These forums have been archived and are now read-only.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
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#4241 - 2013-09-27 18:39:45 UTC
Even if you deploy one of those structures, it's going to pull all the wrecks into one location. You'll still have to sit within 5k of the thing to be able to salvage those wrecks or have to wait for your salvage drones to bring the stuff back to you if you are further away; after which you'll have to return to the structure to pick up your loot. This cycle would repeat FOR EVERY ROOM of the mission. So basically unless you deploy and stay next to it you are adding even more travel and loot time to every room of the mission than you have now.

If you go with a salvage based structure as I proposed earlier, the salvage is collected into a single location leaving only loot cans from the wrecks that had loot to begin with. Think how much time would be saved by not having to relocate the empty wrecks. If the structure tractors all wrecks, both empty and non-empty, it spent time relocating wrecks that didn't have loot. If you don't plan on salvaging and only looting this wastes valuable time. If it doesn't relocate empty wrecks, now you still have to fit a tractor or 2 to retrieve those wrecks for salvaging unless you are using salvage drones.

I think I'm going to do a separate thread about that structure and some alternatives. As it stands now i don't think it provides any real benefits to the Marauder class and might not really help other hulls either. Salvaging is the real time consumer especially if you use drones. It's not the relocating of wrecks, at least not in my experience.

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

Arthur Aihaken
CODE.d
#4242 - 2013-09-27 18:51:06 UTC
I like the idea for a smartbomb bonus instead of one to tractor beams.

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

Yverlyn Outamon
State War Academy
Caldari State
#4243 - 2013-09-27 18:57:05 UTC
Feels strange that the reboot of the BO ship (one of them) might end up better for missioning than the so called king of PvE
Zendon Taredi
Tier Four Technologies
#4244 - 2013-09-27 18:58:56 UTC
I'd trade tractor beam bonus for a smart bomb bonus any day of the week. It could be anything from more range, to faster cycle time, to less cap use, or even a reduction in cpu requirement for the module.
MeBiatch
GRR GOONS
#4245 - 2013-09-27 19:05:51 UTC  |  Edited by: MeBiatch
Arthur Aihaken wrote:
I like the idea for a smartbomb bonus instead of one to tractor beams.


yeah tractor beam bonus is moot now that there is a deployable tractor beam structure.

though i am not sold on the idea of a smartbomb bonus. i would perhaps prefer a scan probe bonus...

the high slot layout i would use for deep space solo ratting/plexing would be 4 turrets/missiles then a scan probe a cloak a bastion mod and a nuet/nos/smartbomb

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Narcotic Gryffin
Digital Mercenaries Inc.
#4246 - 2013-09-27 19:40:15 UTC
MeBiatch wrote:
Arthur Aihaken wrote:
I like the idea for a smartbomb bonus instead of one to tractor beams.


yeah tractor beam bonus is moot now that there is a deployable tractor beam structure.

though i am not sold on the idea of a smartbomb bonus. i would perhaps prefer a scan probe bonus...

the high slot layout i would use for deep space solo ratting/plexing would be 4 turrets/missiles then a scan probe a cloak a bastion mod and a nuet/nos/smartbomb


With the idea of revamping the ships is to overhaul both their pve side and give them a more attractive pvp side in mind a bonus to Smartbombs applies to both. At current highslot layout will look somewhat like this :

4Weapons High Slots
1Bastion High Slot
0 to 3 Salvagers High Slot
0 to 3 Smartbomb High Slot

I'm not even taking into consideration location of wrecks or anything like that, I simply believe this gives all the ships from Golem to Paladin a fair ability to perform well in both up close and ranged combat. As Marauders state:

"Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines." -Paladin Info

These ships are supposed to be tanky, thank you t2 resist. And have great weapons technology which means they should be able to do a great deal up close and far away, at current the range bonus but no tracking bonus favors all these ships to be looked at as though they are giant snipers boat and nothing more. To me this limits their ability to adapt horribly especially when using the module. The idea of a smartbomb bonus with a % range bonus(long enough to hit anything that can scram not using a disruptor) makes them capable close and medium range combat ships in pve&pvp while in bastion mode rather than the more limited "I need tracking enhancers and to MJD if I see something get close" problem.

