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Which Maurader ?

Author
Hesod Adee
Perkone
Caldari State
#1 - 2016-10-11 04:39:08 UTC
In 3 days, the only thing standing between me and a Maurader is the racial BS 5. So I need to decide which one to train first. I plan to do the high sec epic arc with it, then run level 4s for a bit.

What are the pros and cons of each Maurader, relative to the other Mauraders ?

The obvious part is that the Vargur and Golem can choose which ammo they deal. The Kronos and Paladin can't, though therm/kin is an acceptable damage mix against most rats.
Mephiztopheleze
Laphroaig Inc.
#2 - 2016-10-11 05:44:43 UTC
A Marauder is a bit of overkill for the purposes you state. The Sisters Of Eve Epic Arc missions can be done in a Vexor. Level 4 Missions can be done in a T1 battleship. Personally, I wouldn't undock a Marauder without, at the very least, the T2 weapons on it.

My only personal experience is running wormhole sites with a Vargur. It's great, until someone lands on you and the you beaut Bastion Mode gets you tackled and killed. I have not replaced my Vargur and have no plans to do so.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Khan Wrenth
Viziam
Amarr Empire
#3 - 2016-10-11 06:10:37 UTC
Prerequisite questions:
Do you plan on doing enough missions/PVE work to justify the cost of a Marauder? (Over a billion isk just for the hull)
Do you have preferences for weapon types? (turrets vs. missiles, type of turret, etc)
What is your combat style? (close or long-range?)
What empire will you be mainly running missions for?
Are your weapon support skills maxed or almost maxed?
Are you proficient in the use of PYFA or EFT?

Depending on how you plan on missioning, your purposes might be served just as well by a Navy-version of a battleship, rather than having to train marauders. I marauder and I enjoy the heck out of it. But it's very much overkill, as Meph stated. But hey sometimes I've had a long day at work and overkill is a nice catharsis.
Hesod Adee
Perkone
Caldari State
#4 - 2016-10-11 07:19:33 UTC
Mephiztopheleze wrote:
A Marauder is a bit of overkill for the purposes you state.

True. I still want a maurader.

Quote:
Personally, I wouldn't undock a Marauder without, at the very least, the T2 weapons on it.

I have all the T2 subcap weapons trained to 4 or 5.

Khan Wrenth wrote:
Prerequisite questions:
Do you plan on doing enough missions/PVE work to justify the cost of a Marauder? (Over a billion isk just for the hull)
Do you have preferences for weapon types? (turrets vs. missiles, type of turret, etc)
What is your combat style? (close or long-range?)
What empire will you be mainly running missions for?
Are your weapon support skills maxed or almost maxed?
Are you proficient in the use of PYFA or EFT?


- I doubt the Maurader will be worth the ISK spend on it. I don't care.
- I do have some preferences, but the effectiveness of the weapon systems does matter in making my decision.
- I'm thinking activate basion, kill all hostiles in the pocket. Maybe MJD around if necessary.
- One that throws Angel Cartel at me a bit.
- I don't get into a ship until I'm at 4 or 5 in every skill that helps that fit.

Quote:
But hey sometimes I've had a long day at work and overkill is a nice catharsis.

Indeed. Which is why I want a maurader.
Piugattuk
Litla Sundlaugin
#5 - 2016-10-11 07:34:14 UTC
I know I'm gonna catch doo doo for this but if your going to spend that kind of ISK you can definitely do it in any number of T-1's no problem, but man o man I went on the test server and tried out the Barghest and it is a beastie of a ship, I ran lvl 4 missions and it just wipes them out, I mean if your gonna spend that kind of cash you could T-2 fit that Barghest and you'll love it, I do.
Khan Wrenth
Viziam
Amarr Empire
#6 - 2016-10-11 08:31:48 UTC
Well I'll share what I can and hope it helps.

I fly the three turret marauders (Paladin, Vargur, Kronos...listed in order of most to least effective). The Paladin is my favorite because it melts everything not Angel Cartel. It was my first marauder, and the one that I think is designed the most logically (more on that later). I'm fairly sure I've used it in every mission that isn't against another empire and it performed admirably, again with the exception of Angel Cartel. Your EM/Therm damage lock is inconsequential really. Damage selection is nice (and slightly overrated), but the missions are still designed so any empire's ships can complete them with some additional difficulty. So you needn't worry about damage locks.

