These forums have been archived and are now read-only.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
Kusum Fawn
Perkone
Caldari State
#7201 - 2013-11-03 16:13:06 UTC
hmskrecik wrote:
Kusum Fawn wrote:
How can one like the new better then the old if one has never experienced the old?
you used three missions as your examples but have a stated tq time for only one. and one you have admitted to have never run on tq.

I did. I experienced both old and new, a report about which you ignored or just missed.


I have seemed to have missed it. can you link to where this is posted?

hmskrecik wrote:

For your convenience, Kronos' performance (measured by time to complete or by ticks) on test server is almost as good as Machariel's on TQ. Vargur's improvement is marginal but it already was almost on par with Mach.

If you insist on numbers, during typical good mission my Kronos on TQ earned 10-12 mil ticks while on SiSi it gets in 15-16 mil range without breaking a sweat.


Do these missions include salvage? How does the TQ Kronos match against the SiSi Kronos.

Where can the data for these mission/bounty tick averages be found ? They are supposed to be averages of numerous mission completions and salvage and module sales correct? are they running the same set of missions? and how do they compare within the same mission?

My bounty ticks are very different for running (serpentis/Gurista) worlds collide vs (EOM) gone berserk. what mission set is represented in your bounty averages?

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Mer88
Royal Amarr Institute
Amarr Empire
#7202 - 2013-11-03 16:27:31 UTC
Kane Fenris wrote:
Mer88 wrote:


ok explain this to me. I was in test server in a golem using 2x t2 rigors, 5 target painters, cruise missiles 4x bcs. went rattling on null sec belt. fired a few volleys at an angel bs he was using mwd for speed of 600m/s to 700m/s my volley damage was around 1000. normally it is 3.8k to 4.4k . As soon as the BS got close to me and speed went back to 200m/s i was doing full damage.

so please explain to me how mwd doesnt reduce missile damage?






i never said it would not (but you although i seriously doubt your given numbers from your sisi cause it would strongly deviate from TQ)

to my point you tried to make a point with a totally wrong example 150m/s / 2000 m/s would not be the factor of dmg reduction actually the factor would be way bigger thus you tried to make your point with false data so either you have no clue or are dishonest in your arguments.


I did not lie about the data, but i think they turned off the mwd so they were decelerating so the 500% sig boom was gone.
hmskrecik
TransMine Group
Gluten Free Cartel
#7203 - 2013-11-03 16:31:44 UTC
Kusum Fawn wrote:
hmskrecik wrote:
Kusum Fawn wrote:
How can one like the new better then the old if one has never experienced the old?
you used three missions as your examples but have a stated tq time for only one. and one you have admitted to have never run on tq.

I did. I experienced both old and new, a report about which you ignored or just missed.


I have seemed to have missed it. can you link to where this is posted?

Sorry, if you can't be arsed to click several pages back, neither am I.

Quote:
hmskrecik wrote:

For your convenience, Kronos' performance (measured by time to complete or by ticks) on test server is almost as good as Machariel's on TQ. Vargur's improvement is marginal but it already was almost on par with Mach.

If you insist on numbers, during typical good mission my Kronos on TQ earned 10-12 mil ticks while on SiSi it gets in 15-16 mil range without breaking a sweat.


Do these missions include salvage? How does the TQ Kronos match against the SiSi Kronos.

Where can the data for these mission/bounty tick averages be found ? They are supposed to be averages of numerous mission completions and salvage and module sales correct? are they running the same set of missions? and how do they compare within the same mission?

My bounty ticks are very different for running (serpentis/Gurista) worlds collide vs (EOM) gone berserk. what mission set is represented in your bounty averages?

I stated clearly, I measure by tick or by time to complete the mission. I don't count salvage nor LP conversion. Yes, they are part of total ISK/hr but they are not direct indicator of ship's performance.

I do not understand the matching question. I thought the numbers above are what you asked for.

As for ticks, I said typical good, so no averaging, only general good stuff but without extremes.

