These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
12Next page
 

Marauders at Incursions: fits, doctrines?

Author
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#1 - 2014-06-18 11:08:45 UTC
Hello there,

So I'm still training my T2 artilleries so I can get into Incursions. In the meanwhile, I've been researching a bit about high end PVE, and I naturally stumbled upon Marauders.

I know some groups use them, and other at least accept them into their fleets. I'd like to hear, from those people, how do they fare in Incursions, which fits are used, and if there are any fleet doctrines for Incursions centered around them. I really like the concept of these ships and eventually training into them could open interesting options for high end PVE (including higher class wormholes, although I'll make a different topic for those), as well as a stepstone for Dreadnoughts. Since I also run missions for when I've got little time to play and I plan to live on highclass wormholes, seems Marauders would be a good choice to train for.

At first, seems like the bastion mode has the issue of isolating the ship from logistics (excepting cap), but it might not need them due to übertank and rats not being able to scramble MJD's. They also get nice damage application from the mode, which helps them at all ranges. This information was taken from this official post at the original Marauder Rebalance topic:
CCP Ytterbium wrote:
Why would I want to use Marauders in Incursions now that the web bonus is gone?

There are other advantages to Marauders - internal play tests have shown us than kitting through the MJD bonus is very effective, as NPC warp scramblers don't stop you from using it. Plus their tank is good enough not to require Logistic support. Bottom line is, we are not willing to leave a web bonus on Marauders to cater to ultra-specialized Incursion fittings when that conflicts with our design goals and their role as a whole. Especially when alternative tactics exist that make them still very effective in Incursions.

With this post, seems like Marauders would benefit from increased damage application in contrast to Pirate ships' raw damage, so they seem like an interesting variant of a tactic.

About the ships themselves, I guess all of them are being used in Incursions depending on the fleet's doctrine of armor or shield. Seems to me that the Vargur would be used due to shield+capless guns both with autocannons and artilleries, while the Golem is tankier but missile user (although those damage application bonuses surely help), which also means capless, probably with cruise missiles. The Paladin seems to be another brick of a ship that benefits of no ammo and being able to be helped at its capacitor (logi) if neuted, and the Kronos can fit long-ranged blasters (!) or a good railgun DPS.

But since I haven't found any Incursion fits for Marauders, I politely ask you for them. Since they mostly rely on themselves, I guess they would be as shiny as possible... Perhaps as a next ship from a Pirate one if you want to try them out?

Thanks in advance!
Jacob Holland
Weyland-Vulcan Industries
#2 - 2014-06-18 12:30:58 UTC
The Paladin is the only Bastion Marauder I've seen referred to in the context of Incursions; and then only in a doctrine fleet (which means that getting into one is likely to be tricky).
Given that you're artillery focussed I would definitely focus on the Machariel rather than trying to find an alternative which will actually add to the training time. You may well be able to get fleets in a Mael or Tempest Fleet while you're finishing off your training, though FCs are more likely to pick the shineys the damage output of a Mael is definitely preferable to nothing.
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#3 - 2014-06-18 12:32:08 UTC
Marauders are less desirable for incursions than pirate BSes due to their lower DPS. They can't self-tank HQs, so their tank is wasted there, and in VGs you're better off with 9 pirate BSes and 2 logi than 11 marauders.

The Golem is the only one that sees any use since it's the top of the line for missiles and its TPs help everyone, but you'll pretty much never see more than one in a fleet and a golem will get passed over for a vindi pretty much every time.
Goldiiee
Bureau of Astronomical Anomalies
#4 - 2014-06-18 15:32:34 UTC
One group I know of runs Marauders, OIC , the rest of the groups I know of are listed here and you will find the answers to most of your other questions in the 'Incursions Start Here' thread as well.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Jill Antaris
Imperial Academy
Amarr Empire
#5 - 2014-06-18 17:49:55 UTC  |  Edited by: Jill Antaris
Komodo Askold wrote:


At first, seems like the bastion mode has the issue of isolating the ship from logistics (excepting cap), but it might not need them due to übertank and rats not being able to scramble MJD's. They also get nice damage application from the mode, which helps them at all ranges. This information was taken from this official post at the original Marauder Rebalance topic:
CCP Ytterbium wrote:
Why would I want to use Marauders in Incursions now that the web bonus is gone?

