These forums have been archived and are now read-only.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
Caellach Marellus
Stormcrows
#7301 - 2013-11-05 14:08:12 UTC
This thread needs an FAQ section for the following.

"Where's my web bonus?"

"Why doesn't the Golem affect RHML?"

"Why doesn't Bastion have a damage bonus?"


Because it seems impossible for people to go back three pages to the last time said question was asked.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Debora Tsung
Perkone
Caldari State
#7302 - 2013-11-05 14:13:19 UTC
Caellach Marellus wrote:
This thread needs an FAQ section for the following.

"Where's my web bonus?"

"Why doesn't the Golem affect RHML?"

"Why doesn't Bastion have a damage bonus?"


Because it seems impossible for people to go back three pages to the last time said question was asked.


It's the same with AFK cloaking or paid name change threads. Roll

I think it's some kind of sublime falsified message or subconsious instinct "If one question is asked often enough, it'll somehow become a valid, sensible and logically request backed up by everyone."

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Harvey James
The Sengoku Legacy
#7303 - 2013-11-05 14:15:28 UTC
or why does the golem still have a target painter bonus?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Dav Varan
State Protectorate
Caldari State
#7304 - 2013-11-05 14:18:49 UTC  |  Edited by: Dav Varan
Kane Fenris wrote:
Dav Varan wrote:
CCP Ytterbium wrote:


BASTION MODULE

  • Increases shield and armor repair amount by 100%
  • Boosts all shields, armor and hull resistances by 30%
  • Extends all large turret falloff and optimal by 25%
  • Increases all large missile max velocity by 25%


  • GOLEM


    Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

    Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity
    5% bonus to cruise missile and torpedo explosion velocity per level




    With the introduction of Rapid heavy missile launchers as a choice on BS Hulls
    Can you include Heavy missiles in the bastion and Golem boosts.


    you obvisually did not read anything about RHML did you?





    There are no dev responses in this thread to read on the subject of Maurader/RHML

    If I missed that can you supply #number so I can see please.

    If you have something useful to add don't be shy.

    If you have nothing to add why bother convoluting the thread ?

    Making incorrect assumptions and statements as to what I may or may not have done isnt very constuctive is it !
    But then some people just like to jump up and down and wave there arms around for attention don't they.
    Debora Tsung
    Perkone
    Caldari State
    #7305 - 2013-11-05 14:20:25 UTC
    Harvey James wrote:
    or why does the golem still have a target painter bonus?


    Maybe for the same reason the other marauders still get their damage or damage application bonus?

    Stupidity should be a bannable offense.

    Fighting back is more fun than not.

    Sticky: AFK Cloaking Thread It's not pretty, but it's there.

    Kane Fenris
    NWP
    #7306 - 2013-11-05 15:39:33 UTC
    Dav Varan wrote:

    There are no dev responses in this thread to read on the subject of Maurader/RHML

    If I missed that can you supply #number so I can see please.

    If you have something useful to add don't be shy.

    If you have nothing to add why bother convoluting the thread ?

    Making incorrect assumptions and statements as to what I may or may not have done isnt very constuctive is it !
    But then some people just like to jump up and down and wave there arms around for attention don't they.


    theres a whole thread about it:
    [Rubicon] Rapid Heavy Missile Launchers

    now i hear you saying: "but theres nothing about the Golem !!!!!11111"

    right but let me ask you a question:
    what would make the golem not op haveing bonuses applied that other bs have?


    Debora Tsung wrote:
    Harvey James wrote:
    or why does the golem still have a target painter bonus?


    Maybe for the same reason the other marauders still get their damage or damage application bonus?



    i believe hes referring to ccp saying the thought about replacing tp bonus with explosion radius....

    to this i say leave my precious tp bonus its actually better than a expl. bonus anyway

    Dav Varan
    State Protectorate
    Caldari State
    #7307 - 2013-11-05 16:08:58 UTC
    Kane Fenris wrote:


    theres a whole thread about it:
    [Rubicon] Rapid Heavy Missile Launchers

    now i hear you saying: "but theres nothing about the Golem !!!!!11111"

    right but let me ask you a question:
    what would make the golem not op haveing bonuses applied that other bs have?