My chief tactic with the paladin is simply: use tachyons. MJD as necessary (triangulate jumps to acceleration gates is helpful). It's very effective. The range you keep from most NPCs by doing this, acts like a great form of tank. You can clear entire missions without taking damage if you do it right. The Paladin is built to snipe first and foremost, and it excels in that. The Kronos and Vargur straddle a bit of a line between short and long-range engagements and come out mediocre as both.

As I stated, I don't use missiles. I have the skills, but I never liked it. So I've never pilot a Golem. But the Golem is the only other marauder that excels at long-range combat. But as is the nature of missiles, you'll have issues with damage application at all ranges, and especially with frigates. However, if you enjoy missile style (and there's certainly nothing wrong with that being a preference), then the Golem will work wonders. From what I hear, cruise missiles are the only way to go; torpedoes just lack too much range and have too little application to be viable. The "range tank" on the Golem should be excellent, along with the marauder bonuses and generous shield tank fitting options make the Golem the most common high-end mission boat. Just remember with missile application, your paper DPS is never real.


Now, onto the two other vessels. I'll start with the Kronos. That's the Gallente marader and it suffers from that "straddling the line problem" I mentioned earlier. There's an inherit flaw in the design of the Kronos (and Vargur) vs. the nature of this game. Battleship weapons just don't track. Both vessels have a tracking bonus. You know what you get when you bonus an insignificant number? You still have something insignificant, and also a Dilbert Comic strip I rather loved. Battleship weapons excel in range, which is why the Paladin and Golem both work very well.

Short-range causes problems like: you, as a battleship, have to *chase down* targets. That just doesn't work. Many targets, like frigates, are two sizes smaller than your weapons are designed to hit. Once they're in close range, you have the added problem of tracking problems spiking because of the relative positions of the ships. Tracking one size down is okay, two is a major problem. That means you have to start devoting lows and mids to more tracking and possibly even tackle. By contrast, a bonus to optimal range gives you the ability to use higher damaging ammo at longer ranges, targets are at range so tracking isn't an issue, and targets are at range so enemy DPS on you is less of an issue. On the battleship level, optimal is godly.

So all this is to put into context that the Kronos works best as rail fit. Some people disagree, but the reality is that chasing a target down and tackling it is a minimum issue in a frigate, it's a hideous chore as a battleship, and worse if you're doing it as a missioner so you'll have to do it hundreds of times. It's impractical as hell. Plus, numbers don't lie. Put up a graph of the damage profile of a rail Kronos verses a blaster kronos, and the rail kronos has better DPS for anything over 16km.

It gets worse. Bastion - your holy grail module of the marauders, anchors you in place for a full minute. Guess what you cannot do while anchored down in place? Chase down and tackle targets to apply damage.

In conclusion, by game mechanics, short-range engaging battleships just don't work.


However, that leaves the Vargur. The Vargur is both helped and hindered by the nature of projectile weapons. Capless weapons are always nice, shield boosting is powerful, so it's a nice mix. But artillery has very long refire rate, and you tend to drastically overkill your targets or are stuck waiting 15 seconds for the next volley to finish them off. Your overall DPS with artillery is quite low, so it'll take forever to finish missions. With the falloff, you end up doing a lot less DPS than your paper DPS would indicate. Autocannons, however, work quite well. You have some damage selection, they track well, and the falloff bonus to the Vargur makes Autocannons decent out to mid-range. Just try to avoid getting targets in the short range for reasons I listed above.

Overall the Vargur is very generous and can work well for you if you go that route.

But I'd still stick with the Paladin.

The Kronos' damage at range is so low that I find the Paladin works better against kin/therm rats. Yes, you're shooting into resists, but the Paladin does SO much more damage that it overcomes it.