There are other advantages to Marauders - internal play tests have shown us than kitting through the MJD bonus is very effective, as NPC warp scramblers don't stop you from using it. Plus their tank is good enough not to require Logistic support. Bottom line is, we are not willing to leave a web bonus on Marauders to cater to ultra-specialized Incursion fittings when that conflicts with our design goals and their role as a whole. Especially when alternative tactics exist that make them still very effective in Incursions.

With this post, seems like Marauders would benefit from increased damage application in contrast to Pirate ships' raw damage, so they seem like an interesting variant of a tactic.


The fame of the Paladin came from IIC(invite only advanced armor channel), demonstrating what is possible with the hull in a one ship type fleet concept. Members of that channel did disagree on the forums here with the changes, but where mostly ignored by being a minority. In the end, the fleet concept was dropped in IIC with the bastion changes because the hull wasn't effective enough any more, in the NCOs in particular.

The Incrusion Guild uses pure active tank Marauder fleets(I think 12 or so on grid at once), TDF uses them(no active tank) and I use them in OIC(again no active tank). However I mostly fly my Paladins nowadays for safety reasons on grid(because of the extra RR and spare cap to utilize it more freely than on the NM) as pure DPS they are not as capable as the NM, by the lack of damage application against smaller targets and stopping power against Cruisers that try to get close with the mwd(compared to a dual web armor Nightmare), even before the buff the NM got in the last patch. The 90% web and the ability to field 3 sentry drones acted like a equalizer the Paladin had to shift damage application in its favour under overheated web range, without it there is no real reason to use it over a Nightmare for DPS reasons outside of some specific AS setups where it does a bit better better in performance against a few sniper targets vs the overall much higher tracking and utility of the NM got against close range targets. However the extra RR helps on grid when logis disconnect or other stuff happens. From my experience flying my Paladins back in the days in IIC, the ship lost a lot of potential for Incs with the changes.

[Paladin, OIC Paladin]
Centum A-Type Energized Adaptive Nano Membrane
True Sansha Heat Sink
True Sansha Heat Sink
True Sansha Heat Sink
True Sansha Heat Sink
Tracking Enhancer II
Tracking Enhancer II

Shadow Serpentis Tracking Computer, Tracking Speed Script
Shadow Serpentis Tracking Computer, Tracking Speed Script
Domination Target Painter
Federation Navy Stasis Webifier

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Capacitor Transmitter II

Large Energy Burst Aerator II
Large Trimark Armor Pump II

Hobgoblin II x5

The Vargur can be used in a similar fashion for shield fleets(it does less dps than a Mach, especially since it lacks the 100m³ for sentry drones), however it can at least fit a few medium A type remote shield transfers(because nobody of the devs really did replay on my request for a shield transporter fitting bonus on the Vargur or Golem, and I still believe they should have something like this, because it is one of the biggest advantage of the Pala/Kronos in armor), giving it a bit more capability to keep a solo logi locked and alive in 11+1 setups compared to the mach. However I mostly used them as FC for extra safety on grid or backup logi in a 11+1 setup, not so much as overall better alternative to the mach(it does ok for grinding, a bit worse in contests then the mach, while being overall more skill intensive). The only thing it actually does better than the Mach is anti frig performance with ACs by the higher tracking and the extra med for another web. I did that in D-Inc at times when we did lack Vindis and the bottleneck became frig killing speed and since the the spare fitting and ammo can be stored in the massive cargo bay, you can do that in the field with a mobile depo.

[Vargur, Inc Vargur]
Tracking Enhancer II
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

Shadow Serpentis Tracking Computer, Optimal Range Script
Shadow Serpentis Tracking Computer, Tracking Speed Script
Shadow Serpentis Tracking Computer, Tracking Speed Script
Shadow Serpentis Sensor Booster, Scan Resolution Script
Domination Target Painter
Pithum B-Type Adaptive Invulnerability Field

1400mm Howitzer Artillery II, Quake L
1400mm Howitzer Artillery II, Quake L
1400mm Howitzer Artillery II, Quake L
1400mm Howitzer Artillery II, Quake L
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Pithum A-Type Medium Remote Shield Booster
Large Remote Capacitor Transmitter II

Large Projectile Burst Aerator II
Large Projectile Ambit Extension I

Garde II x2
Light Armor Maintenance Bot II x5
Jill Antaris
Imperial Academy
Amarr Empire
#6 - 2014-06-18 19:10:32 UTC  |  Edited by: Jill Antaris
Since I did run out of space in the last post, here a few more bits about it.