    I don't know what your saying there.

    Making RHML bonused would not make the golem op in the same way that bonusing Dual 250mm Rails won't make a kronos op.

    It's just a choice you make when doing your fittings.
    Better v big stuff or better v fast stuff.

    The RHML is to Cruise launchers what the Dual 250 is to 425mm

    Its just the weaker launcher thats easier to fit and is better at hitting fast stuff at the expense of dps.
    Thats why it needs to have its bonuses otherwise useless.





    Kane Fenris
    NWP
    #7308 - 2013-11-05 16:18:56 UTC
    Dav Varan wrote:
    Kane Fenris wrote:


    theres a whole thread about it:
    [Rubicon] Rapid Heavy Missile Launchers

    now i hear you saying: "but theres nothing about the Golem !!!!!11111"

    right but let me ask you a question:
    what would make the golem not op haveing bonuses applied that other bs have?



    I don't know what your saying there.

    Making RHML bonused would not make the golem op in the same way that bonusing Dual 250mm Rails won't make a kronos op.

    It's just a choice you make when doing your fittings.
    Better v big stuff or better v fast stuff.

    The RHML is to Cruise launchers what the Dual 250 is to 425mm

    Its just the weaker launcher thats easier to fit and is better at hitting fast stuff at the expense of dps.
    Thats why it needs to have its bonuses otherwise useless.


    im saying if you seriously think having bonuses apply other than those who affect the number of effective launchers (missile velocity is debateable though), wont break the game ballance your insane or stupid you may choose which.
    if you seriously think thos bonuses should apply plz post in the RHML thread cause it concerns the launcher not the golem....
    Harvey James
    The Sengoku Legacy
    #7309 - 2013-11-05 16:48:53 UTC
    Kane Fenris wrote:
    Dav Varan wrote:

    There are no dev responses in this thread to read on the subject of Maurader/RHML

    If I missed that can you supply #number so I can see please.

    If you have something useful to add don't be shy.

    If you have nothing to add why bother convoluting the thread ?

    Making incorrect assumptions and statements as to what I may or may not have done isnt very constuctive is it !
    But then some people just like to jump up and down and wave there arms around for attention don't they.


    theres a whole thread about it:
    [Rubicon] Rapid Heavy Missile Launchers

    now i hear you saying: "but theres nothing about the Golem !!!!!11111"

    right but let me ask you a question:
    what would make the golem not op haveing bonuses applied that other bs have?


    Debora Tsung wrote:
    Harvey James wrote:
    or why does the golem still have a target painter bonus?


    Maybe for the same reason the other marauders still get their damage or damage application bonus?



    i believe hes referring to ccp saying the thought about replacing tp bonus with explosion radius....

    to this i say leave my precious tp bonus its actually better than a expl. bonus anyway



    yes and no really.... TP is only useful if you can target a ship, and if that ship is immune to e-war or not.. seems a bit silly for an e-war immune ships (bastion mode) to get a bonus to an e-war mod..
    Also if uses up a mid slot which reduces options... also since the rest don't have bonuses to Tracking computers golem shoudn't have one for TP's.

    T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

    ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

    Nerf web strength, Make the blaster Eagle worth using

    Kane Fenris
    NWP
    #7310 - 2013-11-05 17:20:12 UTC
    Harvey James wrote:
    Kane Fenris wrote:

    to this i say leave my precious tp bonus its actually better than a expl. bonus anyway



    yes and no really.... TP is only useful if you can target a ship, and if that ship is immune to e-war or not.. seems a bit silly for an e-war immune ships (bastion mode) to get a bonus to an e-war mod..
    Also if uses up a mid slot which reduces options... also since the rest don't have bonuses to Tracking computers golem shoudn't have one for TP's.


    you may have a point in pvp but in pve the only ewar immune ship i can think of is zor.
    the pve use of autotargetting missiles is .... lets call it limited
    despite all that with tps you can help your fleet in wh' incursions and in pvp too...
    last don't see any reason why the non existence of a tc bonus should prohibit the exsitence of a tp bonus
    Theia Matova
    Dominance Theory
    #7311 - 2013-11-05 18:27:51 UTC
    Just tried Paladin at sisi and being utterly disappointed not even knowing where to start.

