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For the Love of Marauders

Author
HELLBOUNDMAN
Aliastra
Gallente Federation
#1 - 2012-09-12 19:26:54 UTC  |  Edited by: HELLBOUNDMAN
When I was a little ol' newb I started off as a Gallente pilot.

I had little to no experience to wtf I would be doing once I aged more, but I was still playing around with many different things.

I had quickly trained up to Gallente Battleships and man, did I suck with them, but I continued to press on not know what I was doing.

One day I decided to go out scanning with probes, which I knew pretty much nothing about.

Well, I managed to get 3 golems down to 100%.

Well, I had never seen a golem before so I warped in.

What I saw that day forever changed the way I played Eve.

I saw 3 Golems sitting in what I believe to have been When Worlds Collide.

All 3 were using cruise missiles (which I know now to not be quite effective) but at range in the starting room of Worlds Collide it was amazing.

Sitting there in my little frig underneath the massive ships, I couldn't help but be struck with Awe and amazement.


That moment would forever change my goals and outlook in Eve.

I soon began to train for a very very long time in both missiles and Caldari ships.

Over 8 million SP in missiles and plenty of SP in Caldari ships I was finally able to fly a pimped out Golem with t2 torps, t2 range rigs, and all the bells and whistles.

So, I spent a couple of months and 20 dollars on a Plex before I was finally able to buy and fit a golem.

One month later, I traded it and all the fittings for a tengu that I had just spent the last month training for.

I spent so so long working towards that golem and I ended up with nothing but disappointment.

Sure, the damage was amazing, and I could take down battleships in 3-5 volleys. Hell, I could take down frigs and cruisers in 1 volley as long as I cought them on the approach and didn't let them get into orbit.

Where it truly was just a terrible ship was in tank and sensors.

I've tanked better and had more locks in lvl 4 missions with a drake than I could have imagined with that Golem.


Now, I mention this because not only am I disapointed with Marauders as they are, but also, I'm afraid of what CCP is going to do to Marauders.

I love the thought of having a ship dedicated to pve.
That's its only design and goal. Sure, they can be used to high effect in pvp, but are also very easily countered, but the fact that we missioners have a ship dedicated to us is awesome.

Now, if only those ships didn't suck so bad.


Basically, I'm pleading with CCP not to take Marauders in a different direction.
If you want a pvp focused Marauder than either use a black ops, or design an entirely new Marauder specifically for that purpose.
Hell, the tier 3 hulls are in need of a t2 variant, they would be perfect for the job.


I've heard a lot of balancing ideas on Marauders, but so far the best I've heard is.

1) NPC ewar immunity
2) reduce sig radius
3) Exchange shield boost/armor rep bonuses for increased effectiveness towards resistance modules.
4) Increase salvager cycle time
5) 150% bonus towards tractor beam range.

What these do is

1) more effective against npcs but still retain their weakness in pvp
2) makes them more in line with faction bs's on how big a target they are
3) Makes them better capable of fitting buffer tanks which is more common based on fitting capabilities
4) makes them more competitive with the noctis on salvaging
5) gives more to 4 as well as with t2 tractor beams makes them capable of collecting wrecks within their engagement range


My ultimate goal here is not only to leave the existing Marauders as the kings of pve but also to make them functional in pve in general.
Danel Tosh
The Scope
Gallente Federation
#2 - 2012-09-12 21:04:16 UTC
Dude get a Vargur, Those FTW.
as marauders currently stand, it is one of the only "viable" options for fast paced PvE in a batleship hull. others seem to fail in comparison.

the Paladin cant seem to balance it's tank and DPS without serious ISK investment.
the Kronos Fails cause it uses railguns
the Golem has tank and DPS issues (though the fault may lie in current missile mechanics)
Sheynan
Lighting the blight
#3 - 2012-09-12 22:32:10 UTC
I'd rather see them drop the sensor strength weakness. That could make things interesting.
Kara Books
Deal with IT.
#4 - 2012-09-12 23:01:36 UTC
Danel Tosh wrote:
Dude get a Vargur, Those FTW.
as marauders currently stand, it is one of the only "viable" options for fast paced PvE in a batleship hull. others seem to fail in comparison.

the Paladin cant seem to balance it's tank and DPS without serious ISK investment.
the Kronos Fails cause it uses railguns
the Golem has tank and DPS issues (though the fault may lie in current missile mechanics)


On the contrary, a middle of the road paladin can have 550 DPS sustained tank + 1450 DPS with pulse at 10-20 range, 1100 DPS at 10-49, the point blank tracking is, horrific thought and getting perma jammed is pretty common for some missions.
Its a ship where the Capacitor looks like doo on paper, but its actually not as bad as those numbers look, durring actual mission running.

Not sure about the others, haven't touched kronos golem or varg
stoicfaux
#5 - 2012-09-12 23:06:07 UTC
The Golem - The "Meh" of Marauders

Vargur is fine as is. Can't speak for the Kronos and Paladin.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

HELLBOUNDMAN
Aliastra
Gallente Federation
#6 - 2012-09-12 23:56:14 UTC
stoicfaux wrote:
The Golem - The "Meh" of Marauders

Vargur is fine as is. Can't speak for the Kronos and Paladin.