Final recommendation: Golem if you want just one vessel to do everything moderately well.
If you want turret action - Paladin does half the missions excellent, one quarter moderate, one quarter (Angel Cartel) poorly. Get it first. Then get Vargur and fit for short-range and use against Angels. Both are moderately useful against Serpentis and Guristas. You never need a Kronos.
Green Cobra
Aliastra
Gallente Federation
#7 - 2016-10-11 09:24:22 UTC  |  Edited by: Green Cobra
I have BS 5 in all races and have used all the Maurader on and off since they got introduced in EVE, they all have some benefits and drawbacks but I'll list the two I like best.

Beat so far is a Golem with cruse missiles, it will kill all ships sub BS in one volley unless it's high resist frigates or cruisers, then it might take a few more.
Damage application is awesome as long as you fit it right and targets within 75km pop before launchers reach next cycle.
The one negative is that it need a little bling on the tank to make it perfect. Ugh

Second place comes Paladin, Paladin is the easyest to fit of them all and you can go for a all T2 fit.
Same here as the Golem, most sub BS rats go pop in one shot.
The one negative is that you are limited on damage type you deal so best if used in Amarr space.

Best of luck, GC
Hesod Adee
Perkone
Caldari State
#8 - 2016-10-11 09:43:31 UTC
Khan Wrenth, Green Cobra: Thank you.

Look like I'll be using PYFA for a bit to see some numbers before I decide. I'm looking at:
- Golem with cruise. I'm not to familiar with missile fits, so things like knowing how many target painters or missile guidance computers (with precision scripts) to fit are going to be problematic.
- Rail Kronos.
- Autocannon Vargur.
- Tachyon Paladin.

I'm thinking of taking the biggest rails/autocannons and using them.
The only question is, which ammo should I use ?
I'll be wanting a cost effective ammo. Last I heard that was T1 or T2, except for lasers.
Khan Wrenth
Viziam
Amarr Empire
#9 - 2016-10-11 10:10:49 UTC
Hesod Adee wrote:
Khan Wrenth, Green Cobra: Thank you.

Look like I'll be using PYFA for a bit to see some numbers before I decide. I'm looking at:
- Golem with cruise. I'm not to familiar with missile fits, so things like knowing how many target painters or missile guidance computers (with precision scripts) to fit are going to be problematic.
- Rail Kronos.
- Autocannon Vargur.
- Tachyon Paladin.

I'm thinking of taking the biggest rails/autocannons and using them.
The only question is, which ammo should I use ?
I'll be wanting a cost effective ammo. Last I heard that was T1 or T2, except for lasers.

For hybrid turrets - use the highest damage you can for the range you're attacking. The higher your DPS, the better in most cases. Rats can and do repair damage (some more than others). So you want to kill them swiftly.

Using PYFA or EFT and looking at damage graphs to show how well your ammo types work at what ranges is something you probably should invest some time into. As a bonus, they show how well your damage applies if you put in target stats, and how much effect you get from things like target painters.

When I Kronos, I use Antimatter out to 60km, and Uranium for anything above that. If you try loading really cheap ammo, like lead or iron, you'll have better range technically but you'll be doing so little damage per shot that you'll be going through twice as much ammo for no good reason.

When you use the pretty much any projectile weapon Vargur, you'll want to load up the short-range ammo that deals a damage profile preferable for the rats in the mission. EMP if you are going against drones, Sashas, Blood raiders. Fusion against Angel Cartel. Phased Plasma against Serps and Guristas.

I don't think there's a case where T2 ammo is worth using in missions. I used Void S once when I did some level 4 missions in an Enyo, but that was the only time T2 ammo made sense.

T1 ammo may look expensive on the outset (for things like bulk buying Antimatter rounds), but honestly ammo is VERY cheap in the long run. Don't even worry about "cost effective" ammo. Use the high-damage ammo for the range between yourself and the NPC, and leave it at that.
(plus Marauders get a 100% bonus to damage for their weapons, essentially you're cutting your ammo use in half just by piloting the ship)
Green Cobra
Aliastra
Gallente Federation
#10 - 2016-10-11 10:26:41 UTC  |  Edited by: Green Cobra
Jump on to SISI right after next mirror and go to a market hub and buy the stuff needed to test the ships and fittings you like.
CCP have 5 injectors that you can redeem atm on SISI

I'll give you a fit for each maurader that I've found effective bellow, there a tad blinged on tank to be as good as they can be but change the fit and try it out until you find what fit your style of playing.
On Golem you can cut bling if taking off 2x BCS in low and fitting 2x BTE instead and removing the 2x BTC in mids for more tank mods and/or cap mods.

