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[Rubicon] Marauder rebalancing

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The Djego
Hellequin Inc.
#6441 - 2013-10-21 11:12:23 UTC  |  Edited by: The Djego
hmskrecik wrote:
The Djego wrote:
hmskrecik wrote:
The most controversial thing is the web bonus which, probably so crucial in incursions, hasn't been as useful during missions. Taking Kronos as an example, with rails you are supposed to blap frigs at range and with blasters' tracking you just kill everything, webbed or not.


Speak for yourself, I find the web bonus extremely handy when I do L4 with my mwd fitted rail Kronos, it is actually one of the few features that makes the hull competitive compared to rail/sentry hype and domi is to still do high damage at close and take out frigs that are very close to the warp in without having to resort to light drones(what is a massive waste of time compared to sentry based dps).

I do speak for myself. And my experience is that with rails and Javelins even 90% web does not help killing frigs which are already under my guns. Cruisers and up can be dealt with by matching speed vectors as much as possible. I tried and it works.

Also you don't launch sentries while you MWD, do you?.


You mwd in high dps range(around 30-40km) drop the sentry's and kill stuff from there(yes you can still move since with the mwd being a few km away from your sentry's doesn't matter). You hit frigs that you missed at 18km with the overheated FN web and one volley them. If they get close you can still web them down reduce transversal to zero and kill them with rails(that is still faster than using light drones). Also killing a bunch of cruisers is way faster with the web than adjusting speed and vector for any of them(that takes forever and is a reason why the web saves so much time with the hull).

hmskrecik wrote:

But I can't leave your remark about Kronos unremarked. The most important thing you have ignored is that the hull gets 50% falloff bonus. Which means that even without bastion the ship is going to have massive range with blasters, with Null it's comparable to railguns with antimatter. Without bastion you use some propulsion so you don't use your sentries but with such projection of blasters it's not going to matter anyway.


Blasters don't have rail range, even with a 50% falloff bonus. A 425mm rail with 2 TCs got 47+49km what means max dps up to 50km with antimatter, on the Kronos on sissi antimatter loses most of the dps beyond 20km and null beyond 45km, because of falloff. Blaster dps projection is bad even with the falloff bonus(it is a lot less than on the vargur or mach and you need to move this hulls a lot to get good dps out of them), it gets even worse if you can't even move(because if you want to you throw the slot advantage for tank bastion would bring right out of the window). Overall the current rail Kronos is vastly more effective than the rail Kronos on sissi(because of the lacking speed and sentry dps) and the blaster version isn't much better because of the stop and go game play combined with low range.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

hmskrecik
TransMine Group
Gluten Free Cartel
#6442 - 2013-10-21 12:19:24 UTC
The Djego wrote:
You mwd in high dps range(around 30-40km) drop the sentry's and kill stuff from there(yes you can still move since with the mwd being a few km away from your sentry's doesn't matter). You hit frigs that you missed at 18km with the overheated FN web and one volley them. If they get close you can still web them down reduce transversal to zero and kill them with rails(that is still faster than using light drones). Also killing a bunch of cruisers is way faster with the web than adjusting speed and vector for any of them(that takes forever and is a reason why the web saves so much time with the hull).

Okay, so for your flying style webs make sense while for mine they don't. What I don't agree with is the "way faster" part. I tested with and without web and difference is negligible thus I prefer to dedicate this mid slot for something which works at all ranges (like, Omni Tracking Link or AB).

Quote:
Overall the current rail Kronos is vastly more effective than the rail Kronos on sissi(because of the lacking speed and sentry dps) and the blaster version isn't much better because of the stop and go game play combined with low range.

I guess you have tested it on SiSi flying your way. I'm going to wait until the ship hits TQ and to test flying my way. Maybe I will be forced to take back my words but for now I am optimistic.
chaosgrimm
Synth Tech
#6443 - 2013-10-21 12:31:17 UTC
hmskrecik wrote:

Gosh, those forum rules about quotations...

I understand you discuss marauders without bastion activated. OK, so be it.
* raw dps slightly lowered, though on Vargur it has already been lost to me as I used AB setup, so no sentries anyway.
* mobility is give-and-take. Please don't forget the MJD bonus works even without bastion installed and increased PG/CPU means you can easily fit AB or MWD (maybe even all three prop mods, if you so fancy)
* about loot exclusivity... frankly, my dear, I don't give a damn.

And those "the only things" cover quite good part of combat PVE in game. Add to it sleeper sites, DED sites and anoms and what's left are incursions, which I agree they got worse only because I don't want to go into this discussion, and L4 missions which in some cases will get better and in some cases will get worse.

