|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Anize Oramara
The Arch Dashing Dashers
828
|
Posted - 2017.01.23 10:01:15 -
[1] - Quote
I like the Vargur, but then I haven't really had the chance to try any of the others properly. It's one of the two most flexible along with the Golem. I even use a polarized one for blitzing a lv4 mission. Sure it's a 1bill ship to run a single mission but I kind of like the absurdity of it 
That said Marauders are not the best lv4 mission runners unless you plan on doing full clear + looting and salvaging or semi-AFK because RL reasons. Also learn to use and love the MJD. MJD is love, MJD is life.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3
|

Anize Oramara
The Arch Dashing Dashers
829
|
Posted - 2017.01.23 18:00:28 -
[2] - Quote
Donnachadh wrote:Anize Oramara wrote:That said Marauders are not the best lv4 mission runners unless you plan on doing full clear + looting and salvaging or semi-AFK because RL reasons. Why? I can see this from a cost versus benefit point of view or if you want maximum efficiency when blitzing. For general mission running where you are doing a mixture of both blitz and full or partial clear the marauders are superior to everything else. Because full clear is an inferior way to run missions and either the Mach or the Barghest is faster. That is why I specifically mention full clear or semi AFK as those are the only two situations where a marauder is superior. The Machariel is faster in terms of agility, in pocket speed and warp speed, does not need to go into bastion mode for the increase in range and damage application and has more than enough tank for any lv4. The Barghest has superior damage application while moving at max speed (and has similar in pocket agility and speed as a Mach) meaning it has great damage mitigation and can also be fit for very long range and with the missile speed boost it usually doesn't suffer from the normal missile issue of missed volleys.
Quote:Anize Oramara wrote:Also learn to use and love the MJD. MJD is love, MJD is life. I will counter that with these points. There is only one single mission related situation where the MJD is clearly superior to any other options and that is to escape if you are low on cap and cannot continue to tank the incoming damage for whatever reason. In any and all other situations there is no clear advantage to the MJD. For those who blitz a MWD is usually superior because the multiple triangulated jumps can take more time than simply using MWD and flying directly towards where you need to be. For those who prefer to full clear the MJD represents a wasted slot that could be used for more tank or a damage mod or damage application mod. In fact for many that full clear there is simply no need for a prop mod of any kind since you point at the exit and kill while moving along and usually you get there about the same time the last thing in the pocket dies. If you like the MJD and want to use one, or simply fit it for that rare occasion where it may be useful then by all means put one on your ship. I blitz Pirate assault with a Polarized Vargur specifically because of the MJD and Bastion allowing the use of Polarized weapons. But more to the general point of why to fit MJD. With the cooldown bonus, you can reach any gate in a mission pocket in 1-2 jumps or just over a minute for two jumps. That means you are in bastion on the out gate in around 70-80 sec after entering the mission / pocket. From what I can remember, if a gate is around 50-60km away from your starting point, it'd take about as long to get to it using a MWD as it would a MJD. Of course each has their own up and down side to how well you'd be applying damage in that first 70 or so seconds since in the one case you'd be perhaps at longer range form the rats and in the other you'd be moving at too high a speed to hit anything. So combined with the advantage of getting to a gate faster (and generally taking less damage before bastion going up) on gates further than 60km away and the GTFO ability of the MJD, it's very much worth it to fit one. Of course this does not preclude one from having a mobile depo and a MWD to switch out with depending on the pocket or heck, specific missions simply swapping them out in station. I even remember making lists of what missions I'd take a MWD or a MJD or even both.
On a side note, full clear + salvage is best done by getting to your destination (be it mission trigger or gate) as quickly as possible so you can deploy a mobile tractor unit to help with looting and salvaging. So you will need a prop mod of some kind and on a marauder with bastion tank you do not exactly need a lot of tanking modules.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3
|

Anize Oramara
The Arch Dashing Dashers
832
|
Posted - 2017.01.27 10:09:13 -
[3] - Quote
aldhura wrote:If you running a mjd you wasting time getting about, if you fitting a mwd and mjd, well.. then you wasting utility. I would love to see someone beat me to a mission gate with an mjd.. most gates are less than 100km, and by the time you have figured out how to triangulate that, I would have cleared the next room. I would like to point out that it will typically take you all of 2 seconds to triangulate roughly the area since the gate activation bubble is actually pretty big. This was a pretty big discussion when the MJD came out and the MJD bonus was given to Marauder.. years? ago. MJDs are typically the superior prop mod for Marauders for around half the available missions. Not opinion, but demonstrated fact. Just swap out the prop mod in station. Once you get used to using the MJD after an hour or so you'll understand. It just is what it is.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3
|

Anize Oramara
The Arch Dashing Dashers
845
|
Posted - 2017.02.22 09:36:14 -
[4] - Quote
Any like, official source? Dev blog? Patch notes? Off hand comment by a dev?
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3
|

Anize Oramara
The Arch Dashing Dashers
845
|
Posted - 2017.02.22 15:16:03 -
[5] - Quote
Ok so they want to have sensor damps and tracking disruptor (and I Presume missile disruptors) to have a 5% strength effect on marauders. Since ECM is on or off it seems like ECM is not effected and Marauders should still have a 100% immunity to that.
Unless there's anythinig more recent, that's not exactly the same thing as
Quote:bastion is officially having all ewar immunity removed.
The words 'officially', 'all', 'immunity' and 'removed' does not mean what he thinks it means.
Edit: and yea, that's almost a YEAR ago. 10 months. You're gonna have to get something more recent.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3
|

Anize Oramara
The Arch Dashing Dashers
851
|
Posted - 2017.03.08 19:07:34 -
[6] - Quote
Hmm multiple pages now of Banksy Rotsuda claiming this is official and yet, still no actual link or anything.
Look, if you have something official, anything at all, post it so we can see if this is an actual issue or not.
But until then there is only one troll here.
A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3
|
|
|
|