[Paladin, Missionmule - Beams]
Large Armor Repairer II
Corpii A-Type Adaptive Nano Plating
Corpii A-Type Adaptive Nano Plating
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II

Large Micro Jump Drive
Target Painter II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Bastion Module I
Drone Link Augmentor II
Drone Link Augmentor II
Small Solace Scoped Remote Armor Repairer

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II

Hobgoblin II x5
Hobgoblin II x5
Salvage Drone I x5


[Golem, Missionmule - Cruse]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Large Micro Jump Drive
Phased Scoped Target Painter
Missile Guidance Computer II, Missile Precision Script
Missile Guidance Computer II, Missile Precision Script
Pithum A-Type Medium Shield Booster
Pithum C-Type Adaptive Invulnerability Field
Shield Boost Amplifier II

Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Cruise Missile Launcher II, Inferno Fury Cruise Missile
Bastion Module I
Large Solace Scoped Remote Armor Repairer
Drone Link Augmentor II
Drone Link Augmentor II

Large Capacitor Control Circuit II
Large Anti-EM Screen Reinforcer II

Hobgoblin II x5
Hobgoblin II x5
Salvage Drone I x5


[Vargur, Missionmule - Artys]
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Large Micro Jump Drive
Phased Scoped Target Painter
Tracking Computer II, Optimal Range Script
Pithum C-Type Medium Shield Booster
Pithum C-Type Adaptive Invulnerability Field
Shield Boost Amplifier II

1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
Bastion Module I
Drone Link Augmentor II
Drone Link Augmentor II
Large Solace Scoped Remote Armor Repairer

Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer II

Salvage Drone I x5
Curator II x2


[Kronos, Missionmule - Rails]
'Protest' Large Armor Repairer I
Coreli A-Type Adaptive Nano Plating
Coreli A-Type Adaptive Nano Plating
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Large Micro Jump Drive
Phased Scoped Target Painter
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
425mm Railgun II, Caldari Navy Antimatter Charge L
Bastion Module I
Drone Link Augmentor II
Drone Link Augmentor II
Medium Solace Scoped Remote Armor Repairer

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II

Hobgoblin II x5
Hobgoblin II x5
Salvage Drone I x5
Curator II x2

Best of luck, GC
Hesod Adee
Perkone
Caldari State
#11 - 2016-10-11 10:30:59 UTC
When I'm talking about ammo, I'm looking at T1/T2 vs faction ammo. T1/T2 is what I consider cheap. Faction ammo is what I call too expensive to be cost effective.
Green Cobra
Aliastra
Gallente Federation
#12 - 2016-10-11 10:40:22 UTC
Hesod Adee wrote:
When I'm talking about ammo, I'm looking at T1/T2 vs faction ammo. T1/T2 is what I consider cheap. Faction ammo is what I call too expensive to be cost effective.


Mauraders use 50-60% of the ammo of regular battleships, I always use faction ammo in all but Golem where I use T2 cruse missiles.
I use LP from LP store to get my faction ammo, cheaper than buying it on market. Big smile

Best regards, GC
Ralph King-Griffin
New Eden Tech Support
#13 - 2016-10-11 11:28:28 UTC
Pulse Paladin is quite good, you can go from facemelting DPs with conflag to sniping with Scotch instantly, so you're engagement range with a couple of tracking computers is ridiculous.
You're pretty much always in optimal range of something, personally I preferred it for missions for this reason.
The em/therm lock isn't an issue as your application is fantastic.
Great ship can't speak highly enough for it.