Everything mentioned here negatively impacts isk per hour.
As mentioned previously, anything that:
a) requires a heavy tank but not logi
b) has a lot of ewar
gets better. Everything else, including most level 4s, gets worse.

Quote:

I don't quite get your remark about getting worse in short ranges. Both Kronos and Vargur get falloff and tracking bonus, which means that even without bastion they are to be blasters and autocannons beasts respectively. Vargur is already there but since quite a time I have been longing for falloff bonused Gallente battleship and now I am excited.

... really? Effects of slower max speed:
* torp golem takes longer to get in range
* short range turret boats take longer to get in range / cant reduce falloff as quickly
both mean less isk / per hour

hmskrecik wrote:

I don't see it this way but I give it to you, let ISK/hr be THE most important thing. But it still is not everything.

And if it is everything to you, then you probably want to keep using pirate battleships for running missions. No offense, I'm just reflecting current general balance doctrine, as stated by CCP.

Okay... what? You have listed and we have discussed several things that reduce isk per hour for marauders. The only reason someone would support those things from a PvE standpoint is if they believe that isk per hours wasnt the most important thing... and you just said that it was.

If you dont care about isk per hour, why not do your 4s in an assault frig? lvl4s are like Rat Mining. Would you use a retriever to solo mine in highsec if there was a mackinaw sitting in you hanger? but.. but... the difference b4 drones is only 5%. Move to the diff in battleships like vargur vs mach, mach can fit a tank for 4s and has around 9.5% better raw dmg + twice the bandwidth. If you are using a TQ marauder and not looting, I would be very curious to know what your justification is for using one over a pirateship that you say would earn you more isk per hour (and it will b/c you dont loot). I mean, saying "go use a pirateship" is a bad PvE implementation because there are currently justifiable isk per hour reasons to use both on a regular basis. After these changes, pirates / faction alternatives will the only thing to use in terms of isk per hour.

hmskrecik wrote:

Again we see things differently. To me, we are talking about ship which has been given some potential to find its niche in PVP. CCP never stated it's to become mainstream. And the PVE expense is at acceptable level. The most controversial thing is the web bonus which, probably so crucial in incursions, hasn't been as useful during missions. Taking Kronos as an example, with rails you are supposed to blap frigs at range and with blasters' tracking you just kill everything, webbed or not.

To some degree I sympathize with incursion runners but it's about the only PVE activity which has significantly been "nerfed" this way.

You said you dont believe isk per hour is everything.... this is why you see it as the only significant nerf.

hmskrecik wrote:

And they aren't necessarily "I can't loose". The thing is, the answer to bastioned marauder is not exactly to bring more marauders. It's to bring more firepower, any firepower. Which means that small gang of T1 battleships (or blob of frigs?) should be as good at squishing the bugger as it gets. Bring some neuts and watch hilarity ensuing. But again, this is my theorycrafting without having actual PVP background.

Your idea of balance is that it is okay for the only counter to a ship to be: "bring more ppl"....?

Neuts are lame vs marauders b/c of dual ASB setups and the marauders' cargo capacity... esp for the vargur and golem who dont need cap to fire.
Mina Sebiestar
Minmatar Inner Space Conglomerate
#6444 - 2013-10-21 12:36:47 UTC  |  Edited by: Mina Sebiestar
hmskrecik wrote:
Mina Sebiestar wrote:
hmskrecik wrote:
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?


My point is that artys are bad weapon except niche role and it still stands.

1000 dps

As you see Vindicator does 1000 dps with guns only(faction ammo included)

Mach is over 900(0) too and since it uses same low dps arty it isn't great but at least it is high enough with solid drone bay and implants to out dps battlecruizers.

So did you had a point beside being wrong ?

Ah, okay. I checked with tech 2 magstabs instead of faction.

My point, beside being corrected, is that marauders are not supposed to have bigger dps than pirate battleships. Ask CCP if you have any doubts.


Never did I stated that marauders should out dps pirate ships I just stated that arty are bad and cant brake certain dps margain like other MARAUDERS do while still have worst tracking,dps,range then any of them...it is not like they have worse tracking than tachs but better dmg than rails NO that are worse in everything compared to anything.

Where did I tell anything about pirate ships should do less dips then marauders.you brought them up by being wrong not me I just stated that if you want comparable dps to rest of marauders you need a machariel to do it because minimatar most advanced ship(vargur)is doing as much dmg with them as t1 Dominix do with sentry drones alone while not suffering from acute lack of tracking and range.