    I utterly dislike bastion module as concept. We already have dreadnoughts and other similar mechanics in EVE why do we need another idiotic stuck in place mechanism more? I thought that battleships were slow enough as they already were.

    Secondly to introduce such stuck logic to ship hull that are named marauders is simply hilarious https://www.vocabulary.com/dictionary/marauder instead of 'looting rascal' eve marauder resembles more of brick that can be tossed to 10m.

    After sisi test I could barely hit to moving vagabond in 100km distance with tachyon and unltraviolet crystals.. I had imperial crystals and tracking computer and hit its only few times. It seems to me that bastion mode is way too easy to be ganged. You have to wait for the cycle to end and align. Fast cruiser gets to you way faster and you are simply sardine in a can waiting for destruction.

    This ship type seems to be only good to use with fleet since its too vulnerable to do anything alone. Ironically it also feels that bastion mechanism makes t2 battleship weaker to its t1 breathren.


    Feelings: (-/+)
    - Bastion mechanism
    - Micro jump drive mechanism
    - Vulnerability of expensive ship does not justify that this hull type is transformed into expensive space coffin that simply waits for the match to fire it up
    - Beam lasers seem not to be able to hit ****
    - Lasers hit easily up to 100km without much problem t2 tractor beam reached up to 48 km which does not warm your heart when you are stuck in bastion mode -_-
    + Bastion deploy look of paladin

    Conclusion:
    If paladin will come out with bastion type module that kills maneuveribility of this expensive t2 hull. I won't fly the ship hull and the marauders as concept and ship type remain broken.
    Arthur Aihaken
    CODE.d
    #7312 - 2013-11-05 18:45:38 UTC
    http://www.eveonline.com/rubicon/features/rebalancing-and-roles/

    Quote:
    Marauders
    Their power improved and role expanded, the Marauders have gone from very niche to a stronger, specialized class with two distinct modes, excelling in harassment tactics.
    • Regular Mode – Functioning similar to how they have in the past, the post-Rubicon Marauder can now use Micro JumpDrives at a faster rate than usual to quickly relocate on the battlefield.

    If Marauders are indeed supposed to excel at "harassment", then why not just make them a tad faster (they should really be almost as fast as T1s). This would certainly help outside of Bastion mode.

    Paladin (proposed) = 110 m/s (+10) … Paladin (new) = 100 m/s, Paladin (old) = 105 m/s, Apocalypse = 113 m/s, Navy Apocalypse = 120 m/s
    Golem (proposed) = 110 m/s (+10) … Golem (new) = 100 m/s, Golem (old) = 105 m/s, Raven = 113 m/s, Navy Raven = 123 m/s
    Kronos (proposed) = 115 m/s (+10) … Kronos (new) = 105 m/s, Kronos (old) = 120 m/s, Megathron = 122 m/s, Navy Megathron = 130 m/s
    Vargur (proposed) = 120 m/s (+10) … Vargur (new) = 110 m/s, Vargur (old) = 130 m/s, Tempest = 127 m/s, Navy Tempest = 130 m/s

    As for the Golem, the TP bonus is fine - but it should still receive the 100% damage bonus for the RHMLs.

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

    Shivanthar
    #7313 - 2013-11-05 19:01:18 UTC  |  Edited by: Shivanthar
    Theia Matova wrote:
    Just tried Paladin at sisi and being utterly disappointed not even knowing where to start.

    I utterly dislike bastion module as concept. We already have dreadnoughts and other similar mechanics in EVE why do we need another idiotic stuck in place mechanism more? I thought that battleships were slow enough as they already were.

    Secondly to introduce such stuck logic to ship hull that are named marauders is simply hilarious https://www.vocabulary.com/dictionary/marauder instead of 'looting rascal' eve marauder resembles more of brick that can be tossed to 10m.

