Marauders are a POS...

That's Player Operated Station not Piece of Sh...okay maybe it is. Or rather, was. In the not too distant future the former de3finition will, sort of, become far more accurate, as the Marauder class is set to become a deployable weapons platform. For those who are less than savvy with the EVE online technological hierarchy. The Marauder class of ships is too flow to be an effective strike ship, and too weak to be any use as a support gunboat, meaning they are effectively universally ignored and forgotten by...pretty much everyone.
But this is set to change in an upcoming, and actually rather ingenius, complete overhaul of the ships' role in the New Eden galaxy. Ladies and gentlemen, we give you 'Bastion' mode. Which effectively turns the Marauder into a floating, anchored Megatron (a really big effin' gun) floating at the edge of a battlefield shooting the living crap out of everything. And taking one hell of a pounding (ooh, kinky) in the process. The new mode offers the following enhancements:
"A bonus to resistances, tanking, damage projection and receiving EW immunity. 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."
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 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. Weapon time should not require the user to drop weapon safeties in high-sec (being investigated)
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.
Skill requirements: High Energy Physics 4 and Energy Grid Upgrades 5
But it doesn't end there. Each factional will recieve it's own personalised tweaks, showing a shift back towards the racial divergence CCP seemed hellbent on completely phasing out of the game a few years ago. It's good to see everything swinging back in the right direction. Where the Minmatar are teh besterest!
Cough.
Ahem.
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 launchers
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)