These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon] Marauder rebalancing

First post First post First post
Author
Kagura Nikon
Native Freshfood
Minmatar Republic
#3261 - 2013-09-09 10:14:04 UTC
Cade Windstalker wrote:
sabastyian wrote:
I feel like the kronos should keep its web bonuses ( maybe nerf a little....maybe ) and it should get the rep bonus back in place of the range. With these changes and the bastion module, my math was showing a paladin able to hit to like 130-135km with scorch...... 700ish dps at 135km?
More Powergrid/Cpu
Keep drone bays ( battleships without them are destroyed )
Replace the range bonus for the old rep bonus
Change the bastion module in some way to make it more useful then getting blapped by the first dreadnought or arty fleet that sees you, and in the current state it will dominate any small gang without logi.
Do not nerf speed, my nidhoggur is faster then half of those marauders.
Keep the sensor strength low ( smartbomb for ecm drones ) and the trade off is high dps, high tank for ability to be jammed when not in bastion ( there you just get lolblapped by the first arty fleet/dread )
The web bonus on the vargur and golem need to go..... those ships are just not designed for close range combat
Web bonus on paladin should be changed to be similar to that of the bhaalgorn ( keeping it in check with the race )


The falloff bonus is more useful in more situations, especially PvE, than the web bonus and less over-powered.

Beyond that you don't provide a very good argument for most of your proposals beyond "this is what I want". Don't nerf speed? These are tanky battleships, there are already plenty of battleships out there slower than your Nidhoggur. Also not everyone fights Dreadnaughts and pretty much anything is susceptible to blapping/alpha no matter what. Balancing against this is not productive.

These are also not supposed to be top-tier DPS ships.

Overall it looks like what you're asking for is Battleship sized HACs with more drone-bay. How is that even remotely balanced?

Zoe Israfil wrote:

The T2 resists will make them more viable for missioning level 4's (not really like you're going to need the tank with bastion but at least you have it). Their increased projection should help with bringing mission completion times down, especially if one gets really good at planning triangles. This alone should be a huge buff in the eyes of the high sec marauder-missioner. The T2 resists combined with bastion's local tank bonus also should make them small gang pvp viable / WH viable / anom-combatsignature viable. I think in retrospect the +30% resists were way too strong, and the current option provides plenty of tank for people to explore coupled with a cool idea (transforming is so cool... why ppl h8ting mini dreads that can go through hi-sec?). Furthermore the stationary/sieged dynamic will be a really neat change to PVP (small scale).


Except that T2 tank and no local-rep bonus on the hull mean that if you don't want to use Bastion you're getting an overall mission-tanking nerf on the Vargur and Paladin but a major buff on the Kronos and Golem due to how damage in missions is distributed.

For a small dissertation on this issue see my previous post way back here.



Considering tanking is NOT the hard part on a LEvel 4...


If you guys want some buff that pleases GOOD l4 runners (not the noobish ones that think the more tank the better) And also please PVPers, add an extra damage bonus or an extra weapon.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Lord Vimuhla
Noob Mercs
Monkeys with Guns.
#3262 - 2013-09-09 10:16:03 UTC
HAIKU


command ships now crap
please keep your sticky fingers
off our marauders



Lephia DeGrande
Luxembourg Space Union
#3263 - 2013-09-09 10:19:06 UTC
Hell no, keep nerfing bitter vets! xD
Kagura Nikon
Native Freshfood
Minmatar Republic
#3264 - 2013-09-09 10:20:20 UTC
Detes cald wrote:
It seems good changes and the bastion could be some help!!
but as i see at golem at least 7 mids means 5 left for tanking since the other 2 will be target paint and webber meaning 1 active booster !!! and whey removing the shield boosting bonus ?

why taking the drone bay you could only hit the bandwith!!

Oh well most ppl seems that they have told you so !!



And a single Shield Booster , 2 hardeners and 1 DC 2 is more than enough to tank ANY level 4, even if you are not doign them perfectly.

Why in hell people liek so much of OVERTANKING?

"If brute force does not solve your problem....  then you are  surely not using enough!"