And rly if you gonna quote ppl try to stay on quoted topic.

Edit

I do agree on your point it just wasn't relevant from my point of view.

You choke behind a smile a fake behind the fear

Because >>I is too hard

chaosgrimm
Synth Tech
#6445 - 2013-10-21 12:36:59 UTC
hmskrecik wrote:

I guess you have tested it on SiSi flying your way. I'm going to wait until the ship hits TQ and to test flying my way. Maybe I will be forced to take back my words but for now I am optimistic.


.... lawl, i just finished writing a long reply to hmskrecik...
Then I see this comment..

You havent even tested it?!?!?!
Kane Fenris
NWP
#6446 - 2013-10-21 12:57:31 UTC
Mina Sebiestar wrote:

Never did I stated that marauders should out dps pirate ships I just stated that arty are bad and cant brake certain dps margain like other MARAUDERS do while still have worst tracking,dps,range then any of them...it is not like they have worse tracking than tachs but better dmg than rails NO that are worse in everything compared to anything.


i guess theres a great problem with Bs arty.
anythig but alpha sucks on artys...

if you nerf alpha and up dps ppl will whine.

i think to fix the under/unused ammo types could help but theres the problem it wouldnt only affect large turrets...

Brib Vogt
Doomheim
#6447 - 2013-10-21 13:34:09 UTC
Vulfen wrote:
Brib Vogt wrote:



The whole concept is just a bit crappy. IF CCP would have said "We introduce more CPU and Fitting potential and we decided to give em the T2 resists they deserve" everyone would be happy. If they had said "and we fix the poor sensor strength and scan resolution" everyone would be even more excited. And if ccp would argue, that with this buffs the marauder need a nerf i would have understood it. A general reduction of 25m³ drone bandwidth to all ships would be a reduction in effective DPS and more then enough to justify the changes.

But no, they had to create a module which makes you stationary, which in itself is a huge drawback. It is the ultimate BS sized defensive module on a ship class tending to be over tanked already.


So you think that droping 25m3 of drone bandwidth would be worth a 200K EHP buff good sensors while keeping all the utility... now thats some balance.

I do however think CCP are missing some key things here.

Personally i dont think the bastion module setup in its current iteration will see any use in PVP except for high-sec station games. I believe the E-War immunity is an balanced option anyway, i think it should offer more like "E-War Resistance" where all ewar effects cast upon the ship is reduced by 50%, and remote assistance suffers the same penalty. With this i then believe you will see them in pvp as a good option. As currently you might aswell just field a T1 BS and if you die grab another quickly.


Have i mentioned with one word BASTION. Bastion came, but sensor strength, scan resolution and cpu/PG buff is enough. and this changes would be okay for 25 m³.
AskariRising
State Protectorate
Caldari State
#6448 - 2013-10-21 13:35:56 UTC  |  Edited by: AskariRising
i honestly was hoping the bastion transformation for the golem was going to be the raven with its wings bending forward a bit and the "head" part sliding back into the body. the missile silo/panels or whatever were cool but i think it couldve been way cooler

of all the new "remodels" of marauders, the golem was the least inspiring take on probably the most iconic ship in eve (after the drake)

i feel like CCP took a huge crap on the raven model

EDIT: id rather see the golem model swapped for the scorpion model at this point
hmskrecik
TransMine Group
Gluten Free Cartel
#6449 - 2013-10-21 13:47:53 UTC
chaosgrimm wrote:

Everything mentioned here negatively impacts isk per hour.
As mentioned previously, anything that:
a) requires a heavy tank but not logi
b) has a lot of ewar
gets better. Everything else, including most level 4s, gets worse.

This the moment when I stop arguing. From now on the only correct course is to test how it works in practice. Which incidentally answers question from your other post: nope I didn't test and I'm not gonna test on SiSi for reasons beside this discussion.

Quote:
Effects of slower max speed:
* torp golem takes longer to get in range
* short range turret boats take longer to get in range / cant reduce falloff as quickly
both mean less isk / per hour

Kronos with MWD+blasters yields almost the same ISK/hr like the railgun version. Honestly, it's slightly worse but only so. With better falloff and ability to MJD almost at will I expect it only to improve.

Quote:
Okay... what? You have listed and we have discussed several things that reduce isk per hour for marauders. The only reason someone would support those things from a PvE standpoint is if they believe that isk per hours wasnt the most important thing... and you just said that it was.

