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[Rubicon] Marauder rebalancing

First post First post First post
Author
chaosgrimm
Synth Tech
#6381 - 2013-10-20 15:46:40 UTC  |  Edited by: chaosgrimm
hmskrecik wrote:
baltec1 wrote:
The only arguments against this change is coming from pve min/max players mostly from incursions. Most seem to have not bothered to test these ships and the few who have only tested old setups and tactics.

I have to admit I am with baltec at this one. I couldn't be arsed to setup SiSI but judging from published stats those ships are going to be no worse for what I do now (mostly mission running), if not just much better.


I lol'd just a bit at this. Like this is really some shocking conclusion about how PvP players are not complaining about a new toy being added to their toybox with no strings attached, while some PvE players who have already invested in these hulls are complaining because a PvE ship was removed from their toybox?

hmskrecik wrote:

For the record, as of now pirate battleships already outperform marauders and CCP has stated that in the grand scheme it's going to be this way. Deal with it.

Concerning PvE performance, there are certain advantages you currently get in using marauders over pirates. Ultimately from the PvE perspective, dmg / speed / "fill in the blank stat", is secondary compared to isk per hour.

For example, a lvl 4 mission runner in a mach is cant loot very well compared to the vargur and doesnt run faction ammo very cost efficiently (my paper estimates show a net loss compared to faster completion times and reduced ammo usage from increased dmg per shot). The Vargur makes a clear net gain by running RF ammo. Concerning gun dmg, vargur with RF can deal more raw gun dmg than a mach using t1 ammo. Granted the mach still gets better drone dmg + better clear time, but you dont really need to loot all that much per hour to make up the difference + you can play the indy side with the mats gained to make additional profits on what you've looted.

Now CCP gives other BS's the ability to loot, which not only essentially nerfs that existing advantage, but nerfs the indy gains as well. Also, by making these excel at long ranges, they continue to put a damper on the looting benefit these ships currently hold. On top of this, they further widened the dmg gap between marauders an other battleships.

hmskrecik wrote:

Also I don't remember anyone stating they are supposed to be used in large fleets.

And with proposed changes they seem to have acquired some PVP viability, for solo and small gangs. To the extent that I, carebear since day one, would consider grabbing one and, excuse a pun, gate crashing a camp or two. Would I burn in fire? Hell yeah! But at least I'd have a chance to have some actual fun.

Lastly, to all who propose alternative rebalancing, let me repeat what I wrote much earlier in this thread: assume your proposed changes went to TQ and now your enemy, griefers, competing incursion fleet, etc, had launched operation against you with your marauders. What can you do to counter? If the only correct answer is "bring more marauders" then your change is NOT balanced.


So let me get this straight and i know pirates are up for a rebalance so for the sake of argument, let's say a large fleet of navy faction ships appears... At this point, you say you wouldnt bring marauders, so your only correct answer on the BS level assuming number of players are equal, is to bring more navy faction ships. If they were a large group of pirate ships, your only answer is bring more pirate ships.

Alternatively, the PvE side of things has some balance at this point. TQ marauders have their uses in incursions and lvl 4s. Pirates have their uses in both as well. Much of this is going to go away for "some PVP viability, for solo and small gangs"...although i might reword: limited PvP viability in some small gangs... No thanks CCP.
chaosgrimm
Synth Tech
#6382 - 2013-10-20 16:20:00 UTC  |  Edited by: chaosgrimm
baltec1 wrote:
chaosgrimm wrote:
baltec1 wrote:
chaosgrimm wrote:
baltec1 wrote:
They get you much better tank, ewar immunity, better range and more damage, better cap management and a bonus to mjd time.

This is their selling point over t1.


'more damage' is subjective.




They have better damage application at longer range. This is why they are ideal at being snipers.


a red herring

"better range and more damage" is very different from "more damage at range". They still have the lowest raw dmg potential of combat BS t1, faction, and pirate alternatives in most cases, which is inconsistent with the way T2 ships have typically worked in combat lines throughout the game.


At range the marauder will out damage most other BS. As has been said, they have more damage, just not by giving them a blanket buff. Todays snipers cannot match the power projection of these new marauders.


again, they dont get "more damage" they get "more damage at range" and even then its not much more considering the ranges... just for arguments sake, If I were to load up a vargur and mach will as many range mods as I could within pg and cpu, and fit 1400 artys to both the mach and the vargur, the range would be the same.. only the mach does more gun dmg, has better drone bandwidth/bay, is faster, and has a better align. If you activate bastion, the vargur gains 4+1 over the mach and only meets the dps difference at around the 250-255km mark with short range ammo... In terms of maximums, the mach still beats the vargur esp when you consider mach movement vs stationary bastion mode.
Serge SC
The Valhalla Project
#6383 - 2013-10-20 16:43:51 UTC
For the sake of argument.