Arthur Aihaken
CODE.d
#3265 - 2013-09-09 10:25:04 UTC
Cade Windstalker wrote:
Except that T2 tank and no local-rep bonus on the hull mean that if you don't want to use Bastion you're getting an overall mission-tanking nerf on the Vargur and Paladin but a major buff on the Kronos and Golem due to how damage in missions is distributed.

For a small dissertation on this issue see my previous post way back here.


Thanks for the read. I would surmise that for missions you are correct, but what about PvP? Note that Caldari ships suck for EM resistance (typically 0-20), but with two T2 EM amplifiers it's easy to get this into the high 60's and low 70's without much effort. I imagine the same would be true for kinetic and thermal on the Vargur and Paladin. Let's also not forget that there are no shield strength implants, so it's quite easy to turn the Paladin into a flying brick with a set of Slave implants.

What I wouldn't mind seeing for Marauders is a set of short and long-range skills (instead of the fixed stasis web):

• Paladin: Tracking, Damage
• Golem: Target Painter, Missile Velocity
• Kronos: Tracking, Optimal
• Vargur: Stasis Web, Falloff

I still think that if Bastion is going to reduce your speed to zero it should also compensate for the immobility by increasing tracking speed and explosion radius, increasing rate of fire by 50% and doubling the load time.

I am currently away, traveling through time and will be returning last week.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#3266 - 2013-09-09 10:36:13 UTC  |  Edited by: Wedgetail
Zoe Israfil wrote:
I
I think overall the changes do exactly what CCP was aiming for. Buff the marauder class, while expanding it's potential into other areas of the game (mainly pvp/small gang ops). I think what they have proposed is quite effectively accomplishing this goal. I personally made the mistake of OMG LOSING +30% RESISTS SO THEY MUST SUCK NOW.... After a second look these still look good to me.


ccp hasn't given them anything they don't already have in combat,

what bastion does is remove the two key elements any gang fleet relies on to survive, this proposal has been based around a very specific engagement scenario that 19 in every 20 times does not exist.

(yes that number is pulled out of my **** but think for a moment, of all the potential situations you could encounter on undocking your ship to go look for a fight, how many of them would be beneficial to you and your team? CCP has proposed this ship with only one situation in mind, cuz it's the shiniest coolest looking situation they can think of, and they have excluded from their mind all other considerations)

bastion removes me (as a marauder pilot) from the ability to run away, it removes me from the aid of my allies, and it gives me a set of bonuses that will only cause me to die, NOBODY wins a fight by relying on the power of just their own ship NOBODY - if you want to win you have to use the strength of others, as an example no matter how much money i throw at my marauder's tank - logi cruisers will still do a better job at keeping me alive than a damn ASB fit ever can and for less isk.

what rules the battle field at the gang level is not specialising in a single task, but being able to rapidly adjust (as they say in the OP, they want a ship that can adapt quickly to battle field change, then go and remove the things allowing the ship to do just that)

battle field changes at the gang level allow you mere seconds to change...not minutes...if you've taken a minute to react you've lost =/ sorry guys, but aside the small reisist buff they get there's nothin here that'll make marauders any better at pvp, nothing they don't already do now they won't be doing afterwards, and they're still too expensive for the task to be viable (loki and tengu gangs much faster, just as hard hitting, better defense profile - which is why you see those)
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3267 - 2013-09-09 11:02:11 UTC
What I would like to see instead, given the name bastion (a "safe place to run to when you're in danger")

is to use the bastion module not as a personal defense, but a FLEET DEFENSE mechanism, and it can achieve this through offensive tactics, put the MJD bonus onto the bastion mod, disable all other movement BUT the MJD ( so i can jump....ONCE)

keep resistance penalty, EWAR immunity and lock out of RR, drop my weapon range by half, increase damage by 15-30%(the idea being to force my ship into a "do or die mode")

the purpose is to use this ship now to break a death lock, as i can enter very quickly but not leave this state i must be careful how i use it, and when - but by doing this i gain, like overheat a very self harming but powerful means of defending my fleet by killing the ships killing them, if you wann amake fighting interesting you must build mechanics that allow for these choices, choices to lose to save the rest, avoid your current attempts at designing doctrines that keep out of harms way, and encourage people to do what must be done when it has to be done.
DSpite Culhach
#3268 - 2013-09-09 11:13:08 UTC
Since they can mount a Target Spectrum Breaker, seems like it would be fun to land in the middle of people, go Bastion, and open up with FoF's.

