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[Rubicon] Marauder rebalancing

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Caleb Seremshur
Commando Guri
Guristas Pirates
#1401 - 2013-09-01 23:21:21 UTC
So long as the golem gets an explosion radius bonus as well as velocity. I'd even say drop the bonus from 25% velocity to 15% velocity and 15% radius. The increase in applied damage would be much better in this format and not step on the RNI's toes at the same time.

A straight 25% velocity bonus feels like a cop-out: cruises don't need to be faster. Torps aren't exactly a long range weapon.

If rebalancing torps on golems is so god damn important let's rebalance the ammo itself and then adjust bombers down a bit so they come out of the pass in the same position while all other torp users get a boost.
Xequecal
Ministry of War
Amarr Empire
#1402 - 2013-09-01 23:56:46 UTC  |  Edited by: Xequecal
I don't have experience in incursions, but will you be able to do incursions with a fleet of pure Golem/Vargur? If you can ditch all the logistics pilots for Marauders that's a massive increase in DPS and therefore ISK/hour. Just how much damage do you have to tank in an Incursion if stuff switches to you? If you fully pimp these two ships out with Pith-A invulns and Pith-X SBAs you can get 20,000 DPS sustained/40,000 DPS burst tank on each ship while still maintaining 1200+ DPS.

The Golem can actually attain a hilarious 100,000 DPS burst tank if you overload everything with deadspace/crystals/bluepill.
Battle Cube
Cube Collective
#1403 - 2013-09-02 00:03:24 UTC  |  Edited by: Battle Cube
Xequecal wrote:
I don't have experience in incursions, but will you be able to do incursions with a fleet of pure Golem/Vargur? If you can ditch all the logistics pilots for Marauders that's a massive increase in DPS and therefore ISK/hour. Just how much damage do you have to tank in an Incursion if stuff switches to you? If you fully pimp these two ships out with Pith-A invulns and Pith-X SBAs you can get 20,000 DPS sustained/40,000 DPS burst tank on each ship while still maintaining 1200+ DPS.

The Golem can actually attain a hilarious 100,000 DPS burst tank if you overload everything with deadspace/crystals/bluepill.


No. The number of logistics is actually not hugely significant. Marauders will not be able to handle the alpha and incoming dps of incursions. There have already been spider tanked fleets without logi but it wasn't worth it over a normal fleet. The other problem is even a fantastic burst tank wont work out - sansha room aggro can last a long time, even throughout an entire site. Even if you turn off bastion mode in order to get repped - in that moment you are already damaged and are losing resists. Additionally if you use the MJD then you are getting out of logi rep range.

In the end it might be feasable maybe in VGs... maybe..... but there would be no reason for it. Too much risk, no benifit

kind of like how its technically possible to do VGs with orcas with drones.....
Xequecal
Ministry of War
Amarr Empire
#1404 - 2013-09-02 00:07:24 UTC
Battle Cube wrote:
Xequecal wrote:
I don't have experience in incursions, but will you be able to do incursions with a fleet of pure Golem/Vargur? If you can ditch all the logistics pilots for Marauders that's a massive increase in DPS and therefore ISK/hour. Just how much damage do you have to tank in an Incursion if stuff switches to you? If you fully pimp these two ships out with Pith-A invulns and Pith-X SBAs you can get 20,000 DPS sustained/40,000 DPS burst tank on each ship while still maintaining 1200+ DPS.

The Golem can actually attain a hilarious 100,000 DPS burst tank if you overload everything with deadspace/crystals/bluepill.


No. The number of logistics is actually not hugely significant. Marauders will not be able to handle the alpha and incoming dps of incursions. There have already been spider tanked fleets without logi but it wasn't worth it over a normal fleet. The other problem is even a fantastic burst tank wont work out - sansha room aggro can last a long time, even throughout an entire site. Even if you turn off bastion mode in order to get repped - in that moment you are already damaged and are losing resists. Additionally if you use the MJD then you are getting out of logi rep range.

