Working as intended…
NO. Bastion module not activating in HS is not OK, idk what is going on…
Send a bug report?
AT least we could put up a FIGHT! And have some FUN!!! Now no-one wants to risk 100% death rate in case of even a small 12-14 gankers attack…
I know… you’re right…
I’m always right.
This is great news:
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New Skill added - Advanced Armor Layering
- Grants 2% reduction to the mass penalty of armor plates per level
THIS IS TERRIBLE!!! BAN!N3RFING1!!1!!!
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Marauders
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Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.
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Vargur: 7.5% Falloff bonus per Minmatar Battleship level reduced to 5%.
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Marauders are now unable to access the main bank room of the ESS.
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Marauders continue to be dominant and oppressive at smaller scales of PVP. Marauders currently have incredible damage, high projection, a durable tank, and incredible mobility. We’re making an adjustment here to reign them in a bit while solidifying their role as ships which trade mobility for improved offense and defensive capabilities, and making the Bastion Module their core identity.
We’re making another small adjustment to the Vargur because it is still an outlier. This set of changes should still keep them as apex PVE and PVP ships and the undisputed kings of firepower and defense, but allow for counterplay opportunities when it comes to facing them on grid.
Additionally, we are experimenting by blocking Marauders from the ESS main bank room. This should hopefully lead to a more diverse meta for ESS engagements and allow other battleship and battlecruiser hulls to shine. We’ll be keeping an eye on this change to see if it leads to a healthier ecosystem overall.
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Bastion Module
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Armor Repair and Shield Boost Amount Reduced from 100% to 60% while active.
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Added new bonus, 20% reduction in cycle time and capacitor cost for Armor Repairers and Shield Boosters while active.
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This retains the current repair effectiveness over time values as now without increasing the capacitor cost per second.
We are doing this to help improve active armor Marauders which could sometimes end up repairing for most, or even exceeding their maximum Armor Hitpoints when using Asklepian Implants, boosters, x-type hardeners, et cetera. This would limit the ability of armor Marauders like the Kronos and Paladin when outfitted with high-end modules. It also made them require a disproportionally higher skill cap relative to shield Marauders given how armor repairers apply their reps at the end of the cycle.
This will make Armor Repairers easier to use without over-repping on armor Marauders and limit them less when it comes to high-end fits that push the limits.
Additionally, this change will help reduce the power of Ancillary Shield Booster Marauders a bit in PVP. We’ve heard a lot of frustration from the playerbase about multiple XLASB shield fit Marauders (Looking at you Vargur!) since they’re both very cheap and bypass the normal weakness that active tank marauder fits have against capacitor warfare. By moving some of the power of the bastion module into cycle time, this specifically hurts ancillary shield booster fits since they mostly just want raw boost amount to get the most effectiveness out of each charge and clip, rather than cycle time and the capacitor cost reduction.
What is going on with the Bastion module I don’t yet understand if it’s a BUG or has something to do with ESS???
Again, BUFF the BLACK OPS, BHALGOORN, and other PIRATE BS!!! TWO well fitted Pirate BS should be able to take down ANY Marauder….
On the contrary, that Advanced Armor Layering skill is the bad news as it means CCP has no clue about numbers.
That skill is a waste of skill points with those minuscule numbers.
The Marauder changes seem nice. No more ESS oppressiveness, and the faster cycle time makes Marauders much more user-friendly and reliable without nerfing their EHP/s.
Yes, the Vargur got nerfed a little and MJD too as those ships were too mobile, but that’s what you can expect in a live maintained game: balance changes.
Give them back the Shield and Armor plate BONUS, plz!
PVP and Gankers are completely separate issues only PVE players have to face!!!
Those PVP players get out with the idea they can LOSE their MARAUDER, and they WILL
if they get caught by a PIRATE TRIO like a BHAALGORN, Vindy and SIN…. it’s PVPìers that needs to SCALE UP the game… WE PVE’er CAN NOT!!! 99% of us fly solo…
A little is an understatement. Vargur got an effective 12.5% dps nerf and to compensate against that generates cap instability. No manouverability - 40% weaker shield tanking and 12.5% reduced damage.
Edge cases for null 3 xlasb should not dictate the decimation of a t2 hull for every other activity in the game.
In fairness, the armour rep change was a much needed and good call. But the other things. Very questionable.
You solved your ESS snipe issue with the cloak already. Bizarre logic.