http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg

MeBiatch
GRR GOONS
#4247 - 2013-09-27 19:54:15 UTC
Narcotic Gryffin wrote:
MeBiatch wrote:
Arthur Aihaken wrote:
I like the idea for a smartbomb bonus instead of one to tractor beams.


yeah tractor beam bonus is moot now that there is a deployable tractor beam structure.

though i am not sold on the idea of a smartbomb bonus. i would perhaps prefer a scan probe bonus...

the high slot layout i would use for deep space solo ratting/plexing would be 4 turrets/missiles then a scan probe a cloak a bastion mod and a nuet/nos/smartbomb


With the idea of revamping the ships is to overhaul both their pve side and give them a more attractive pvp side in mind a bonus to Smartbombs applies to both. At current highslot layout will look somewhat like this :

4Weapons High Slots
1Bastion High Slot
0 to 3 Salvagers High Slot
0 to 3 Smartbomb High Slot

I'm not even taking into consideration location of wrecks or anything like that, I simply believe this gives all the ships from Golem to Paladin a fair ability to perform well in both up close and ranged combat. As Marauders state:

"Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines." -Paladin Info

These ships are supposed to be tanky, thank you t2 resist. And have great weapons technology which means they should be able to do a great deal up close and far away, at current the range bonus but no tracking bonus favors all these ships to be looked at as though they are giant snipers boat and nothing more. To me this limits their ability to adapt horribly especially when using the module. The idea of a smartbomb bonus with a % range bonus(long enough to hit anything that can scram not using a disruptor) makes them capable close and medium range combat ships in pve&pvp while in bastion mode rather than the more limited "I need tracking enhancers and to MJD if I see something get close" problem.


maybe its just me but i feel that smartbombs should never be a ship bonus for a ship that also has a strong pve design. mainly because smartbombs and high sec no do not mesh that well.

probes on the other hand get bonus to pvp and pve.

IMO as a tertiary role bonus probe strength bonus would be better then a smartbomb bonus.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Narcotic Gryffin
Digital Mercenaries Inc.
#4248 - 2013-09-27 20:11:29 UTC  |  Edited by: Narcotic Gryffin
CCP Ytterbium wrote:
Update here.


    As we have hinted several times before, Marauders are next on the Tech2 to-do list. And guess what? It's feedback time!

    Marauders were initially released during the Trinity expansion in 2007 and were aimed for PvE activities. However, as time passed and we rebalanced other classes, especially the Pirate Battleships, they lost appeal as a whole.

    We also believe that designing them for a very specific activity doesn't fit the emergent nature of EVE, and as such we wish to expand their use to PvP as well. Of course, their high price, low mobility will always ensure their role remains a niche one, but we at least can make that purpose more appealing than a simple "jam me now and forever" target dummy.



As CCP Ytterbium put here they are shying away from just a pve buff, so I don't see the point in putting in another ship with scanning bonuses, the strategic cruisers and t2 frigs have them and soon to be more than likely the soe ships as well. I can see the argument that smartbombs dont mesh well with high sec and probing bonus would, this is a given. But as with many things these ships aren't isolated to high sec thats the players choice plus a battleship that can quickly scan people down in nullsec just sounds like it would **** people off who are normally scanning things down in an anathema then docking back up to get a better ship to do the ded site per say.

And as I quoted from the paladins ship info earlier : "While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming" So I don't see how their probe strength would be better than their ships sensor strength, doesn't make much sense to me unless the sensor strength is major boosted suddenly then its an in line idea with the rest of the ship.

That's my input on making it balanced. It is reasonable to say ditch both ideas and give it a automated salvage ability in place of these ideas and the tractor bonus as it will still fit the original description. It could be as simple as once you get in range your ships salvage modules automatically lock and go. Not saying great or balanced per say but just an idea.

http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg

Kyathab
State War Academy
Caldari State
#4249 - 2013-09-27 20:17:30 UTC
Must say i do like the idea's you got for the marauder's. Lovely to finally see the T2 resists on them and the bastion mode makes em into beastly tanks, but these are all buffs to the tank and turns them into a death trap when faced against a single dread.

