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Kelsar Hemah

Member Since 18 Jan 2012
Offline Last Active Nov 06 2014 02:29 PM
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#135277 EFT warriors, sambo needs YOU!

Posted by Kelsar Hemah on 26 September 2014 - 08:43 AM

Not sure this is correct as I used and online program but

 

[Magnate, Unnamed loadout]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
 
[empty med slot]
[empty med slot]
[empty med slot]
 
[empty high slot]
[empty high slot]
[empty high slot]
 
Small Cargohold Optimization I
Small Cargohold Optimization I
Small Cargohold Optimization I
 
has abit above 1,600 m3 cargo, if you add a Huge cargo container thats 1,950 m3 and then you have 100 extra in the left over cargo.

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#134277 [We are 5] Tyrian Trophy - WELL DONE TO TEAM JIGSAW

Posted by Kelsar Hemah on 13 September 2014 - 11:45 AM

x pilot, read about this and started playing again gotta shake off some the rust before the weekend.


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#97334 (Winter) Marauder rebalance

Posted by Kelsar Hemah on 30 August 2013 - 08:17 AM

https://forums.eveon...500&find=unread

 

As we have hinted several times before, Marauders are next on the Tech2 to-do list. And guess what? It's feedback time!



Marauders were initially released during the Trinity expansion in 2007 and were aimed for PvE activities. However, as time passed and we rebalanced other classes, especially the Pirate Battleships, they lost appeal as a whole.

We also believe that designing them for a very specific activity doesn't fit the emergent nature of EVE, and as such we wish to expand their use to PvP as well. Of course, their high price, low mobility will always ensure their role remains a niche one, but we at least can make that purpose more appealing than a simple "jam me now and forever" target dummy.

As such, after much internal and CSM discussion, we have designed Marauderswith two modes of operation, specialized in harassing tactics.
 

 

In regular mode, they work approximately on the same fashion as on TQ, but are capable of using Micro Jump Drive at a faster rate than usual to quickly relocate on the battlefield.

 

In deployed mode (we call it bastion), their hulls transform (they will have fancy visible animations like the Rorqual does when deploying) and they become fixed weapon placement with a bonus to resistances, tanking, damage projection and receiving EW immunity. However, like Dreadnoughts, they cannot be remote assisted or even move when that happens. They also cannot use Micro Jump Drives in that mode.

 

The combination of both results in a ship that can jump 100km away to quickly react to a shifting environment, then go into bastion mode and use its increased damage application to deal with opposition while absorbing damage. However, due to the lack of remote assistance in that mode and isolating nature of Micro Jump Drives, they will still die easily in larger fights where DPS is concentrated. Remember that the spool up nature of the Micro Jump Drives plus the time needed to align will give opponents a window of opportunity to tackle them before they can jump again.

This also provides a stepping stone between sub-capitals / capital and their various siege / triage operation. It is noteworthy to remember we don't necessarily want them to out-damage or go faster than Pirate battleships - instead, they tank and project damage better.

=================================================================================================

Before we look at the hulls, here are the details about the Bastion module itself:

BASTION MODULE

 

Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized)

 

Increases shield and armor repair amount by 100%

Extends all large turret falloff and optimal by 25%

Increases all large missile max velocity by 25%

 

Has a cycle time of 80 seconds. Cycle is reduced by 5% for each level of Bastion module skill to a minimum of 60 seconds.

 

When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp. Also receives a weapons timer that prevents station docking or gate jumping

 

Only one may be fitted per Marauder, cannot be deactivated before cycle ends

 

Uses 10 CPU and 100 powergrid to fit

 

Uses no specific fuel or capacitor - we were discussing the use of Heavy Water as fuel. However, it doesn't really provide any gameplay (as CCP Rise mentioned, capacitor is the main limiting factor in combat
with those ships)
. Plus it adds more consumables to a class that already commonly uses charges for weapons, cap boosters and need to keep cargo for possible salvaging. 