Dude... There is a difference between "the most important factor (while other are considered too)" and "the only important factor (when other are not)". If the ISK/hr is the only thing you care about, it's okay and let's agree to disagree.

There are other factors which I do take into consideration and which have their weights to me.

Quote:
If you dont care about isk per hour, why not do your 4s in an assault frig? lvl4s are like Rat Mining. Would you use a retriever to solo mine in highsec if there was a mackinaw sitting in you hanger? but.. but... the difference b4 drones is only 5%. Move to the diff in battleships like vargur vs mach, mach can fit a tank for 4s and has around 9.5% better raw dmg + twice the bandwidth. If you are using a TQ marauder and not looting, I would be very curious to know what your justification is for using one over a pirateship that you say would earn you more isk per hour (and it will b/c you dont loot). I mean, saying "go use a pirateship" is a bad PvE implementation because there are currently justifiable isk per hour reasons to use both on a regular basis. After these changes, pirates / faction alternatives will the only thing to use in terms of isk per hour.

Since you asked. Right after raw performance, the next most important thing to me is fitting versatility. There is generally the only way to fit pirate battleship for missions while marauders leave more wiggling room. Esp. with Kronos with which I can complete most missions while having empty one low and two mid slots. No way you can have so many utilities on Vindi or Mach. Also not negligible is matter of investment. You can fit marauder with Tech2 modules only and you're good to go. Pirate BS require at least some pimpage, sometimes bordering on becoming loot pinatas. Large cargo and ammo conservation are nice too.

The thing is, to me and to many other people pirate BS have better performance than marauders. The question nobody asks, lest to answer it, is HOW MUCH BETTER? I asked it myself and gave myself an answer, which (again, to me) is: not that much. Which means that if I have before-the-end-of-month financial goal, I'm going to grind with pirate hulls while if I rather want to shoot some stuff without breaking sweat, or go to operate far from my home base, I'm better off with marauders.

Funny you mentioned it. I did run some L4s in assfrigs. Because I could. Not the most efficient way in fact but fun to do once or twice to relieve some boredom.

Quote:
Your idea of balance is that it is okay for the only counter to a ship to be: "bring more ppl"....?

Neuts are lame vs marauders b/c of dual ASB setups and the marauders' cargo capacity... esp for the vargur and golem who dont need cap to fire.

No, my point is, that "bring more marauders" is not the only valid one. This is just the most basic test but in itself it doesn't guarantee that the ship is balanced. It might be not. We'll see.
Joe Risalo
State War Academy
Caldari State
#6450 - 2013-10-21 14:25:34 UTC
I have an idea that may work to kinda even things out for the different weapon systems.

We'll take large multifrequency crystal as an example.

Currently, multifrequency unfitted is -50% range at 28 em and 20 therm.
Radio is +60% range at 16 EM and 8 therm.

On unfitted Tachyon T2 that is
Multi - 26.4 KM
Radio - 84.48 KM

[I'm not going to factor fall-off here cause i don't wanna do the math]

Now, if you consider the damage drop amount from one to the other - 57% roughly

This means you could take one crystal and make the optimal 26.4km when fitted t2, and make the fall-off roughly (without doing math) 76km or so...

With hybrid ammo, you could have two different range ammos - short to mid and mid to long.
And then have two different damage profiles.


Projectiles would also get T2 damage specific ammo, which would actually go a long way into fixing the complaints that have been expressed about arty.

There's no point in several different ammo types.
Just one or two, and you're done.

This would actually go a long way, and expecially for lasers, would make a ton of sense... Light goes on until if dissipates.
Joe Risalo
State War Academy
Caldari State
#6451 - 2013-10-21 14:34:20 UTC
AskariRising wrote:
i honestly was hoping the bastion transformation for the golem was going to be the raven with its wings bending forward a bit and the "head" part sliding back into the body. the missile silo/panels or whatever were cool but i think it couldve been way cooler

of all the new "remodels" of marauders, the golem was the least inspiring take on probably the most iconic ship in eve (after the drake)

i feel like CCP took a huge crap on the raven model


Scroll back a couple pages.
There was a player that put up a design that looks freaking awesome.

The first design he put out would make for a mean golem.
Debora Tsung
Perkone
Caldari State
#6452 - 2013-10-21 14:48:04 UTC
Joe Risalo wrote:


Scroll back a couple pages.
There was a player that put up a design that looks freaking awesome.

The first design he put out would make for a mean golem.


