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[Rubicon] Marauder rebalancing

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baltec1
Bat Country
Pandemic Horde
#5381 - 2013-10-12 16:07:04 UTC  |  Edited by: baltec1
MeBiatch wrote:
baltec1 wrote:

Same firepower as t1 BS so its not lacking in firepower.



welll tbh it did loose some dps due to loss of drones... thats a givin


moreover ships like hacs get much more dps then tech I crusiers... so i do not see that much logic is saying well it has same dps as a tech I bs.

honestly 10% damage bonus in bastion and that will make a world of difference.

that and make the range bonus not stack. or increase it if you want it to.


Just because its a t2 ship doesn't mean it should get more damage. In practice its the same firepower as t1 hulls as most of the time you either don't have drones out or if you do they are almost always lights. With the bonuses the ship does effectively get a damage bonus in application at longer ranges than the t1 ship.
Cassius Invictus
Viziam
Amarr Empire
#5382 - 2013-10-12 16:20:36 UTC  |  Edited by: Cassius Invictus
MeBiatch wrote:
Cassius Invictus wrote:
Ok so marauders are now more or less better at lvl 4 missions. Their PvP application is unknown but crap probably. They now need to be made usable in wh and incursions to make them the ultimate PvE ship. We know that Devs won't make any drastic changes so how about:

1) Unnerf the hull (speed, agility and base hp)

2) Move bastion resist bonus onto hull.

3) Add low (kronos/paladin) / mid (vargur/golem) slot for more tank/gank.

4) Make the hull repair bonus also affect rr bonus (this may become to OP with resists on hull...)

Thats it. Points 3 and 4 are not even that needed but would be nice.



2. no. most i would agree to is giving the ships the old "field command ship" tech II resistance and then the bastion mod getting standard DCU II resists for armor and shield but remains the 30% for hull


Hmm, I don't quite understand you. You would like T2 resist more? Problem is that they suck for Paladin and Vargur in Level 4 missions. And since most pilots flying marauders use them for lvl 4 than would **** them off (and rightly so). Having a high omni resists should be the signature mark for marauders. But not linked to bastion because it sucks on incursions and wh. From my testing on Sisi u wont even need a bastion for most lvl 4 missions (thats for Paladin who does not need the extra range - don't know about others...)
Evangelina Nolen
Sama Guild
#5383 - 2013-10-12 16:54:29 UTC
Maruaders need to hull bonus to reduce MJD spool up time to 0 or near instant. That way I can MJD right as bastion ends.
Xequecal
Ministry of War
Amarr Empire
#5384 - 2013-10-12 17:04:47 UTC
Cassius Invictus wrote:
Ok so marauders are now more or less better at lvl 4 missions. Their PvP application is unknown but crap probably. They now need to be made usable in wh and incursions to make them the ultimate PvE ship. We know that Devs won't make any drastic changes so how about:


Uhm, they're incredible in WHs, since WH mechanics make it hard to blob them and break the tank.
Cassius Invictus
Viziam
Amarr Empire
#5385 - 2013-10-12 17:12:00 UTC
Xequecal wrote:
Cassius Invictus wrote:
Ok so marauders are now more or less better at lvl 4 missions. Their PvP application is unknown but crap probably. They now need to be made usable in wh and incursions to make them the ultimate PvE ship. We know that Devs won't make any drastic changes so how about:


Uhm, they're incredible in WHs, since WH mechanics make it hard to blob them and break the tank.


As a class 5 wh citizen I would disagree.

1) PvE: since u can't get rr u are dead in 10 sec against capital spawn sleepers.