Marauders are great as FC ship(or good choices for somebody that also uses a lot of logi), because they give the pilot a lot of extra options to use cap transfers and remote rep to fix issues on grid before they become a problem, can be used as ankers and the good tank makes the very capable of pairing up with a solo logi as backup logi. They are a bit more tanky than the T1 hulls and on par with the faction/pirate hulls(less buffer but better resists what is a bit beneficial for the logis but doesn't change that much) to a point where you can use the 2. rig slot on the Vargur for something else than a anti EM rig or on the Paladin the T2 resists + slaves + T2 trimark allow it to one slot tank even AS sites.

However in raw dps performance they lack behind her faction counterparts. The Vargur is not far off the Mach when you don't use sentry drones or need high speed in contests(however when you do it is), the extra med helps a lot to amplify advantages(like tracking or better range by different rigs). The Golem is great for the painter bonus(stack 2 83% painters on top of webs, see stuff melt), then again there are not much shield channels that allow missile hulls.

On the armor counterparts it is a bit different, the Paladin just feels like being left behind compared to the NM(even before the changes) because TCs >>> TEs and the extra tracking, extra drones and 3 extra med slots are overall more useful in nearly every situation. It even got halve of the utility high slots(however to be fair no where the cap to really sustain 2 remote reps or shield transporters longer than 30s in the field).

The Kronos got probably the biggest issues, zero vs 4 utility high slots work in the advantage of the Kronos and the much better cap and reduced cap use by guns makes it less depending on cap transfers then the Vindi. However different to last year when it was a faster Vindi with a better tank(by T2 resists), much more utility and overall much better cap(I never had to request for cap with in in VG mwd fleets) today it simply lacks the 90% web(the missing 5. med slot even amplifies the problem) and the extra falloff is not so much of a advantage(outside putting the hull on free move to burn around non stop with the mwd and put webs up), given that you park it in front of the spawn with the mwd anyway and that void reduces falloff. Overall the marauder that was at the bottom before the changes and took the biggest hit in overall usability with the changes from my first hand experience(both for L4s and Incs).
Lunkwill Khashour
Ministry of War
Amarr Empire
#7 - 2014-06-18 19:56:43 UTC
Jill Antaris wrote:
Since I did run out of space in the last post, here a few more bits about it.

Marauders are great as FC ship(or good choices for somebody that also uses a lot of logi), because they give the pilot a lot of extra options to use cap transfers and remote rep to fix issues on grid before they become a problem, can be used as ankers and the good tank makes the very capable of pairing up with a solo logi as backup logi. They are a bit more tanky than the T1 hulls and on par with the faction/pirate hulls(less buffer but better resists what is a bit beneficial for the logis but doesn't change that much) to a point where you can use the 2. rig slot on the Vargur for something else than a anti EM rig or on the Paladin the T2 resists + slaves + T2 trimark allow it to one slot tank even AS sites.

On the armor counterparts it is a bit different, the Paladin just feels like being left behind after the NM(even before the changes) because TCs >>> TEs and the extra tracking, extra drones and 3 extra med slots are overall more useful in nearly every situation. It even got halve of the utility high slots(however to be fair no where the cap to really sustain 2 remote reps or shield transporters longer than 30s in the field).


I feel the Paladin is equal to the Nightmare when both are armor fit. EHP is similar, dps the same and you're trading a tracking bonus for an optimal bonus which basically means a NM tach vs Pally pulses.

While the Nightmare has extra mids, the Paladins tank is more easily modified for assault or hq sites without dropping heat sinks. On the other hand, a Nightmare can fly an AB while the Paladin needs an MWD.