    After sisi test I could barely hit to moving vagabond in 100km distance with tachyon and unltraviolet crystals.. I had imperial crystals and tracking computer and hit its only few times. It seems to me that bastion mode is way too easy to be ganged. You have to wait for the cycle to end and align. Fast cruiser gets to you way faster and you are simply sardine in a can waiting for destruction.

    This ship type seems to be only good to use with fleet since its too vulnerable to do anything alone. Ironically it also feels that bastion mechanism makes t2 battleship weaker to its t1 breathren.


    Feelings: (-/+)
    - Bastion mechanism
    - Micro jump drive mechanism
    - Vulnerability of expensive ship does not justify that this hull type is transformed into expensive space coffin that simply waits for the match to fire it up
    - Beam lasers seem not to be able to hit ****
    - Lasers hit easily up to 100km without much problem t2 tractor beam reached up to 48 km which does not warm your heart when you are stuck in bastion mode -_-
    + Bastion deploy look of paladin

    Conclusion:
    If paladin will come out with bastion type module that kills maneuveribility of this expensive t2 hull. I won't fly the ship hull and the marauders as concept and ship type remain broken.


    You're third, after me and one other guy on this exact concept :P
    Just beware tough, there is a guy marauding with a trebuchet around here somewhere who gets really angry when something like this is posted :P
    He might show up anytime now! Big smileBig smileTwisted

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

    hmskrecik
    TransMine Group
    Gluten Free Cartel
    #7314 - 2013-11-05 19:06:46 UTC  |  Edited by: hmskrecik
    chaosgrimm wrote:
    I threw out some estimates for what the 7.3KM or so were worth in terms of end distance. Not really trying to say much other than that it is a nerf, and to give some type of reference to what that nerf was worth... I tried to make the post as neutral as possible to avoid replies, but it backfired and I got a reply from someone who supports a buff as we as someone who thinks they are okay as is xD.

    I too usually don't get responses of the kind I expect. Welcome to the club. ;)

    There is a nerf and there is a nerf. Ship's reduction could be by 5m/s, by 20m/s and by 100m/s. The first would be practically irrelevant, the last one would be really crippling. And the middle one, well, we're talking about it. I do not argue that this speed decrease is insignificant. And I too understand the lore that Minmatars are supposed to be fast and nimble. What I discussed were consequences of this nerf, which in my opinion, based both on theoretical analysis and practical tests, aren't that severe. They are, of course, just not to the point of making ship useless.

    Quote:
    If you have some suggestions I would gladly to hear them, and I'm not saying that to be spiteful, I like the ship and dont want to see it go. AC > arty at distances before ~48km-50km, which makes artys invalid (without even taking high alpha / overkill into the equation). whenever you use bastion you will lose dps as only need to move around 4km before you start doing more damage than the bastioned vargur.

    Since you asked nicely I'd reply even if you tried to be spiteful.

    I do not have complete answer to this question as this is still fresh idea and I still learn how to use the stuff. I can repeat what I stated earlier in this thread: if you try to fly marauders old way you will feel bigger or lower nerf. The trick is to use both bastion and MJD. Really. Contrary to what you wrote, bastion shouldn't be used only for ohcrap moments. To get best from the ship you should learn when you need and when you don't need to be deployed.

    Same for MJD, the best situation is if you can keep leapfrogging from group to group. Usually you can't but you can use your mobility, be it with MWD, AB or just slowboating, to get into such position that next MJD be used best. Takes bit of spatial thinking and bit of forward thinking. You need to be aware where you are and where you want to be in the next minute.

    Let me repeat, bastion and MJD should be used on tactical, not strategical level. I'm still learning to use them properly and this is the best information: if using them wrong (MJD when misaligned, forgot to turn off bastion, etc) gets me results which are already better than on TQ, go figure what it's gonna be when I achieve actual proficiency.

    Quote:

    perhaps i misread Ytterbium?:
    [snip]

    Perhaps you didn't. What I'm saying is that with those fits I use, bastion is the fourth dmg application module. Since it's stacked, its effect is rather mediocre. Taking into account what I wrote above, when you use bastion on regular basis, you can and should drop a little from tank and/or from application. For example, on Vargur I use 2xTE + 1xTC and when bastioned I rescript TC for tracking, as every bit helps in falloff range.