In the end it might be feasable maybe in VGs... maybe..... but there would be no reason for it. Too much risk, no benifit


How much alpha do incursions actually have? XLASBs boost instantly, and the Marauders would have between 170k-200k EHP. Unless 20k sustained tank is insufficient I just don't see how it wouldn't work.
Battle Cube
Cube Collective
#1405 - 2013-09-02 00:14:09 UTC
Xequecal wrote:
Battle Cube wrote:
Xequecal wrote:
I don't have experience in incursions, but will you be able to do incursions with a fleet of pure Golem/Vargur? If you can ditch all the logistics pilots for Marauders that's a massive increase in DPS and therefore ISK/hour. Just how much damage do you have to tank in an Incursion if stuff switches to you? If you fully pimp these two ships out with Pith-A invulns and Pith-X SBAs you can get 20,000 DPS sustained/40,000 DPS burst tank on each ship while still maintaining 1200+ DPS.

The Golem can actually attain a hilarious 100,000 DPS burst tank if you overload everything with deadspace/crystals/bluepill.


No. The number of logistics is actually not hugely significant. Marauders will not be able to handle the alpha and incoming dps of incursions. There have already been spider tanked fleets without logi but it wasn't worth it over a normal fleet. The other problem is even a fantastic burst tank wont work out - sansha room aggro can last a long time, even throughout an entire site. Even if you turn off bastion mode in order to get repped - in that moment you are already damaged and are losing resists. Additionally if you use the MJD then you are getting out of logi rep range.

In the end it might be feasable maybe in VGs... maybe..... but there would be no reason for it. Too much risk, no benifit


How much alpha do incursions actually have? XLASBs boost instantly, and the Marauders would have between 170k-200k EHP. Unless 20k sustained tank is insufficient I just don't see how it wouldn't work.


Honestly i am not entirely certain, i havent done the math on it so you may be right in that it could tank an incursion. But i doubt it, having flown in incursions a lot and seeing the sustained amount of damage move me from 100 -50% back and forth every few seconds in a 120k ehp bs.

But even if it can tank an incursion, which i doubt, its dps still wont be any higher than pirates (and its application via range will be no better except maybe blasters - but then you cant move to apply it) and you cant have anything but marauders in the fleet etc etc i see way too many problems
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1406 - 2013-09-02 00:14:45 UTC
Xequecal wrote:
Battle Cube wrote:
Xequecal wrote:
I don't have experience in incursions, but will you be able to do incursions with a fleet of pure Golem/Vargur? If you can ditch all the logistics pilots for Marauders that's a massive increase in DPS and therefore ISK/hour. Just how much damage do you have to tank in an Incursion if stuff switches to you? If you fully pimp these two ships out with Pith-A invulns and Pith-X SBAs you can get 20,000 DPS sustained/40,000 DPS burst tank on each ship while still maintaining 1200+ DPS.

The Golem can actually attain a hilarious 100,000 DPS burst tank if you overload everything with deadspace/crystals/bluepill.


No. The number of logistics is actually not hugely significant. Marauders will not be able to handle the alpha and incoming dps of incursions. There have already been spider tanked fleets without logi but it wasn't worth it over a normal fleet. The other problem is even a fantastic burst tank wont work out - sansha room aggro can last a long time, even throughout an entire site. Even if you turn off bastion mode in order to get repped - in that moment you are already damaged and are losing resists. Additionally if you use the MJD then you are getting out of logi rep range.

In the end it might be feasable maybe in VGs... maybe..... but there would be no reason for it. Too much risk, no benifit


How much alpha do incursions actually have? XLASBs boost instantly, and the Marauders would have between 170k-200k EHP. Unless 20k sustained tank is insufficient I just don't see how it wouldn't work.


From memory, basilisks need about 30k EHP to withstand the alpha of the mothership's bombers.

170k ehp is looking comfortable.