2) PvP: a gang of 20+ T3 and Commands will eat your tank instantly. Hell, they may even alpha you. Also a lone dread will just obliterate any number of marauders
baltec1
Bat Country
Pandemic Horde
#5386 - 2013-10-12 17:25:17 UTC
Cassius Invictus wrote:

2) PvP: a gang of 20+ T3 and Commands will eat your tank instantly. Hell, they may even alpha you. Also a lone dread will just obliterate any number of marauders


What makes you think you should have an easy time taking on 20+ T3 ships or a dread (which wont get dropped on you outside of sisi) solo?
Joe Risalo
State War Academy
Caldari State
#5387 - 2013-10-12 17:29:03 UTC
baltec1 wrote:
Cassius Invictus wrote:

2) PvP: a gang of 20+ T3 and Commands will eat your tank instantly. Hell, they may even alpha you. Also a lone dread will just obliterate any number of marauders


What makes you think you should have an easy time taking on 20+ T3 ships or a dread (which wont get dropped on you outside of sisi) solo?


Uhh, yeah... Isn't anything dead if you drop 20+ t3 and command on it?
How does this make the Marauder any weaker?
Cassius Invictus
Viziam
Amarr Empire
#5388 - 2013-10-12 17:45:38 UTC
baltec1 wrote:
Cassius Invictus wrote:

2) PvP: a gang of 20+ T3 and Commands will eat your tank instantly. Hell, they may even alpha you. Also a lone dread will just obliterate any number of marauders


What makes you think you should have an easy time taking on 20+ T3 ships or a dread (which wont get dropped on you outside of sisi) solo?


Coz my T3 or command will get rr and marauder wont...? A dread wont be dropped on me? Man you clearly have no idea about wh warfare...
Ralph King-Griffin
New Eden Tech Support
#5389 - 2013-10-12 17:48:58 UTC
Cassius Invictus wrote:
baltec1 wrote:
Cassius Invictus wrote:

2) PvP: a gang of 20+ T3 and Commands will eat your tank instantly. Hell, they may even alpha you. Also a lone dread will just obliterate any number of marauders


What makes you think you should have an easy time taking on 20+ T3 ships or a dread (which wont get dropped on you outside of sisi) solo?


Coz my T3 or command will get rr and marauder wont...? A dread wont be dropped on me? Man you clearly have no idea about wh warfare...

Has it accrued to you that they'r not ment to.
baltec1
Bat Country
Pandemic Horde
#5390 - 2013-10-12 17:51:54 UTC
Cassius Invictus wrote:


Coz my T3 or command will get rr and marauder wont...? A dread wont be dropped on me? Man you clearly have no idea about wh warfare...


They arnt a big fleet ship and the vast bulk of space will not see a dread deployed on a 1 bil BS.
Dorororo
Keroro Platoon
#5391 - 2013-10-12 18:26:46 UTC
Joe Risalo wrote:
Dinsdale Pirannha wrote:


I have run the ships.
And the changes are death for those that run them in Incursions.
They are simply not nearly as effective as they once were in VG's, and countless other BS's now surpass them, and that will be proven out starting Nov 19th.

Clearly, I am fighting a losing battle, as usual, as the majority of people here are focusing on the PvP aspects (which will never be used as the hull is way too expensive), and it is clear the dev's are in that camp, and more than happy to put yet another dent in high sec income.



Uhh, I think most of the people that like and are defending this build are those that like the solo aspects of this ship.

I personally love that I can run lvl 4 missions with no problem, and there are a lot of people that love the potential with these ships in solo pve.

That said, CCP has already stated that they nerfed the hulls too much.
It's possible that the base hulls will be made usable again.


Joe, to be honest, 95% of your satisfaction with the new Golem is because of the switch to cruise missiles. Go on TQ now and refit your Golem to cruise (you can put on MJD if you want since you seem to like it) and you'll find it performs just as well. Tanks everything and kills everything no problem.
Octoven
Stellar Production
#5392 - 2013-10-12 18:29:35 UTC
I've read a few of the threads here but I'd like to just address the changes and provide my input. CCP...what hell were you thinking? I can't begin to even think of where to start, but since i must lets just focus on generalizations.

You have 4 ships here that granted fly and perform differently, but are completely out of balance with each other. It's almost alien to be honest. The golem is keeping its TP bonus while the paladin and kronos lose web bonus.