Moreover, a Paladin can run 4 remote reps or cap transfers for a minute before running dry which is huge in emergency situations.
Nolak Ataru
Hedion University
Amarr Empire
#8 - 2014-06-18 20:10:42 UTC
Lunkwill Khashour wrote:


I feel the Paladin is equal to the Nightmare when both are armor fit. EHP is similar, dps the same and you're trading a tracking bonus for an optimal bonus which basically means a NM tach vs Pally pulses.

While the Nightmare has extra mids, the Paladins tank is more easily modified for assault or hq sites without dropping heat sinks. On the other hand, a Nightmare can fly an AB while the Paladin needs an MWD.

Moreover, a Paladin can run 4 remote reps or cap transfers for a minute before running dry which is huge in emergency situations.


Marauder has t2 resists, AND Bastion bonus, AND armor repper bonus. Nightmare doesn't even come close.

NM needs BS V and a Gist X-type ab to reach/beat old MWD speeds.
Anya Klibor
Native Freshfood
Minmatar Republic
#9 - 2014-06-19 06:51:33 UTC
Jacob Holland wrote:
The Paladin is the only Bastion Marauder I've seen referred to in the context of Incursions; and then only in a doctrine fleet (which means that getting into one is likely to be tricky).
Given that you're artillery focussed I would definitely focus on the Machariel rather than trying to find an alternative which will actually add to the training time. You may well be able to get fleets in a Mael or Tempest Fleet while you're finishing off your training, though FCs are more likely to pick the shineys the damage output of a Mael is definitely preferable to nothing.


Helix Incursions has fielded Vargurs before. We found them amusing, but not necessarilly amazing.

Leadership is something you learn. Maybe one day, you'll learn that.

Jill Antaris
Imperial Academy
Amarr Empire
#10 - 2014-06-19 07:55:11 UTC  |  Edited by: Jill Antaris
Lunkwill Khashour wrote:

I feel the Paladin is equal to the Nightmare when both are armor fit. EHP is similar, dps the same and you're trading a tracking bonus for an optimal bonus which basically means a NM tach vs Pally pulses.

While the Nightmare has extra mids, the Paladins tank is more easily modified for assault or hq sites without dropping heat sinks. On the other hand, a Nightmare can fly an AB while the Paladin needs an MWD.

Moreover, a Paladin can run 4 remote reps or cap transfers for a minute before running dry which is huge in emergency situations.


It was before the bastion changes, after it not so much. This is the the opinion of person that can fly them at all 5, matching Implant set, got a couple of high end fitted Paladins and Nightmare, does fly them a lot and compared site times, hits and general flow of the hull in the sites. The Paladin can one slot tank AS if you really push it, however the NM can just as easy 2 slot tank them and you just fit another TC, because you don't need webs on every hull in AS.

The NM does about 98 dps more then my Paladin(96 for me atm, working on amarr drone spec 5 as we speak) and the much higher tracking amplifies the turret DPS a lot, does track a lot better and with the extra meds it can compensate quite easy the extra range of the Paladin outside of medium range sniping(the Paladin is very good at 70-120km with faction ammo in skilled hands that carry a lot of different ammo types). This is one of my NMs I currently play around with, we also have others that use dual T2 locus rigs to switch the 3. TC for a extra web what helps in stopping cruisers faster and finishing off NCOs quicker.

[Nightmare, In Memory of Enka]
Centum A-Type Energized Adaptive Nano Membrane
True Sansha Heat Sink
True Sansha Heat Sink
True Sansha Heat Sink
True Sansha Heat Sink
Tracking Enhancer II

Shadow Serpentis Tracking Computer, Tracking Speed Script
Shadow Serpentis Tracking Computer, Optimal Range Script
Shadow Serpentis Tracking Computer, Optimal Range Script
Federation Navy Stasis Webifier
Domination Target Painter
Domination Target Painter
Shadow Serpentis Sensor Booster, Scan Resolution Script

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Large Remote Armor Repairer II
Large Remote Armor Repairer II

Large Energy Burst Aerator II
Large Trimark Armor Pump I
[empty rig slot]

Curator II x3

The paladin was a fantastic ship in IIC, it archived real greatness in the hands of very talented pilots and very expensive fittings, from people pushing her tool to the limit and archived 100% web coverage over hole waves by great coordination. However that doctrine was closed down with the bastion changes because the Paladin couldn't archive the best possible result any more and people moved on. It isn't necessary a bad ship, especially in fleet setups OIC uses with a lot of webs and painting and the extra RRs are nice(also a reason why I fly them as FC when we have new logi or when I run solo logi), but as pure dps hull the NM produces the faster site times and this is my benchmark as FC to decide what hulls would be the most beneficial.