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Gel Musana
LOL a Sticky Situation
#1407 - 2013-09-02 00:16:01 UTC
Great, something refreshing at last. The loss of some drones however i think is quite bad, due to the scramming and attacking frigs in missions, but I am not too worried. Will have to try this out when available and then I will provide more feedback. I am currently using Marauders for missioning. They are not great. Let's see the bastion module if it has any good use in missions as well. The main issue will be when you are not running it, as overall HPs have dropped. The timer thingy is unclear to me... does it mean i cannot use it in missions or people will come and shoot at me? if so, that is not adding any fun, too much risk.

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Battle Cube
Cube Collective
#1408 - 2013-09-02 00:16:25 UTC  |  Edited by: Battle Cube
Mournful Conciousness wrote:
Xequecal wrote:
Battle Cube wrote:
Xequecal wrote:
I don't have experience in incursions, but will you be able to do incursions with a fleet of pure Golem/Vargur? If you can ditch all the logistics pilots for Marauders that's a massive increase in DPS and therefore ISK/hour. Just how much damage do you have to tank in an Incursion if stuff switches to you? If you fully pimp these two ships out with Pith-A invulns and Pith-X SBAs you can get 20,000 DPS sustained/40,000 DPS burst tank on each ship while still maintaining 1200+ DPS.

The Golem can actually attain a hilarious 100,000 DPS burst tank if you overload everything with deadspace/crystals/bluepill.


No. The number of logistics is actually not hugely significant. Marauders will not be able to handle the alpha and incoming dps of incursions. There have already been spider tanked fleets without logi but it wasn't worth it over a normal fleet. The other problem is even a fantastic burst tank wont work out - sansha room aggro can last a long time, even throughout an entire site. Even if you turn off bastion mode in order to get repped - in that moment you are already damaged and are losing resists. Additionally if you use the MJD then you are getting out of logi rep range.

In the end it might be feasable maybe in VGs... maybe..... but there would be no reason for it. Too much risk, no benifit


How much alpha do incursions actually have? XLASBs boost instantly, and the Marauders would have between 170k-200k EHP. Unless 20k sustained tank is insufficient I just don't see how it wouldn't work.


From memory, basilisks need about 30k EHP to withstand the alpha of the mothership's bombers.

170k ehp is looking comfortable.


well the ehp on a basi/scimi is a bit different because they also sig+speed tank so its not accurate to compare to a battleship

and the other problem is sustaining it, what if you run out of booster charges? XD incursion sites, depending on which one, can last up to 20 minutes or longer depending on fleet. (with the shortest being approximately 10min)
MBizon Osis
Doomheim
#1409 - 2013-09-02 00:16:35 UTC  |  Edited by: MBizon Osis
Daniel Plain " in missions anything more than a flight of lights (and maybe a flight of salvage drones) is absolutely irrelevant in terms of dps."

So anything more than 5 lights in any mission any where is doing it wrong? How magnanimous of you to let us know how wrong we have been all these years, using more than 5 lights. Man, what were we thinking? I get 190 dps from 3 sentries or 3 heavy drones but my fitting window must be broke cause thats nearly double the DPS I get with 5 lights?
Cade Windstalker
#1410 - 2013-09-02 00:26:47 UTC
Zaxix wrote:

The SHIP is supposed to be specialized. As in specialized for a particular use.

BTW, your little argument about T3 fleets is about as flawed as it can be. There are massive T3 fleets. Just looking at your one post and none of the others, it seems pretty obvious you don't do much reading of the news sites, dev posts, or other information sources. Go to TMC and EN24 and read the last two months of battle reports.


Yes, but specialized to a use doesn't have to mean stuck running L4 missions and nothing else.

Also, and I apologize if my argument was somewhat convoluted, I was simply questioning the assertion of a literal entire fleet, as in ~200 players, full of T3s on a single side. My actual assertion is that T3s lack both the overall cost of Marauders and have a much less intensive skill train to get into them, especially when both of these things are taken relative to the effectiveness of the ships in question.