Sarcasm aside, could one of these hull in Bastion mode tank that weird 10/10 where that bad guy lobs 40K torpedoes at you? It sorta feel like it should.

I apparently have no idea what I'm doing.

Cade Windstalker
#3269 - 2013-09-09 11:20:50 UTC
Kagura Nikon wrote:
Considering tanking is NOT the hard part on a LEvel 4...


If you guys want some buff that pleases GOOD l4 runners (not the noobish ones that think the more tank the better) And also please PVPers, add an extra damage bonus or an extra weapon.


The trick is that the better you tank the less modules you have to devote to said tank and the more you can devote to actually finishing the mission in a timely and efficient manner :)

Therefore anything that nerfs your local tank is bad news for a mission ship.

Kagura Nikon wrote:
And a single Shield Booster , 2 hardeners and 1 DC 2 is more than enough to tank ANY level 4, even if you are not doign them perfectly.

Why in hell people liek so much of OVERTANKING?


FYI no it's not, you will find yourself having to warp out of most of the harder but higher bounty missions doing this "if you are not doing them perfectly"

Seriously when did you last do a mission and have you ever had to deal with neuting battleships in them? What?

Isinero wrote:
if I will get at least this :

Armor
Therm: 35%
Kin: 62.5%
Exp: 80%
EM: 50%

it will be pretty OK and I can live without bonus repair amount because it will be even few percent better in my setup than original state. (aproximaltely 10 - 13% based on set up)

But I am really not sure that T2 ressist means that I will get ressists of heavy assault ships :-) (who know what they mean by saying T2 resists). Can someone confirm me this?

The another thing is bonus to webifier (its really nice) but I have only 4 medium slots so it will be really hard to fit it on Paladin.
1 MJD, at least 1 ENG CAP (something) ..... 2 slots left and so many options :-).

I would rather prefer different bonus or at least get the "great bonus" to range of webifier too and not only velocity bonus.

I can easily fit it on Golem and have a afterburner / MJD / webifier / cap stable and better tank than paladin :-) / same amount of damage increasing modules...

But to be honest I think that main reason for this is that ACTIVE SHIELD TANK is much much much better than ACTIVE ARMOR TANK...

I really think that they should start with balancing here.


As someone already pointed out resists are posted in the OP.

Any ship with a bonus to web range and velocity can effectively hold and blap frigates and cruisers at absurd range without them being able to do anything about it, plus it can potentially do this to more or less the entire radius of even a quite large Stargate...

To say that giving bonus bonuses to one ship would be imbalanced would be something of an understatement.

Active tanking as it currently stands is intentional on CCP's part and this is probably not the thread to get into a huge debate on "fixing" it. Armor gets better resists, shield gets better active modules that eat more cap. *Tradeoffs* Blink

Arthur Aihaken wrote:
Thanks for the read. I would surmise that for missions you are correct, but what about PvP? Note that Caldari ships suck for EM resistance (typically 0-20), but with two T2 EM amplifiers it's easy to get this into the high 60's and low 70's without much effort. I imagine the same would be true for kinetic and thermal on the Vargur and Paladin. Let's also not forget that there are no shield strength implants, so it's quite easy to turn the Paladin into a flying brick with a set of Slave implants.

What I wouldn't mind seeing for Marauders is a set of short and long-range skills (instead of the fixed stasis web):

• Paladin: Tracking, Damage
• Golem: Target Painter, Missile Velocity
• Kronos: Tracking, Optimal
• Vargur: Stasis Web, Falloff

I still think that if Bastion is going to reduce your speed to zero it should also compensate for the immobility by increasing tracking speed and explosion radius, increasing rate of fire by 50% and doubling the load time.


DPS boosts on Bastion are a bad idea. For reference as to why look up "Dread-Blapping". These are not supposed to be hyper-DPS battleships.

In general T2 resists provide similar bonuses to tanking, it's just a little harder to find a hole in a Minmattar shield tank or Amarr armor tank. As a rule you'll rarely find an EM hole in a caldari shield tank or an explosive hole in a Gallente armor tank. Also the damage distribution on weapons is still pretty heavily Kin/Therm weighted even in PvP so a heavy Kin/Therm tank can actually be more useful than the Explosive and EM resists on Amarr and Minmattar ships respectively (it does absolutely nothing against Hybrids, for example)

The general consensus from the Vargur crowd is that the Vargur is not a good ship for a web bonus.