    This way or another, much better effect you will get with combination of MJD and other propulsion to get into range quick.

    Quote:
    hmskrecik wrote:

    Seriously though, my tests, I still consider them preliminary, suggest that Vargur's performance isn't significantly worse than on TQ and on TQ it was very close to Machariel. What more did you want?


    Either shiny dmg inc mods werent equal or poor angular reduction / not using enough mobility on the Mach. Mach gets twice the bandwidth + a ~9.5% lead in turret dps + much better mobility. Vargur doesnt even have enough projection to out do the armor Mach's turret dps lead, let alone the speed.

    What I want if i cant have a straight dps increase, is more projection and/or mobility added to the hull.

    On first impulse I wanted to discuss about using sentries with fast ships but I decided against. Point is, I really prefer talking about such things in terms of performance. EFT is a great tool and has its place but I'd really, really, really like to have discussion of the kind: "all other things being equal, when I fly A ship this way I get X ticks and when I fly B ship that way I get Y ticks". I'm a bit fed up with stats analysis, esp. since the changes are available on test server.

    And regarding your last sentence, you have it and it's just you hate to use bastion/MJD. Fair enough but so far the balance, regarding my Vargur, looks like this:

    SiSi Vargur + bastion + MJD >= TQ Vargur > SiSi Vargur naked
    Theia Matova
    Dominance Theory
    #7315 - 2013-11-05 19:17:45 UTC
    Shivanthar wrote:

    You're third, after me and one other guy on this exact concept :P
    Just beware tough, there is a guy marauding with a trebuchet around here somewhere who gets really angry when something like this is posted :P
    He might show up anytime now! Big smileBig smileTwisted


    There is always some troll no matter what is discussed. For some of them people should blame dev alts.

    If someone wants this death can then make new ship hull type 'golden suicide pod', remove the tractor beam bonus, give it more fair chance to hit targets that it should be able to git. but don't **** the marauder hulls more than they already are. -_-

    Theia Matova
    Dominance Theory
    #7316 - 2013-11-05 19:37:37 UTC
    Caellach Marellus wrote:
    Because it seems impossible for people to go back three pages to the last time said question was asked.

    Thread is soon 400 pages long. Do you expect everyone to read everything? Common questions and matters that worry people the most should be answered in the main post call it a faq if you like.
    Anize Oramara
    WarpTooZero
    #7317 - 2013-11-05 22:00:23 UTC
    Strange, it seems the only people actually testing the changes thoroughly is the guys who think the changes improve lv4 mission running.

    I mean if that wasn't true then it'd be easy to prove yes? And yet...

    Anyways, been running some more tests on sisi. The build is the following (or slightly modified depending on mission)
    [Vargur, Bastion]
    Gyrostabilizer II
    Gyrostabilizer II
    Gyrostabilizer II
    Gyrostabilizer II
    Tracking Enhancer II

    Large Micro Jump Drive
    Tracking Computer II, Optimal Range Script
    Tracking Computer II, Optimal Range Script
    Tracking Computer II, Optimal Range Script
    Adaptive Invulnerability Field II
    Large Shield Booster II

    800mm Repeating Artillery II, Republic Fleet EMP L
    800mm Repeating Artillery II, Republic Fleet EMP L
    800mm Repeating Artillery II, Republic Fleet EMP L
    800mm Repeating Artillery II, Republic Fleet EMP L
    Small Tractor Beam II
    Small Tractor Beam II
    Small Tractor Beam II
    Bastion I

    Large Projectile Ambit Extension I
    Large Projectile Collision Accelerator II

    Hobgoblin II x10
    Salvage Drone I x5
    Tracking Speed Script x3
    Republic Fleet EMP L x8560

    For good measure I'm running high grade crystal WITHOUT Omega and 2 5% damage implants and 2 5% Capacitor implants (recharge and capacity) and a 6% falloff implant.

    My character is only a 30mill sp character so it's far from max skilled and no bling AT ALL. lv3 marauder, decent Gun skills good cap and shield skills.

