Whereas you have offered zero constructive feedback in this thread, but have just taken wild swings at any and all who dare question the changes.
You have no knowledge of my use or experience with HACs, but deride them anyway.
You have no knowledge of my skill sets or what I expect or wish to achieve with them, but assert blindly that they are not invalidated.
In short, you have nothing on which to rely for argument save your own narcissistic belief in the infallibility and superiority of your own little opinions - anyone who disagrees with you is wrong.
This will not be enough to bring the Ishtar into line with other HACs.
Ishtars never lock and shoot stuff themselves in fleet PVP scenarios.
There is always a Huginn target painting.
So if the goal is not to bring back sentry dropping ishtar balls, the drone control range has to go and/or the sentry range bonus too.
This doesnât hurt the regular Haven Ishtar, since they only run Heavies anyways.
Being able to assign Sentries will keep the engagement range the same for T2 potatoes.
Explaining to people why they are wrong about why their beloved ship is getting changed isnt a wild swing, its calling a shoe out for what it is
i like the changes for the most part:
i dont think the vagabond needs the falloff bonus aswell as the powergrid increase, its essentially gaining a free rig slot now in its main LSE+XLASB which gives it access to extra kin resist or a polycarb
the exeq navy and proteus changes are far larger than anyone is giving them credit for, moving the railkite king from the navy brutix over to the proteus thanks to it being able to utilise nearly 1k dps out to nearly 30km scram range, the exeq navy gaining both a utility slot, 1 more effective turret, less cap use, more speed AND ignoring 75% mass makes this thing lowkey cracked as a HG amulet brawler, with links this thing is pushing 80k ehp with a 1600mm plate while retaining a disgusting 4km/s speed and low align time, we might be seeing the birth of the gallente rush comp
the crow gaining 50% shields allows it to now be able to achieve 10k ehp while retaining anti-drone weapons along with both scram and point, while it is slightly slower than its meta counter part this is now replacing the raptor as the side-boxing tackler for shield small gang and solo play
the caracal navy issue needed more powergrid to be able to remotely contend with the navy osprey, however its still using far too many launchers by comparison to be as cost effective as it
Dominix navy issue gaining 50% tracking speed to all drones is potentially cracked, it has always been derided as the battleship with big pyfa dps numbers but no actual utilization in practice, if you combine this with the LP cost reduction this is looking to become a higher dps, similar survivability, potentially cheaper hyperion
Phoon fleet issue was arguably one of the best solo navy battleships in the game, getting application bonuses might actually be too much for it but could finally see turret setups being viable
Muninn becoming an armor missile ship isnt surprising in the least based on the overwhelming amount of hatred for its far too versatile current self. current fits make it ideal for a mid range armor missile ship that can very quickly deal with fast tackle
Cerberus is becoming the HAM vagabond that orthrus pilots have always dreamed of flying
Despite losing its range bonus, the railgun eagle is still viable provided you give up a small amount of damage in the lows and your fleet has info links to offset the lock range nerf, it doesnt have the speed or the damage selection capabilities of the arty muninn, it has clearly got a decent counter in the form of battleships (namely arty machs being back on the menu)
Ishtars in their current playstyle are unaffected by this patch, however it makes damps and ecm far more effective on the main point of weakness: the huginn that the drones are assisted to which has enough lock range to use the drone control range on the ishtars with
Sacrilege has been overall buffed in this wave, it has always been the slow, close range brawler that has supreme EWAR capabilities that is used in wormholes
Ishkur has finally received a useful skill bonus over the drone tracking and looks to be solidly placed as an active rep scram kiter, it has enough fitting to run gatling rails with nos and cap booster for the repper, scram and web and a reasonable amount of dps. However as the overall dps is lower because its a drone platform it still wonât be as viable compared to the Enyo
Geddon navy is an interesting one, while the control fit for it is clearly superior to the t1 geddon in every way, amarr have lost out on a neut resistant high dps laser platform because of the -2 turret slots
Marauders are absolutely overpowered and I love my Kronos and Vargur. Unless you neut the hell out of them, or oddly enough pre-patch bring a munnin fleet to alpha them, they can just sit there and tank forever while dwindling down the enemy fleet. Check youtube bud. Thereâs quite a few marauder videos (especially vargur) where a one or two man gang absolutely destroys everything BS and below for near enough 20 minutes. Killing fellow Marauders, machariels, navy/pirate BS, tackle, T3s, etc. Only to finally be hot dropped or alphaed because the enemy fleet stops feeding and just alphas them.