I think that T3s are used because of their relatively low cost and training time relative to their effectiveness. SP Loss just doesn't factor into alliance fleet doctrines, especially not for something as tanky as T3 Cruisers.

Alec Freeman wrote:
I like this idea.

However i feel it would be vastly improved if Turrets & Missiles where given a Damage bonus rather than tracking / range.

Damage bonus would aid all weapons systems equally and would mean that long range arty / beam / rail platformed marauders would be more interesting.

It would also give them more purpous in PvP as anti capital strike craft and highsec POS bashers.


Damage king seems slated to go to the Pirate Battleships, giving them a damage bonus in Bastion would just lead to power-creep. Also there is no Tracking Bonus on Bastion Mode.

The Spod wrote:
The ships should be balanced by their topmost min-maxed PVE capability as far as PVE goes to make sure they don't obsolete each other or pirate BS.

DPS with current ranges:
(Assuming all V, 4 faction damage mods, 3 range focused mods and 1 tracking mod)

Golem 1258dps Rage torpedo (26km) or 1070dps CN torpedo (30km)
Kronos 1504dps Void (10+13km), 1348dps CNAM (6+26km) or 1074dps Null (19+37km)
Paladin 1218dps Conflag (20+17km), 1040dps IN gamma (26+20km) or 877dps Scorch (62+20km)
Vargur 1177dps Hail (4+56km), 1054dps RF ammo (4+75km)

With the optimal buff Paladin with Conflagration will reach 27km base optimal.

With the siege mode buff all the ships will be very efficient at 30km-40km range and similiarly effective at 50km far orbit range. However, the Golem is lacking because of it's limited torpedo range and bad damage application with Rage torpedoes.

I would look into improving the Golem siege bonus to missile velocity AND travel time to make the Rage build more viable at PVE ranges. 25% to both missile velocity and fuel when sieged, based on the potential numbers on each of the ships.


This is likely to come in the form of Rise's hinted at Missile Damage Application modules. Balancing by raw DPS is generally a poor idea though since that doesn't take into account damage application ability, max and min range, or any number of other factors.

DSpite Culhach wrote:
I was actually expecting the Marauder changes to add more ... flexibility to the hulls. I kinda feel that putting them in "Siege mode" is going the other way, I already do a siege mode of sorts by sitting in a Rattlesnake and putting sentries out, sitting there shooting like mad, usually with MJD uses to get to the next gate.

If a siege mode was added I actually would have also expected numbers to go the other way. For example, have cruise missiles fly much shorter range (like an overburn) but hit much harder as a balance, cause you'd turn it on when you are surrounded, in trouble and getting pounded, or boost radius to Smartbombs, or Gallante to actually get MORE drone options like faster flying, harder to hit drones, etc etc.

Since this hull has not been touched in many many years, I'm sort of scared that when the new changes stick, it will probably not get touched again, like, ever. Would be nice if we get a large majority happy with changes, hence I would prefer this suckers stay on SiSi only until they get tested to death. I've been trying to skill up just for this, but multiple BS V's and support/weapon skills take a ... while.

If players have gone this long without Marauder changes, I'm sure a BIT longer won't kill them.


T2 hulls are not supposed to be Flexible, they are supposed to be Specialized, per the original dev-blog on ship re-balancing.

Also trading range for damage on a long range weapon system is a bad idea because iit risks invaildating the shorter range system and adding a big damage bonus to a T2 Battleship class isn't likely to happen because they're already inherently tanky and Pirate Battleships are supposed to be the highest damage battleship class, again per that dev blog and comments made in the OP by Ytterbium.

Yes, support 5s take a while, that's sort of the point, to make these hulls worth the training time if you want to get into them.