    The time is in minutes from warping into the site to warping out of the site (aka out of bastion and in warp)

    I've been testing the depo as well. I can see where it could be usefull (Worlds collide, AE Bonus room, refit a MWD to get rid of the cap penalty etc.) but it is not the be all end all of amazing. It does work nicely with the 1min bastion time though. A nice little tool for those that want to go the extra mile. It would have been useful in cargo delivery. I took some armor damage (70% armor left) but managed to make it through with a MWD fitted.

    Also note that a lot of these missions I've only ever run once with bastion so mistakes were made etc. There is room for improvement.

    https://docs.google.com/spreadsheet/pub?key=0AkNC5KM1CqPkdDJueEc1cmxWWENvaHhTakhyMmViOUE&single=true&gid=0&output=html

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

    Anize Oramara
    WarpTooZero
    #7318 - 2013-11-06 00:11:57 UTC  |  Edited by: Anize Oramara
    Question: I want to look at using the paladin, should I look at tachyons, mega beams or mega pulse? I do not have T2 gun skills on sisi yet and have never used laser weapons at all ever. I want to compare, even a low skilled paladin against a vargur running sansha/blood missions.

    Tested it. Without Scorch I'm better off using Tachs and even though the dps is over 300 lower with my skills than the Vargur it was able to do the same mission in 16min instead of the 13min it took the vargur. My testing affirms what I stated earlier in this thread, the paladin will obliterate Sansha and blood missions because they do love orbiting at 50km and thats well within your optimal. With Pulse and Scorch and the bastion bonuses making so you can fit more heat sinks and use the MJD more I might just train for a palladin and use either it or the vargur depending on what mission I'm running.

    The tank seemed a bit weaker though but more testing will be required. Might just use the depo to slap on another ENAM when needed.

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

    chaosgrimm
    Synth Tech
    #7319 - 2013-11-06 02:53:09 UTC  |  Edited by: chaosgrimm
    hmskrecik wrote:

    What I'm saying is that with those fits I use, bastion is the fourth dmg application module. Since it's stacked, its effect is rather mediocre. Taking into account what I wrote above, when you use bastion on regular basis, you can and should drop a little from tank and/or from application. For example, on Vargur I use 2xTE + 1xTC and when bastioned I rescript TC for tracking, as every bit helps in falloff range.

    This way or another, much better effect you will get with combination of MJD and other propulsion to get into range quick.
    ...

    And regarding your last sentence, you have it and it's just you hate to use bastion/MJD. Fair enough but so far the balance, regarding my Vargur, looks like this:

    SiSi Vargur + bastion + MJD >= TQ Vargur > SiSi Vargur naked


    I am glad you posted this. I doubt we will reach an agreement on the vargur, but seeing the above, I can understand why we disagree. First let me say 2 TE, 1TC was pretty popular before TEs were nerfed. After that, most vargur loadouts went 2TC, 1TE.

    Im going to assume a few things on your tq loadout so i am probably not 100% correct, but I imagine it went something along the lines of this:

    gyro x3
    TE x2

    TC
    prop
    tank x4 <--- very easy to drop a tank mod for something else via bastion

    800 IIs x4

    burst II
    some other rig

    On this loadout, assuming faction ammo, TC, gyros (before implants), you're dealing approx 733 dps @ 40km (opt / falloff 4+62). with bastion your dps jumps to 782 (4.6+68), ~6.7% increase in your dps. A decent increase. You would still only need to move about 4km to start outdmging bastion, but considering it's very easy to drop a tanking module and you get a MJD on top of it, it doesnt seem like a bad deal. Not to mention, you can tank missions with 3 tanking mods, so you arent necessarily required to use bastion. Its activation is optional. Plus, if you dont normally move a whole lot on tq now, bastion + mjd will def make your runs equal if not better.

    The base tq fit I compare bastion to is a bit different and I think this is why we are not on the same page:

    gyro x4
    TE x1

    TC x2
    tank x3
    prop

    800 IIs x4

    burst II
    ambit I

    again, assuming faction ammo, gyros, and TCs (before implants). At 40KM, this is approx 827 dps (4.2+71). If bastion is activated it becomes about 857dps (4.8+74).... about a 3.6% increase in dps, and again, after moving 4km that dmg difference will be more than made up for.