BASTION TRANSFORMERTHINGIEâ„¢ SKILL(name not final)

Rank 8

Perception, Willpower as Primary / Secondary

Requires
Advanced Weapon Upgrades 5 (that's needed to fly a Marauder anyway)

=================================================================================================

Giving a new deployed mode is not enough however, as some modifications need to be made on the hulls themselves. First, we wanted to encourage Marauders to use Micro Jump Drives to move around, and as such have reduced mobility next to their Tech1 counterparts (bit higher mass and lower max velocity). We are also reducing their drone bays as they are primarily meant to deliver damage through their main
weapon system. They also keep the resistances they have right now instead of gaining full Tech2 resists, otherwise the combination with the bastion module would be quite over the top.

However, we realize Marauder hulls have a certain number of issues; as such we are significantly increasing their fittings so that they can fit Large Micro Jump Drives plus Heavy Capacitor Boosters with more ease (the Vargur especially needed more fitting options). We also are increasing their high slots to 8 to compensate for the slot allocation of the bastion mode. We also are increasing their maximum targeting range and scan resolution a bit to make use of the increased damage projection, while decreasing their signature radius.

As a final combo bonus, we also are changing Target Painter cycle time from 10 to 5 seconds, and reducing their cap usage to compensate - waiting for the Target Painter cycle to finish before swapping targets is quite annoying on the Golem.

Detailed
changes below.

PALADIN


Role Bonus:

100% bonus to large energy weapon damage,

100% bonus to range and velocity of tractor beams,

70% reduction in Micro Jump Drive reactivation delay

 

Amarr Battleship Skill Bonus:

 

5% bonus to capacitor capacity 

7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
 

Marauder Skill Bonus:

 

7.5% bonus to repair amount of armor repair systems 

5% bonus to large energy turret damage per level
 

Slot layout:
8H(+1), 4M, 7L; 4 turrets, 0 launcher

Fittings: 16500 PWG (+3000), 530 CPU (+30)

Defense (shields / armor / hull) : 6300(-500) / 8000(-200) / 7700(+400)

Capacitor (amount / recharge rate / cap/s) : 8000(+2375) / 1000s (+76.1s) / 8 cap/s (+2)

Mobility (max velocity / agility / mass / align time): 85 m/s(-20) / .119(-0.009) / 111665000(+6465000) / 18.42s

Drones (bandwidth / bay): 25(-50) / 50(-25)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10

Sensor strength: 12 Radar

Signature radius: 420(-80)

 

GOLEM
 

Role Bonus: 

100% bonus to cruise missile and torpedo damage,

100% bonus to range and velocity of tractor beams,

70% reduction in Micro Jump Drive reactivation delay

 

Caldari Battleship Skill Bonus:

 

10% bonus to cruise missile and torpedo velocity 

5% bonus to cruise missile and torpedo explosion velocity per level
 

Marauders Skill Bonus:

 

7.5% bonus to shield boost amount 

10% bonus to effectiveness of target painters per level

 

Slot layout:
8H(+1), 7M, 4L; 0 turrets, 4 launchers

Fittings: 8500 PWG (+2000), 715 CPU

Defense (shields / armor / hull) : 8000(-200) / 6100(-1200) / 7000(+300)

Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5)Mobility

(max velocity / agility / mass / align time): 85 m/s(-20) / .12 / 114195000(+8995000) / 19s

Drones (bandwidth / bay): 25(-50) / 50(-25)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10

Sensor strength: 14 Gravimetric

Signature radius: 450(-125)

 

KRONOS

 

Role Bonus: 

100% bonus to large hybrid weapon damage,

100% bonus to range and velocity of tractor beams,

70% reduction in Micro Jump Drive reactivation delay

 

Gallente Battleship Skill Bonus:

 

5% bonus to large hybrid weapon damage 

10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)

 

Marauder Skill Bonus:

 

7.5% bonus to repair amount of armor repair systems 

7.5% bonus to large hybrid weapon tracking per level

 

Slot layout:
8H(+1), 4M, 7L; 4 turrets, 0 launchers

Fittings: 14000 PWG (+2000), 580 CPU (+30)

Defense (shields / armor / hull) : 6600(-200) / 7200(-100) / 8600(+400)

Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s

Mobility (max velocity / agility / mass / align time): 92 m/s(-28) / .114(-0.0038) / 113160000(+11360000) / 17.8s

Drones (bandwidth / bay): 50(-25) / 50(-75)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10