My biggest gripe with the Marauders is their DPS, i'm pretty sure they are supposed to be "the" end game PvE ship, but let's face it when it's come to PvE what matters to people is the amount of ISK you make, and that's primarily tied into how fast you can kill ****. Right now the Marauder just doesnt cut it, there are plenty of Faction/Navy BS's that can do more DPS or at least equal and even Sentry Carrier's can do more DPS/Tank better and not to mention they've lots of other benefits, and these ships all cost about the same or is cheaper than the marauder often.

So even thou i love the tank bonuses, for me it wont add anything i can run my 10/10 escalations solo and C3 WH's (been too scared to try harder WH's). My tank isnt even something "too fancy" (bit cheaper than hull all in all) Deadspace booster, cheap faction and the rest T2, and in truth it would prolly be more ineffecient for me to run with the bastion module since now i'm moving to the next gate while shooting.

So i really hope to see some DPS buffs built into the bastion mode. Right now i would trade any and all proposed changes for the Marauders just for some extra DPS. I want my marauder to be my PvE ship but right now i've got other ships that performs better in that role and i dont see that changing unless it get more DPS.
MeBiatch
GRR GOONS
#4250 - 2013-09-27 20:34:26 UTC  |  Edited by: MeBiatch
Narcotic Gryffin wrote:
good points


yeah ok ditch both ideas. as you did mention soe ships...

not sure if i support a salvage bonus as thats really pve and steps on the noctice. and you can allways use salavage drones anyways...

though i am going to hatch my idea from earlier in the thread.

a bonus to target spectrum breakers. remove the targeting penalty.

i mean a ship designed to go into mini siege mode meshes perfectly with a the TSB. and would have direct pvp/pve ramifications.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#4251 - 2013-09-27 20:37:23 UTC
Kyathab wrote:
Must say i do like the idea's you got for the marauder's. Lovely to finally see the T2 resists on them and the bastion mode makes em into beastly tanks, but these are all buffs to the tank and turns them into a death trap when faced against a single dread.

My biggest gripe with the Marauders is their DPS, i'm pretty sure they are supposed to be "the" end game PvE ship, but let's face it when it's come to PvE what matters to people is the amount of ISK you make, and that's primarily tied into how fast you can kill ****. Right now the Marauder just doesnt cut it, there are plenty of Faction/Navy BS's that can do more DPS or at least equal and even Sentry Carrier's can do more DPS/Tank better and not to mention they've lots of other benefits, and these ships all cost about the same or is cheaper than the marauder often.

So even thou i love the tank bonuses, for me it wont add anything i can run my 10/10 escalations solo and C3 WH's (been too scared to try harder WH's). My tank isnt even something "too fancy" (bit cheaper than hull all in all) Deadspace booster, cheap faction and the rest T2, and in truth it would prolly be more ineffecient for me to run with the bastion module since now i'm moving to the next gate while shooting.

So i really hope to see some DPS buffs built into the bastion mode. Right now i would trade any and all proposed changes for the Marauders just for some extra DPS. I want my marauder to be my PvE ship but right now i've got other ships that performs better in that role and i dont see that changing unless it get more DPS.



i would like to see scripts for the bastion mod. one that increases the range of weapons and one that increases the damage of weapons.

that way you choose between extra dps or extra range...

example you are in a kronos and you have the damage scirpt in to kill stuff fast. but then a vegabond drops by and starts kiting you and you cant hit the side of a barn with his transversal. so you swap for the range/tracking script and presto you can now start hitting him back and maybe even cause him to bail.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#4252 - 2013-09-27 21:11:23 UTC
i would like to see the stasis webbifier bonus mitigated to the bastion mod. and with the idea of Scripts for the bastion mod i would do this.

for the damage script i would add the strength bonus to webs and for the range scirpt i would add range to webbs.

i would call one script the "close range script" and the other the "long range script"

bonus for close range script:
10% bonus to large turret damage and rate of fire
10% bonus to cruise/torp/rapid missile launcher damage/rate of fire
37.5% bonus to stasis webifier strength


then for the long range one:
Extends all large turret falloff and optimal by 25%
Increases all large missile max velocity by 25%
250% increase in range of stasis webs.