It is decent
Nolak Ataru wrote:
Marauder has t2 resists, AND Bastion bonus, AND armor repper bonus. Nightmare doesn't even come close.


And nothing of this helps with site times.

Nolak Ataru wrote:
NM needs BS V and a Gist X-type ab to reach/beat old MWD speeds.


Good NM pilots had Caldari BS 5 before the changes anyway and people can just fit a MWD(it is not like we flown the NM with MWDs since years).
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#11 - 2014-06-19 16:23:10 UTC  |  Edited by: Komodo Askold
Many thanks for the posts so far! Please keep them coming if you have something to say :)

May I ask: how would a MJD Marauder sniper group work in let's say AS? Or HQ? Given their damage application when in Bastion mode (and locking range) they could properly hit from quite far away, and if they get primaried they can use their MJD to disengage. Since they wouldn't be alone on the fleet, DPS ships could have the targets webbed and busy.

All Marauders have innate range bonuses (optimal for Paladin, Falloff for Vargur and Kronos, missile speed for Golem) and get +25% on falloff and missile speed while on Bastion mode. I guess tachyon Paladins, artillery Vargurs and perhaps even railgun Kronos could work this way? At least we're taking benefit of the MJD bonus (which can't be scrambled by Sanshas) and the EWAR inmunity...

Marauders are primary designed for being nice snipers... perhaps they could better take that role at Incursions?
Jill Antaris
Imperial Academy
Amarr Empire
#12 - 2014-06-19 21:45:27 UTC  |  Edited by: Jill Antaris
Komodo Askold wrote:


May I ask: how would a MJD Marauder sniper group work in let's say AS? Or HQ? Given their damage application when in Bastion mode (and locking range) they could properly hit from quite far away, and if they get primaried they can use their MJD to disengage. Since they wouldn't be alone on the fleet, DPS ships could have the targets webbed and busy.


You don't disengage with the mjd, that just tears spawns apart, makes the site take longer and you jump out of logi RR range, what is in general a bad idea. The sansha ships in Incs are much faster than L4 ships and can do a lot of dps at long range to, it is not really comparable with activate mjd and take no damage at all like in L4s(I have seen a lot of mjd BS wrecks in VG sites from people that tried it), the moment you drop bastion you need probably full rep in a instant(because you will be already low on HP) and if you move the logis would have to follow you to get reps up. It would be a massive challenge for the logis to do that and a massive safety issue on grid(because when people don't pay attention they will die, with 100% grantee, because the logis can't help them).

Further you don't hit targets from far away in good fleets, you move the snipers to a specific sniping spot with a mwd form where you can hit both sniper targets and close range targets for excellent damage.

Komodo Askold wrote:
All Marauders have innate range bonuses (optimal for Paladin, Falloff for Vargur and Kronos, missile speed for Golem) and get +25% on falloff and missile speed while on Bastion mode. I guess tachyon Paladins, artillery Vargurs and perhaps even railgun Kronos could work this way? At least we're taking benefit of the MJD bonus (which can't be scrambled by Sanshas) and the EWAR inmunity...


Pirate hulls move to a sniper spot in the site with a mwd that is designed around spawn points and the individual ranges of this ships, from this position they can do much better dps than the marauders. The range bonus on bastion is stacking penalized with modules and because Inc ships consist of a big amount of tracking and range mods is not that useful after stacking. While the Paladin can do a bit better against sniper targets at 60-120km then the NM, against close range targets it is the other way around(and they are more frequent). The Rail Kronos does a lot less dps than a NM and a lot less alpha then a Mach, the Vargur does less turret dps and alpha than the Mach and most channels don't even let missile hulls on grid.