They become even more oppressive if you have an ALT whoâs sole purpose is to feed a ship while acting as a cap booster hauler.
Itâs a VERY popular tactic with people doing ESS PVP.
The Domi is heavily lacking PG and the cap to make an active tank work. Its not possible to fit decent guns and double rep like the Hype so it just feels like a poor mans version with poor gun dps, and incidental drone dps, so in essence it is a more expensive but weaker performing Hype with no utility.
A novel approach to keep the keep what i think the intended direction is would be something like this:
5/6/8 slot layout [4 Turrets]
Increase PG to 14000
Increase Cap to 6500 [Hype has 7200]
Adjust Large Hybrid Bonus to 12.5% per level resulting in 7.2 effective turrets vs. 7.6 currently.
The added low compensates slightly for the inability to fit dual reppers in most fits that use Ions or Neutrons due to fitting limitations by opening up options for better base resists or more dmg.
âWeâve also expanded the Fleet Watch List from 15 to 100, added a blink to the Probe Scanner Window when a new signature is detected, reduced the duration â and extended the occurrence - for frigate holes in wormhole space to ~4.5 hours, and changes to Abyssal space that will add some movement and variety without punishing the activity too much.â
it lacks but has the option to grab a neut in the high, but bare in mind it has more mids by comparison and isnt locked to turret dps like the hype which opens it up a bit more to damage selection
I donât think it has powergrid issues now even if you want to fit neutrons, this is the fit i came up with:
[Dominix Navy Issue, Dominix Navy Issue fit]
Large Ancillary Armor Repairer
Reactive Armor Hardener
Drone Damage Amplifier II
Drone Damage Amplifier II
True Sansha Multispectrum Energized Membrane
True Sansha Multispectrum Energized Membrane
Dark Blood Large Armor Repairer
500MN Quad LiF Restrained Microwarpdrive
Heavy Stasis Grappler II
Stasis Webifier II
Warp Scrambler II
Heavy F-RX Compact Capacitor Booster
Large Micro Jump Drive
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Ancillary Current Router I
Large Auxiliary Nano Pump II
Large Nanobot Accelerator II
it requires abyssaled mwd or anc rep, or 3% pg implant, it has 1.5k tank and 1200 dps cold which is squarely in the same range as a hyperion, also despite lacking a DCU this is still rocking more overall ehp than a similarly fit hype that has a DCU instead of a 2nd damage mod
if you drop the anc rig for exp resists and downgrade the neturons to ions you can fit everything while retaining the heavy cap booster and MJD, which the hyperion has to sacrifice the web to fit on
pretty much, but its going to push people out of the trade hubs and putting a bit more risk into it if being ran in hisec, thats kinda the point of the change
Paladin fleets are a defensive structure doctrine, the reason you dont see them that often is because people are rarely invading peoples main areas of space, doesnt mean they dont exist
I guess youâre the type of person who wants every â â â â â â â ship nerfed to t1 frigates
no, he just wantâs marauders toned back down to the niche that they were designed for instead of being the optimal ship to spam in HA over other ships
because well why the â â â â would I train 200 days to fly a marauder.
nerfing the marauders back to pre-role bonus wont make them worthless, they will still be extremely powerful area denial and solo ships, they can still even do fleet doctrine setups, they just wont be able to have their cake and eat it
âŚthe pre role bonus is no role bonus, do you not know what the role bonus is?
The niche of marauders is to be independent high damage ships, the idea is they have the highest sub-cap self rep tank and ewar resistances to make them hard to shut down
I also linked you to the latest battle report which was just a few weeks ago, there are far more if you want to go and find them
that battlereport where PH has ONLY brought paladins in their fleet besides 2 fax and some monitors isnt giga spammed? you can go and find them yourself because you are clearly biased in favor of them remaining as they are
No , I do not know what role bonus is, please enlighten me
right click on any marauder you want and select âshow infoâ, you will see the role bonus, this was added to all battleships after the marauderâs bastion buff
there was no âpre roleâ bonus, there is just the role bonus that was added to them, the bonus is the same on every marauder, the fact that you dont know this basic information leads me to think you have zero experience in marauders and are just closing ranks because your alliance leaders have told you to