Also in-case you missed it these aren't happening until the Winter patch.
Xequecal
Ministry of War
Amarr Empire
#1411 - 2013-09-02 00:29:00 UTC  |  Edited by: Xequecal
Battle Cube wrote:
well the ehp on a basi/scimi is a bit different because they also sig+speed tank so its not accurate to compare to a battleship

and the other problem is sustaining it, what if you run out of booster charges? XD incursion sites, depending on which one, can last up to 20 minutes or longer depending on fleet. (with the shortest being approximately 10min)


You'll get about 7 minutes of sustained tanking before running out, but that's only if you need the full 20,000 dps tank. If you need less and can just pulse the thing it'll last much longer.

The site might last 20 minutes but they don't target just one ship the entire time. Even if they did, have everyone fit a tractor beam in their spare highs and have someone jettison you some boosters and then tractor the can over. You could also just have an industrial jettison a cargohold full of them into the site and then have people tractor it over to restock.
Battle Cube
Cube Collective
#1412 - 2013-09-02 00:34:18 UTC  |  Edited by: Battle Cube
Xequecal wrote:
Battle Cube wrote:
well the ehp on a basi/scimi is a bit different because they also sig+speed tank so its not accurate to compare to a battleship

and the other problem is sustaining it, what if you run out of booster charges? XD incursion sites, depending on which one, can last up to 20 minutes or longer depending on fleet. (with the shortest being approximately 10min)


You'll get about 7 minutes of sustained tanking before running out, but that's only if you need the full 20,000 dps tank. If you need less and can just pulse the thing it'll last much longer.

The site might last 20 minutes but they don't target just one ship the entire time. Even if they did, have everyone fit a tractor beam in their spare highs and have someone jettison you some boosters and then tractor the can over. You could also just have an industrial jettison a cargohold full of them into the site and then have people tractor it over to restock.



even if it does work - now how often do you have to reload cap charges? And that projected dps had better be amazing cause you arent going to be moving in the site... maybe triangular mjd for positions.... and tractor beaming cans of charges..... etc etc, Tons of micromanaging just to survive, and whats the benefit? Currently it doesnt outweigh the losses. Some range.... and no more logies. We can already do that with say, tachyon spider tanked moving nightmares XD

And you say...why dont we use tachyon spider tanked moving nightmares? Same reason we wouldnt use these marauders..... too specific and time consuming to create such a fleet, expensive and risky, impossible for anything bigger than maybe a VG, and not much efficiency gained
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1413 - 2013-09-02 00:37:24 UTC
Battle Cube wrote:

well the ehp on a basi/scimi is a bit different because they also sig+speed tank so its not accurate to compare to a battleship

and the other problem is sustaining it, what if you run out of booster charges? XD incursion sites, depending on which one, can last up to 20 minutes or longer depending on fleet. (with the shortest being approximately 10min)


Haven't tried it with the golem. My spreadsheet tells me that a vargur in bastion mode with some faction gear and a fleet booster will perma-tank 10k dps for a grand total of 10 million EHP of damage before the cap boosters run out. That's putting aside some low slots and a rig for cargo expanders.

For 10 million EHP to be exhausted after 20 minutes you'd need to be taking 8333 dps continuously for the entire 20 minutes.

The golem has more mid slots so it will do this better than the vargur.

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Xequecal
Ministry of War
Amarr Empire
#1414 - 2013-09-02 00:38:45 UTC  |  Edited by: Xequecal
Battle Cube wrote:
even if it does work - now how often do you have to reload cap charges? And that projected dps had better be amazing cause you arent going to be moving in the site... maybe triangular mjd for positions.... and tractor beaming cans of charges..... etc etc, Tons of micromanaging just to survive, and whats the benefit? Currently it doesnt outweigh the losses. Some range.... and no more logies. We can already do that with say, tachyon spider tanked moving nightmares XD



I'm really wondering how you manage spider-tanking nightmares without micromanaging and burning a shitload of cap charges. Shield transporters have an 8400m optimal, that's like the pinnacle of micromanaging to make that work.

