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'''Marauders''' are T2 [[battleships]] designed to be damage | '''Marauders''' are T2 [[battleships]] designed to be damage dealers with a strong local tank. For that, they can fit the Bastion Module which doubles the rate of fire, the local repair amount, and improves resistance to damage and [[EWAR]], but at the same time has drawbacks such as making the ship immobile, not receiving remote repairs, and giving a [[Timers#Weapon_Timer|weapon timer]]. 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 un-bonused weapon slots which are further improved by skill-dependent bonuses. The Paladin, Golem, and Kronos have a 7.5% bonus to their preferred local tank per marauder skill level which results in 37.5% with maximum skill. The Vargur receives a 5% per level bonus for both armor repairs and shield boosting, resulting in a 25% bonus to both at max skills. Further, they have a 70% reduction of the [[MJD]] reactivation delay which changes the delay from 180 seconds to 54. And tractor beams' range and velocity are doubled when fitted to Marauders. The four Marauders are: | ||
* {{Sh|Paladin}} | * {{Sh|Paladin}} | ||
* {{Sh|Golem}} | * {{Sh|Golem}} | ||
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The base hit points of marauders are increased compared to their T1 counterparts but not as much as the corresponding navy faction ships. Their EHP is increased through their natural resistances even though those aren’t especially high compared with T2 cruisers. | The base hit points of marauders are increased compared to their T1 counterparts but not as much as the corresponding navy faction ships. Their EHP is increased through their natural resistances even though those aren’t especially high compared with T2 cruisers. | ||
All Marauders have 19 slots of which 8 are high slots which | All Marauders have 19 slots of which 7 or 8 are high slots which leave 11 or 12 for mid and low slots. As only 4 of the high slots are used up by weapons (4 hard points), they have 3 to 4 utility highs of which one is usually used for the Bastion Module leaving 2 or 3 open for other modules. | ||
The lock ranges are big even for | The lock ranges are big even for battleships ranging from 105.3 km (Vargur) to 123.5 km (Golem). Also, their cargo capacity is relatively big with 1125 m³ (Paladin) to 1275 m³ (Kronos). | ||
== Bastion Module == | == Bastion Module == | ||
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{{Clear}} | {{Clear}} | ||
The '''Bastion Module''' is a high slot module | The '''Bastion Module''' is a high slot module that can only be used by marauders. Its cycle time is 60 seconds and it gives the following positive and negative effects when active: | ||
* 50% reduction to turret and missile launcher cycle duration, i.e. doubling the rate of fire and thus DPS. This bonus is not stacking penalized. | * 50% reduction to turret and missile launcher cycle duration, i.e. doubling the rate of fire and thus DPS. This bonus is not stacking penalized. | ||
* +25% Missile Velocity, Turret Optimal Range, and Turret Falloff Range. This bonus is stacking penalized. | * +25% Missile Velocity, Turret Optimal Range, and Turret Falloff Range. This bonus is stacking penalized. | ||
* +100% Shield Booster and Armor Repairer amount. | * +100% Shield Booster and Armor Repairer amount. | ||
* 30% Shield, Armor, and Structure Resistance to all damage(stacking penalties with Damage Control and Reactive Armor Hardener). 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). This results in a more than 40% increase in effective tank. | ||
* +100% Sensor Strength which can be interpreted as 50% ECM resistance. No stacking penalty. | * +100% Sensor Strength which can be interpreted as 50% ECM resistance. No stacking penalty. | ||
* -100% maximum velocity. | * -100% maximum velocity. | ||
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While the Bastion Module is similar to [[Industrial Core]]s, the [[Triage module]], and especially the [[Siege module]], it doesn’t use any fuel. It also doesn’t require any capacitor. | While the Bastion Module is similar to [[Industrial Core]]s, the [[Triage module]], and especially the [[Siege module]], it doesn’t use any fuel. It also doesn’t require any capacitor. | ||
Marauders in | Marauders in Bastion can jump wormholes as normal and are instantly out of Bastion on the other side. | ||
=== Bastion + MWD trick === | === Bastion + MWD trick === | ||