After the bastion mode ends you will get one second of MWD that accelerates you to near warp speed and the marauder will warp in 2-3 seconds. At the 9 second mark, start cycling the MWD for one cycle and start spamming "warp to" hotkey. Hover the mouse on the decycling bastion module to see exactly how long it has left. The Bastion + MWD trick allows marauders to reduce their align time when after coming out of bastion. Marauders in bastion can jump wormholes as normal and are instantly out of bastion on the other side. While the Bastion Module is similar to Industrial Cores, the Triage module, and especially the Siege module, it doesn’t use any fuel. Interestingly, while a Micro Jump Drive will not function while the Bastion module is active, the Micro Jump Field Generator of a Command Destroyer is not blocked, and so bastioned marauders can still be booshed around. This means that marauders are actually fairly mobile for a battleship. As a comparison a Machariel with a meta MWD fitted has a velocity of a bit over 1500 m/s (without extra modules or command bursts). This makes it possible to jump 100 km every 69 to 72 seconds (depending on MJD skill level) while being in bastion most of the time. The MJD is ready for use again after 54 seconds which means less than one bastion cycle. Furthermore, while the Bastion Module makes the marauder highly resistant to most forms of electronic warfare, it offers no resistance to Energy Neutralizers, which can drain the ship's capacitor, shut down its local repair systems, and leave it dead in the water.Įven though Bastion immobilizes the marauder, the MJD bonus makes up for that. However, because it blocks all remote assistance, it forces the marauder to stand and fight alone. In effect, the module turns the marauder into a stationary turret and one-ship army, making the marauder a long ranged, rapid fire, extremely resilient platform to stand alone versus a small fleet. Other bonuses are stacking penalized normally. The rate of fire bonus is not stacking penalized and the resist bonuses are stacking penalized with damage control and reactive armor hardener. The module description incorrectly states that only the repair bonus is stacking penalized. Ship plays a short transformation animation, and stays visibly transformed until the module deactivates. 95% reduction to friendly Remote Sensor Booster and Remote Tracking Computer effects.Cannot receive remote repairs or capacitor transmission.This timer is refreshed constantly during the bastion cycle so it will last 60 seconds after the cycle ends. +100% Sensor Strength which can be interpreted as 50% ECM resistance.This results in more than 40% increase in effective tank. 30% Shield, Armor, and Structure Resistance to all damage(stacking penalties with Damage Control and Reactive Armor Hardener).+100% Shield Booster and Armor Repairer amount.+25% Missile Velocity, Turret Optimal Range, and Turret Falloff Range.50% reduction to turret and missile launcher cycle duration, i.e. Its cycle time is 60 seconds and it gives the following positive and negative effects when active: The Bastion Module is a high slot module which can only be used by marauders. Also their cargo capacity is relatively big with 1125 m³ (Paladin) to 1275 m³ (Kronos). The lock ranges are big even for battleship ranging from 105.3 km (Vargur) to 123.5 km (Golem). As only 4 of the 8 high slots are used up by weapons (4 hard points), they have 4 utility highs of which one is usually used for the Bastion Module leaving 3 open for other modules. Their EHP is increased through their natural resistances even though those aren’t especially high compared with T2 cruisers.Īll Marauders have 19 slots of which 8 are high slots which leaves 11 for mid and low slots. The base hit points of marauders are increased compared to their T1 counterparts but not as much as the corresponding navy faction ships. And tractor beams' range and velocity are doubled when fitted to Marauders. Further, they have a 70% reduction of the MJD reactivation delay which changes the delay from 180 seconds to 54. They have a 7.5% bonus to their preferred local tank per marauder skill level which results in 37.5% with maximum skill. Besides that they have additional strong hull bonuses: A 100% bonus to their corresponding weapon system means that their four hard points correspond to eight unbonused weapon slots which are further improved by skill dependent bonuses. For that, they can fit the Bastion Module which doubles the rate of fire, the local repair amount, improves resistances to damage and EWAR, but at the same time has drawbacks such as making the ship immobile, not receiving remote repairs, and giving a weapon timer. Marauders are T2 battleships designed to be damage dealer with a strong local tank.
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