T2 hulls are above navy hulls (in general), but below pirate hulls, since they're specialized in an area (marauding, looting).

I'm ok with my extremely long SP investment - over 2 months for the Vargur, after I had my level 5 battleship, and over 4 months to get a proper Tachyon Paladin working . It took me long to get these ships, and have they been worth it? To some extent. However, I have to argue, that these ships should be somewhat more powerful than their T1 counterparts. See the HAC vs T1 cruiser variants. HACs are more expensive, but they have better damage, better tank, better damage application.

Now, as for battleships, having that raw increase would be way too much. Marauders have better tanks and better damage projection, but their damage should at the very least be equal to that of the T1 counterpart,their raw damage, guns/launchers and drones, ideally ever-so-slightly improved raw damage to keep in line with other T2s, but under their Pirate Faction comparable variant.

However, my biggest gripe, other than the damage (which the Vargur, and most Minmatar ships actually suffer), is that all Marauders are shoehorned into the same role, racial-roles and advantages be forgotten (be damned actually). All I want is for my Vargur to feel like a matari ship, actually truly powerful, or like the description says:
Quote:
Boundless Creation’s ships are based on the Brutor Tribe’s philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.

Yet ironically the Vargur is the weakest of the bunch, with the smallest tank, and also the furthest form it's description.

Serge SC Le Frenchman Friendly FC

Brib Vogt
Doomheim
#6384 - 2013-10-20 16:59:10 UTC  |  Edited by: Brib Vogt
Yep Serge SC, that what i am saying the whole time.


  • Cruise Golem: range increase absolutely not needed, but in theory it enhances the ability to inflict damage linear.
  • Torp Golem: range increase absolutely welcome, but if you have not much range 25% means not much more. Still, the bonus increases the ability to inflict damage. But there is no bonus to better damage application.
  • Kronos: Best damage done close range. But optimal increase of rails help to apply damage better, because you can avoid shooting in falloff. Loss of web decreases applied damage in very close range.
  • Paladin: awesome increase of applied damage through good increase in optimal, because you can avoid shooting in falloff.
  • AC Vargur: Fall-off bonus delivers nearly no increase in applied damage. To hurt with this ship you need to stay closer then 30 km / 3-5 x optimal
  • Arty vargur: Bonus is welcome, no comparison to TQ possible. Arties just very slow. The high cycle time is terrible if you miss your target.
Tsukinosuke
Id Est
RAZOR Alliance
#6385 - 2013-10-20 17:39:28 UTC
Serge SC wrote:
Marauders are shoehorned into the same role, racial-roles and advantages be forgotten (be damned actually). All I want is for my Vargur to feel like a matari ship, actually truly powerful, or like the description says:
Quote:
Boundless Creation’s ships are based on the Brutor Tribe’s philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.

Yet ironically the Vargur is the weakest of the bunch, with the smallest tank, and also the furthest form it's description.


good point..



CCP Ytterbium wrote:



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


As such, after much internal and CSM discussion, we have designed Marauders with two modes of operation, specialized in harassing tactics.


why do you not focus on Black Ops "use to pVp" instead of marauders (used to be PvE oriented) ?!? for example make them "bastion"ed so both pVp and PvE community may be happy imho..

anti-antagonist "not a friend of enemy of antagonist"

baltec1
Bat Country
Pandemic Horde
#6386 - 2013-10-20 18:05:41 UTC
Tsukinosuke wrote:


why do you not focus on Black Ops "use to pVp" instead of marauders (used to be PvE oriented) ?!? for example make them "bastion"ed so both pVp and PvE community may be happy imho..


PVE pilots will never be happy because they always want an overpowered ship.

What we are getting is much better at pve as it can do a lot more of it than the old one.
baltec1
Bat Country
Pandemic Horde
#6387 - 2013-10-20 18:11:14 UTC
Serge SC wrote:
I have to argue, that these ships should be somewhat more powerful than their T1 counterparts.


More range, better cap, immunity to ewar, 3-4 spare high slots to play with, high resists and the biggest active tank outside of capital ships.

Serge SC
The Valhalla Project
#6388 - 2013-10-20 18:25:27 UTC
baltec1 wrote:
Tsukinosuke wrote:


why do you not focus on Black Ops "use to pVp" instead of marauders (used to be PvE oriented) ?!? for example make them "bastion"ed so both pVp and PvE community may be happy imho..


PVE pilots will never be happy because they always want an overpowered ship.