Sensor strength: 13 Magnetometric

Signature radius: 420(-80)


VARGUR
 

Role Bonus: 

100% bonus to large projectile weapon damage,

100% bonus to range and velocity of tractor beams,

70% reduction in Micro Jump Drive reactivation delay

 

Minmatar Battleship Skill Bonus:

5% bonus to large projectile turret rate of fire

10% bonus to large projectile turret falloff per level

 

Marauder Skill Bonus:

 

7.5% bonus to shield boost amount 

7.5% bonus to large projectile turret tracking per level

 

Slot layout:
8H(+1), 6M, 5L; 4 turrets, 0 launchers

Fittings: 12900 PWG(+5000), 625 CPU

Defense (shields / armor / hull) : 7500(-100) / 6600(-200) / 6300 (-1000)

Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)

Mobility (max velocity / agility / mass / align time): 100 m/s(-30) / .112(-0.004) / 116840000(+10740000) / 18.1s

Drones (bandwidth / bay): 50(-25) / 50(-25)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10

Sensor strength: 11 Ladar

Signature radius: 360(-65)


 

 


 

 


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#93300 CSM GUEST BLOG: "REASONABLE THINGS" VOTING PHASE

Posted by Kelsar Hemah on 02 August 2013 - 09:44 AM

This plz!

93. Make it possible to bind the evevoice PTT key to any key.


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#93034 RvB Presents: 100,000 Airplanes - 4th Mass FFA

Posted by Kelsar Hemah on 31 July 2013 - 09:35 AM

I will help fit


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#92875 KlapenFFA2# - REAL BROS DESSY FFA WITH NO PROP MODS -

Posted by Kelsar Hemah on 30 July 2013 - 11:40 AM

Fuck the other prices I want to win 25 punishers especially if they are fitted from the other ffa!


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#89809 Merlin vs Punisher analysis from KB examples.

Posted by Kelsar Hemah on 08 July 2013 - 07:50 PM

Sounds like a cool idea.

Merlin vs. Rifter is not a good mach up, the merlins fare to superior in my experince. If you want Rifters a good match could be Punisher, both have a utility slot which allows for good fit diversion.

I like the idea of people suggesting fit, because I love making fits in EFT :)

 


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#89597 Return of the Bantam Swarm, July 7th

Posted by Kelsar Hemah on 07 July 2013 - 02:50 PM

Looking forward to this event and is rejoining today for it!


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#86027 Setting up a beginner's group

Posted by Kelsar Hemah on 13 June 2013 - 12:47 PM

If I'm around I don't mind hanging around if you need  something to shoot or want to try diffident tactics.