It increases your DPS because you can take all the people you had in logis and put them in marauders for hugely increased DPS, or just show up without any logi at all and not have to give them a cut.

Also, IMHO it will vastly decrease drama because the only way you'll lose your ship is if YOU screw up.
Battle Cube
Cube Collective
#1415 - 2013-09-02 00:41:57 UTC
Mournful Conciousness wrote:
Battle Cube wrote:

well the ehp on a basi/scimi is a bit different because they also sig+speed tank so its not accurate to compare to a battleship

and the other problem is sustaining it, what if you run out of booster charges? XD incursion sites, depending on which one, can last up to 20 minutes or longer depending on fleet. (with the shortest being approximately 10min)


Haven't tried it with the golem. My spreadsheet tells me that a vargur in bastion mode with some faction gear and a fleet booster will perma-tank 10k dps for a grand total of 10 million EHP of damage before the cap boosters run out. That's putting aside some low slots and a rig for cargo expanders.

For 10 million EHP to be exhausted after 20 minutes you'd need to be taking 8333 dps continuously for the entire 20 minutes.

The golem has more mid slots so it will do this better than the vargur.



again, it might be possible. But if you start taking away low slots for your tank, you are losing dps, exactly the opposite of what you want in an incursion ship. And even if you can tank perfectly throughout the entire site, then you still arent gaining anything over a pirate ship for something that costs the same but requires more skills - ASSUMING the pirate bs doesnt just straight up out dps it significantly, which i think will happen
Cade Windstalker
#1416 - 2013-09-02 00:43:28 UTC
Lloyd Roses wrote:
Yay for pve. I totally cannot judge what those things will do to station games, to gate camps and to solo, I have no idea. Them having not the most buffer and people regularily just undockng *enough* dps or enough neuts (for armorships) to kill you a la carte, or just slowly walking away from your stationary marauder(s) at a camp.


At least for station games there shouldn't be much effect at all, since they get a weapons timer in Bastion, meaning they not only have to survive through the Bastion cycle but for another 60 seconds after it ends.

Zeus Maximo wrote:
1. Kronos and Paladin were prime pvp ships with their 90% webs

2. If CCP even remotely thought of these for Large POS's in high sec then they failed. Need a DPS multiplier

3. If the ship can't move in siege, they have 1 web(no 90% webs anymore), every ship will be able to burn away.

4. These ships were buffed for 2 reasons:
A) Obvious bait
B) Better missioning ships that need cheaper mods to survive

I don't see how any of these changes help a pvper


They're not supposed to be general purpose PvP ships, they're supposed to have a few possible niche uses, likely in small gangs more than solo or large fleets.

The 90% web bonus was likely removed for exactly this reason.

Also I highly doubt that CCP is out to wreck high-sec POSes with T2 Battleships. There are already better setups that involve bringing friends.

Meyr wrote:

"I heartily endorse the above-mentioned product and/or service!"

Actually, it goes a long way towards:

A) Justifying the high price tags these ships have.

B) Would encourage a few of the bolder pilots to try a Lvl 5 agent (admittedly not for long, as the risk/reward simply isn't there)

C) Gives the Marauder a definite, albeit narrowly-focused, advantage over the Pirate Battleships

D) Gives a small ISK/hour bump to Marauder pilots without introducing weapon bonus changes

E) Provides for a better ability to salvage (more MWD = more effective tractor beam range)


Specifically on C, D, and E:

They are supposed to have a small and focused advantage over Pirate Battleships in tanking ability while the Pirate Battleships are likely going to be rebalanced into strong Attack Battleships.

Damage application and E-War immunity actually both give you a small bump in isk generation by allowing you to apply the damage you have more effectively at longer ranges and preventing you from being slowed down by ECM, Sensor Dampening or Tracking Disruption.