Let's focus on one particular ship, the paladin for instance. Traditionally the paladin has mainly been seen as a pve only ship and there are a couple reason for this but the primary of which is just price alone. I would be more enticed to fly a T3 ship into pvp than a paladin keeping in mind that a T3 can get pretty far up there in price. At least with a T3 I get flexibility. Granted T2s SHOULD be specialized; however, you seem to have approached it wrong here. You have black ops that are quite stealthy and you have marauders which you could have made quite great with insanely high DPS.

To put it in perspective you would have black ops doing less dps than a marauder and than the marauder doing far more than a T1 or black ops...similar to the way T2 ammo works in relation to T1 ammo. Anti-ship missiles hit harder but lack distance, long range lack dps but shoot further, and T1 ammo is about average of the two. Instead, you have turn the marauder into nothing more than a locked down bucket of bolts that is made to be a tank.

Bastion mode is a nice thought process but what is going to win it for marauders isn't sitting still tanking the **** out of something poorly, its going to be ripping T1 BSes, T1, and T2 BCs to shreds. Essentially you now have a ship that sits completely still for 1 min (keeping in mind most smaller engagements rarely go passed 2 min).

For the life of me I can't see the need to put a MJD bonus on them either. They are bulky battleships that move slow. Granted you can use MJDs tactically effective, but that is mostly in defensive stances. Assuming you are fighting a couple of cruisers or frigs, lets say you MJD out to 100km. Now you can snip and blap yes? Absolutely not. Those frigs are going to burn in on your ass, and if you are a golem you're screwed as straight and fast is the best way to avoid missile dmg. You put yourself in Bastion mode at that point and now you are stuck for one min, assuming you survive the minute and a cruiser or frig scrams you...your MJD is now useless.

Essentially you turned marauders into sniping battleships that cant move for a minute, its insane. Not to mention if you lose your drones in a pally then you are truly ****** as you no longer get that web bonus.

There are three ships that use those types of mods and makes them unable to move carriers, dreads, and rorqual. All of which can have INSANELY higher HP than a marauder ever will. I appreciate the fact you are trying to close the gap between capitals and subcaps but the mod is a bit ridiculous. It wouldn't be nearly as bad without the web bonus. If you want to keep bastion mode great, but to completely stop a ship to use it is a bit under-powered. Perhaps a slower rate of travel while it is active ( a speed penalty if you will) like non-covert ops cloaks work. Slow the speed to maybe 1/2 or 2/3rds of max velocity without the mod on.

It almost seems counter productive to have a module that gets you 100km out which implies an agile battleship yet another module that completely stops you. Its almost like putting MWD bonuses on a carrier or dread and have the triage and siege mods respectively....doesnt make since.

So my suggestions would be allow the marauders to be more mobile with bastion on, slap the web bonuses back on the kronos and pally...i believe the Vargur has turret tracking (not sure if that is removed). To be honest you killed the drone capacity on marauders and you take away their tracking and web bonus...where does the anti-frigate defense kick in? I mean its ok sort of if you have a complete fleet supporting you...but to be honest T1 battleships can defend themselves better than a bloody marauder.

It seems you guys once again have tried to push changes out and you did a great job notifying us in advance...but you failed in following through, you decide to completely change it and remove the webs a month before an expansion is released? That will be what really sells it for me will be the web.
Dinsdale Pirannha
Pirannha Corp
#5393 - 2013-10-12 18:35:15 UTC
Joe Risalo wrote:
MeBiatch wrote:
baltec1 wrote:

Same firepower as t1 BS so its not lacking in firepower.



welll tbh it did loose some dps due to loss of drones... thats a givin


moreover ships like hacs get much more dps then tech I crusiers... so i do not see that much logic is saying well it has same dps as a tech I bs.

honestly 10% damage bonus in bastion and that will make a world of difference.

that and make the range bonus not stack. or increase it if you want it to.