When I could I tried to compare the same missions but my notes are incomplete, so I can vouch only for Gone Berserk and for WC(serp/guri). SiSi vs. TQ times are respectively, 8 vs.9 minutes and 31 vs. 39.
Kane Fenris
NWP
#7204 - 2013-11-03 17:04:03 UTC
Mer88 wrote:
Kane Fenris wrote:
Mer88 wrote:


ok explain this to me. I was in test server in a golem using 2x t2 rigors, 5 target painters, cruise missiles 4x bcs. went rattling on null sec belt. fired a few volleys at an angel bs he was using mwd for speed of 600m/s to 700m/s my volley damage was around 1000. normally it is 3.8k to 4.4k . As soon as the BS got close to me and speed went back to 200m/s i was doing full damage.

so please explain to me how mwd doesnt reduce missile damage?






i never said it would not (but you although i seriously doubt your given numbers from your sisi cause it would strongly deviate from TQ)

to my point you tried to make a point with a totally wrong example 150m/s / 2000 m/s would not be the factor of dmg reduction actually the factor would be way bigger thus you tried to make your point with false data so either you have no clue or are dishonest in your arguments.


I did not lie about the data, but i think they turned off the mwd so they were decelerating so the 500% sig boom was gone.


this would make sense if you hit em before they slowed down but the mwd was alread turned off....
but it would partly invalidate your argument.
chaosgrimm
Synth Tech
#7205 - 2013-11-03 17:18:03 UTC  |  Edited by: chaosgrimm
baltec1 wrote:
chaosgrimm wrote:
baltec1 wrote:
Tsukinosuke wrote:



im sure you are enough smart to notice underlined parts is the cost of 125/125 drone bay - bandwidth.. anyway, it may be caused my bad speaking..

it is just a raw idea for sentry lovers, tbh, it is still better than asking for speed to hull which it is useless(and ridiculous) with bastion.. or better than comparing 3b-4b worth machariel fitting vs t2 fitting vargur..


Already worked out that if you give the kronos a full flight of heavies or sentries it would start out damaging armour vindicators.

I mean obviously dmg mods being equal, a kronos won't outdmg a vindi as the Vindi has an equal number of lows, an extra rig, 125 band, and starts out with a 10% advantage or so in raw turret dps.

I don't claim to know the finer details of running gallente boats, and it sounds like you have got exp running megathrons at the very least. Do you normally run vindis as well, and I know this is subjective, but do u think 125 bandwidth would ultimately make vindis an invalid choice for ppl able to run both?


Unlike the kronos the vindi cannot do a two slot tank. Then we have the blasters themselves. You will very rarely be able to fight inside void/antimatter range and when in null 9 times out of 10 you will be in falloff. The kronos will apply its blasters damage (which isnt that far behind) much better and with the drone damage mods the drones will far out damage the vindi's.



Thanks for the reply.

There are tanking differences definitely. I guess what I am trying to ask is if players who could use both for pvp and assuming the costs were the same, do you think vindis would be replaced for those players? The reason I am asking is because your arguments against damage increases throughout the thread have been to marauders completely overshadowing other ships (which is a valid concern no doubt). My personal belief is that there is room for a damage increase, considering the dps difference between the two, differences in bonuses, as well as the penalties for using bastion.

I will not argue/reply to the answers to these questions, the answers could even be just yes/no. (i really dont care about gallente all that much, im not a pvper and just want an opinion from one, and i think your prior posts seemed to indicated that you know megathrons well):

1) just to establish some additional credibility, do you typically use vindis in your normal pvp activities as well as megathrons?

2) do you believe that (assuming identical pricing) a kronos w/ 5 sentries will make the vindi obsolete amongst pvp players who have the ability to use both? or any dmg increase?
Anize Oramara
WarpTooZero
#7206 - 2013-11-03 17:30:23 UTC  |  Edited by: Anize Oramara
Shivanthar wrote:
Anize Oramara wrote:

As to the enjoyment, as it is currently I'd say my enjoyment has at least been doubled with Rubicon Vargur. I've been running and plexing my 2 accounts with solo vargur for more than a year before I moved to a wh corp. I still run missions every now and then because a little bit is fun every now and then.

Don't have the drone skills to say regarding sentry domis. I hear they are very good in anoms but it's too passive for me, too boring.

It's a lot of things actually. The rapid redeployment with 1min MJD. The auto salvaging of my salvage drones (only have to tractor the wrecks) the sitting in a room and never having to worry about my tank again. The not having to fly around so I can focus on prioritising targets and grabbing wrecks. The opening of wreck and the huge isk ticks I've been getting (18mill, 15mill, 13 mill)

I'd probably be ok with plexing my account on running anoms if I was part of a null corp. Just sitting there nuking wave after wave of enemies (but with a bit more input than making sure my drones stay alive + the salvaging/looting at the same time.