A T2 Tractor Beam actually goes to 48km with the current bonus, meaning you're a short burn and a MJD slide away from being able to tractor anything in the site. If you prefer to have everything up close there's nothing preventing you from fitting short-range guns, ignoring the MJD bonus in favor of a MWD for burning between gates, and pounding the mission into dust within tractor beam range. And of-course for missions where things spawn far-out you can still MJD into the middle of things and then jump back to the gate.

With short-range guns the range boost helps just as much as with long-range guns by allowing you to apply better damage at longer ranges.

Razefummel wrote:
Would someone PLEASE explain where this change has something comon with balancing ?
Just give the Marauder Class Battleships more Sensorstreingh and the PvP-Balancing is absolutly done.
just saying.

Greetings

Raze


If by balancing you mean "we now have T2 Battleship sized HACs, then yes sure. This would be *bad* and would not actually make Marauders any more attractive for PvE over Navy or Pirate battleships.

kahn liam wrote:

it's pretty usefull for using in conjunction with blap dreads and cheaper then vindis....

granted with the complete roll change they might not even be used for that any longer, but still i'd rather the webs then the falloff. maybe that's just me.


I think you have more or less hit the nail on the head for why it's being removed. It supports Dread-Blapping and is overall entirely too good in too many situations.
Battle Cube
Cube Collective
#1417 - 2013-09-02 00:44:31 UTC
Xequecal wrote:
Battle Cube wrote:
even if it does work - now how often do you have to reload cap charges? And that projected dps had better be amazing cause you arent going to be moving in the site... maybe triangular mjd for positions.... and tractor beaming cans of charges..... etc etc, Tons of micromanaging just to survive, and whats the benefit? Currently it doesnt outweigh the losses. Some range.... and no more logies. We can already do that with say, tachyon spider tanked moving nightmares XD



I'm really wondering how you manage spider-tanking nightmares without micromanaging and burning a shitload of cap charges. Shield transporters have an 8400m optimal, that's like the pinnacle of micromanaging to make that work.

It increases your DPS because you can take all the people you had in logis and put them in marauders for hugely increased DPS, or just show up without any logi at all and not have to give them a cut.

Also, IMHO it will vastly decrease drama because the only way you'll lose your ship is if YOU screw up.


thats my point, the nightmare thing is possible, but Not optimal. And putting your logies into marauders? Im sure you just mean in general, but in reality those players most likely wont have the skills for it... but yeah i get the point. Either way finding enough marauders for a fleet will be difficult - i know that doesnt really matter as to their viability, but its not a plus. And there is no drama really currently in losing a ship.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1418 - 2013-09-02 00:46:18 UTC
Battle Cube wrote:
Mournful Conciousness wrote:
Battle Cube wrote:

well the ehp on a basi/scimi is a bit different because they also sig+speed tank so its not accurate to compare to a battleship

and the other problem is sustaining it, what if you run out of booster charges? XD incursion sites, depending on which one, can last up to 20 minutes or longer depending on fleet. (with the shortest being approximately 10min)


Haven't tried it with the golem. My spreadsheet tells me that a vargur in bastion mode with some faction gear and a fleet booster will perma-tank 10k dps for a grand total of 10 million EHP of damage before the cap boosters run out. That's putting aside some low slots and a rig for cargo expanders.

For 10 million EHP to be exhausted after 20 minutes you'd need to be taking 8333 dps continuously for the entire 20 minutes.

The golem has more mid slots so it will do this better than the vargur.



again, it might be possible. But if you start taking away low slots for your tank, you are losing dps, exactly the opposite of what you want in an incursion ship. And even if you can tank perfectly throughout the entire site, then you still arent gaining anything over a pirate ship for something that costs the same but requires more skills - ASSUMING the pirate bs doesnt just straight up out dps it significantly, which i think will happen


Please don't misunderstand me. I actually think any subcapital ship being able to tank anywhere near 10,000 dps for 20 minutes straight is an abomination. To continue with a design at such an early stage that will allow this is not sensible.

