy was in a Dominix.. dead, Apocalypse.. dead, Typhoon, dead...
You overload the damn ship before it can contain or sustain that amount of damage at once, its going to die.
I don't get how this is an example of how marauders are useless. This is an example on how 1 vs 12 is a stupid move.
Yaay!!!!
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PAPULA
Black Aces I N F A M O U S
114
|
Posted - 2016.05.01 10:04:23 -
[50] - Quote
I am just saying that he only tanked 65k damage, and he had 2 cap boosters. I would expect him to tank at least 100k.
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Johng Kahn
We're Happy In Wormhole Space
10
|
Posted - 2016.05.01 14:19:01 -
[51] - Quote
You have never seen what a triple xl ancillary golem will do to a gate camp have you? I would say at best your example was one of someone who either got caught off guard or made a poor decision.
There are marauder fits out there that will easily put out 14k dps burst tanks. Not saying that will hold up to that dmg for more then a minute at best but it gives a bit of prospective.
The only current issue i have with marauders right now is not the 95% resists to ewar ( in case you don't understand that's basically immune) My issues are that they are now the only ship in game that's a flying weapons timer and that nerfs bats the living crap out of things like solo C5 site running and some other forms of pve.
In fact i just ran my alts golem along side 5 RR nestors in c4 yesterday. We were pulling full field all waves and multiple times my golem was tanking up to 4k dps without breaking a sweat and not even having to use my cap boosters. I would call that far from useless. |

Jung-Hwa Stenier-Tian
Angry Rampant Space Gerbils
4
|
Posted - 2016.05.01 17:49:48 -
[52] - Quote
If Marauders are losing EWAR immunity I will be unsubscribing. It's already impossible to run L4s without them because of broken NPC EWAR. I have about 20 consecutive minutes of free time a day to play so I don't have time to sit jammed for six weeks by a single NPC frigate.
A 5% nerf doesn't sound like much on the face of it, but 5% of "permanently jammed/disrupted/dampened" is still "permanently jammed/disrupted/dampened".
It wouldn't even be necessary if CCP could be bothered to make NPC EWAR reasonable, but with the present system of "there is a single Guristas elite frigate in existence in New Eden, therefore all 20,000 players on the server are permajammed" it is an absolute requirement for 100% immunity.
Either make NPC EWAR less utterly insane or restore Bastion Module. It's a bizzare change to make that will render mission running entirely pointless. Unless that's the whole point, of course. In which case just remove missions. |

Alexa Coates
Black Water Oasis The Blood Covenant
772
|
Posted - 2016.05.02 17:22:00 -
[53] - Quote
wait bastion doesn't make you immune anymore? then what's the point?
That's a Templar, an Amarr fighter used by carriers.
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Johng Kahn
We're Happy In Wormhole Space
11
|
Posted - 2016.05.02 20:03:45 -
[54] - Quote
You are putting too much emphasis on the immunity change. It now has a 95% resistance instead of total immunity. Also your sensor strength increases by 1000. This really is the same as being immune for the most part.
Actually I need to test something on the sensor strength. There may be a very good possibility that it will make a bastioned marauder very hard to combat scan. Not sure though with the sig size. |

Lyri Voidstalker
Xof Shipping and Indy
0
|
Posted - 2016.05.06 04:28:04 -
[55] - Quote
Why are the marauders getting nerfs? As if the bastion mode drawbacks weren't enough? What am I to do when im flying my Paladin then multiple Curses jump me and they all Tracking disrupt me? So now they can neut me and disrupt my already slow tracking.. before i could at least be immune from their Ewar and shoot them back (and survived). Now ill just have to sit there nice and tidy wait to die. I think for the 2B+ price tag the Marauder needs more features not a nerf.
Every single ship type or role I spend a long time training into ends up getting nerfed or rendered obsolete. Now I see why people become so bitter. I can think of 10 more broken things that need addressing than a Marauder nerf for what purpose.. Thank you for making my day. |

Johng Kahn
We're Happy In Wormhole Space
15
|
Posted - 2016.05.06 14:01:26 -
[56] - Quote
Lol I feel your pain on the training blues. I had an alt train up tengu, ishtar, and max out sentry then the nerf bat went into full swing on all of them. (Thanks PL :P).
As to your idea of the effect on the tracking disrupts though as i keep stating it's only a 5% effect over all and stacking penalties still apply so at best they could maybe get 10% effect of thier total of maybe a 60% full effect so your looking at a real time effect of possibly 6%. ( yes i'm pulling numbers out of my ass on the fly cause #effort but this is a realistic example to show the math).
I did a test on my golem with a curse and 3 missile disrupts with both range and precision scripts in. My toon is recon 5, the overall effect did nothing for range, (golem has a 200k + missile range) and there was no decernable difference due to the explosion radius vs the volly dmg i did on the curse.
I would imagine considering the hull and bastion bonus of pally that this would be about the same thing you will find if you preform the same test. While they can apply it the effect seems negligible. |

Lan Wang
Knights of the Posing Meat FETID
2802
|
Posted - 2016.05.10 11:01:15 -
[57] - Quote
PAPULA wrote:I am just saying that he only tanked 65k damage, and he had 2 cap boosters. I would expect him to tank at least 100k.  I am just saying alone marauder in pvp is not very good.
https://zkillboard.com/kill/51219477/
260k damage
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Doddy
Esoteric Operations
952
|
Posted - 2016.05.12 14:18:08 -
[58] - Quote
PAPULA wrote:I am just saying that he only tanked 65k damage, and he had 2 cap boosters. I would expect him to tank at least 100k.  I am just saying alone marauder in pvp is not very good.
Killmails show actual damage taken, not damage ignored through resists. Say he had 80% resists across the board, that means he tanked 325k damage, so what do you consider a good level of tanking for a solo subcap vs a fleet of 10? |