    The next issue is freeing up a slot to run the mjd (not to mention that there are very few missions were the mjd a game changer):

    * I cant 2 slot tank w/o bastion, and activating bastion lowers the overall dps for the time it is active due to lack of mobility. After the minute, it still needs to make up any distance it failed to cover while being stationary. You lose out on more than just a min of DPS when bastion is active, so it should be avoided when possible, which doesnt make dropping the 3rd tanking module a good idea if bastion isnt necessary.

    * Alternatively, I could drop a tracking comp for the mjd, but that drops my normal dps to 750 at 40km out of bastion (750 -> 827 is over 10%), and 810 in bastion (810 -> 857 is ~5.8%). In short, no way am i going to drop the TC.

    The summary being that the "buffs" to the hull were the MJD bonus and the bastion module.... but if i have to use either one, my dps goes down significantly. tq > sisi. If i continue to use the TQ fit, i still get hit by the hull nerfs.... Then i look over at the paladin's 850+ dps with scorch pulses and over 90KM optimal range BEFORE BASTION and think "WTF CCP you did that to the paladin and nerf the vargur?!?!?!" I call shenanigans
    chaosgrimm
    Synth Tech
    #7320 - 2013-11-06 04:07:36 UTC  |  Edited by: chaosgrimm
    Anize Oramara wrote:

    ...
    Anyways, been running some more tests on sisi. The build is the following (or slightly modified depending on mission)
    [Vargur, Bastion]
    Gyrostabilizer II
    Gyrostabilizer II
    Gyrostabilizer II
    Gyrostabilizer II
    Tracking Enhancer II

    Large Micro Jump Drive
    Tracking Computer II, Optimal Range Script
    Tracking Computer II, Optimal Range Script
    Tracking Computer II, Optimal Range Script
    Adaptive Invulnerability Field II
    Large Shield Booster II
    ...
    Large Projectile Ambit Extension I
    Large Projectile Collision Accelerator II
    ...


    snipped to save space.

    I noticed you changed your rigs. There may be hope for you yet xD! At anyrate, i assume you posted the fit cause you'd like some review so here are a few things to consider,

    = RF gyros =
    Granted you may not wanna change all four, but at least 3 (the difference in benefit between RF and T2 by the fourth is small due to stacking penalties). I know you're on sisi atm and may not have access, but it is really something to consider. Changing all gyros to RF is around a 4.3% increase to DPS with your fit but it has another benefit as u'll see:

    = Changing Collision II to Burst II =
    On a bare bones T2 fit before implants your dps will increase less than 1% (~0.81%), kinda meh, but it doesnt scale the way you might think. For example, lets say you move to RF gyros, the difference between the Collision II and Burst II is now ~2.73%.
    Just a secondary perk of this change: i dont really have hard numbers for it, it will depend on your skills and implants as well, but this should help prevent overkill. my AC and all related gunnery skills are maxed. Lightly tanked cruisers are 1 shot and normal cruisers are 2 shot most of the time. frigs are normally killed in less than a full volley. As to the weight of total dmg increase due to a decrease in overkill... I have no idea and it would depend on the mission.

    = More =
    SS tracking comps (1.7% dmg inc @ 40km if all changed, but 2 SS TCs -> 3 T2 TC (~2.6%) (compared with current fit)

    drop a tracking comp for another prop (yeah, ull lose out on 2.6% @40KM, but moving ~2KM closer will inc dmg by ~2.85% on your current fit and of course that 2.85% will continue to increase the closer you get + most missions dont really need a mjd, so if you wanted to you could add the tc back when you dont need to jump. Most missions you dont need to jump anyway.)

    avoid using bastion to make use of mobility

    I know you disagree with me about the latter 2 points, but im hopeful after seeing you make the rig change, so imma make this attempt! If you like some of these suggestions and decide to modify your fit, I have a hunch you will start to... well, maybe not agree with me, but see and understand my point of view on these vargur changes xD.