I'm not gonna lie, more dps is always nice, but at the same time it may break the ships and CCP might mistakingly nerf the wrong things to fix it...


Just leave the effective DPS as is.
That means leaving the drone bay alone, and the webbing
Joe Risalo
State War Academy
Caldari State
#5394 - 2013-10-12 18:36:01 UTC
Dorororo wrote:
Joe Risalo wrote:
Dinsdale Pirannha wrote:


I have run the ships.
And the changes are death for those that run them in Incursions.
They are simply not nearly as effective as they once were in VG's, and countless other BS's now surpass them, and that will be proven out starting Nov 19th.

Clearly, I am fighting a losing battle, as usual, as the majority of people here are focusing on the PvP aspects (which will never be used as the hull is way too expensive), and it is clear the dev's are in that camp, and more than happy to put yet another dent in high sec income.



Uhh, I think most of the people that like and are defending this build are those that like the solo aspects of this ship.

I personally love that I can run lvl 4 missions with no problem, and there are a lot of people that love the potential with these ships in solo pve.

That said, CCP has already stated that they nerfed the hulls too much.
It's possible that the base hulls will be made usable again.


Joe, to be honest, 95% of your satisfaction with the new Golem is because of the switch to cruise missiles. Go on TQ now and refit your Golem to cruise (you can put on MJD if you want since you seem to like it) and you'll find it performs just as well. Tanks everything and kills everything no problem.


Oh yes, turn it around so that it appears the ship doesn't suck cause now cruise missiles are better...

Do cruise missiles getting buffed help the Golem?
Of course it does

However, I still can't fly one in at least 50% of Caldari missions due to jams.
You can't fly them in at least 50% of Gallente missions due to damps.
If you fly in Minmatar space, you get death by target painter.
If you fly in Amarr space, you get death by neut.


There is no reason why anyone should consider the marauders on TQ better than what is provided with bastion.

Better range, better tank, ewar immunity, awesome MJD CD time.

Even with being locked down by Bastion, these ships still have a much better chance of survival in both pve and pvp than they have EVER had before.

If you don't believe this, you're simply pushing for an uber pvp ship.
These ships have been pve focused since they were designed, and CCP knows damn good and well that if they change them to pvp focus, the forums with burn with rage and so will Jita... again...

If you don't like them, THEN DON'T FLY THEM!!!
You have tons of other ships to choose from if you want a pvp ship....

You want a ship comperable to a pirate ship, then fly a freaking pirate ship...
MeBiatch
GRR GOONS
#5395 - 2013-10-12 18:42:35 UTC
Cassius Invictus wrote:
MeBiatch wrote:
Cassius Invictus wrote:
Ok so marauders are now more or less better at lvl 4 missions. Their PvP application is unknown but crap probably. They now need to be made usable in wh and incursions to make them the ultimate PvE ship. We know that Devs won't make any drastic changes so how about:

1) Unnerf the hull (speed, agility and base hp)

2) Move bastion resist bonus onto hull.

3) Add low (kronos/paladin) / mid (vargur/golem) slot for more tank/gank.

4) Make the hull repair bonus also affect rr bonus (this may become to OP with resists on hull...)

Thats it. Points 3 and 4 are not even that needed but would be nice.



2. no. most i would agree to is giving the ships the old "field command ship" tech II resistance and then the bastion mod getting standard DCU II resists for armor and shield but remains the 30% for hull


Hmm, I don't quite understand you. You would like T2 resist more? Problem is that they suck for Paladin and Vargur in Level 4 missions. And since most pilots flying marauders use them for lvl 4 than would **** them off (and rightly so). Having a high omni resists should be the signature mark for marauders. But not linked to bastion because it sucks on incursions and wh. From my testing on Sisi u wont even need a bastion for most lvl 4 missions (thats for Paladin who does not need the extra range - don't know about others...)


the 30% outside of bastion mode would make the bastion module obsolete as it's arguable the most most powerful bonus it gets.

moreover allot of people like tech ii resists as it makes omni tanks rather easy as there are only two hole to fill.

also afaik thermal is the most used damage type for npc almost always being primary or secondary damage type. So I fail to see giving field command tech ii resist would hurt the ship. If anything it would make fitting a high tesist tank easier and give the ship good resists outside of bastion mode.

if you have an old version of eft compare the resist profile of an astarte to the sisi knronos in Bastion mode.

