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does golem (and marauders) need a slight buff??

Author
Jack Miton
School of Applied Knowledge
Caldari State
#21 - 2012-04-30 20:58:43 UTC
Sunviking wrote:
Cedo Nulli wrote:
Jack Miton wrote:
Black ops need a buff WAAAAYYYYY before marauders.
TBH, marauders are fine as is apart from the sensor strength which should be fixed.


How is that even relevant ? You cant buff 2 shiptypes the same time ? Is it about you wanting your toy polished up first and not the ones others play with ?

Golem is the worst off from the marauders due to its crippling torpedo-weaponsystem. CNR is better in 90% of the missions.

Marauders in general are in a wierd position .. needing a big load of SP to be poured into to get a worse ship then pirate ones that can be flown with no V skills.

Not to mention .. why do they have to be artificially crippled in terms of PVP ... pirate ships are allready better then them. Maras have the same price ticket to NM,Mach,Vindi anyway.

Maybe tiercide will fix this sillyness from years and years back.


Glad there are a people out there who agree with me that Torpedoes have severe weaknesses at the moment.


you people MUST be high....
torp golem has been one of the top tier mission runners since forever.
nothing about that has changed recently.
im assuming you just don't know how to fit it, go look up some of the 3 TP fits on BC.

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Cedo Nulli
Royal Amarr Institute
Amarr Empire
#22 - 2012-04-30 22:26:25 UTC
Jack Miton wrote:

you people MUST be high....
torp golem has been one of the top tier mission runners since forever.
nothing about that has changed recently.
im assuming you just don't know how to fit it, go look up some of the 3 TP fits on BC.



I get the distinct feeling that you dont / havent flown a golem in a looong time.

My golem has 3 republic fleet TPs with proper painting skills to complement them ... still it doesent change the fact its terribly micromanagement heavy ship ... slow ... fitting is restricted to the only viable "range rigs + 3 tp" to even make it work.

And by working I mean "making it usable" ... not making it great .. or awesome ... or superb ... or even same line with other turret marauders .. not to even wasting time comparing to pirate BS that just absolutely devastate it.

Surely on the missions where the rats get in your face from the getgo you can feel like a king and blast away ... but if you were in any of the alternatives you would feel the same. Nothing unique there.

For the skill investment / isk .. you get very lackluster payback. Compare how usable are T2 torpedoes (mandatory) as weapon system for other purposes and ships. Stealthbombers ... mm ok.

Then look at turret ships ... yeap. Shocked
11eyes
Caldari Provisions
Caldari State
#23 - 2012-05-04 03:24:41 UTC
CMD IronHeart wrote:
Nikuno wrote:
I also think that marauders need to be looked at again to give them greater pvp viability, allowing that ecm will not be changed in my lifetime and that eccm will remain as ineffectual as it currently is.



correct me if I'm wrong, but T2 ships are suppose to be specific ships, and not good at 2 things? I rather have a marauder specific and good at mission running, and another ship for PvP. This also justify buffing marauders, if they suddenly become KTH mission ship, AND dissent PvP ship, it will be over-powered


have you flown a drake lately?
PavlikX
Scan Stakan
HOLD MY PROBS
#24 - 2012-05-04 03:46:29 UTC
Agree that entrie class of marauders must be slightly buffed.
Looking forward on CCP rebalancing plans, i hope that they will return all classes to their roles.
Kalli Brixzat
#25 - 2012-05-04 07:25:40 UTC
Skorpynekomimi wrote:
TBH, they don't seem to need a buff, so much as a rethink.

If they're meant to be mission-running boats, they've been obsoleted by T3 cruisers, pirate BSes, and the Noctis. They need something to distinguish them, and give you a reason to use the things.
Maybe losing the bonus to tractor beams, and adding a bonus to some other PvE utility highslot module?

I don't think they need to be made 'better', just DIFFERENT. Unique, compared to other ships. More than just half ammo usage and a bit more damage, and a bonus to something you have a whole other ship for.


The tractor bonus plus ability to fit said tractors and a salvage is what makes marauders unique. An all in one PvE package. The concept is great, the execution for all but the Vargur (and to a less degree, the Paladin) is what lacks. For the Golem, the issue starts and stops with the weapon system of choice. Torpedoes are in desperate need of adjustment that I don't see in the near future. Until that gets done, the Golem will simply be an overpriced mission boat that can be outdone by nearly any pirate BS in the game - for the same price and lesser training requirements.
Sunviking
Doomheim
#26 - 2012-05-04 07:28:33 UTC  |  Edited by: Sunviking
Kalli Brixzat wrote:
Skorpynekomimi wrote:
TBH, they don't seem to need a buff, so much as a rethink.

