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Author Topic: Dev Post: [Winter] Marauders Rebalance  (Read 29440 times)

Caellach Marellus

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #120 on: 30 Sep 2013, 22:32 »

Yessssssssssss  :cube:

I hated the web bonus cries, just fly a f##king Vindicator.
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Lyn Farel

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #121 on: 01 Oct 2013, 02:09 »

Yeah, probably selling my paladin without a web. It's not very fun to get back to the problem I had 6 years ago with my first crappy T1 battleship when I had to deal with cruisers under 30km range.  :bash:

It's either that or the MJD bonus to make sure that you can microjump here and there to avoid the issue.

Or redesign the missions entirely.  :psyccp:
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Caellach Marellus

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #122 on: 01 Oct 2013, 05:58 »

I know Affinity is very much in the mindset of redesigning, there's a thread up on the M&C forum looking for feedback.

Honestly, the lack of webs won't be an issue, with the increased range to your optimal and falloff those Tachyons are going to be sniping things in single volleys long before they reach you. Been told to expect SiSi deployment very soon, I'm certainly looking forward to getting my hands on these.
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Alain Colcer

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #123 on: 01 Oct 2013, 07:13 »

I know Affinity is very much in the mindset of redesigning, there's a thread up on the M&C forum looking for feedback.

Honestly, the lack of webs won't be an issue, with the increased range to your optimal and falloff those Tachyons are going to be sniping things in single volleys long before they reach you. Been told to expect SiSi deployment very soon, I'm certainly looking forward to getting my hands on these.

you know there are missions who spawn NPCs right on top of you ?
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Caellach Marellus

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #124 on: 01 Oct 2013, 08:06 »

I know Affinity is very much in the mindset of redesigning, there's a thread up on the M&C forum looking for feedback.

Honestly, the lack of webs won't be an issue, with the increased range to your optimal and falloff those Tachyons are going to be sniping things in single volleys long before they reach you. Been told to expect SiSi deployment very soon, I'm certainly looking forward to getting my hands on these.

you know there are missions who spawn NPCs right on top of you ?

And this is why you get an MJD bonus, and fit an MWD too. I've been running the numbers on my proposed fit setup, it's solid.
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Lyn Farel

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #125 on: 01 Oct 2013, 10:05 »

A lot of missions do not let you choose the starting range :/

Not sure if that's a bad design choice though. But I do not have the proper tools to fight at such ranges with no webs or no MJD. If I have to dronekill scram frigates to use my MJD and put myself at range, fair enough. But otherwise, bleh, how tedious...
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Steffanie Saissore

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #126 on: 01 Oct 2013, 10:36 »

NPC scrams don't affect MJDs. Have been using one on my megathron and when I get warp scrambled by a frigate, I can still engage the MJD and pick the thing off at range.
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Morwen Lagann

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #127 on: 01 Oct 2013, 10:46 »

There isn't a single NPC in the game that can shut off an MWD or MJD. All NPCs use disruptors.

Well, okay. Outuni Mesens can, but they cheat and go "Nice capacitor, I'll nuke the shit out of it."
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Caellach Marellus

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #128 on: 01 Oct 2013, 14:15 »

While NPCs apparently "warp scramble you!" in the warning messages and AI, it is infact just a disruptor, you may MJD/MWD at will.
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Lyn Farel

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #129 on: 01 Oct 2013, 15:15 »

It's written the same thing with players anyway.

I never really bothered until now to check if NPC used scrams or just disruptors. Good to know.
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Morwen Lagann

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #130 on: 03 Oct 2013, 07:09 »

I think the message goes something along the lines of "<x> has started trying to warp scramble <y>!", which I suppose isn't really inaccurate even if NPCs are using disruptors.

I mean, they're -trying- to scramble you... but they fit the wrong tackle mod.
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Katrina Oniseki

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #131 on: 03 Oct 2013, 19:19 »



3/10

Looks pretty bad. Looks downright humorous, actually.
« Last Edit: 03 Oct 2013, 19:21 by Katrina Oniseki »
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Caellach Marellus

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #132 on: 03 Oct 2013, 20:37 »



First thing that sprung to mind when I saw that.
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orange

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #133 on: 03 Oct 2013, 21:20 »

 :roll:
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Seriphyn

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #134 on: 04 Oct 2013, 05:04 »

Still...far more dramatic a change than the Kronos, which is what I was hoping for it (since I have one)
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