I think I am one of the few people that ever used a mjd in Assaults with a Marauder(for a specific situation in a single pocked of a single site), however this was done after discussing it with the FC and Logis before the site, so the FC did know and agreed to what will happen and the logis could move out ahead of me to cover that spot before I pressed the button. A mjd doesn't cancel out all incoming dps, when you land and you was low on HP you will probably die a few seconds later(because there is no logi in range to catch you), it can be used to reposition BS quickly for specific situations however it has to be coordinated with the FC and the Logis, takes up a medium slot(that could be used for a TC, painter, web, sensor booster) and takes a lot more effort and coordination than pressing keep range at 2500, hit the mwd and deactivate it when the FC tells you, not only for the individual pilot but the hole fleet.

To summarize, is active tanking in AS and HQ feasible? Not really, you can get cap nuked fairly quick and no FC is willing to lose multiple billions worth of ships on gird if a single pilots doesn't pay attention. Is mjd movement useful? In some cases it can be but that has to be coordinated and puts a lot more pressure on the Logis and the FC, what makes it not worth it most of the time.
James Baboli
Warp to Pharmacy
#13 - 2014-06-19 22:36:28 UTC
There is 1 situation I can think of where an MJD has a good application in an HQ fleet. FC or veteran pilot from out of fleet with one to take over after a solo MTAC DC. Thus the MJD bonus is worthless in most applications.

Local tanking HQs and AS is possible if you run a full vargur fleet and mandate a full set of crystals, a full or nearly so rack of top tier tank mods and some 6%s. It might be boxable like this, but that kind of fleet isn't gonna happen in a community without massive pre-planning.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Jill Antaris
Imperial Academy
Amarr Empire
#14 - 2014-06-19 23:08:56 UTC  |  Edited by: Jill Antaris
James Baboli wrote:
There is 1 situation I can think of where an MJD has a good application in an HQ fleet. FC or veteran pilot from out of fleet with one to take over after a solo MTAC DC. Thus the MJD bonus is worthless in most applications.

Local tanking HQs and AS is possible if you run a full vargur fleet and mandate a full set of crystals, a full or nearly so rack of top tier tank mods and some 6%s. It might be boxable like this, but that kind of fleet isn't gonna happen in a community without massive pre-planning.


Well in AS there are some spawns and situations where it can be useful(especially the last NCN pocket, parking a close range fitted BS in front of the sniper spawns, what we did with mwd puls Oracles and mjd BS in D-Inc) but it takes a lot of coordination and a fair amount of very experienced pilots on grid to make something like this work save and relay able with random logis and pilots.

As for AS and HQ active tanking, it might be possible in AS given a extreme high fleet standard(what will make form ups take ages, lots of breaks and lots of drama when people die by not paying attention) but for HQ I doubt it, simply because of the cap nuke in Otuni Mesen waves and most people will not put a 10B+ Marauder on grid that dies sooner or later when they don't pay 100% attention.
Nolak Ataru
Hedion University
Amarr Empire
#15 - 2014-06-20 13:55:31 UTC
Jill Antaris wrote:

It is decent
Nolak Ataru wrote:
Marauder has t2 resists, AND Bastion bonus, AND armor repper bonus. Nightmare doesn't even come close.


And nothing of this helps with site times.

Nolak Ataru wrote:
NM needs BS V and a Gist X-type ab to reach/beat old MWD speeds.


Good NM pilots had Caldari BS 5 before the changes anyway and people can just fit a MWD(it is not like we flown the NM with MWDs since years).


I was just pointing out the flaws in his post. My alts are currently training into paladins right now, so I'll see how that goes.

Also the Bastion Mod might help with site times as it would increase the applied dps per target, but that's once again possibly beaten by the Nightmares extra mids.
Hakaari Inkuran
State War Academy
Caldari State
#16 - 2014-06-20 14:24:59 UTC
Considering Paladins need 37 days to unlock the last chunk of their DPS....

Well I don't know, maybe you already trained Marauders V for another reason.
Jill Antaris
Imperial Academy
Amarr Empire
#17 - 2014-06-21 10:39:48 UTC  |  Edited by: Jill Antaris
Nolak Ataru wrote:

I was just pointing out the flaws in his post. My alts are currently training into paladins right now, so I'll see how that goes..


There is no flaw, other people flown Paladins for years in Incs and know very well what the hulls can do on grid and can compare it on a fair level herself(what does include marauder 5) to the performance of the Vindicator, NM or Mach that they also do fly quite a bit.