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

Ugh ti-di pooping makes me sad.

Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#5396 - 2013-10-12 18:46:47 UTC
The Djego wrote:
Ranger 1 wrote:
Kagura Nikon wrote:
baltec1 wrote:
Kagura Nikon wrote:



These nerfs are NOT because of PVP.. they are there because of BASTIOn that is a compeltely PVE focused module (because in PVP those capabilities are useles).

THe only PVP buff was the MJD bonus.


Because the more range, E-War immunity and super tank is of no worth in PvPRoll



The range that is irrelevant sicne you cannot move? The Ewar immunity that is near irrelevant since you are less dangerous than a T1 battleship and therefore not gonna be the primary focus of the Ewar boats?

The super tnak that wil ljust make the rest of your fleet die before you,, because they have a full minute they do not need to worry of you runnign away?

This is an amusingly narrow view of how combat takes place in EVE.

Yes, there will be situations where a Marauder component in your fleet will be a poor choice, but not all... not by a long shot.


Marauders are useless in fleets, because the tank will gimp your gank, if it is tanked it will not get shoot till more important stuff is down and it can't even be RRed. People don't bring active tanked Hypes or Mealstorm to fleets, why should they bring a even more expensive ship that can't even get RR? The answer is because again it is pointless. Active tanking is a very small niche in pvp, and balancing the hull around it plus gimping it in any other area that matters makes them overall far more niche than they already where and removes her usefulness in her current niches for the most part on top of it.

Btw the bastion is also very crappy for 99% of the pve stuff, since you don't need that much tank for most stuff and the inability to move plus the speed nerf make them considerable worse, not to mention that bastion is completely useless for RR pve environments like Incs or WH, while the removal of the web bonus and drones really hurts the hull there.


Quote for greater Justice.

Could not quote it often enough :(

anyway - CCP will notice what they are doing with them half a decade later, so there are still hopes..
Zach meii
From the Depths into Lights and Shadows
#5397 - 2013-10-12 18:47:27 UTC
Desert Ice78 wrote:
My thoughts: When they were introduced after Trinity, the purpose of the marauder class battleships was PvE, and PvE only. The high price, the horrible sig radius, and terrible sensor strength; all for the purpose to make them useless in combat (with the notable exception of some Alliance Tournements.)That was their role, and since then, they have done their job, when and where expected.

So I fail to understand CCP's current charge in trying to force these adequately preforming ships into new or additional roles, a move which looks dangerously like it will end with these ships trying to multi-task, but end up preforming in none. If I want to field a billion ISK ship, I'll bring my carrier. Capital tank, capital dps, and capital fleet.

My golem exterminates rats, and it works just fine.



Sorry to say it ccp - and the rest of you guys

But he has a point. _ THE animations look cool,. don't get us (the player base) wrong..

But why not remove the *bastion* module, and just give the marauder the bastion mode.. *similar to jump bridging on BlOps*

Slow the ship heaps, (my idea is 87.5% base with 4-5% reduction per skill level) disable prop mod, eg.. mjd, mwd, ab..

READ: **reduce** the effectiveness of ALL Incomming EW - Friendly or not.. Isolate the ship
Chance to jam reduce 70% - or more
RR Effectiveness to the same equivalent as Armor resist % *for that balance*
Keep the Local rep bonus as they are. . . - Maybe even buff them *or the reload times for Assisted Reppers* -
Incapable of jumping/gating/warping etc.. *weapons timer honestly?*


If your going to take their ability to salvage/loot the field and operate their Solo Operational Capacity, They are meant to be sustainable in hostile combat areas.. Like Advance Guard.