You like the playstyle of marauders with new bonuses, yet found sniper/sentry drone dominix playstyle very boring. These are contrast ideas to each other.
You can do the same and/or better in Scarlett without going into bastion mode at all. The problem lies in exactly here. There is no point in all of these bonuses or ship changes for mobile playstyle.

Some guys say "there is too little nerf you can tell", but wtf is new for me then? I've waited for my Vargur's weaknesses to be adressed for a long time and all I get is a mobility nerf with a "become a good sentry gun" bonus. Vargur doesn't need any of these bonuses in order to do PvE better. In Rubicon, there is simply nothing neither new, nor interesting for mobile playstyle in PVE.

That is all I want to say about it.

Have you tried the macharial? I hear it's pretty decent for a mobile playstile.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Anize Oramara
WarpTooZero
#7207 - 2013-11-03 18:12:32 UTC
Kusum Fawn wrote:
Anize Oramara wrote:

Well I can say that my bounty ticks are 4-5mill behind the bounty ticks I was getting on Sisi. Also they were 2-3mill behind WITH A DRAKE HELPING ME. It was a pretty low skilled drake to be fair but still, omg so slow. Problem is living in a wh I will need to make the time to do a thorough test as I did on Sisi. Problem is of course that I have far more bling on my Marauder on TQ since, you know, I don't want to lose it so is it really a fair test?

Regardless It is far slower on TQ than on Sisi. That is what my numbers show.


How does the fitting of the tq marauder you used compare to the fittings of the sisi version you used? EFT numbers would give an idea of where you were on tank (omni and specific) weapon (dsp , tracking range) and mobility (ab, mwd or mjd?) it all attests to your ship handling competence and mission ability. as the correct fit is everything.


Spoonfed, gotcha. Now if you look I stated that this was for the same mission as I already have sisi data correct? (check your later quote) aka Scarlet. Now the bounties would be roughly in the same ballpark but I also stated that we skipped Guristas. Now with scarlet I did it in 36min in a full T2 fit Vargur (the fit has been posted). The TQ one, due to lower bounty per tick means it took... more ticks to get to the same amount of bounty (roughly) This means that it took... more time! aka 3 ticks as opposed to two (37min) so it took close to an hour iirc, with a Drake helping me. Now as to bling fit on TQ: I have 3 Republic Gyros, two TEs II, Two tracking comps II a Gist X-Type Large shield booster and two Hardener IIs and an Afterburner (not enough PG to fit a MWD). My range was 67km Falloff with aroun .08 tracking.

Compare that to being able to switch out the tracking comps to either give me 82km or 0.13 tracking, only needing two T2 tanking mods and only using a MJD for mobility as opposed to a AB (Although I COULD have fit an AB instead of that 3rd TC on Sisi. Might have made it go faster yes? Remember we got a HUGE increase in PG (Major buff) in rubicon. I can actually fit a large shield booster and a MJD without having to fit a PG module 0.o.


Quote:
Anize Oramara wrote:

Oh and regarding the links: Thats STANDARD C5 kit. Please learn to wh before making inane comments about it. Unless you are a WH guru then I'd like to know how YOU guys run C5s without them. when I say running C5 solo I mean with links.


I did not mention C5. Solo =/= +links in my statement refers to the TQ vargur in c3-4 of the previous statement.
Also "solo" continues to not equal with links, you mean "alone in the site with links." which you have already state is different then solo in post #7107 (which was posted in reference to c5 though i had no statement about c5)

I specifically stated that you use links in C5 (because the person who tested this did not and used the failure as reason why the marauder sucks) I clarified before your post that solo in C5 means with links. It seemed that you had not grasped this and as such I clarified it AGAIN.

[/quote]

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Anize Oramara
WarpTooZero
#7208 - 2013-11-03 18:13:01 UTC  |  Edited by: Anize Oramara
Kusum Fawn wrote:

Anize Oramara wrote:

The Marauders WILL be able to solo, without links, C1-4 BETTER than they can now because of increased range (C4) and increased tracking (C1-3). Heck they might even be able to solo the Gas and Ore sites in C5 (with ASB of course) without links but I will need to test that to be sure.
Incidentally I ran Serpentis extravaganza on TQ and the speed was slower, bounty ticks lower though by not a huge margin around 2-3mill because of the nature of serp rats (most of them like to close in).


actually their utility in c1-4 will be of lower value because of the lack of escape and logistics options. when in bastion mode.
Transients in linked wh will have much more time to find and warp to bastioned marauders and find reinforcements to come kill said marauders with competing wh groups at a much higher advantage then previously because they bring both logistics and cap warfare which is the glaring weakness of marauders in bastion.

