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Bastion/Marauder Feedback

Author
Mike Forsite
MISSI0N C0NTR0L
D-O-G-M-A
#21 - 2013-10-30 19:29:31 UTC
OmarNu Lakshmit wrote:
I like Marauder changes CCP brings us in Rubicon.!
Like Bastion module much - now makes sense not to spend SIK for Deadspace modules - now fits works out perfect with T2 mods easy =))))

Just one thing wish to ask CCP to implement for Marauders - could you can double Tractor Beam bonuses for class?
48km's often is not enough to take can with missions items....

And I think all fellows - mission runners - agree with me.


I like the Bastion Mode too, I never killed Guristas or Serpentis this fast when doing lvl4 solo because of E-War immunity. Now it's possible to go at lvl4 without faction or deadspace modules, so the chance to be ganked is lower. If they bring in this Loot Device, i don't think, that i ever need a tractor beam again. But depends on the function. If the Device loots Mission Containers too, than this would be perfekt, and i don't need tractor beams when doing missions. It would be also ok for me, if they drop the Tractor Bonus and replace it with a bonus tied to the Bastion module. Maybe more Weapon dmg or more cap recharge.
Vrykolakasis
Sparrowhawks Corp
#22 - 2013-10-30 22:55:11 UTC
I had sort of abandoned this thread a while ago thinking it wouldn't get many more responses. I'm glad to see it's at least been getting a little bit of attention. I won't make a huge line of quotes, I'll just try to address and clarify without them.

Joe Risalo: I don't think we're quite on the same page here. First, T2 cruise missiles get reliably better kill/completion times than precision torpedoes. The Golem has four lowslots, and you can't get more than 300 dps with a FULL flight of gardes without using drone damage amps. Besides, it's cute that you think 1500 dps at range is a lot, but rebalanced t1 battleships ALREADY get those kinds of numbers when used with sentry drones. This character with L4 specs uses a Typhoon with cruises/800s/gardes that yields 1478 dps to ~30km and retains 1000 out to 100km. The TFI gets 1660 with the same ranges. In practice, this has yielded a mean mission completion time (L4) with the TFI of 11:27 vs a mean mission completion time with the Vargur of 13:17. The Vargur is lagging behind 14%, and with 28% less dps that demonstrates clearly that the Vargur is indeed a better damage projector. But it doesn't make up for the lack of any real raw dps. You're also very misinformed concerning the effectiveness of the marauders tank for extreme PvE situations. A pure-passive fit Rattlesnake can tank The Fortress, L5, to completion without too much trouble - no marauder can survive it solo. Shield ASB marauders with Bastion run out of charges and no armor repairer will work. Very few people actually run that mission, but it illustrates my point, and I wouldn't have suggested this without having tested and having good reason for the suggestion.

You also mentioned:

"So, your statement here is basically 'I don't need my ship to be good against something it sucks at now, because I always use something else.' "

Yes. That's what I said, and there's absolutely nothing wrong with it. Ships in EVE are role based (particularly T2 ships!), deal with it.

Everyone who offered advice on L5 by mentioning something they had heard: what's with that? The test server has L5 agents, I've been using them to test Marauders (in limited trials, the rattlesnake has outperformed every marauder in every mission). Why not go see for yourself? If you use your MJD twice to get out of neut range - assuming your cap lasts that long (it won't) - you won't be able to do any damage without waiting a few minutes for the rats to even get into locking range.

I think that neutralizer immunity in Marauder PvP is OP, so long as the bastion retains it's excessive over-tank and EWAR immunity. I don't see many negatives to neutralizer immunity if those are no longer such big factors. A ship that perma-tank a fully skilled vindicator at point blank in high security is, honestly, excessive. Yes, those tanks already existed, but not using a single deadspace invulnerability field and a single shield booster. When you can tank an L4 mission with a medium shield booster and a damage control, that's REALLY COOL but really imbalanced. I honestly don't have a problem, per-se, with EWAR immunity but it doesn't actually help me that much in high-end PvE (L5s and W-Space), and neut immunity does. I also feel that EWAR resistance should be handled in the ship hull here, not in a module: nothing says "Good Engineering Team" like making a hyper-advanced kilometer-long warship and sticking sensors from an old pre-warp cargo freighter on it.

I doubt the bastion will make it through with neut immunity. As far as I can tell, the bastion is going to come into tranquility in it's absolute original form with absolutely no player feedback taken into account whatsoever. But at least I tried to give my two cents. Thanks for reading through all of this.
Nevyn Auscent
Broke Sauce
#23 - 2013-10-31 00:10:09 UTC
Jasmine Assasin wrote:
Photon Ceray wrote:


stop thinking of marauders as a PVE-only ship, that's f*ing ********.


Can you make a valid point without swearing? Can you even make a valid point period? Because as far as I'm concerned at this point you have no credibility. You have provided no new information or added anything to the discussion.

After testing 3/4 so far (damn my Matari gun skills...) I can safely say that these things rock just as they are. Unless you alpha them off the field good luck (and they now have normal faction BS EHP again), even neuting them out is no guarantee they won't still kill you. Remember that if you can shoot a marauder they can shoot you...and their DPS is still higher than anything else subcap minus a pirate hull or two. It's not going to be some walk in the park to kill one despite what some seem to think. And if they are "doing it right" it won't be one guy in a Marauder, it'll be him, his friends, and a support fleet. Have fun with that. And they each have 3 spare high slots to fit all kinds of utility mods so they can neut/nos just like anybody else. Except that they will be EWAR immune so that Falcon alt will be useless...



That single logi alt won't be useless though, Marauders actually have LOWER DPS than most other BS, as they have smaller drone bandwidth and no better bonuses to that DPS than anything else.
So they are just as easy to tank in a gang setup as if the other side is using mobile BS, except you can focus fire & overload their local tanks easier than trying to overload logi since logi scales, local reps don't.
Sure they are going to have some sweet spots, but stop lying in order to make them out to be ubber atm, they aren't.
Jasmine Assasin
The Holy Rollers
#24 - 2013-10-31 00:49:08 UTC  |  Edited by: Jasmine Assasin
Nevyn Auscent wrote:

That single logi alt won't be useless though, Marauders actually have LOWER DPS than most other BS, as they have smaller drone bandwidth and no better bonuses to that DPS than anything else.


Because sentry drones without DDAs and tracking links work so well right? Please. That extra bandwidth makes near as no difference in a fight.

And FWIW, I'm not sure what "single logi alt" you are referring to. The only thing I can think of is the Falcon alt reference in which case that's not even logi so I have to wonder if you have ever actually pvp'd at all.

But having said that, in any meaningful fight logi die first so it's a moot point.
Kirkwood Ross
Golden Profession
#25 - 2013-10-31 01:51:49 UTC
Bastion should add +10% damage and +10% RoF. Seal the deal on the Marauder already then put in some Rogue Drone loots finally.
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