Kronos is more fun I'll grant you but somewhat less ... Glorious I'll go with.
Donnachadh
United Allegiance of Undesirables
#14 - 2016-10-11 13:15:40 UTC
Golem is my choice but I always say that with a proviso attached. I run missions on a regular basis in all 4 areas of space so I am constantly up against all of the NPC races and that is where the Golem really shines. No it is not the quickest to kill things in many cases but it is the most consistent due to the better damage selection the missiles offer.

Depending on the primary NPC you fight the Vargur or the Paladin will kill more quickly and they are not to bad against all NPC however they are not as consistent as the Golem. Between the Vargur and the Paladin I would take an auto canon fit Vargur.

Piugattuk wrote:
I know I'm gonna catch doo doo for this but if your going to spend that kind of ISK you can definitely do it in any number of T-1's no problem, but man o man I went on the test server and tried out the Barghest and it is a beastie of a ship, I ran lvl 4 missions and it just wipes them out, I mean if your gonna spend that kind of cash you could T-2 fit that Barghest and you'll love it, I do.

A great ship, tried it once and then sold it. In the same light as this the Rattle is a bit of a beast as well.
As my son would say they both lack the "marauder does not care what you silly NPC do" aspect that makes flying the marauders so much fun. Put another way nothing quite beats the felling brought on by gross overkill.


Cyclone Organic
Pator Tech School
Minmatar Republic
#15 - 2016-10-11 15:22:40 UTC  |  Edited by: Cyclone Organic
From the perspective of dmg application, Golem is the unmatched choice for missions where you need to deal with not only sluggish BSs, but also tough elite cruisers. With bonus from the hull, two Target Painters can make a cruiser "as big as a battleship" in signature radius. Your torpedo could dump full dmg to them which is pretty nice.
Another advantages of Golem is the versatility of various dmg type of missiles. This allows you to serve whatever empire at wherever you would like to.

Just am example, here is my Golem,

[Golem, Golem fit]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Large Micro Jump Drive
EM Ward Field II
Adaptive Invulnerability Field II
Large Shield Booster II
Missile Guidance Computer II, Missile Range Script
Target Painter II
Target Painter II

Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Bastion Module I
Medium Energy Nosferatu II
Medium Energy Nosferatu II
Medium Energy Nosferatu II

Large Rocket Fuel Cache Partition II
Large Hydraulic Bay Thrusters II


Zainou 'Gypsy' CPU Management EE-603


You know what? No bling! This gives no reason for gankers to stalk you unless they do it just for fun.
Piugattuk
Litla Sundlaugin
#16 - 2016-10-11 15:39:42 UTC
Donnachadh wrote:
Golem is my choice but I always say that with a proviso attached. I run missions on a regular basis in all 4 areas of space so I am constantly up against all of the NPC races and that is where the Golem really shines. No it is not the quickest to kill things in many cases but it is the most consistent due to the better damage selection the missiles offer.

Depending on the primary NPC you fight the Vargur or the Paladin will kill more quickly and they are not to bad against all NPC however they are not as consistent as the Golem. Between the Vargur and the Paladin I would take an auto canon fit Vargur.

Piugattuk wrote:
I know I'm gonna catch doo doo for this but if your going to spend that kind of ISK you can definitely do it in any number of T-1's no problem, but man o man I went on the test server and tried out the Barghest and it is a beastie of a ship, I ran lvl 4 missions and it just wipes them out, I mean if your gonna spend that kind of cash you could T-2 fit that Barghest u'll love it, I do.

A great ship, tried it once and then sold it. In the same light as this the Rattle is a bit of a beast as well.
As my son would say they both lack the "marauder does not care what you silly NPC do" aspect that makes flying the marauders so much fun. Put another way nothing quite beats the felling brought on by gross overkill.




Yeah, marauder's are cool and if I did it again I'd go with the Golem, but on the test server I can't get the kinds of DPS that I'm getting with the Barghest all same or similar fits and that thing moves fast for a BS, anyway I do like it.
aldhura
Blackjack and Exotic Dancers
Top Tier
#17 - 2016-10-11 16:08:09 UTC
Golem is the best all round if you only plan to get one. The other 3 work better in specific scenarios and blap smaller stuff quicker as they come in, but the golem is the best all rounder. I use fury on everything except small ships in which case I use light drones. It can 1 shop BC and some cruisers. I like it cap stable as I have a crappy computer and internet, its also overtanked, but when my pc crashes ad I am in bastion, I know when I log in I will still have my ship.