Also these ships have four bonuses, not two and need to be flexible enough in range selection for missions. In general I'm a fan of seeing a range and damage application bonus on all four, possibly even two damage application bonuses.
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3270 - 2013-09-09 11:22:10 UTC
The call for better tanking potential isn't so you can run with that full tank. It's so you have the option to:


  • Replace a resistance module to gain DPS
  • Downgrade the repair module meta to become less of a gank target
  • Have enough EHP to discourage being ganked in high sec


That list is based on a PVE point of view. It provides the pilot with options while maintaining the efficiency inherent in the hull class's ability to run missions (today's focus). I don't think many of the posters here think they need the tank to survive level 4 mission content.

From a PVP standpoint, the T2 resists do provide additional EHP and synergy with RR. However, due to the slot layout of the hulls, this will come at the cost of DPS in most cases. You can't bastion or you lose your RR. So you are stuck with crap sensor strength. You can fit a Sebo or SigAmp but that's even more DPS or tank you have to give up.

As far as fitting options go, if you actually put together fits for the latest version of the proposal you'll see that you still have to fit the same number of tank modules to produce a viable omni-tank as you did before with only a marginal gain in resists.

Paladin TQ - DCU2, 2x EANM2
EM 75%
TH 67.6%
KN 67.3%
EX 70%

Paladin v2 w/ T2 resists - DCU2, EEMM2, ETHM2
EM 77.4%
TH 70.7%
KN 68.1%
EX 83%

Besides the significant increase in durability against Explosive damage you really aren't gaining much in the way of resists with T2 and the same number of tanking modules. You gained a 7-8% damage reduction when paired with your racial targets at the cost of 37.5% of your local repair potential. Yes you do gain something from T2 resists over TQ but it's not this magical thing that everyone seems to think it is.

Shield Tanking - Why armor tanking can't have nice things.

Cade Windstalker
#3271 - 2013-09-09 11:29:47 UTC
Wedgetail wrote:
ccp hasn't given them anything they don't already have in combat,

what bastion does is remove the two key elements any gang fleet relies on to survive, this proposal has been based around a very specific engagement scenario that 19 in every 20 times does not exist.

(yes that number is pulled out of my **** but think for a moment, of all the potential situations you could encounter on undocking your ship to go look for a fight, how many of them would be beneficial to you and your team? CCP has proposed this ship with only one situation in mind, cuz it's the shiniest coolest looking situation they can think of, and they have excluded from their mind all other considerations)


This rings blatantly false to me. CCP have created something designed for PvE and said "lets see what the PvP crowd does with it". Not designed the module for PvP.

Wedgetail wrote:
bastion removes me (as a marauder pilot) from the ability to run away, it removes me from the aid of my allies, and it gives me a set of bonuses that will only cause me to die, NOBODY wins a fight by relying on the power of just their own ship NOBODY - if you want to win you have to use the strength of others, as an example no matter how much money i throw at my marauder's tank - logi cruisers will still do a better job at keeping me alive than a damn ASB fit ever can and for less isk.

what rules the battle field at the gang level is not specialising in a single task, but being able to rapidly adjust (as they say in the OP, they want a ship that can adapt quickly to battle field change, then go and remove the things allowing the ship to do just that)

battle field changes at the gang level allow you mere seconds to change...not minutes...if you've taken a minute to react you've lost =/ sorry guys, but aside the small reisist buff they get there's nothin here that'll make marauders any better at pvp, nothing they don't already do now they won't be doing afterwards, and they're still too expensive for the task to be viable (loki and tengu gangs much faster, just as hard hitting, better defense profile - which is why you see those)


In the OP "adapt to battlefield changes" very clearly refers to the MJD and its ability to move you around the battlefield quickly, nothing more. Under your definition these ships should have an 8/8/8 slot layout so it can fit for every possible contingency.

Also T2 ships in general are specialized and small gangs tend to be specialized to one degree or another with various people flying tackle, DD, and various types of support like Logi, EWar, and Command Links.