Doddy
Esoteric Operations
952
|
Posted - 2016.05.12 14:19:48 -
[59] - Quote
Lyri Voidstalker wrote:Why are the marauders getting nerfs? As if the bastion mode drawbacks weren't enough? What am I to do when im flying my Paladin then multiple Curses jump me and they all Tracking disrupt me? So now they can neut me and disrupt my already slow tracking.. before i could at least be immune from their Ewar and shoot them back (and survived). Now ill just have to sit there nice and tidy wait to die. I think for the 2B+ price tag the Marauder needs more features not a nerf. Every single ship type or role I spend a long time training into ends up getting nerfed or rendered obsolete. Now I see why people become so bitter.  I can think of 10 more broken things that need addressing than a Marauder nerf for what purpose.. Thank you for making my day.
Oh knoes, three curse reduce my tracking by 9%, whatever shall i do 
95% of the effect of each disruptor is lost, and the stacking penalty is still applied. So now each curse is tracking disrupting you about as much as one of those light td drones nobody uses because they are terrible. Truth is every one of those curse would be far more dangerous to your marauder if they had anything else but ewar in that mid slot |

Doddy
Esoteric Operations
952
|
Posted - 2016.05.12 14:27:22 -
[60] - Quote
Jung-Hwa Stenier-Tian wrote:If Marauders are losing EWAR immunity I will be unsubscribing. It's already impossible to run L4s without them because of broken NPC EWAR. I have about 20 consecutive minutes of free time a day to play so I don't have time to sit jammed for six weeks by a single NPC frigate.
A 5% nerf doesn't sound like much on the face of it, but 5% of "permanently jammed/disrupted/dampened" is still "permanently jammed/disrupted/dampened".
It wouldn't even be necessary if CCP could be bothered to make NPC EWAR reasonable, but with the present system of "there is a single Guristas elite frigate in existence in New Eden, therefore all 20,000 players on the server are permajammed" it is an absolute requirement for 100% immunity.
Either make NPC EWAR less utterly insane or restore Bastion Module. It's a bizzare change to make that will render mission running entirely pointless. Unless that's the whole point, of course. In which case just remove missions.
No, 5% of tracking disrupted means those rats who would knock 50k off the range of a non bastion ship will knock 2.5k off the range of a bastion ship, probably less thanks to stacking. If you can't deal with 2.5k less effective range (on a ship with a built in range bonus no less) you are beyond hope. 99% of people will never notice it, because they are not terrible.
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Yong Shin
Center for Advanced Studies Gallente Federation
61
|
Posted - 2016.05.12 21:25:41 -
[61] - Quote
Doddy wrote:Jung-Hwa Stenier-Tian wrote:If Marauders are losing EWAR immunity I will be unsubscribing. It's already impossible to run L4s without them because of broken NPC EWAR. I have about 20 consecutive minutes of free time a day to play so I don't have time to sit jammed for six weeks by a single NPC frigate.
A 5% nerf doesn't sound like much on the face of it, but 5% of "permanently jammed/disrupted/dampened" is still "permanently jammed/disrupted/dampened".
It wouldn't even be necessary if CCP could be bothered to make NPC EWAR reasonable, but with the present system of "there is a single Guristas elite frigate in existence in New Eden, therefore all 20,000 players on the server are permajammed" it is an absolute requirement for 100% immunity.
Either make NPC EWAR less utterly insane or restore Bastion Module. It's a bizzare change to make that will render mission running entirely pointless. Unless that's the whole point, of course. In which case just remove missions. No, 5% of tracking disrupted means those rats who would knock 50k off the range of a non bastion ship will knock 2.5k off the range of a bastion ship, probably less thanks to stacking. If you can't deal with 2.5k less effective range (on a ship with a built in range bonus no less) you are beyond hope. 99% of people will never notice it, because they are not terrible.
I believe he is referring to bugged state of NPC ewar in which they sometimes completely ignore ewar resistances of any kind, which I doubt has even been fixed yet. He is not talking about the specific Guristas rats you are speaking of.
https://forums.eveonline.com/default.aspx?g=posts&m=6441161 |

Frostys Virpio
KarmaFleet Goonswarm Federation
2824
|
Posted - 2016.05.17 15:06:23 -
[62] - Quote
PAPULA wrote:I am just saying that he only tanked 65k damage, and he had 2 cap boosters. I would expect him to tank at least 100k.  I am just saying alone marauder in pvp is not very good.
The guy got killed too fast for his over 11 seconds rep cycle to help much. He got a little less than 5 cycle worth of rep from both his repairer. The 65k figure does not take resist into account but raw HP lost. He spent about a minute into armor total before going boom. |

Lan Wang
Knights of the Posing Meat FETID
2880
|
Posted - 2016.05.17 15:12:12 -
[63] - Quote
Frostys Virpio wrote:PAPULA wrote:I am just saying that he only tanked 65k damage, and he had 2 cap boosters. I would expect him to tank at least 100k.  I am just saying alone marauder in pvp is not very good. The guy got killed too fast for his over 11 seconds rep cycle to help much. He got a little less than 5 cycle worth of rep from both his repairer. The 65k figure does not take resist into account but raw HP lost. He spent about a minute into armor total before going boom.
its a really bad example, last one i lost tanked 260k raw damage before dying, no links or implants
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