Here's the link.

https://forums.eveonline.com/default.aspx?g=posts&m=3757189#post3757189

I didn't like it tho, it looked weird.

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.

Joe Risalo
State War Academy
Caldari State
#6453 - 2013-10-21 14:54:17 UTC
hmskrecik wrote:
Dude... There is a difference between "the most important factor (while other are considered too)" and "the only important factor (when other are not)". If the ISK/hr is the only thing you care about, it's okay and let's agree to disagree.

There are other factors which I do take into consideration and which have their weights to me.



This, in a nut shell.

What matters to me


All of these effect isk/hr.
If you can't full room aggro, you're either going to have to warp out, kite, or watch aggroes and triggers. All of which reduce isk/hr.

If you can't target or track due to ewar, you're losing isk/hr.

The better damage you can apply at range, the less you and/or the npcs have to travel, which increases isk/hr.

MJD makes a huge difference to isk/hr as well. What many people aren't factoring is the penalties of MWD.
It reduces your overall cap, and consumes cap quickly. This means you'll either have to sit and build cap before you use the next gate, or you'll have to burn cap boosters.. cap boosters cost isk = less isk per hour.

Less weapons = less ammo used = more isk/hr.

Many people don't factor in ammo and cap booster costs when it comes to isk/hr. This is why I don't use and ASB.
I have a cap booster on my Golem in the event of an emergency, but so far on the test server, I've only used it once when my shield booster didn't deactivate when I told it to.
Joe Risalo
State War Academy
Caldari State
#6454 - 2013-10-21 14:55:50 UTC
Debora Tsung wrote:
Joe Risalo wrote:


Scroll back a couple pages.
There was a player that put up a design that looks freaking awesome.

The first design he put out would make for a mean golem.


Here's the link.

https://forums.eveonline.com/default.aspx?g=posts&m=3757189#post3757189

I didn't like it tho, it looked weird.


Looks a little weird, but it looks mean...
And compared to what they're pushing now, it's a whole lot better.
The Djego
Hellequin Inc.
#6455 - 2013-10-21 14:56:00 UTC
hmskrecik wrote:

Okay, so for your flying style webs make sense while for mine they don't. What I don't agree with is the "way faster" part. I tested with and without web and difference is negligible thus I prefer to dedicate this mid slot for something which works at all ranges (like, Omni Tracking Link or AB)..


A ab is pointless since you fit a mwd, same as a omni link with 2 sentry's at best. Way faster means insta killing frigs that get to close, saving 2-3 volleys on most close cruisers and even on BS. I mission most of the time in Angel space with it and the 90% web is one of the most useful features because you can hit at close range(what the domi and hype don't do at all).

hmskrecik wrote:
I guess you have tested it on SiSi flying your way. I'm going to wait until the ship hits TQ and to test flying my way. Maybe I will be forced to take back my words but for now I am optimistic.


I flown it for about 6h L4 and a few low sec annos on sissi with blaster, with rails, it sucks in both ways. It is not that this is the first time I fly it, I got one and fly it since years and know how the use it to get the best results. You bring it in range where you can do max dps, you use sentry drones and you web stuff down what comes to close. You know why 90% of the people vouch for the mach as best mission ship? It is not the dps(it is good but not that special once you fly real gank fittings) it is not the range(it does a lot worse at 40+ km than the rail Kronos), it is because they actually move the ship around to apply dps in a efficient manner, the same thing you can do with a Kronos and it is fairly good at it(with rails, not with blasters).

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Joe Risalo
State War Academy
Caldari State
#6456 - 2013-10-21 15:14:38 UTC
The arguement for webs is moot.

A web may slow a target down enough for you to hit it, but you'll still have low tracking and may not be able to hit effectively.
You can launch small drones and kill the frigs while you're focusing down other targets.

The other major thing that effects this is the MJD. If they get too close to track, just MJD away and boom, you can insta pop frigs and with probably only one turret. The only marauder that can't do this is the Golem because it would need one TP per launcher at least.
I group my launchers in two, and use one TP and one group per frig to insta them down.
loles
Perkone
Caldari State
#6457 - 2013-10-21 15:36:28 UTC
hmskrecik wrote:

Not really. It's 48km. And if anyone can't slowboat 4km then they have problems outside of scope of this discussion.


"Not really", 40km for us mortals with T1 tractor beams.

And anyway what's the point of tractoring then MJD and tractoring again? Because if the point is looting a mission objective, using MJD twice to loot are 2 minutes wasted, I'd rather undock my noctis. If range was greater wrecks would be packed together for noctis to salvage. I currently run the noctis (lvl 4) with 6 tractor beams and 2 salvagers, a decent TB bonus on marauders could reduce the number of TBs.