What we are getting is much better at pve as it can do a lot more of it than the old one.

Thing is, in my case, I don't want an overpowered ship. Sure, I'd love to have a roflstomping ship that I can rickroll around but that's not the point.

I want my Marauder, and by consequences all those months of training, to mean something, to actually represent the ship I set as a goal over 2 years ago when I joined EVE. But after using it (I'm on it right now), I feel disappointed. Sure it has lots of potential, but I feel like bastion isn't the solution. I don't mind how it works right now, but why do we get the largest mass, the lower DPS, the weaker tank...

Perhaps I'm seeing this the wrong way, and the issue lies in the guns themselves (800s lack a punch, but are decent tracking-to-damage ratio - 1200s are useless for anything other than too-tight-to-fit-1400s, and 1400s are awesome alpha but the cycle time is longer than the largest capital gun in the game...which makes no sense). Especially considering how many times I've read or heard that Minmatar battleships are lackluster compared to the other races, beside the alpha potential of Maelstroms.

On that note.

Dear CCP,

Can you please look into the logic of 1400s? We're shooting small cars at people, sure. But 3500s are shooting buses at people, and even then, 3500s reload faster than our car-shooting gun. At least match the cycle times so that it makes more sense, which would leave alpha as it iss, but allow to match artilleries to beams in paper DPS. Keep our terrible tracking...I can live with that to keep it "balanced"/

Serge SC Le Frenchman Friendly FC

baltec1
Bat Country
Pandemic Horde
#6389 - 2013-10-20 18:28:42 UTC
Serge SC wrote:


Perhaps I'm seeing this the wrong way, and the issue lies in the guns/


I admit to not being a fan of large projectiles.
The Rincewind
Galaxos Schild Schmiede
#6390 - 2013-10-20 18:36:33 UTC
Tsukinosuke wrote:
Serge SC wrote:
Marauders are shoehorned into the same role, racial-roles and advantages be forgotten (be damned actually). All I want is for my Vargur to feel like a matari ship, actually truly powerful, or like the description says:
Quote:
Boundless Creation’s ships are based on the Brutor Tribe’s philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.

Yet ironically the Vargur is the weakest of the bunch, with the smallest tank, and also the furthest form it's description.


good point..



CCP Ytterbium wrote:



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


As such, after much internal and CSM discussion, we have designed Marauders with two modes of operation, specialized in harassing tactics.


why do you not focus on Black Ops "use to pVp" instead of marauders (used to be PvE oriented) ?!? for example make them "bastion"ed so both pVp and PvE community may be happy imho..


+
I totally agree
Mina Sebiestar
Minmatar Inner Space Conglomerate
#6391 - 2013-10-20 19:10:28 UTC
'Dear CCP,

Can you please look into the logic of 1400s? We're shooting small cars at people, sure. But 3500s are shooting buses at people, and even then, 3500s reload faster than our car-shooting gun. At least match the cycle times so that it makes more sense, which would leave alpha as it iss, but allow to match artilleries to beams in paper DPS. Keep our terrible tracking...I can live with that to keep it "balanced"/'

^^ Truth 1400mm need faster ROF(few seconds) to up the truly bad dps so they can become usable in more than blobbing and shooting ships on AP.

So that arty start being viable for rest of pvp situations and all possible pve that is in this game hell i would accept cap usage on them(slowish ROF should offset that).

Vargur as lowest dps lowest range boost and static in bastion rly is sad story to the point that if you do bastion you are doing it wrong.

imo.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Brib Vogt
Doomheim
#6392 - 2013-10-20 19:42:34 UTC  |  Edited by: Brib Vogt
Mina Sebiestar wrote:
So that arty start being viable for rest of pvp situations and all possible pve that is in this game hell i would accept cap usage on them(slowish ROF should offset that).

Vargur as lowest dps lowest range boost and static in bastion rly is sad story to the point that if you do bastion you are doing it wrong.

imo.


Right now my vargur would end up at 842 DPS from guns and 105 dps from two bouncer.

[Vargur, Tech2 copy 1]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II

Adaptive Invulnerability Field II
X-Large Shield Booster II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
100MN Afterburner II
Large Micro Jump Drive

1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
Drone Link Augmentor II
Drone Link Augmentor II
[empty high slot]

Large Projectile Burst Aerator II
Large Ionic Field Projector II

Warrior II x5
Bouncer II x2



The MJD would force me to fight between 120 and 60 km. and i would end up with 450 (120km) - 800 dps (60km). BUT after flying with it, it seems necessary to unstack all guns and use them one by one. And even with maxed skills and implants the 1400 sometimes miss a BS which flies straight at you.
Mina Sebiestar
Minmatar Inner Space Conglomerate
#6393 - 2013-10-20 20:14:37 UTC  |  Edited by: Mina Sebiestar
Brib Vogt wrote:
Mina Sebiestar wrote:
So that arty start being viable for rest of pvp situations and all possible pve that is in this game hell i would accept cap usage on them(slowish ROF should offset that).