then without scripts:
5% bonus to large turret damage and rate of fire
5% bonus to cruise/torp/rapid missile launcher damage/rate of fire
18.75% bonus to stasis webifier strength
Extends all large turret falloff and optimal by 12.5%
Increases all large missile max velocity by 12.5%
125% increase in range of stasis webs.

i would also bring back the 30% bonus to resists but only for hull.

if ccp did this along with adding the role bonus to target spectrum breakers i think the ships would be in a really good place.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Rendiff
The Scope
Gallente Federation
#4253 - 2013-09-27 21:22:58 UTC
MeBiatch wrote:
i would like to see the stasis webbifier bonus mitigated to the bastion mod. and with the idea of Scripts for the bastion mod i would do this.

for the damage script i would add the strength bonus to webs and for the range scirpt i would add range to webbs.

i would call one script the "close range script" and the other the "long range script"

bonus for close range script:
10% bonus to large turret damage and rate of fire
10% bonus to cruise/torp/rapid missile launcher damage/rate of fire
37.5% bonus to stasis webifier strength


then for the long range one:
Extends all large turret falloff and optimal by 25%
Increases all large missile max velocity by 25%
250% increase in range of stasis webs.

then without scripts:
5% bonus to large turret damage and rate of fire
5% bonus to cruise/torp/rapid missile launcher damage/rate of fire
18.75% bonus to stasis webifier strength
Extends all large turret falloff and optimal by 12.5%
Increases all large missile max velocity by 12.5%
125% increase in range of stasis webs.

i would also bring back the 30% bonus to resists but only for hull.

if ccp did this along with adding the role bonus to target spectrum breakers i think the ships would be in a really good place.




I really really really like this idea.
Sobaan Tali
Caldari Quick Reaction Force
#4254 - 2013-09-27 22:43:29 UTC
Rendiff wrote:
MeBiatch wrote:
i would like to see the stasis webbifier bonus mitigated to the bastion mod. and with the idea of Scripts for the bastion mod i would do this.

for the damage script i would add the strength bonus to webs and for the range scirpt i would add range to webbs.

i would call one script the "close range script" and the other the "long range script"

bonus for close range script:
10% bonus to large turret damage and rate of fire
10% bonus to cruise/torp/rapid missile launcher damage/rate of fire
37.5% bonus to stasis webifier strength


then for the long range one:
Extends all large turret falloff and optimal by 25%
Increases all large missile max velocity by 25%
250% increase in range of stasis webs.

then without scripts:
5% bonus to large turret damage and rate of fire
5% bonus to cruise/torp/rapid missile launcher damage/rate of fire
18.75% bonus to stasis webifier strength
Extends all large turret falloff and optimal by 12.5%
Increases all large missile max velocity by 12.5%
125% increase in range of stasis webs.

i would also bring back the 30% bonus to resists but only for hull.

if ccp did this along with adding the role bonus to target spectrum breakers i think the ships would be in a really good place.




I really really really like this idea.


Dito. The nice thing about it is that if CCP is content with forcing the player to use a mod to make a ship even somewhat viable for anything, at least an idea like this gives the player some options. "I need to go into bastion, now there are some ways I can do this...do I need range or do I need damage" looks a lot better than CCP's current "one-trick pony" bastion mod.

Either way, I think I'm done with this whole "Marauder Rebalance" business. I've already bought a CNR and have plans to later get a Napoc, while my marauders both sit in station for now. Once November comes and goes, if marauders get shafted, then I simply take them both to a trade hub for selling. It'll be sad to see them go (esp the paladin, really love that laser beast), but no sense just hoping with crossed fingers. Having Marauders V use to feel good, now it just feels embarrassing.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Narcotic Gryffin
Digital Mercenaries Inc.
#4255 - 2013-09-27 23:19:29 UTC
MeBiatch wrote:
Narcotic Gryffin wrote:
good points


yeah ok ditch both ideas. as you did mention soe ships...

not sure if i support a salvage bonus as thats really pve and steps on the noctice. and you can allways use salavage drones anyways...

though i am going to hatch my idea from earlier in the thread.

a bonus to target spectrum breakers. remove the targeting penalty.

i mean a ship designed to go into mini siege mode meshes perfectly with a the TSB. and would have direct pvp/pve ramifications.