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#84506 3 Merlins

Posted by Kelsar Hemah on 04 June 2013 - 08:07 PM

So its been a while seens a last did any sort for write up. 
A few weeks back I had finally finnished up caldari frig 5 and bought some kestrels and Merlins. 
I did get to use the kestrels which ended up give me a epic 1v4 on RHQ.
This time around it had come to the Merlin.
The first fight I get into was against a Thrasher and a Crow, and I had a Executioner help me abit into the fight.
While I lost my merlin I was amazed of the tank this ship had, not only in buffer bu also its shield recharge rate was extremely high. In the end I popped but the thrasher died after me.
My second ship was fitted with an MWD because I wanted to kill the crow, but that wasnt possible because he was in a fleet at the time, I ended up fighting another Merlin though.
The other Merlin was rails fit I was hoping he was MWD fit or my chances were pretty slim as I wouldnt have any range control.
Sadly he didn't, dispite not being able to control range and being way out off optimal I did put him very low in shields though. Again I was completly amazed off  the Merlins tank.
Having not so much luck I finally fitted my last merlin this time again with a ab.
As I undock I see a arty thrasher, inside scram range my instinct tells me I can kill that. 
Woop first proper kill, turns out is was a 10 nm AB fit it put me into low shields and would properly have kitted ships with less buffer.
Of to a good start I jump into otela and find firetail which I then shoot and make go pop.
Mid fight I desided change ammo to null and pull range, this gave me an advantage which allowed me to get the kill as his damage dropped a fair bit, as the fight was very close at the time.
The guy ask for a rematch he bring a incursus, I was fairly sure that it was a dual rep fit, as he shortly agressed me on the station and I didnt see a web. So I Hugged him to try and break his tank. Sadly this didnt work, at around 20% shield I pull range and load Null. he reps my damage but more importently he doesnt seem have long range ammo. 
The fight keep going like this for some time, until Im back to about 60% shield. I then get in close to really hurt him again and stress his tank. My hope is he either doesnt notice until to late, burns some thing imported or in other ways fuck up.
Apparently he dced, which really sucks, though Im pretty sure I could have killed him especially when you consider he only had 9  navy cap 100 boosters left.
After that fight I help kill are cormorant on a gate.
Shortly after that I engage a rifter on RHQ that fight is short.
Having flown a rifter a fair bit, I can tell you that merlins are not there friend, there is no easy way to kill merlins if they are close range fit as fare as I have tried.
As this fight ends Beowulf X ask for a dual, I agree. He is in a punisher a ship that is near to my heart, but pretty bad at 1v1.
We engage and I orbit at close range to increase transfersal to lower his damage as lasers generally have long tracking compaired to other short range weapons. 
It turns out he is dual repping and Im not breaking his tank, I realise this abit to late, and I pull range and warps off.
Back on RHQ I find a few people on the undock there is 2 dessys and 2 frigs flying around.
Both dessys are very willingly to engage oddly enough.
1 docks and a catalyst is stil around. which I then try to kill.
Knowing very well the weakness of most catalyst being the lack off tank and range I load null and hope the pilot didnt bring and.
Wich he didnt. as he pops the other undocked in a rail cormorant and is shooting me, luckly non off the frigs flet like fighting so I can safely warp off.
I warp into poinen af find Equinox who also fly the pilot off the firetail and incursus this time in a slasher. Slashers are mean buggers and there is a ton off possible fits for them.
We engage, and hes in a neut,TD shield fit. The good thing about this is he doesnt have range control, once I know he want to fight in close range I asume he is using tracking script, I load Null and pull range and he goes pop.
After this I run into Beowulf again in the same punisher fit. This I have a diffent plan, instead off orbting which lowers my damage, Im gonna use keep range to have as low transfersal as possible and this way do as much damage as possible, and hopefully break his tank.
which successed, I run into him again in the same fit and probs to him for fighting the same fight but the outcome was the same.
The last solo kill I get was some afk rifter sitting at new caldari gate in josameto http://rvbeve.com/bl...l&kll_id=488399
I end up joining a fleet to losse the ship, which almost didnt happen, the only reason I popped was because I couldnt shoot the enermy fc who was like 1 off 3 left on the field and only one anywere near me and he had point.
 
It was a good day, the merlin from what I tried that day just seemed abusedly good tbh, the slight nerf its getting some alright in my eyes.

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#78093 RvB Cartographic Society

Posted by Kelsar Hemah on 18 April 2013 - 08:42 AM

Otela and Poinen had to many moons......


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#75987 [Main Election] Voting Now Live

Posted by Kelsar Hemah on 04 April 2013 - 03:44 PM

Voted!


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#74650 [Odyssey] Faction Navy Cruisers

Posted by Kelsar Hemah on 28 March 2013 - 10:07 AM

Fuck the maller ball, bring the Navy Issue Augoror ball instead!


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#74380 25M ISK CHALLENGE

Posted by Kelsar Hemah on 26 March 2013 - 06:04 PM

Did it!

 

http://rvbeve.com/bl...l&kll_id=458457

 

 

[Vigil, Fast tackle]
 
Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
 
X5 Prototype Engine Enervator
1MN Afterburner II
DDO Photometry Tracking Disruptor I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
 
Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket
 
Small Warhead Calefaction Catalyst I
Small Bay Loading Accelerator I
[Empty Rig slot]
 
 
Hobgoblin II x1
 
Burned my ab but so did he, and on the last cycle I burned my point was a good fight though had to do lots off range control.
 

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#74337 [Phase 1] Pre-Election Voting is now OPEN!

Posted by Kelsar Hemah on 26 March 2013 - 03:50 PM

Endorsed then, Good Luck Mangala!


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