If they're meant to be mission-running boats, they've been obsoleted by T3 cruisers, pirate BSes, and the Noctis. They need something to distinguish them, and give you a reason to use the things.
Maybe losing the bonus to tractor beams, and adding a bonus to some other PvE utility highslot module?

I don't think they need to be made 'better', just DIFFERENT. Unique, compared to other ships. More than just half ammo usage and a bit more damage, and a bonus to something you have a whole other ship for.


The tractor bonus plus ability to fit said tractors and a salvage is what makes marauders unique. An all in one PvE package. The concept is great, the execution for all but the Vargur (and to a less degree, the Paladin) is what lacks. For the Golem, the issue starts and stops with the weapon system of choice. Torpedoes are in desperate need of adjustment that I don't see in the near future. Until that gets done, the Golem will simply be an overpriced mission boat that can be outdone by nearly any pirate BS in the game - for the same price and lesser training requirements.


This. To make Torpedoes even usable in the Golem, you need Maxed out Missile support skills and Tech2 Missile rigging. With the Turret-based Marauders, you don't need so much support skill investment.

Compare that to the Paladin with Pulse Lasers OR Tachyon Beams. Paladin with Equivalent Weapons (Pulses), Ammo(Scorch), and Rigging(Locus Coordinator II) has an Optimal Range of 63km, Falloff 10km. It instant-hits, while with Javelin Torpedoes have less range (60km) and ALSO take up to 10seconds to hit their target. Let me remind everybody that the 'superior' range of Missiles comes at the price of Flight Time to Target, so how can this be if Range is inferior to certain other Weapons anyway?

Now somebody try and tell me that Torpedoes don't need a range boost and they are 'working as intended'. Because it really won't stand up to scrutiny.
Jacob Holland
Weyland-Vulcan Industries
#27 - 2012-05-07 14:30:40 UTC
You think Torps have it bad?

Try flying a Blaster Kronos Big smile

Similar paper DPS but you spend 2/3 of a mission flying round trying to apply it...
And the alternative is Rails...
Malcanis
Vanishing Point.
The Initiative.
#28 - 2012-05-07 17:32:58 UTC
Golem is fine; short range missiles need a buff

(Let's imagine that Motion Prediction skill didn't apply to Blasters, Pulse Lasers and Autocannons)

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Sunviking
Doomheim
#29 - 2012-05-07 19:04:40 UTC
Jacob Holland wrote:
You think Torps have it bad?

Try flying a Blaster Kronos Big smile

Similar paper DPS but you spend 2/3 of a mission flying round trying to apply it...
And the alternative is Rails...


True, but Blasters are supposed to have the worst range of weapons, that's price they pay for having the best DPS. And last time I checked, Kronos had superior DPS to Torpedoes....
Kyle Blade
Kestrel Security Company
#30 - 2012-05-07 19:35:37 UTC
The micromanagement issues on the Golem are hideous, and they do lead to significant inefficiencies.
Those inefficiencies are aggravated by the issues with Torps but just fixing Torps won't solve the inefficiencies.

Torp damage projection is certainly short of where I'd like it; I have maxed skills in both Missiles and the Golem and yet, even with a 152% painter there's still a significant loss of damage on Battleships due to their orbit speed. This is particularly true with Angels but having run a few missions last night with a friend along in a Loki I realise how much it's true even on Mercs. I know I can two volley a Merc Overlord, the one in Silence the Informant moves obligingly slowly, but once they get up to speed they're a three volley kill. They're the size of a small moon with my painter on them but still they avoid almost one third of my damage unwebbed.
It may sound odd but I didn't really realise just how much I was losing until I was getting targets webbed well in advance and with a chance to slow down before I engaged them.

The painter itself is another issue, as someone else has already said, with a ten second cycle time on seven second launchers plus flight time you end up needing to cycle ahead with your painters. personally I'd like painters to end cycle immediately they no longer had a target, you'd still have to manage them but at least it would happen at the same time as you're switching launchers onto the new target.

Then there's the necessity of being relatively static. You make a "bait ball" of wrecks around you and tractor them in when you have a moment but I'm almost always killing quicker than my tractors will bring in the wrecks and again there's the wait for them to finish cycle and then for the salvager to free itself up.
This is a significant problem on some missions and again I had the perfect example last night. Serpentis Admirals as the trigger in The Blockade...
Serp Admirals like to orbit at 51km and they're the only rats in the mission I can't reach with T1 or Navy Torps so it's a ten second reload to launch four volleys and then another ten second reload to go back to the shorter range ships. If they weren't the trigger I'd leave them to last and blow them all up on a single reload... On the other hand if I weren't constrained by the "bait ball" I'd be in a position to burn a bit and bring them into range.