Tbh I've never played with a TSB before and have no idea how effective it is pvp or pve (can someone look into the difference?).

I am in some agreement with you that there should be a damage buff to the Bastion module, maybe not in the form of scripts but I do feel that if I were to make a comparison we should look at the siege tank from starcraft awesome damage and and range at a cost of immobility for 60 seconds and not much can be done up close.

I'll give you the scripts idea is nice however in the terms that you put it in a "close range script" and a "long range script" its kind of like saying the difference between pulse and beam lasers isn't there, because I can just switch a script and be the jack of all trades. Seems a little too much of an advantage.

http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg

MeBiatch
GRR GOONS
#4256 - 2013-09-27 23:50:47 UTC  |  Edited by: MeBiatch
Narcotic Gryffin wrote:


Tbh I've never played with a TSB before and have no idea how effective it is pvp or pve (can someone look into the difference?).

I am in some agreement with you that there should be a damage buff to the Bastion module, maybe not in the form of scripts but I do feel that if I were to make a comparison we should look at the siege tank from starcraft awesome damage and and range at a cost of immobility for 60 seconds and not much can be done up close.

I'll give you the scripts idea is nice however in the terms that you put it in a "close range script" and a "long range script" its kind of like saying the difference between pulse and beam lasers isn't there, because I can just switch a script and be the jack of all trades. Seems a little too much of an advantage.


well there are tradeoffs like with the rate of fire increase also increases cap usage for energy and hybrids...

plus to change scripts you have to go out of bastion mod and load the new script and then go back in... so its not instant it takes atleast one minute. furthermore you could be under lots of incoming damage and it might not be worth it to leave bastion cuss your tank would break.

mostly the TSB is not used because it means when active you loose 25% scan resolution plus friendly cannot lock you and so you cant get RR.

but that does not matter with the bastion mod because you cant get RR anyways. so they would go hand in hand.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Narcotic Gryffin
Digital Mercenaries Inc.
#4257 - 2013-09-28 01:46:05 UTC
MeBiatch wrote:
Narcotic Gryffin wrote:


Tbh I've never played with a TSB before and have no idea how effective it is pvp or pve (can someone look into the difference?).

I am in some agreement with you that there should be a damage buff to the Bastion module, maybe not in the form of scripts but I do feel that if I were to make a comparison we should look at the siege tank from starcraft awesome damage and and range at a cost of immobility for 60 seconds and not much can be done up close.

I'll give you the scripts idea is nice however in the terms that you put it in a "close range script" and a "long range script" its kind of like saying the difference between pulse and beam lasers isn't there, because I can just switch a script and be the jack of all trades. Seems a little too much of an advantage.


well there are tradeoffs like with the rate of fire increase also increases cap usage for energy and hybrids...

plus to change scripts you have to go out of bastion mod and load the new script and then go back in... so its not instant it takes atleast one minute. furthermore you could be under lots of incoming damage and it might not be worth it to leave bastion cuss your tank would break.

mostly the TSB is not used because it means when active you loose 25% scan resolution plus friendly cannot lock you and so you cant get RR.

but that does not matter with the bastion mod because you cant get RR anyways. so they would go hand in hand.


Well under those circumstances they would be a much more viable option and testable. I'm just not sure CCP would have the time for that much detail on marauders till the expansion thats quiet a few restricting circumstances which means more work for CCP. Also does the TSB work as well for PVE or do they pretty much just relock really quick?

http://www.sortius-is-a-geek.com/wp-content/uploads/2013/10/history-channel-hd-aliens-thumb.jpg

MeBiatch
GRR GOONS
#4258 - 2013-09-28 02:13:39 UTC
Narcotic Gryffin wrote:


Well under those circumstances they would be a much more viable option and testable. I'm just not sure CCP would have the time for that much detail on marauders till the expansion thats quiet a few restricting circumstances which means more work for CCP. Also does the TSB work as well for PVE or do they pretty much just relock really quick?