T3s actually don't do as much damage as battleships (not sure where that rumor came from) and cost has never been a factor to some people, whether it's PvP or PvE. If someone finds a use for the ship where it's marginally better than a similar hull then the ship will get used by people with ISK and the desire to win.

Wedgetail wrote:
What I would like to see instead, given the name bastion (a "safe place to run to when you're in danger")

is to use the bastion module not as a personal defense, but a FLEET DEFENSE mechanism, and it can achieve this through offensive tactics, put the MJD bonus onto the bastion mod, disable all other movement BUT the MJD ( so i can jump....ONCE)

keep resistance penalty, EWAR immunity and lock out of RR, drop my weapon range by half, increase damage by 15-30%(the idea being to force my ship into a "do or die mode")

the purpose is to use this ship now to break a death lock, as i can enter very quickly but not leave this state i must be careful how i use it, and when - but by doing this i gain, like overheat a very self harming but powerful means of defending my fleet by killing the ships killing them, if you wann amake fighting interesting you must build mechanics that allow for these choices, choices to lose to save the rest, avoid your current attempts at designing doctrines that keep out of harms way, and encourage people to do what must be done when it has to be done.


This would kind of be ridiculously over-powered. Just for a start you can jump through into a gate-camp, align, Bastion, and then start shelling them from 100km away, probably well out of any bubbles and likely out of their engagement range as well. Meanwhile your Heavy Tackle has jumped through and the enemy is at best trying to rally and get a warp-in, at worst they're scattering with several of them pinned down by your heavy tackle.

Part of what makes the whole E-War immunity package vaguely balanced is that you can't be tackled but you also don't need to be.
Ralph King-Griffin
New Eden Tech Support
#3272 - 2013-09-09 11:42:48 UTC
I was going to respond to that last point there but I had a feeling you would put it in a Farr more concise manner, good job.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3273 - 2013-09-09 11:47:20 UTC  |  Edited by: Wedgetail
Cade Windstalker wrote:


This rings blatantly false to me. CCP have created something designed for PvE and said "lets see what the PvP crowd does with it". Not designed the module for PvP.


In the OP "adapt to battlefield changes" very clearly refers to the MJD and its ability to move you around the battlefield quickly, nothing more. Under your definition these ships should have an 8/8/8 slot layout so it can fit for every possible contingency.

Also T2 ships in general are specialized and small gangs tend to be specialized to one degree or another with various people flying tackle, DD, and various types of support like Logi, EWar, and Command Links.

T3s actually don't do as much damage as battleships (not sure where that rumor came from) and cost has never been a factor to some people, whether it's PvP or PvE. If someone finds a use for the ship where it's marginally better than a similar hull then the ship will get used by people with ISK and the desire to win.


the ideas here were that:

ships in gangs must be more versatile than in blob fleets, therefore must be able to cope with a wider variety of situations, what they cannot do themselves they must draw from other ships in the gang, t3's are very good platforms for doing this and for their size the damage output is colossal - they are also easier to defend due to a smaller profile and higher speed, for less isk, making them a preferred choice over a battleship for gang combat.

the marauder's power in a gang comes from its wide fire arc and its utility high slots - not its active repair bonuses, one ship cannot defend against 10 ( see alliance tourney for a readily available example) - this is why logistics is limited to one ship per team, in reality there is no limit.

yes, the idea was to use the MJD, but to use the MJD i must forego the use of my ASB or my resistances or my tracking computers or a web, i will lose something as i have no room in mids - therefore I must focus all of my attention into my guns and the MJD to use this doctrine well, and rely on everyone else to keep me alive..which they can't do cuz..logi can't rep me glass cannon doctrine is glass cannon.

Wedgetail wrote:
What I would like to see instead, given the name bastion (a "safe place to run to when you're in danger")

is to use the bastion module not as a personal defense, but a FLEET DEFENSE mechanism, and it can achieve this through offensive tactics, put the MJD bonus onto the bastion mod, disable all other movement BUT the MJD ( so i can jump....ONCE)

keep resistance penalty, EWAR immunity and lock out of RR, drop my weapon range by half, increase damage by 15-30%(the idea being to force my ship into a "do or die mode")
.