Vargur as lowest dps lowest range boost and static in bastion rly is sad story to the point that if you do bastion you are doing it wrong.

imo.


Right now my vargur would end up at 842 DPS from guns and 105 dps from two bouncer.

[Vargur, Tech2 copy 1]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II

Adaptive Invulnerability Field II
X-Large Shield Booster II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
100MN Afterburner II
Large Micro Jump Drive

1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
Drone Link Augmentor II
Drone Link Augmentor II
[empty high slot]

Large Projectile Burst Aerator II
Large Ionic Field Projector II

Warrior II x5
Bouncer II x2



The MJD would force me to fight between 120 and 60 km. and i would end up with 450 (120km) - 800 dps (60km). BUT after flying with it, it seems necessary to unstack all guns and use them one by one. And even with maxed skills and implants the 1400 sometimes miss a BS which flies straight at you.


4 faction gyros and t2 burst rig...it is truly shame it cant brake 1000(900 even) dps mark.

Also from years running incursions with various ships i KNOW you need 4 tracking mods and tracking implant to make 1400mm semi viable to anything that manage to come closer.

You choke behind a smile a fake behind the fear

Because >>I is too hard

hmskrecik
TransMine Group
Gluten Free Cartel
#6394 - 2013-10-20 21:25:02 UTC  |  Edited by: hmskrecik
chaosgrimm wrote:
hmskrecik wrote:
I have to admit I am with baltec at this one. I couldn't be arsed to setup SiSI but judging from published stats those ships are going to be no worse for what I do now (mostly mission running), if not just much better.


I lol'd just a bit at this. Like this is really some shocking conclusion about how PvP players are not complaining about a new toy being added to their toybox with no strings attached, while some PvE players who have already invested in these hulls are complaining because a PvE ship was removed from their toybox?

Not sure what's your argument here so let me just itemize how do I see those new marauders:
- worse at running incursions (disputable but let's settle on that for sake of discussion)
+ same or better at running missions
+ probably better at wh sites
+ reportedly better at anoms
+ stopped sucking at small scale PVP
- still suck at large scale PVP (?)

Please correct me if I'm wrong. If I'm not, ships gain more uses in overall.

Quote:
hmskrecik wrote:

For the record, as of now pirate battleships already outperform marauders and CCP has stated that in the grand scheme it's going to be this way. Deal with it.

Concerning PvE performance, there are certain advantages you currently get in using marauders over pirates. Ultimately from the PvE perspective, dmg / speed / "fill in the blank stat", is secondary compared to isk per hour.

I am flying Kronos, Vargur, Vindicator and Machariel so what I stated has been taken from my personal experience. And the funny thing is that even when pirate BS yield me more ISK/hr (I tend not to loot/salvage), I still prefer to use marauders due to their versatility. My point is, performance is important but it's not everything, the point which people crying for more damage output seem to be missing.

Quote:
So let me get this straight and i know pirates are up for a rebalance so for the sake of argument, let's say a large fleet of navy faction ships appears... At this point, you say you wouldnt bring marauders, so your only correct answer on the BS level assuming number of players are equal, is to bring more navy faction ships. If they were a large group of pirate ships, your only answer is bring more pirate ships.

Alternatively, the PvE side of things has some balance at this point. TQ marauders have their uses in incursions and lvl 4s. Pirates have their uses in both as well. Much of this is going to go away for "some PVP viability, for solo and small gangs"...although i might reword: limited PvP viability in some small gangs... No thanks CCP.

We're talking limited viability vs. no viability at all.

As to your earlier point I'd like to explain that what I stated is the most basic test which should be applied when you propose some rebalancing. Anyone can go up with something awesome knowing how he or she would use it. The question is, what would you do AGAINST this wonder? When put it this way, it's very easy to filter interesting proposals from "I WIN" buttons.

And answering your scenario, I know crap about PVP but yes, I would bring Rubicon marauders. With the exception of "large fleet"part as I don't believe they do and should fit there. But for smaller engagements they seem to have some strengths and some weaknesses which should cause some interesting deliberations whether to bring them to fight or not. As opposed to today's "nope, don't bother".
Serge SC
The Valhalla Project
#6395 - 2013-10-20 21:33:47 UTC
Quote:
[SISI VARG]
Republic Fleet Tracking Enhancer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer

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

1400mm Howitzer Artillery II,Quake L
1400mm Howitzer Artillery II,Quake L
1400mm Howitzer Artillery II,Quake L
1400mm Howitzer Artillery II,Quake L
Bastion Module I
Small Tractor Beam II
Salvager II
Salvager II

Large Projectile Burst Aerator II
Large Core Defense Field Extender II


This is my fitting.