Right?? i mean thats the description. says so right on the ship.. So if this is such a badass ship ( Hold up let me explain where i'm going.. I've been making plans to use these with boosters.. and their just REdiculiously Op... ) Remove the ships fleet bonus's - Atleast while in bastion. . or this ***** just crazy.. - there i said it.. Give it Something to make it a true marauder, Pillaging Raping that whole Nordic traditional Essence.

Don't make them 0.0 Gardeners of the Rats. Make them something people want to use on frontline because they are Fully awesome.. Because they Are Hell raising.

Disable Bastion in Highsec - let the highsec pos's continue to feel safe - And let the lvl4 mission bots *ahem* people be happy doing what their doing -
driving This economy.


Basically ..........................

Marauders Bastion mode should be the Warp core of the ship exposed to space Venting radiation arround the local gravity centre *your marauder* Making it damn near impossible to effect systems on that ship *friendly or Hostile* Being a warp core, it influences gravity ergo More power heavier ship, using the power from that part of your ship to increase other stats - eg Guns -sensor to maintain target lock through the intense radiation- Shield/Armor and Capacitor

--Bastion shouldn't be a *module* but a skill, Like Jumping on a BlOps.
--Massive reduction in Speed 70-80%
--Massive reduction on EW or Remote Logistics *including sensory ew*

Huge Increase in Capacitor Charge and Recharge rate -
Increases in all Offensive systems *Eg Drone Bandwidth and gun damage and projection* target painter effectiveness etc... etc..
larger drone bays. . .

Excerpt from the Kronos - "Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines." - That requires new flights of drones...

Make them the Hulks of eve, chew up and spit out all lesser foe.

Sig bonus to webber / tp effectiveness.. bad on frigs *not toally ineffective* but stops battleships in their tracks..

I mean this is in 4 hours of reading this Thread.. and talking to other players..

Its nice you realise Marauders should live up too their keep sake.. but the animation is about the only Cool thing your doing right now..

So +4 for the art team but No Kudos for the rest of it so far.. Maybe look up the meaning of Marauder. and envision what the pinnacle of Gate faring Technology in new eden should be...

As Always fly safe.. i'll be seeing you out there..
Dorororo
Keroro Platoon
#5398 - 2013-10-12 19:09:34 UTC  |  Edited by: Dorororo
Joe Risalo wrote:


Oh yes, turn it around so that it appears the ship doesn't suck cause now cruise missiles are better...

Do cruise missiles getting buffed help the Golem?
Of course it does

However, I still can't fly one in at least 50% of Caldari missions due to jams.
You can't fly them in at least 50% of Gallente missions due to damps.
If you fly in Minmatar space, you get death by target painter.
If you fly in Amarr space, you get death by neut.


There is no reason why anyone should consider the marauders on TQ better than what is provided with bastion.

Better range, better tank, ewar immunity, awesome MJD CD time.

Even with being locked down by Bastion, these ships still have a much better chance of survival in both pve and pvp than they have EVER had before.

If you don't believe this, you're simply pushing for an uber pvp ship.
These ships have been pve focused since they were designed, and CCP knows damn good and well that if they change them to pvp focus, the forums with burn with rage and so will Jita... again...

If you don't like them, THEN DON'T FLY THEM!!!
You have tons of other ships to choose from if you want a pvp ship....

You want a ship comperable to a pirate ship, then fly a freaking pirate ship...


Not sure where you're coming from here. I am a 100% PVE player, I could care less about Marauder PVP viability. I am flying my Golem in Amarr space RIGHT NOW and I could care less about neuts. Why? Because I don't use an XL booster that sucks my cap dry in 1 min and I can just kite/tank with perm AB running.