There you go again, you lack of WH knowledge showing through. Running sites in any class of wormhole without first scouting out and potentially closing all incoming holes is asking for trouble. Just like in a C5 you would close all incoming WH including the static before bringing out the dreads (that have 5min cycle time not just 1min) Now I can hear you already starting to whine about 'solo'. And you can do this 'solo' just bring in a scanning ship and scan down all whs then use an orca to collapse the ones you dont want and then bring in the vargur. Alternatively we have had a lone C4 connect to our C5 with NO other whs in it except our C5 (was its static) That would have been IDEAL as there were a LOT of combats.

That said WHs are for the most part group events anyways but you CAN solo them. Also 1min cycle time when enemies are spotted is worst case scenario. Average it'll be around 30sec and a specifically stated there are plenty of other ways to keep yourself safe (IF you knew anything about WHs. This aint null kiddie.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

baltec1
Bat Country
Pandemic Horde
#7209 - 2013-11-03 18:32:06 UTC
Kusum Fawn wrote:


How does the TQ Kronos match against the SiSi Kronos.



New Kronos gets much better damage application with blasters and the fittings allow for very very good tracking at close ranges to the point where you can hit frigates under 10km. Due to these things they work better than anything else with blasters as you don't spend any time burning around to get in range to apply the face melting damage.
Shivanthar
#7210 - 2013-11-03 18:36:14 UTC
hmskrecik wrote:
Shivanthar wrote:
I've waited for my Vargur's weaknesses to be adressed for a long time

Which were/are what?

I'm honestly curious as I though, and I believe I'm not alone, that Vargur is actually the best marauder on TQ.


Vargur's weaknesses implement Marauder Weaknesses. Do I need to count those?

_Half _the lies they tell about me **aren't **true.

baltec1
Bat Country
Pandemic Horde
#7211 - 2013-11-03 18:39:58 UTC
chaosgrimm wrote:


1) just to establish some additional credibility, do you typically use vindis in your normal pvp activities as well as megathrons?




I use every mega hull and have fits even for the federation issue. The only anomaly has been the kronos due to it being bad but not after these changes.

chaosgrimm wrote:

2) do you believe that (assuming identical pricing) a kronos w/ 5 sentries will make the vindi obsolete amongst pvp players who have the ability to use both? or any dmg increase?


In PVP the vindi can be used for work where you need to be more mobile however its fire power is its biggest selling point and if the kronos gets a full 125 drone bay it will trump the vindi in almost every way due to its much better range even outside of bastion.
Shivanthar
#7212 - 2013-11-03 18:40:40 UTC  |  Edited by: Shivanthar
Anize Oramara wrote:
Shivanthar wrote:
Anize Oramara wrote:

As to the enjoyment, as it is currently I'd say my enjoyment has at least been doubled with Rubicon Vargur. I've been running and plexing my 2 accounts with solo vargur for more than a year before I moved to a wh corp. I still run missions every now and then because a little bit is fun every now and then.

Don't have the drone skills to say regarding sentry domis. I hear they are very good in anoms but it's too passive for me, too boring.

It's a lot of things actually. The rapid redeployment with 1min MJD. The auto salvaging of my salvage drones (only have to tractor the wrecks) the sitting in a room and never having to worry about my tank again. The not having to fly around so I can focus on prioritising targets and grabbing wrecks. The opening of wreck and the huge isk ticks I've been getting (18mill, 15mill, 13 mill)

I'd probably be ok with plexing my account on running anoms if I was part of a null corp. Just sitting there nuking wave after wave of enemies (but with a bit more input than making sure my drones stay alive + the salvaging/looting at the same time.


You like the playstyle of marauders with new bonuses, yet found sniper/sentry drone dominix playstyle very boring. These are contrast ideas to each other.
You can do the same and/or better in Scarlett without going into bastion mode at all. The problem lies in exactly here. There is no point in all of these bonuses or ship changes for mobile playstyle.