If you are a snipper, and MJD + Bastion will have many snippers, that tractor range is only useful to loot frig wrecks which are the only that will get below 50km, which are anyway generally useless. And as someone said golem can hit at 150km, and paladin will be over 100km too with tachyons.
Joe Risalo
State War Academy
Caldari State
#6458 - 2013-10-21 15:41:35 UTC
loles wrote:
hmskrecik wrote:

Not really. It's 48km. And if anyone can't slowboat 4km then they have problems outside of scope of this discussion.


"Not really", 40km for us mortals with T1 tractor beams.

And anyway what's the point of tractoring then MJD and tractoring again? Because if the point is looting a mission objective, using MJD twice to loot are 2 minutes wasted, I'd rather undock my noctis. If range was greater wrecks would be packed together for noctis to salvage. I currently run the noctis (lvl 4) with 6 tractor beams and 2 salvagers, a decent TB bonus on marauders could reduce the number of TBs.

If you are a snipper, and MJD + Bastion will have many snippers, that tractor range is only useful to loot frig wrecks which are the only that will get below 50km, which are anyway generally useless. And as someone said golem can hit at 150km, and paladin will be over 100km too with tachyons.


I'll probably still stick to Golem noctis combo.
Clear a few missions, the. Come back and salvage.
Noctis is much faster, even after you factor leaving and returning.

I run 4 tractor, 4 salvage... I can lock 10 targets, so I tractor 4 while I'm salvaging 4.
The Djego
Hellequin Inc.
#6459 - 2013-10-21 15:48:55 UTC
Joe Risalo wrote:
The arguement for webs is moot.

A web may slow a target down enough for you to hit it, but you'll still have low tracking and may not be able to hit effectively.


Why don't we leave judging the usefulness about how good you can apply damage with a 90% web to target to people that solo pvped in plategank megas back in the days? Mkay? As a hint if it is good enough for me, it probably gives you 103% applied dps on the target and the reason to fly a Kronos over the rail+sentry hype or domi(that do more on paper dps) is damage application.

Joe Risalo wrote:
You can launch small drones and kill the frigs while you're focusing down other targets.


It is a massive wast of time, web it one shoot it vs 30-40s to kill it with small drones, what cost you about 5400 damage on another target with sentry's in the meantime. Also you can apply 100% sentry damage on everything bigger than a frig even at point blank with the 90% web.

Joe Risalo wrote:
The other major thing that effects this is the MJD. If they get too close to track, just MJD away and boom, you can insta pop frigs and with probably only one turret. The only marauder that can't do this is the Golem because it would need one TP per launcher at least.
I group my launchers in two, and use one TP and one group per frig to insta them down.


Since you don't realize it, you wast 30-50% of your dps(sentry dps and a bit chunk of the turret dps) by mjding away in a turret ship. This is the reason why some people use a mwd and a web, because it is "drum roll" a lot faster compared to your method.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Mer88
Royal Amarr Institute
Amarr Empire
#6460 - 2013-10-21 15:52:08 UTC
Joe Risalo wrote:
loles wrote:
hmskrecik wrote:

Not really. It's 48km. And if anyone can't slowboat 4km then they have problems outside of scope of this discussion.


"Not really", 40km for us mortals with T1 tractor beams.

And anyway what's the point of tractoring then MJD and tractoring again? Because if the point is looting a mission objective, using MJD twice to loot are 2 minutes wasted, I'd rather undock my noctis. If range was greater wrecks would be packed together for noctis to salvage. I currently run the noctis (lvl 4) with 6 tractor beams and 2 salvagers, a decent TB bonus on marauders could reduce the number of TBs.

If you are a snipper, and MJD + Bastion will have many snippers, that tractor range is only useful to loot frig wrecks which are the only that will get below 50km, which are anyway generally useless. And as someone said golem can hit at 150km, and paladin will be over 100km too with tachyons.


I'll probably still stick to Golem noctis combo.
Clear a few missions, the. Come back and salvage.
Noctis is much faster, even after you factor leaving and returning.

I run 4 tractor, 4 salvage... I can lock 10 targets, so I tractor 4 while I'm salvaging 4.



your combo is only faster if you plan to salvage everything even the useless frigates and cruisers. if you only salvage and loot battleships that are within 48km. Just a marauder alone is always faster.

you get way faster salvage with 6 tractor and 2 salvage + slavage drones.