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CCP: Marauders will RAWK!!! i want to play again now. i havent "wanted" to play in months

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Jake Warbird
Republic Military School
Minmatar Republic
#41 - 2013-09-01 16:26:06 UTC
stoicfaux wrote:

disconnect


This got me thinking, what happens when you disconnect while in 'bastion'?
Novah Soul
#42 - 2013-09-01 17:11:25 UTC
Benny Ohu wrote:
Sansha TD is in highsec missions. Some missions have enough NPCs with TD to cripple a turret ship.

Yeah. IMO these changes will be the biggest boon for turret users fighting sansha. I'm quite happy that I will no longer need a sentry or missile ship to run the td-heavy missions.

A man is known by the quality of his friends. - Lex Luthor

Chainsaw Plankton
FaDoyToy
#43 - 2013-09-01 19:21:59 UTC
stoicfaux wrote:
Aglais wrote:
Um... No.
In PvE, my Golem is T2 fit, and can already comfortably tank literally every L4 I've ever attempted. My attack range is ALREADY my target lock range, meaning I DO NOT NEED MORE RANGE! This bastion module is pointless!

Nah. Bastion mode (and the MJD) means you can slap a Pithum C MSB on and effectively perma-tank, which means less micromanagement and less chance of loss on a disconnect. I normally run a Pithum C MSB (i.e. minimum tank) on a Golem and Vargur and there are a few missions that can go south quickly if something goes wrong. Bastion mode should eliminate that.

As for the Golem, the 25% missile speed buff reduces your cruise missiles' vulnerability to NPC defenders and reduces DPS loss to volley counting. As for torps, well /shruggle, the extra range is nice, but Fury cruise are generally better.




at at 130m in jita what a bargain! I usually run 2x invlun and a boost amp with mine, with the bastion mode I think I can drop 2 of those and my tank will be even better than it was. I think I might try a t2 rate of fire rig with a t1 missile speed rig, add in the bastion missile velocity bonus and cruise should be more or less defender proof.

the paladin I'm excited for, 7.5% optimal bonus plus another +25%/+25% optimal/fallfoff (although if that is stacking penalized with Tracking comps then it isn't as exciting but oh well). oh yes and I will be able to fit 4 heatsinks and a t2 rof rig fairly easily! But it sounds like the loss of web bonus will hurt incursion runners though.

kronos, meh meh meh! the loss of drone bay/bandwidth just makes its dps with rails uncompetitive, and I'm not sure that its blaster range adequate to be useful for much of anything. null will be about 20+50 which is slightly useful, but at that range I feel like I'd still rather bring a mach because of the extra dps and mobility. and navy antimatter/void range is just way too limited.

vargur, more meh, dps isn't bad, but range is limiting. extra fitting so you can fit arty helps a little I guess, but I pretty much already have as many damage mods as makes sense on it

@ChainsawPlankto on twitter

Chainsaw Plankton
FaDoyToy
#44 - 2013-09-01 19:43:22 UTC
Zimmy Zeta wrote:
It's been quite a while since I last did PVE so I may have no clue what I am talking about (as usual).
But I also see the Paladin at a slight disadvantage. Just have a look at the rats and their "matching" marauders (resistance/damage wise) and the e-war /debuffs coming from them:

(For lack of a better name, I decided to call the new Marauder-Transfromer module "Decepticon Module", because Autobots are overrated.)

Arrow Guristas - -> use Golem /Kronos ---> Guristas ECM e-war canceled via the Decepticon module

Arrow Serpentis --> use Kronos /Golem --> Serpentis SD e-war canceled via Decepticon module

ArrowAngel --> use Vargur --> Angels use TP and webs. Nobody cares about TPs, MJD makes webs mostly useless

Arrow Sansha --> use Vargur / Paladin ---> Do Sansha even use e-war or other debuffs?

Arrow Blood Raider --> Use Paladin /Vargur --> BR e-war TD cancelled via Decepticon module, Neuts still affect Paladins, Vargur is much less affected because of capless guns.


paladin should be just fine, especially if it gets that range bonus. I'm more worried for the kronos. with 4 damage mods, and a t2 rof rig a 425mm railgun kronos needs 3 sentry drones to compare to the paladin's tachyon dps. I see blasters as having big damage application problems in missions. and as said, TD immunity is very nice for blood/sansha.

@ChainsawPlankto on twitter

Mooer
Band of Builders Inc.
Intaki-Business Logistics Union
#45 - 2013-09-03 18:18:11 UTC
Chainsaw Plankton wrote:
Zimmy Zeta wrote:
It's been quite a while since I last did PVE so I may have no clue what I am talking about (as usual).
But I also see the Paladin at a slight disadvantage. Just have a look at the rats and their "matching" marauders (resistance/damage wise) and the e-war /debuffs coming from them:

(For lack of a better name, I decided to call the new Marauder-Transfromer module "Decepticon Module", because Autobots are overrated.)

Arrow Guristas - -> use Golem /Kronos ---> Guristas ECM e-war canceled via the Decepticon module

Arrow Serpentis --> use Kronos /Golem --> Serpentis SD e-war canceled via Decepticon module

ArrowAngel --> use Vargur --> Angels use TP and webs. Nobody cares about TPs, MJD makes webs mostly useless

Arrow Sansha --> use Vargur / Paladin ---> Do Sansha even use e-war or other debuffs?

Arrow Blood Raider --> Use Paladin /Vargur --> BR e-war TD cancelled via Decepticon module, Neuts still affect Paladins, Vargur is much less affected because of capless guns.


paladin should be just fine, especially if it gets that range bonus. I'm more worried for the kronos. with 4 damage mods, and a t2 rof rig a 425mm railgun kronos needs 3 sentry drones to compare to the paladin's tachyon dps. I see blasters as having big damage application problems in missions. and as said, TD immunity is very nice for blood/sansha.


1. dont forget about the rail gun boost.
2. what about the paladin catching the kronos for blaster dps? isnt happening.

look at both sides of the coin. =)
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