Nolak Ataru wrote:
Also the Bastion Mod might help with site times as it would increase the applied dps per target, but that's once again possibly beaten by the Nightmares extra mids.


Well it doesn't, that was tested a long time ago by people that flown fully maxed out paladins before the changes every day. The reason for this is that anti frig performance is not sufficient in active tank a marauder fleet, if you want to utilize hulls that produce better results against frigs(Vindis, Puls NMs and AC Machs do) you need logis. While the range of the paladin is absolutely sufficient for VGs without Bastion the tracking is the main bottleneck for damage application and it performs a lot worse without a faction tracking link on it from a Oneiros(that doesn't work on it with bastion).

My option is based on play testing the hulls in different fittings for a couple of hundred hours on grid since the bastion changes and I prefer the NM, because my overall conclusion is that the NM produces better hits, faster sites and got more utility, while even with marauder 5(what most people will not have) the Paladin has less tracking, less dps and issues in the anti frig performance. This also the case to a certain degree against cruisers, hitting them during her slow down at close range(when they deactivate the mwd, reducing her sig while they still move at over 400m/s) both with turrets and even more important with assisted sentry drones. It requires a lot of control over the targets and EW to produce feasible results, allows often to remove a extra romi before it gets in web range in NMCs/NCO, reducing the amount of targets that need to be tackled down at close, allows other ships to directly switch to the next romi that is already under the effect of multiple webs for 10-15 seconds and this is where the extra utility of the NM boosts site times a lot more than just the extra 100 dps or higher tracking would do on its own.

The way we use Paladins is already under the best conditions for the hull, utilizing more painters and webs and have a very effective tackle rotation, allowing for more applied dps on targets, especially on hulls that have issues in this regard, than in comparable shield fleets, where lesser amount of painters and webs would even increase the issues of the Paladin, similar as with active tanked fleets that can utilize less slots to fix that problems by increasing tracking or fielding more tackle.
Xequecal
Ministry of War
Amarr Empire
#18 - 2014-06-21 10:49:33 UTC
Quote:
To summarize, is active tanking in AS and HQ feasible? Not really, you can get cap nuked fairly quick and no FC is willing to lose multiple billions worth of ships on gird if a single pilots doesn't pay attention. Is mjd movement useful? In some cases it can be but that has to be coordinated and puts a lot more pressure on the Logis and the FC, what makes it not worth it most of the time.


Why can't you use dual-XLASB Vargurs to active tank sites? Uses no cap and permatanks more than enough DPS.
Jill Antaris
Imperial Academy
Amarr Empire
#19 - 2014-06-21 11:15:23 UTC  |  Edited by: Jill Antaris
Xequecal wrote:
[quote]Why can't you use dual-XLASB Vargurs to active tank sites? Uses no cap and permatanks more than enough DPS.


Because your Invus will stop working with zero cap after getting hit by neuts and your ship will die without resists, sooner or later somebody that still reloads the ASB will catch agro and also will most likely die by this to, this is assuming people allready paying attention and not dieng because they activate her boosters to late(in the same way they hit the broadcast button often to late today). I highly doubt that somebody will do the footwork and follow the fleet around with a hauler full of cap boosters and by my experience people will forget to bring enough cap boosters in the same way as they forget to bring enough ammo or drones today most of the time.

It is not practical, it would only give the FC tons of safety issues he has to deal with on grid. This is the reason why people don't do it.
Goldiiee
Bureau of Astronomical Anomalies
#20 - 2014-06-21 11:18:04 UTC
Xequecal wrote:
Quote:
To summarize, is active tanking in AS and HQ feasible? Not really, you can get cap nuked fairly quick and no FC is willing to lose multiple billions worth of ships on gird if a single pilots doesn't pay attention. Is mjd movement useful? In some cases it can be but that has to be coordinated and puts a lot more pressure on the Logis and the FC, what makes it not worth it most of the time.


Why can't you use dual-XLASB Vargurs to active tank sites? Uses no cap and permatanks more than enough DPS.

Just guessing, But I think you need those slots for Tracking Comps or Webs, and the Cap booster charges do get to be a PITA to haul around and reload.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

12Next page