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Ships & Modules

 
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BReaking BAstion

Author
Sho Menao
Oblivion Watch
HYDRA RELOADED
#1 - 2013-10-06 03:17:07 UTC
Marauders are still going to be super squishy, so the bastion module definitely screws them as its a "here's a module where you can hurt people if you control range...but you can't move for 1 minute" module, however the Paladin can actually put some hurt on. Thanks Namamai for the EFT files.

Keep in mind that any Bastion Marauder should be 1 vollied by tracking dreads so as a fleet comp against large null alliances it won't work.

Here is a nasty fit though:

[Paladin, Broken Bastion]
Large Ancillary Armor Repairer, Nanite Repair Paste
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II

Large Micro Jump Drive
Heavy Capacitor Booster II, Navy Cap Booster 800
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Bastion Mode I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Small Energy Neutralizer II

Large Auxiliary Nano Pump II
Large Auxiliary Nano Pump II



Some stats:
About 3k omni-dps tanked
Cap management capabilities for killing carriers
Scorch optimal of 95km w/ 700+ dps
Navy Multi optimal of 26km with good tracking and 900+ dps

Youre almost baiting them to come in close, but if they hang at 70-90km you can put hurt on too.
Vinyl 41
AdVictis
#2 - 2013-10-06 06:45:56 UTC
well besides of the immense active tank the other stats dont look that great and that price tag on it is just meh - they could be usefull in well uhm gate camps for tanking gate turrets and some mega long range snipes but thats it Ugh
Mister Tuggles
Heretic Army
Sedition.
#3 - 2013-10-07 09:43:03 UTC
Vinyl 41 wrote:
well besides of the immense active tank the other stats dont look that great and that price tag on it is just meh - they could be usefull in well uhm gate camps for tanking gate turrets and some mega long range snipes but thats it Ugh



900+ dps with that kind of tank is nothing to scoff at.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#4 - 2013-10-07 10:37:50 UTC
Sho Menao wrote:
Scorch optimal of 95km w/ 700+ dps



Would like to do as much at 50km with blasters Cry

:jelly:

removed inappropriate ASCII art signature - CCP Eterne

Darling Hassasin
Parental Control
Didn't want that Sov anyway.
#5 - 2013-10-07 14:52:20 UTC
Sergeant Acht Scultz wrote:
Sho Menao wrote:
Scorch optimal of 95km w/ 700+ dps



Would like to do as much at 50km with blasters Cry

:jelly:


You probably will, if one can trust stuffz posted by Utterboned.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#6 - 2013-10-07 15:13:14 UTC
If you are in a situation of using a bastion marauder in a PVP fleet, maybe one of those bubbles that disable cynos within a certain range could be used.

Plus defensive bubbles, and support, it could be used against null entities.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#7 - 2013-10-07 18:03:22 UTC
Darling Hassasin wrote:
Sergeant Acht Scultz wrote:
Sho Menao wrote:
Scorch optimal of 95km w/ 700+ dps



Would like to do as much at 50km with blasters Cry

:jelly:


You probably will, if one can trust stuffz posted by Utterboned.



I don't even trust my self Sad

Indeed with TE and Bastion thing it might actually do it, not sure it's the interesting part with using blasters at this range since T2 rails shortest range ammo might actually be doing even more dmg, needs testing, just throwing this thought over here.

removed inappropriate ASCII art signature - CCP Eterne

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#8 - 2013-10-07 18:06:13 UTC
Metal Icarus wrote:
If you are in a situation of using a bastion marauder in a PVP fleet, maybe one of those bubbles that disable cynos within a certain range could be used.

Plus defensive bubbles, and support, it could be used against null entities.



Killing supercaps MJD/titan bridge. Can't actually see any interest in using it for regular BS fleets, plus the dps gain over a regular BS without bastion thingy is really not worth the isk effort, specially for a smaller entity getting chewed by hundreds of easy-to-replace battleships.

removed inappropriate ASCII art signature - CCP Eterne

Miasmos
Aliastra
Gallente Federation
#9 - 2013-10-07 20:42:24 UTC
EWAR immunity is kind of a big deal. It's one module that enables (do not read: forces) you to be immune to ewar while stationary. I'd say you are hard pressed to find a better utility high.

There are some interesting large fleet marauder setups even if blobs don't seem like a good choise to bring billion isk squishy battleships into. For example, MJD cavalry Golems might be a thing.


Daniel Plain
Doomheim
#10 - 2013-10-08 15:53:22 UTC  |  Edited by: Daniel Plain
the problem with bastion is that it is too strong. this means that if you want to keep the ship balanced with bastion ON, you have to make it terribad with bastion OFF (exactly what is planned currently). which in turn means that marauders lose all viability in any situation where mobility or remote reps are mandatory.

I should buy an Ishtar.