Yeah, I got out in a LV4 mission, I got 1200mm cannon, target at 105 Km… I could not activate Bastion only a 15% range computer and COULD NOT KILL the SANSHA BS for almost FIVE minutes…. The DMG dealt was ridiculous… and with the 800MM with BARRAGE my Falloff DIDNT even HIT!!!
Where are you seeing a dps nerf? I’m seeing a range nerf?
Also how did you get to weaker shield tanking? As far as I know tanking is still the same EHP/s, just with the shield booster cycling more often for more reliable repairs.
Because of the way falloff works - its reducing dps at the same range by that amount. Extremely noticeable. AC’s are not like blasters - at the end of falloff its 50% DPS. So hence effective dps reduction. At optimal you wont notice.
So yes, range nerf. but consequence is 12.5% applied dps nerf too.
Please correct me if i am mistaken, but my old memory thinks that how the projectiles were set up, particularly autocannons.
In a OH survival situation faster cycles means faster module burnout…
I couldn’t activate BASTION so I can not report back on this.
But DMG is to 70-100km out target with my 1200mm was barely acceptable
and my 800mm with Barrage was basically useless over 50km…. pathetic..
the DPS loss with 800mm is massive.
You may be right.
I still don’t see a nerf to repairs though. While the bonus to repairs went from 100% to 60% it also reduced cycle time by 20% to yet again give the same old factor 1.6/0.8 = 2 to repairs, but with smaller cycles so it’s less often wasted or too late.
That repair change seems to be a buff to usability.
Issue with repair outside of pvp (good for armour - bad for shields) is driven by falloff nerf. It means you cant be cap stable and maintain your old dps without an even further dps drop. You need at least 3 tracking mods to compensate.
Hence cutting your effective tank down. This makes them much more susceptible to ganks and just generally worse all around.
In pvp the argument is that 3 xlasb is a pita to fight. It is, but it also cant tackle or do much else and is fully reliant on cap charges. this is largely a nullsec tactic.
Everywhere else it kills legit small gang usage with doubles by knocking off 40% of your effective tanking with cap charges (you cycle through them quicker) so rate is same but you cant tank as previous (long reload & severe unloaded charge cap drain). Shields work differently to armour. So its basically gutted the ship for people using it for regular non blob pvp and pve.
This is also good news to me… there’s no need to NERF the VARGUR (and all other Marauders)
If there’s powerful enough other ships… like the BHALL, and.. SIN… this is a move in the right direction!
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Sin
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Removed 10% bonus to logistic drone transfer amount per level.
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Added 10% bonus to Warp Scrambler range per level.
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Added +1 bonus to Warp Scrambler strength per level.
- These bonuses only apply to Warp Scramblers and not Warp Disruptors.
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Whilst this is NOT… The BHAAL is NOT fighting for the same space as the other Lazerz ships…
It’s a damn VAMPIRE ship…
There is a lot of competition for large energy turret ships with the Apoc, Apoc Navy, Abaddon, Nightmare, Bhaalgorn, Armageddon Navy Issue and Oracle all fighting for the same space
Oh… GREAT… Nerf the Vargur but BUFF the TORNADO…
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Tornado
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Agility Nerfed from 0.475 to 0.54.
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Max Velocity increased from 225m/s to 250m/s.
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Falloff bonus per level improved from 5% to 7.5%.
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Oh THANK you listened!!! MAMBA got a small agility BOOST!!! TNX!!! (Velocity n.d.r.)
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Zealot
- 5% Rate of Fire bonus replaced with 7.5% bonus to medium energy turret damage.
This is a very small damage bump (from 33.3% to 37.5% more damage) but will help the Zealot a lot more with cap stability, since the guns will no longer be consuming as much capacitor per second, and also means the crystals will last longer before they break.
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Mamba
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New role bonus added, 25% bonus to drone max velocity.
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Maximum Velocity improved from 245m/s to 255m/s.
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Mekubal
- New role bonus added, 50% bonus to small projectile falloff.
If you had read more about the explanation you would notice it’s in fact a nerf to how Tornados are usually used, with small compensation buffs for the big agility nerf.
Miniscule numbers, but when your character has 15M XP already, it gives old players a reason to TRAIN something… and a NEW Skill affecting overall Agility maybe could get up to 2.5% so a 12.5% agility bonus at lev5 is a well worth one month of training* investment… (maybe Lev5 train could give 5% instead of 2.5% so it would get to 15% total… afterall is usually 33-36 days of training for Lev5 SKILLS… they could apply stats exponentially for once…)
I’m all for it!