Yeah and with the latest patch you got ~11% more resists on all Resistance Modules. Might not offset the nerf if you are used to having 3 Large Extenders or 2 1600er Plates in your Marauder, but is a straight buff if you are not and are using Active Tanks like the majority of the Marauders. The “source” are the latest patch notes…
Also you complained about “being stranded”, which is simply a nessessity to counterbalance the sheer and overwhelming boni the ship gets in bastion mode. We had a 30sec Bastion mode for a time and it was way too short to catch most of them.
Not only does a 30s bastion time make it too easy for a Marauder to slip away, it also enables buffer-fit Marauder fleets with fax backup when they only need to survive at most 30 seconds until they can catch repairs rather than 60 seconds.
Why do you think an active Bastion is designed to disable incoming help? To make these ships incredibly strong as solo self-supporting ships without letting those incredible stats be oppressively strong in subcapital fleet combat.
All these ‘buff Marauder please’ threads consistently seem to forget the PvP part of this game.
I wasnt stating that the bastion module not stop movement. (Although you will hate the new Marauder because it can still move and jump forward with the Micro Jump Drive while in bastion mode. May want to give CCP that power creep speech instead of me. I didnt make that decision- they did)
What people are referring to is the inability to turn off the bastion mode for up to a minute. That’s what i mean by being stranded.
And even that Angel Dread cannot end it’s Siege Cycle earlier, it can just make one Jump. It will still be locked in place there and whoever wants to tackle it will have it probed again in 1 cycle and be there 10 seconds later. While the Siege Timer is 300 Seconds.
What do you mean, does the Barbaroga allow movement and warping while in Bastion?
You may want to send in a bug report for thar, because that’s clearly a bug.
Edit: ah yes, the Angel dread can use a MJD while in Siege as a unique role bonus. Like all pirate factions the Angel ships have their own special bonus and for Angel ships it’s a mobility bonus. However, the usual bonus would be pointless for a Dread stuck in siege so it got another one.
Siege 2 requires a lvl 5 skill that’s not part of the base skill requirements for the ship. In order for a T2 Bastion to make sense they’d need a skill requirement that’s beyond the basic ship/module requirement, they would have to either find an existing skill to piggy back it on or create a new skill.
The current requirements are part of the base requirements of the ship itself, that means that by being able to board the ship you could already use the T2 module. Personally I feel that they should add a special skill just like they do for Siege modules and industrial cores. Needing lvl 1 to use T1 Bastion, lvl 5 to use T2 Bastion.
And that is IF there even should be an improved bastion module in the first place, which I personally don’t think is needed or a good idea.