Gun DPS 936.6 Quake, max skills
Drone DPS 158.4 Hammerhead II
Total DPS 1095

Works well, but has terribad tracking and the worst DPS from any marauder. Also, implants and some miracles.

Serge SC Le Frenchman Friendly FC

hmskrecik
TransMine Group
Gluten Free Cartel
#6396 - 2013-10-20 21:34:27 UTC
Mina Sebiestar wrote:
4 faction gyros and t2 burst rig...it is truly shame it cant brake 1000(900 even) dps mark.

Even Vindicator does not break 1000dps with long range guns (Machariel too, for that matter). And your point is?
hmskrecik
TransMine Group
Gluten Free Cartel
#6397 - 2013-10-20 21:38:31 UTC
Serge SC wrote:
Gun DPS 936.6 Quake, max skills
Drone DPS 158.4 Hammerhead II
Total DPS 1095

Works well, but has terribad tracking and the worst DPS from any marauder. Also, implants and some miracles.

Excuse me, but if you use artillery on falloff bonused hull, you're doing it wrong. On TQ my AC Vargur kills faster in 50-60km range than rail Kronos. And the closer the merrier.
Shaun Hansen
Tactically Challenged
The Initiative.
#6398 - 2013-10-20 21:47:14 UTC  |  Edited by: Shaun Hansen
Kismeteer wrote:
The MJD changes? fantastic. Grid changes? great. The extra high slot? meh but good deal. The 'just falloff and tracking' kind gives some turret types a much larger bonus, versus the missile one which is huge.

You are also missing the main bonus to the idea of 'mini-dreads': huge damage increases. Otherwise this is just a minor ammo type change.


My point excactly. Where is the good stuff? Toss us some bonuses. Lets try with additional 100% bonus to damage of the guns. Imagine forsaken hubs with 16 battleship sized blasters. Ratting will never be the same again Big smile
Tsukinosuke
Id Est
RAZOR Alliance
#6399 - 2013-10-20 21:50:19 UTC
baltec1 wrote:
Tsukinosuke wrote:


why do you not focus on Black Ops "use to pVp" instead of marauders (used to be PvE oriented) ?!? for example make them "bastion"ed so both pVp and PvE community may be happy imho..


PVE pilots will never be happy because they always want an overpowered ship.

What we are getting is much better at pve as it can do a lot more of it than the old one.


are you a pVp-er or PvE-er ? because i cant understand a pVp-er who interested in changing "used to be PvE oriented" ships to sub-capital dreads? it is better for you to be interested in "most welcome and long waited by nullfolks" re-working/balancing Black OPs, isnt it?

i never like Overpowered classes, items, spells, abilities etc in games.. both PVE and PVP.. so you are wrong, that "PVE pilots" you pointed, i am not one of them.. but i am sure most of PVPer are in search of the best, the stronger, the most deadly, the overpowered..

anti-antagonist "not a friend of enemy of antagonist"

Mer88
Royal Amarr Institute
Amarr Empire
#6400 - 2013-10-20 22:24:44 UTC
Brib Vogt wrote:
Mina Sebiestar wrote:
So that arty start being viable for rest of pvp situations and all possible pve that is in this game hell i would accept cap usage on them(slowish ROF should offset that).

Vargur as lowest dps lowest range boost and static in bastion rly is sad story to the point that if you do bastion you are doing it wrong.

imo.


Right now my vargur would end up at 842 DPS from guns and 105 dps from two bouncer.

[Vargur, Tech2 copy 1]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Tracking Enhancer II

Adaptive Invulnerability Field II
X-Large Shield Booster II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
100MN Afterburner II
Large Micro Jump Drive

1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
1400mm Howitzer Artillery II, Republic Fleet Fusion L
Drone Link Augmentor II
Drone Link Augmentor II
[empty high slot]

Large Projectile Burst Aerator II
Large Ionic Field Projector II

Warrior II x5
Bouncer II x2



The MJD would force me to fight between 120 and 60 km. and i would end up with 450 (120km) - 800 dps (60km). BUT after flying with it, it seems necessary to unstack all guns and use them one by one. And even with maxed skills and implants the 1400 sometimes miss a BS which flies straight at you.


what implant u got?