Some guys say "there is too little nerf you can tell", but wtf is new for me then? I've waited for my Vargur's weaknesses to be adressed for a long time and all I get is a mobility nerf with a "become a good sentry gun" bonus. Vargur doesn't need any of these bonuses in order to do PvE better. In Rubicon, there is simply nothing neither new, nor interesting for mobile playstyle in PVE.

That is all I want to say about it.

Have you tried the macharial? I hear it's pretty decent for a mobile playstile.


Are you kidding with me? Seriously! Why the hell do you think I trained for a Marauder? Please read my past posts in this thread. I don't want to repeat myself anymore.

_Half _the lies they tell about me **aren't **true.

Anize Oramara
WarpTooZero
#7213 - 2013-11-03 19:33:22 UTC  |  Edited by: Anize Oramara
Shivanthar wrote:
Anize Oramara wrote:
Shivanthar wrote:
Anize Oramara wrote:

As to the enjoyment, as it is currently I'd say my enjoyment has at least been doubled with Rubicon Vargur. I've been running and plexing my 2 accounts with solo vargur for more than a year before I moved to a wh corp. I still run missions every now and then because a little bit is fun every now and then.

Don't have the drone skills to say regarding sentry domis. I hear they are very good in anoms but it's too passive for me, too boring.

It's a lot of things actually. The rapid redeployment with 1min MJD. The auto salvaging of my salvage drones (only have to tractor the wrecks) the sitting in a room and never having to worry about my tank again. The not having to fly around so I can focus on prioritising targets and grabbing wrecks. The opening of wreck and the huge isk ticks I've been getting (18mill, 15mill, 13 mill)

I'd probably be ok with plexing my account on running anoms if I was part of a null corp. Just sitting there nuking wave after wave of enemies (but with a bit more input than making sure my drones stay alive + the salvaging/looting at the same time.


You like the playstyle of marauders with new bonuses, yet found sniper/sentry drone dominix playstyle very boring. These are contrast ideas to each other.
You can do the same and/or better in Scarlett without going into bastion mode at all. The problem lies in exactly here. There is no point in all of these bonuses or ship changes for mobile playstyle.

Some guys say "there is too little nerf you can tell", but wtf is new for me then? I've waited for my Vargur's weaknesses to be adressed for a long time and all I get is a mobility nerf with a "become a good sentry gun" bonus. Vargur doesn't need any of these bonuses in order to do PvE better. In Rubicon, there is simply nothing neither new, nor interesting for mobile playstyle in PVE.

That is all I want to say about it.

Have you tried the macharial? I hear it's pretty decent for a mobile playstile.


Are you kidding with me? Seriously! Why the hell do you think I trained for a Marauder? Please read my past posts in this thread. I don't want to repeat myself anymore.

So you complain that the marauders suck because you are using them wrong they don't fit your preferred playstile?

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

hmskrecik
TransMine Group
Gluten Free Cartel
#7214 - 2013-11-03 20:24:25 UTC
Shivanthar wrote:
hmskrecik wrote:
Shivanthar wrote:
I've waited for my Vargur's weaknesses to be adressed for a long time

Which were/are what?

I'm honestly curious as I though, and I believe I'm not alone, that Vargur is actually the best marauder on TQ.


Vargur's weaknesses implement Marauder Weaknesses. Do I need to count those?

Fair enough. I just thought you have some peeve with Vargur as compared to other Marauders.

As for weaknesses compared to other ships out there, yeah, I too would like to have "I WIN" ship but then let's not talk about game balance anymore.
SOL Ranger
Imperial Armed Forces
#7215 - 2013-11-03 20:28:33 UTC
Anize Oramara wrote:


So you complain that the marauders suck because you are using them wrong they don't fit your preferred playstile?


Vargur + speed nerf + Bastion/MJD is the EVE version of Radon toothpaste.

Might seem like a good idea at first, but the moment you finally understand... still waiting for you to understand.

The Vargur requires launcher hardpoints, following tempest tradition.

Arthur Aihaken
Kenshin Academia.
Kenshin Shogunate.
#7216 - 2013-11-03 20:30:11 UTC
SOL Ranger wrote:
Might seem like a good idea at first, but the moment you finally understand... still waiting for you to understand.

I wouldn't hold your breath...

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

Anize Oramara
WarpTooZero
#7217 - 2013-11-03 21:21:03 UTC
SOL Ranger wrote:
Anize Oramara wrote:


So you complain that the marauders suck because you are using them wrong they don't fit your preferred playstile?