AFAIK there is no 20 second lock break as seen with ecm. its the trade off of breaking every ships lock vrs one.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#4259 - 2013-09-28 06:00:01 UTC  |  Edited by: Wedgetail
Sobaan Tali wrote:
Rendiff wrote:
MeBiatch wrote:
i would like to see the stasis webbifier bonus mitigated to the bastion mod. and with the idea of Scripts for the bastion mod i would do this.

for the damage script i would add the strength bonus to webs and for the range scirpt i would add range to webbs.

i would call one script the "close range script" and the other the "long range script"

bonus for close range script:
10% bonus to large turret damage and rate of fire
10% bonus to cruise/torp/rapid missile launcher damage/rate of fire
37.5% bonus to stasis webifier strength


then for the long range one:
Extends all large turret falloff and optimal by 25%
Increases all large missile max velocity by 25%
250% increase in range of stasis webs.

then without scripts:
5% bonus to large turret damage and rate of fire
5% bonus to cruise/torp/rapid missile launcher damage/rate of fire
18.75% bonus to stasis webifier strength
Extends all large turret falloff and optimal by 12.5%
Increases all large missile max velocity by 12.5%
125% increase in range of stasis webs.

i would also bring back the 30% bonus to resists but only for hull.

if ccp did this along with adding the role bonus to target spectrum breakers i think the ships would be in a really good place.




I really really really like this idea.


Dito. The nice thing about it is that if CCP is content with forcing the player to use a mod to make a ship even somewhat viable for anything, at least an idea like this gives the player some options. "I need to go into bastion, now there are some ways I can do this...do I need range or do I need damage" looks a lot better than CCP's current "one-trick pony" bastion mod.

Either way, I think I'm done with this whole "Marauder Rebalance" business. I've already bought a CNR and have plans to later get a Napoc, while my marauders both sit in station for now. Once November comes and goes, if marauders get shafted, then I simply take them both to a trade hub for selling. It'll be sad to see them go (esp the paladin, really love that laser beast), but no sense just hoping with crossed fingers. Having Marauders V use to feel good, now it just feels embarrassing.



the team at CCP has already been presented with options that operate on this principle and they have been completely disregarded, they are apparently set on forcing through yet another of their 'no real implementation effort' changes just to see the realization of what they think they want to be there, so our only real option is to watch it happen, not use marauders OR bastion, and watch them wonder why no one's using this cool new toy they gave everyone.

as for the target spectrum breaker module, it increases in 'strength' for every ship that has a target lock on yours, so the more people targeting you the more likely it becomes that they all lose target lock, friends and foes alike.

good move to have i think but there's a reason no one makes common use of the module - I can't begin to reasonably suggest what it is as i have never looked into their use with any real seriousness but i believe it's likely to be in preference of saving the mid slots on battleships for something more immediately useful like tank or tracking.
STush T
House of Tuachair
#4260 - 2013-09-28 06:39:50 UTC
I fly a Paladin so will only comment on it,

I use T2 pulses, I have a MWD fit for maneuvering, I dont bother with a web since I used it only once in a great while, so i just let the drones take care of the frigates. What i really want for my paladin is tractor beams that are faster, a big buff to salvage cycle time, and the biggest complaint though is having to rely on drones for dps when scorch is reduced to 5km.

So with the new setup it might look like this,
-Beams for the reach after the 100km jump,
-Deploy the new tractor beam platform thing and hopefully it reaches the wrecks, otherwise your slowboating it, very slowly. . .
-salvagers in the 3 utility slots since it still doesnt have a salvager bonus
-Since there are beams on it, cruisers will get under the guns, but to far for the web, so the web is limited on its use. . . still, so more use of the drones except now its only light drones. So in sansha blockade that means that your paladin is using light drones to take out both cruisers and frigates, while your guns are useless. Could mjd, but your guns are still useless because of the ewar and now your drones are out of reach sooo. . . not effective, however
-with the bastion mod on, you could jump, deploy, snipe away. Seems effective, looking forward to it , but. . .still no use for the web so ill just keep ignoring that bonus.

I guess in the end, for me, I like it, except for the lack of salvager bonus, and need to rely on the tractor beam platform, which is alright assuming its small enough to fit in the cargo bay and still leave room for loot and salvage, and it still has the web bonus which is useless for pve, but hey, pvpers have fun. Wish there was some way to increase the DPS. . .

It will be interesting to see how this is used.

ps, 213 posts, really, does anyone read posts on pages 4 through 213?