[Golem, Raven MKXII]

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II

Gist C-Type Large Shield Booster
Adaptive Invulnerability Field II
Cap Recharger II
Cap Recharger II
Core C-Type 500MN Microwarpdrive
Target Painter II
EM Ward Field II

Auto Targeting System II
Bastion Module I
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Cruise Missile Launcher II, Scourge Fury Cruise Missile
Small Tractor Beam II

Large Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II

Warrior II x5
Hobgoblin II x4
Light Shield Maintenance Bot I x4


Caldari Navy Scourge Cruise Missile x200
Nova Fury Cruise Missile x2572
Inferno Fury Cruise Missile x1732
Scourge Fury Cruise Missile x1774
Mjolnir Fury Cruise Missile x1448
Zan Shiro
Doomheim
#18 - 2016-10-11 18:28:36 UTC  |  Edited by: Zan Shiro
Ralph King-Griffin wrote:

Kronos is more fun I'll grant you but somewhat less ... Glorious I'll go with.



This. Its not the monster damage of the others. You won't get their better damage splits on the ammo or 100% type options (on the guns anyway, drones you get this). HAs its allure all the same. Liked owning mine, actually thinking about rebuying.

I found Kronos' main bene to be very LR killing even within your optimals, with more instant reporting.

Rail kronos can get out to 80+ optimals and decent dps with say uranium. Frigates blap at this range, cruisers die fast and you smack the crap out of the big stuff. They break the around 54 km mark switch to AM. Hell tbh if really lazy AM in fallout out to 70-90 works well enough most times.

Instant reporting is well crap takes its damage right away. Why I could fly golem...I can and have done cruise spam on rattlesnake and its the few seconds of waiting I tend to not be in love with. Kronos was a switch from this for me. Same with rapid rattlesnake based around heavy drone use, mixed up a bit with the MR/SR engagements.


Kronos fit I ran in the past and may again

4 X 425 II rails
Bastion 1
Tractor II (mission can collector, I noctis cleanup if done later)

FN Web
Heavy Cap injector II
MJD
500 MN MWD II (faster gate travel when you mess up your MJD triangle, or can't do it anyway)

Shadow serp EANM (edit, not needed really, had it laying around, T2 is fine)
LAR II
RAH
3 X Mag stab
DCU II

L. Burst Aerator II
L Hybrid locus Coordinator I

Racial lights
Racial Mediums

Fit relies on tracking bonus of hull and MJD at 70+. Rats fly straight so die easy usually. Web for frigs that lives to reach Kronos to aid the drone. in bastion I found the extra 4 km reach a real nice to have. I have also done rushed into a few BS', webbed and switched to Javelin.

Do 400 or 800 charges to taste. Used not very often as I recall. Only missions I hit them hard were gurista ones. Range by tank not as effective here. Cruise hits at all ranges the same. And in bastion your get a nice fat sig radius ding to help that damage calc out for them
Cyclone Organic
Pator Tech School
Minmatar Republic
#19 - 2016-10-11 23:22:29 UTC
Also, I want to mention that what makes a marauder a marauder? The Bastion Mode. If you do not plan to use it very often, then there is no reason you should on a marauder. Most fractional BS are more superior than a marauder without bastion mode.

Therefore, our build should based on the bastion mode. Let's look at what the bastion mode provide:


  • Sensor strength and range
  • Shield and armor resist
  • Shield and armor repair amount
  • Optimal range and falloff for turrets
  • flight time and velocity for missiles
  • Immunity to E-warfare
  • Immobility


So keep this in mind: even your ship is very tough, but it is not possible to build a brawler anymore. You need to make sure that your weapon system can reach a distance long enough to kill these rats around you.
Hesod Adee
Perkone
Caldari State
#20 - 2016-10-12 04:18:33 UTC
Does the MJD work when you have Bastion active ?
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