Vargur + speed nerf + Bastion/MJD is the EVE version of Radon toothpaste.

Might seem like a good idea at first, but the moment you finally understand... still waiting for you to understand.

No see here's the thing (and it's a big secret so don't go spreading it around m'kay?)








I tested it.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

hmskrecik
TransMine Group
Gluten Free Cartel
#7218 - 2013-11-03 22:33:27 UTC
SOL Ranger wrote:
Vargur + speed nerf + Bastion/MJD is the EVE version of Radon toothpaste.

The world is still big in some regards so I don't know what stuff you brush your teeth with, or what kind of it you're smoking, but this nerf we're talking about in effect means that in a minute the new Vargur is 7km behind the old one, when using MWD. Would you care to explain in what PVE situations this difference is so critical?
chaosgrimm
Synth Tech
#7219 - 2013-11-03 23:46:48 UTC
I want to make 1 more post on this thread, then I think imma try to stay out out til a dev update or response. This post is mainly directed at the Vargur and why it still needs a lil sumpin sumpin.

First restating all / part why marauders are even being looked at:
CCP Ytterbium wrote:

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.

...[different quote 9/30]...
... regarding their comparison with Pirate Battleships, especially the Machariel, please remember we have stated many times Pirate hulls were due for a rebalance, with Angel Cartel being on the front line for tuning changes

CCP Rise wrote:

[this on 10/16 in regards to pirate ship balance]
We've talked about them some but don't have set plans yet.


My interpretation: After rebalances, the usefulness of marauders decreased (along with the value of their development time) because the usefulness of other ships increased... aka power creep. The Vargur, along with the rest of marauders, is being looked at so that its power (not necessarily dps, but usefulness rather) is somewhat balanced with alternatives..... although drone dps was nerfed, and pirates become more useful compared to marauders via the looting structure as well. just sayin.Roll

It appears pirates played a very significant role in the justification to rebalance marauders, but marauders are being rebalanced based on some idea of what pirates should in the future aka Soon™

I continued to read some other dev statements:
CCP Ytterbium wrote:

It is noteworthy to remember we don't necessarily want them to out-damage or go faster than Pirate Battleships - instead, they tank and project damage better.
...
We want to keep the projection in check. A Paladin with Scorch can already reach insane ranges (to the point where Beams are quite redundant on it), so we are not willing to remove the stacking penalty for now. Or at least not until we are seeing some hard use numbers on TQ first.
...
Those hulls are not supposed to be outdamaging competition, as this would be favoring the power-creep.
...
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.

Okay cool, maybe trade some max dmg for better projection... only stacking penalities kinda prevent the vargur from gaining any 'damage at range' over the mach. The mach has the range bonuses on the hull and higher dmg. Normally you're hitting stacking penalities pretty hard, and the mach's dmg bonus becomes better than the extra projection offered by bastion... but its okay, cause the paladin looks good right?

Not to mention, ACs live in falloff, so the mach's mobility puts it even further ahead... Heck, the unbastioned Vargur surpasses the bastioned one in dps. The penalties of bastion mode discourage the use of bastion mode with projectiles, while the poor sensor strength is still there outside of bastion mode....

At the end of the day, the Vargur took hits to its hull's base mobility to get a module that doesnt provide meaningful projection considering that it completely loses its ability to apply more damage through mobility. Then outside of bastion mode, it is still that "'jam me now and forever' target dummy", just slower.
chaosgrimm
Synth Tech
#7220 - 2013-11-04 00:03:56 UTC  |  Edited by: chaosgrimm
hmskrecik wrote:
SOL Ranger wrote:
Vargur + speed nerf + Bastion/MJD is the EVE version of Radon toothpaste.

The world is still big in some regards so I don't know what stuff you brush your teeth with, or what kind of it you're smoking, but this nerf we're talking about in effect means that in a minute the new Vargur is 7km behind the old one, when using MWD. Would you care to explain in what PVE situations this difference is so critical?


grr I just make a post about trying to stay out of this thread and see this post xD which i cant help but reply to *faceplam, but hey, im already here, so why not

estimates for you, im showing closer to:
~7.3km diff in 60 sec, so
~3.65km in 30 sec, and
~1.8KM in 15 sec

if the furthest stop distance distance is say 40km, the approx dmg differences respectively are
~9%
~4.5%
~2.25%