Difference between revisions of "Bastion Module"

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(Altered bonuses to reflect Patch 19.06's removal of EWAR immunity. However, also described the Unintended Consequence that came in that patch.)
(Remove ECM Immunity. Fixed in Patch 19.09)
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* 50% resistance to Tracking and Guidance Disruptors
 
* 50% resistance to Tracking and Guidance Disruptors
 
* 50% resistance to Remote Sensor Dampeners and Target Painters
 
* 50% resistance to Remote Sensor Dampeners and Target Painters
* ''Immunity'' to ECM. This is most likely not intended.
 
 
* +100% Sensor Strength.
 
* +100% Sensor Strength.
 
* 95% reduction to friendly Remote Sensor Booster and Remote Tracking Computer effects.
 
* 95% reduction to friendly Remote Sensor Booster and Remote Tracking Computer effects.
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The immobilization of the Bastion Module can be circumvented by using a [[Micro Jump Drive]]. As Marauders all feature reduced Micro Jump Drive cooldowns (54 seconds, versus the normal 180 seconds), a Marauder can activate their Micro Jump Drive as soon as its cooldown expires, allow the Bastion Module to de-activate, jump away, and then re-activate the Bastion module on arrival. This allows a Marauder to move and re-position, without losing Bastion's defensive bonuses. 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 forcibly moved around by friendly (or hostile) jump destroyers.
 
The immobilization of the Bastion Module can be circumvented by using a [[Micro Jump Drive]]. As Marauders all feature reduced Micro Jump Drive cooldowns (54 seconds, versus the normal 180 seconds), a Marauder can activate their Micro Jump Drive as soon as its cooldown expires, allow the Bastion Module to de-activate, jump away, and then re-activate the Bastion module on arrival. This allows a Marauder to move and re-position, without losing Bastion's defensive bonuses. 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 forcibly moved around by friendly (or hostile) jump destroyers.
 
The update to the Bastion Module that came in Patch 19.06 removed the Bastion Module's complete immunity to electronic warfare (downgrading it to merely 50% resistance), including, explicitly, ECM. However, ECM functions by temporarily reducing a ship's max target lock count to 0. This target lock reduction is forcibly overridden by the Bastion Module setting max target lock count to 13; and as a result, ECM jams will appear to be successful (both the jamming ship and the Marauder will see the message of the jam landing), but the jam will in fact have no effect on the Marauder. This target lock count override also applies to the Dazh Liminality Locus penalties in [[Pochven]]; Marauders in Bastion will still have 13 target locks.
 
  
 
[[Category:Fitting]]
 
[[Category:Fitting]]

Revision as of 01:46, 14 October 2021

The Bastion Module is a High-slot module which can only be used by Marauders. It acts similarly to a smaller and more defensive variant of the Siege Module found on Dreadnoughts.

The Bastion Module has a 30 second cycle time and no re-activation delay. When activated, it grants the following effects:

  • 30% Shield, Armor, and Structure Resistance to all damage (Stacking penalties only with Damage Control and Reactive Armor Hardener).
  • +100% Shield Booster and Armor Repairer amount.
  • Maximum Target Lock Count increased to 13.
  • +25% Missile Velocity, Turret Optimal Range, and Turret Falloff Range.
  • 50% resistance to Tracking and Guidance Disruptors
  • 50% resistance to Remote Sensor Dampeners and Target Painters
  • +100% Sensor Strength.
  • 95% reduction to friendly Remote Sensor Booster and Remote Tracking Computer effects.
  • -100% maximum velocity.
  • Cannot dock, tether, or enter warp.
  • Applies a 60 second Weapons Timer. This timer is refreshed constantly during the bastion cycle so it will last 60 seconds after the cycle ends.
  • Cannot receive remote repairs or capacitor transmission.
  • Ship plays a short transformation animation, and stays visibly transformed until the module deactivates.
  • 50% reduction to turret and missile launcher cycle duration. This bonus is not stacking penalized.

The module description incorrectly states that only the repair bonus is stacking penalized. The rate of fire bonus is not stacking penalized and the resist bonuses are stacking penalized with damage control and reactive armor hardener. Other bonuses are stacking penalized normally.

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. However, because it blocks all remote assistance, it forces the Marauder to stand and fight alone. 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.

The immobilization of the Bastion Module can be circumvented by using a Micro Jump Drive. As Marauders all feature reduced Micro Jump Drive cooldowns (54 seconds, versus the normal 180 seconds), a Marauder can activate their Micro Jump Drive as soon as its cooldown expires, allow the Bastion Module to de-activate, jump away, and then re-activate the Bastion module on arrival. This allows a Marauder to move and re-position, without losing Bastion's defensive bonuses. 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 forcibly moved around by friendly (or hostile) jump destroyers.