But it's the EWar effects which waste the most time. TDs don't effect me yet but as I understand it I'm soon going to hate Sansha missions as much as I do Serp and Gurista missions now. Since Guristas started permajamming (yes, I know they used standard jamming maths before despite what the patch notes said) the Eliminator who once got a twenty second reprieve from my attentions now gets so many jams that I've had to call in a friend to kill jammers for me it was taking so long.
And ECCM doesn't make all that much of a difference, after one such event I brought in an alt I was training on a Guristas Assault and fitted his Myrm with two top named remote ECCMs. The sheer number of jam attempts meant I still spent a good twenty minutes unable to engage with anything but drones.
Serps are almost as bad with their damping cruisers mostly orbitting outside the measly lock range they've nailed me down to...
That is perhaps a question of mission rebalancing rather than the weaknesses of the Golem but certainly its low sensor strength is a significant factor.

One thing that's always struck me though is that all of the marauders are short a highslot. If you fit two tractors and a salvager you're forever waiting on the salvager, two salvagers and a tractor and your salvagers are idle most of the time waiting for wrecks.
Jacob Holland
Weyland-Vulcan Industries
#31 - 2012-05-07 21:16:47 UTC
Sunviking wrote:
True, but Blasters are supposed to have the worst range of weapons, that's price they pay for having the best DPS. And last time I checked, Kronos had superior DPS to Torpedoes....

With Null the paper DPS is 10% greater on the Blasters, but the real DPS is significantly less by around 20km. With AM you're looking at less than a 20% paper DPS increase over the Golem, and again if you're spending even 1/3 of your time applying no gun DPS at all then the real DPS is far lower than you're getting out of it.

With Rails you're looking at an optimal about equivalent to the Golem (though with lots of falloff to spare) but about 2/3 the DPS.
General Trajan
State War Academy
Caldari State
#32 - 2012-05-08 13:04:44 UTC  |  Edited by: General Trajan
imo, the only buff marauders do need is to boost the tractoring/salvaging part to compete with the awesomeness of the noctis to a larger degree.

also, torps can use a bit more velocity just enough to give it 10km more in range (so a pimped out golem using T2 javs to reach 70ish km max range as example). launcher reload time needs to be cut in half down to 5 seconds. and fix the cycle for target painters. they really can get on your last nerves.

so yeah that will help the golem, but more so a fair fix for all missile whores out there. P
Jerick Ludhowe
Internet Tuff Guys
#33 - 2012-05-08 15:37:42 UTC
Nalha Saldana wrote:


http://content.eveonline.com/www/newssystem/media/8742/1/Shiptech_1920.jpg

So yes, the pirate ships are supposed to be better but Marauders are supposed to be specialized. What this specialization is supposed to be im not sure of because its ship descriptions are about pvp while everything on it points towards pve but i guess the tractor beam bonus and free highs is it which is pretty underwhelming.


If this is their general idea for ship class/tech balancing then why are t3s better at being field commands than field commands? And again, why are t3s better at being fleet commands than fleet commands? If you compare t3s to faction cruisers and t2 cruisers then the validity of that picture gets even more ruined.

Chimay
Doomheim
#34 - 2012-05-09 07:00:55 UTC
I really enjoyed the Golem prior to the changes and the need of Target painters. Before I took a break from game I could 1-2 volley Battleships and Battle cruisers. Now it takes like 5-6 I don't remember with a couple target painters. I prompty sold that sucker and never looked back.

I loved torp ravens back then fun stuff, I feel that the grouping of the hardpoints took a lot away from it only showing one torp slash graphic. Prior to weapon grouping when you fired the entire grid knew it! I hope they rework the thing and the graphics, would be cool.
Misanthra
Alternative Enterprises
#35 - 2012-05-09 08:35:53 UTC
I'd sign off on a range buff for golem. Of all the marauders its the only one that you can't fix this beyond 2 rigs.

TE your vargur, hey now, you get range (and tracking...) Leaves rigs for other stuff. Same wth pirate boats like mach, high skill some, te's and that beast has some range. Thats not even using barrage. Golem was painful with the range rigs. LR torps...reach farther, lose your dps.

Sensor strength might neeed looking at as well. I found with golem HG talons did help against gurista but for teh cost of them they should have worked better. Talons were from an unprobable tengu setup before nerf...now just find other uses like gurista killing.
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