I would urge the design team to stop now and rethink the bastion module.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Battle Cube
Cube Collective
#1419 - 2013-09-02 00:49:05 UTC
if they insist on a tanking bonus, i would prefer a large buffer without rep bonuses.... so it has to come out of bastion in order to get repaired......
Cade Windstalker
#1420 - 2013-09-02 01:06:28 UTC
Gabriel Karade wrote:
Marc McIntyre Crendraven wrote:
I don't think i have ever used the stasis bonus on the paladin, frigs hardly ever get that close so the optimal range bonus makes more sense. as for the kronos, i prefer the fall-off bonus but the web bonus is still useful.
Not having the web bonus is a major kick in the teeth, because that translates to a 400% increase in target velocity. If they want to give the Kronos a 400% bonus to blaster tracking to compensate I'm down with that, but I very much doubt it would happen....

Also there is a ridiculous assertion in this thread that the 90% web bonus was overpowered:

Large blasters are an oddity - sub 10km optimal on a very slow platform, fundamentally only really works if you can pin down any targets straying in range to near stationary. Overpowered? not really, because you simply kite said slow, lumbering platform outside of 13km. I should also point out, from the perspective of someone who extensively flew blasterthrons back in the day of 90% webs (2004-2008), that it was still perfectly viable back then to get in under the guns in frigate sized platforms (heck if you got close enough in a cruiser you could still mess up tracking sufficiently), the only recourse the blasterthron pilot had was to 'tickle' the MWD to attempt to pull a little bit of range.

In the days of MWD-killing scrams, boosted afterburners, and tracking disrupters bolted into spare mid slots, 90% webs on a lumbering vulnerable Battleship platform are in no way overpowered.

P.s back in the day the Kronos had 99% webs....


This was also back before a ton of changes to speed and speed stacking. These days if you try to get under the guns on a 90% web bonused ship you end up as an expanding cloud of plasma.

Also if you actually take a look at the stats on most Gallente ships they've all gotten increased speed and maneuverability to better be able to apply Blaster damage. This went along with the Hybrid Weapons changes back in ~2010 and has only been reinforced by the ship re-balancing.


Tratari wrote:

Who in their right mind is gonna solo PVE in hostile space with a 1.2b ISK hull?


Go ask all the Null Sec guys who use Pirate Battleships for PvE? Or Carriers for that matter.

Xequecal wrote:
I don't have experience in incursions, but will you be able to do incursions with a fleet of pure Golem/Vargur? If you can ditch all the logistics pilots for Marauders that's a massive increase in DPS and therefore ISK/hour. Just how much damage do you have to tank in an Incursion if stuff switches to you? If you fully pimp these two ships out with Pith-A invulns and Pith-X SBAs you can get 20,000 DPS sustained/40,000 DPS burst tank on each ship while still maintaining 1200+ DPS.

The Golem can actually attain a hilarious 100,000 DPS burst tank if you overload everything with deadspace/crystals/bluepill.


Current thinking is more or less "we'll have to see". The question isn't really whether or not they'll be able to tank them in Bastion it's whether or not they'll be able to do with without relying on resupplying cap-boosters every three sites, which cuts into profit margins and eats up time. There's certainly no question that they won't be viable outside of Vanguard sites.

Overall I don't really expect them to use Bastion in Incursions, I do expect them to be used though due to the massive number of utility highs for ETs and emergency reps and the solid base resists over T1 and faction battleships.

Battle Cube wrote:
if they insist on a tanking bonus, i would prefer a large buffer without rep bonuses.... so it has to come out of bastion in order to get repaired......


Overall I'm not sure how concerned we need to be about massive tanks on these things. They trade off most of their EHP in favor of those massive repair rates which means even a small group will likely be able to burn through their tank between repair cycles.

As for Cyno bait you're better off buffer fit because 9 times out of 10 there's Logistics coming through the Cyno to save your butt.

If it does become an issue I'd rather just see the repair bonus on Bastion cut down in favor of damage application bonuses.