This would kind of be ridiculously over-powered. Just for a start you can jump through into a gate-camp, align, Bastion, and then start shelling them from 100km away, probably well out of any bubbles and likely out of their engagement range as well. Meanwhile your Heavy Tackle has jumped through and the enemy is at best trying to rally and get a warp-in, at worst they're scattering with several of them pinned down by your heavy tackle.

Part of what makes the whole E-War immunity package vaguely balanced is that you can't be tackled but you also don't need to be.


hence to cut the range by half, so i can't fight at that range even if i wanted to, i must move TOWARD the enemy, not away from, and once i have moved once i will be unable to move again, leaving me wide open to the counter barrage of fire that will very soon be raining down on my head, I must close to point ranges using the MJD in order to rapidly remove a threat, to use this to run away from one threat (like a gate camp) will leave me exposed to enemy tackle and death, that said i do agree that with the web bonus proposed to all marauders currently this scenario is less likely to occur, so I will append to the statement not to add to the marauders a propulsion jamming bonus at all.
Cassius Invictus
Viziam
Amarr Empire
#3274 - 2013-09-09 11:49:24 UTC
Arthur Aihaken wrote:
Cade Windstalker wrote:
Except that T2 tank and no local-rep bonus on the hull mean that if you don't want to use Bastion you're getting an overall mission-tanking nerf on the Vargur and Paladin but a major buff on the Kronos and Golem due to how damage in missions is distributed.

For a small dissertation on this issue see my previous post way back here.


Thanks for the read. I would surmise that for missions you are correct, but what about PvP? Note that Caldari ships suck for EM resistance (typically 0-20), but with two T2 EM amplifiers it's easy to get this into the high 60's and low 70's without much effort. I imagine the same would be true for kinetic and thermal on the Vargur and Paladin. Let's also not forget that there are no shield strength implants, so it's quite easy to turn the Paladin into a flying brick with a set of Slave implants.

What I wouldn't mind seeing for Marauders is a set of short and long-range skills (instead of the fixed stasis web):

• Paladin: Tracking, Damage
• Golem: Target Painter, Missile Velocity
• Kronos: Tracking, Optimal
• Vargur: Stasis Web, Falloff

I still think that if Bastion is going to reduce your speed to zero it should also compensate for the immobility by increasing tracking speed and explosion radius, increasing rate of fire by 50% and doubling the load time.


As I wrote earlier and what your statement seems to support is that for PvP it doesn’t matter where the resist hole is - it will be filled anyway with a proper mod for omnitank.

It does hugely matter in PvE where there is a fixed dmg type of rats and if a PvE boat that is supposed to fight those rats has a hole on their dmg types that this is just bad design. Fix Paladin and Vargur resists. Just swap them that’s all that is needed.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#3275 - 2013-09-09 11:54:33 UTC
Also want to point out that I did not count "tackle" as "EWAR" though i should have, by EWAR i refer to ECM, sensor dampeners tracking disruption and target painting - if this ship is silly enough to hold itself in place then my opponent has the right to tackle me to keep me there when i want to leave, to bolster myself in space should make me vulnerable to enemy frigates and cruisers the idea must be dangerous, and force me to rely on other people to defend me while i'm in such a blatantly aggressive stance.
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3276 - 2013-09-09 11:57:05 UTC  |  Edited by: Iome Ambraelle
The other thing that doesn't sit well with me about the T2 resists is that it is really picking winners and losers when it comes to the various racial hulls. Here's the resist numbers for a T2 resist Vargur with a DCU2, 2x Invl 2:

Vargur TQ
EM 66%
TH 68.3%
KN 72.8%
EX 77.4%

Vargur w/ T2
EM 89.1%
TH 82.4%
KN 72.8%
EX 77.4%

With T2 resists the hull practically becomes immune to laser fire. Conflag w/ 4 faction sinks would do a maximum of like 130 effective dps. The increase in Thermal resist provides a whopping 45% reduction to incoming Thermal damage compared to the TQ version. That covers a significant number of NPC profiles, player weapon systems, and selectable ammo types. With the second version of the proposed changes it will boost some marauders for PVE and PVP (limited application here) and make the others not only less effective than their brothers, their TQ versions, but significantly less attractive than the T1, faction, and pirate hulls for missioning purposes.