Better range? I don't need to shoot 300 km with cruise missiles. Better tank? Sure, but cruise golem tanked perfectly fine already. Your problem was you were using torps (to be frank I tanked fine when I was using torps too...) MJD CD time is nice, but most of the time you can MJD out, kill everything with cruises, then MJD back to gate already. You don't clear rooms in less than 3 min unless you have "god-mode kill everything button" anyway, so the current 3 min MJD CD is perfectly fine.

What I want is for my Marauder to fly the way it does currently (loot as I go), not be nerfed for a Bastion module that is extremely niche in its use.

My point to you is that you should go on TQ, refit your Golem with Cruise and MJD, and see for yourself that all your happiness about the SiSi version already exists on TQ. Bastion just slows you down. The saving grace is the e-war immunity, which is probably the only reason I would ever turn on Bastion.
Joe Risalo
State War Academy
Caldari State
#5399 - 2013-10-12 19:18:04 UTC
Dorororo wrote:
Joe Risalo wrote:


Oh yes, turn it around so that it appears the ship doesn't suck cause now cruise missiles are better...

Do cruise missiles getting buffed help the Golem?
Of course it does

However, I still can't fly one in at least 50% of Caldari missions due to jams.
You can't fly them in at least 50% of Gallente missions due to damps.
If you fly in Minmatar space, you get death by target painter.
If you fly in Amarr space, you get death by neut.


There is no reason why anyone should consider the marauders on TQ better than what is provided with bastion.

Better range, better tank, ewar immunity, awesome MJD CD time.

Even with being locked down by Bastion, these ships still have a much better chance of survival in both pve and pvp than they have EVER had before.

If you don't believe this, you're simply pushing for an uber pvp ship.
These ships have been pve focused since they were designed, and CCP knows damn good and well that if they change them to pvp focus, the forums with burn with rage and so will Jita... again...

If you don't like them, THEN DON'T FLY THEM!!!
You have tons of other ships to choose from if you want a pvp ship....

You want a ship comperable to a pirate ship, then fly a freaking pirate ship...


Not sure where you're coming from here. I am a 100% PVE player, I could care less about Marauder PVP viability. I am flying my Golem in Amarr space RIGHT NOW and I could care less about neuts. Why? Because I don't use an XL booster that sucks my cap dry in 1 min and I can just kite/tank with perm AB running.

Better range? I don't need to shoot 300 km with cruise missiles. Better tank? Sure, but cruise golem tanked perfectly fine already. Your problem was you were using torps (to be frank I tanked fine when I was using torps too...) MJD CD time is nice, but most of the time you can MJD out, kill everything with cruises, then MJD back to gate already. You don't clear rooms in less than 3 min unless you have "god-mode kill everything button" anyway, so the current 3 min MJD CD is perfectly fine.

What I want is for my Marauder to fly the way it does currently (loot as I go), not be nerfed for a Bastion module that is extremely niche in its use.

My point to you is that you should go on TQ, refit your Golem with Cruise and MJD, and see for yourself that all your happiness about the SiSi version already exists on TQ. Bastion just slows you down. The saving grace is the e-war immunity, which is probably the only reason I would ever turn on Bastion.



CCP has plans to revert some of the nerfs to the hulls.

I'm hopeful that the nerf to velocity with be removed.

If this is the case, then your AB fit will be just as viable as it is on live.
You may have less EHP if they don't revert those nerfs, but in a ship that focuses on active tanking, it doesn't make much difference.

However, bastion is allowing these ships to do what they couldn't do prior to this change, which is fight any type of e-war.
Dorororo
Keroro Platoon
#5400 - 2013-10-12 19:30:06 UTC
Agreed, I'm actually pretty neutral about this change. Just that I noticed that you seem to be so excited about it and I wanted to point out that the only thing you are getting out of your Golem's Bastion is really e-war immunity (and a slight cap nerf). Everything else you can already do on TQ, that's all I'm saying. You can't give accurate feedback if you're essentially missing an iteration step in your experience with the ship, that being the Cruise Golem.

I don't deny that e-war immunity is really nice in missions, but everything else... meh.