If you have to enter bastion mode and have to fit faction/deadspace modules to effectively tank the missions and still be efficient in your racial marauder, you might as well fit those modules to a pirate hull because you'll have nearly the same tanking potential and significantly more raw DPS to apply.

Shield Tanking - Why armor tanking can't have nice things.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#3277 - 2013-09-09 12:01:05 UTC
Iome Ambraelle wrote:
The other thing that doesn't sit well with me about the T2 resists is that it is really picking winners and losers when it comes to the various racial hulls. Here's the resist numbers for a T2 resist Vargur with a DCU2, 2x Invl 2:

With T2 resists the hull practically becomes immune to laser fire. The increase in Thermal resist provides a whopping 45% reduction to incoming Thermal damage compared to the TQ version. That covers a significant number of NPC profiles, player weapon systems, and selectable ammo types. With the second version of the proposed changes it will boost some marauders for PVE and PVP (limited application here) and make the others not only less effective than their brothers, their TQ versions, but significantly less attractive than the T1, faction, and pirate hulls for missioning purposes.

If you have to enter bastion mode and have to fit faction/deadspace modules to effectively tank the missions and still be efficient in your racial marauder, you might as well fit those modules to a pirate hull because you'll have nearly the same tanking potential and significantly more raw DPS to apply.


this is a factor with just about any minmatar t2 shield tank - you can tank a minmatar t2+ ship on a single invuln because of how balanced the resistance profile is (the opposite is true for minmatar t2+ armor tanks, which have a native weakness to expl. kin)
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3278 - 2013-09-09 12:08:24 UTC
Wedgetail wrote:
Iome Ambraelle wrote:
The other thing that doesn't sit well with me about the T2 resists is that it is really picking winners and losers when it comes to the various racial hulls. Here's the resist numbers for a T2 resist Vargur with a DCU2, 2x Invl 2:

With T2 resists the hull practically becomes immune to laser fire. The increase in Thermal resist provides a whopping 45% reduction to incoming Thermal damage compared to the TQ version. That covers a significant number of NPC profiles, player weapon systems, and selectable ammo types. With the second version of the proposed changes it will boost some marauders for PVE and PVP (limited application here) and make the others not only less effective than their brothers, their TQ versions, but significantly less attractive than the T1, faction, and pirate hulls for missioning purposes.

If you have to enter bastion mode and have to fit faction/deadspace modules to effectively tank the missions and still be efficient in your racial marauder, you might as well fit those modules to a pirate hull because you'll have nearly the same tanking potential and significantly more raw DPS to apply.


this is a factor with just about any minmatar t2 shield tank - you can tank a minmatar t2+ ship on a single invuln because of how balanced the resistance profile is (the opposite is true for minmatar t2+ armor tanks, which have a native weakness to expl. kin)


Yeah. The Golem at least has to burn 2 slots or 1 slot plus rig filling that EM hole which makes it a little more balanced compared to the Paladin. The Kronos can fit DCU2, EANM2, and a EEXM2 and reach respectable omni-tank. It bugs me to no end that these hulls will now require a 4 slot tank or space bling to efficiently do mission content. And the bastion module will be no help at all in fending off a gank attempt now that you have all this bling just to do what you did prior to the rebalancing.

Shield Tanking - Why armor tanking can't have nice things.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3279 - 2013-09-09 12:18:55 UTC
Does anyone here know how mission runners fit their kronos' at the moment? I'd be keen to know as I've never seen one being used on TQ other than for combat-salvaging a c5 sleeper site.

pls "like" the post if you reply so I can find the answer, or mail me in game.

ps. I'm not trolling, just be keen to know. I always assumed it would be rails & perma-tank, but ytterbium's demo post a few hundred pages back made me wonder.

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".

Sevena Black
The Black Redemption
#3280 - 2013-09-09 12:27:01 UTC
CCP Ytterbium wrote:
The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those P



Right... The module that allows dreads to siege demands the use of stront, not the skill.

2 modules do the same thing; putting a ship into a different mode or; they both tactically reconfigure its weapons. In case of a dread into siegemode, in case of a marauder into bastionmode.
The same skill can both reduce stront for module A and reduce cap for module B. All it takes is a rewrite of the skills effect (along with some programming).

I like this Marauder update because it adds an extra role to a ship without messing up the old one.