One thing you forgot to state on that thread is that the golem demands that you have a ded space shield booster, otherwise you can't even come close to tanking the mission.

Well, unless you're using duel ASBs.

Now, as far as the rest though,

Marauders may seem to have pretty decent tanks, but due to their massive sig radius', they don't have improved tank.

As a matter of fact, I've had better tank situations in a raven then I did with a golem because it was a massive target and you pretty much relied on the npcs to be at their optimal in order for you to hit them.
Danel Tosh
The Scope
Gallente Federation
#7 - 2012-09-13 00:04:43 UTC  |  Edited by: Danel Tosh
Actually, one of the ways to improve the efficency of (all) marauders is to use Cap boosters in conjuction with your tank. this seems to work for both shield and armor setups.

I just EFTed a Golem with this setup and the tank seems fairly decent as well as its DPS.

Edit: Marauders have the advantage of MASSIVE cargo bays to hold all those cap boosters too
Astroniomix
School of Applied Knowledge
Caldari State
#8 - 2012-09-13 02:57:50 UTC
Danel Tosh wrote:
Actually, one of the ways to improve the efficency of (all) marauders is to use Cap boosters in conjuction with your tank. this seems to work for both shield and armor setups.

I just EFTed a Golem with this setup and the tank seems fairly decent as well as its DPS.

Edit: Marauders have the advantage of MASSIVE cargo bays to hold all those cap boosters too

How well can your golem fit apply it's dps?
HELLBOUNDMAN
Aliastra
Gallente Federation
#9 - 2012-09-13 03:24:34 UTC
Astroniomix wrote:
Danel Tosh wrote:
Actually, one of the ways to improve the efficency of (all) marauders is to use Cap boosters in conjuction with your tank. this seems to work for both shield and armor setups.

I just EFTed a Golem with this setup and the tank seems fairly decent as well as its DPS.

Edit: Marauders have the advantage of MASSIVE cargo bays to hold all those cap boosters too

How well can your golem fit apply it's dps?



not to mention the large capacity of marauders isn't there to hold cap boosters.

It's there to hold loot.

This is like saying that the golem has 2 rig slots for cap and/or whatever else, yet people fail to realize we have no choice but to use range rigs if we wanna use torps.
Bagrat Skalski
Koinuun Kotei
#10 - 2012-09-13 11:55:59 UTC
I like Golem, when NPC is jamming me to hell I can use FoF missiles, and with bonus to shield boost and proper active tank fit i can do every lvl 4 mission, caldari and amarr epic arc without any help.
Griffin Omanid
Knights of the Zodiac
#11 - 2012-09-13 13:46:42 UTC
I always thought Marauders are mainly battleships which are as good in dealing with smaller ships as dealing with other battleships. Just because of their bonis for target painters, webbers, tracking speed and explosion velocity, they are more effective when it goes against smaller ships then other battleships. I would also say they may be more effective then pirate BS.

HELLBOUNDMAN
Aliastra
Gallente Federation
#12 - 2012-09-13 14:30:05 UTC
Bagrat Skalski wrote:
I like Golem, when NPC is jamming me to hell I can use FoF missiles, and with bonus to shield boost and proper active tank fit i can do every lvl 4 mission, caldari and amarr epic arc without any help.



Except, those of us that enjoy using a torp golem don't get FoF missiles.

On top of that, I've had more problems running missions in a golem than many other ships due to its size.


For instance.

Smash the Supplier.

This is a gallente mission that is Anti-Amarr.

If you decide to do this mission, don't do it in a golem.

Within 10 seconds of firing your first volley, you'll need to warp out due to too much damage incoming. It's insane.

Not to mention if you're using javelin missiles in a Golem than you're slowed down as well.
Joe Risalo
State War Academy
Caldari State
#13 - 2012-09-14 13:51:11 UTC
I would have to agree with OP.

While Marauders have pretty good damage, they're not that effective due to their weakness to ecm, their large sig, and their difficulty in fitting.

They're the only ships that I've flown that require you to use ded space mods in order for them to be effective, and they can barely hold up when built in that manner.

There are still many missions that they struggle to complete even without ecm.

Smash the Supplier

Final room of When Worlds Collide.


These are due to the high damage output of these mission and the massive sig radius of the Marauders forcing them to basically take the full blunt of all the damage incoming.

It's even worse in the golem if you're using rage torps due to the increased sig radius.
feihcsiM
THE B0YS
#14 - 2012-09-14 15:25:07 UTC
Marauders as they stand are all but obsolete imho. The introduction of the extremely easy to skill for Noctis combined with the heavy buffs to pirate battleships mean that a character can finish missions (and generate better isk/hour) much, much quicker in a pirate BS than in a marauder.

My mission character can fly all BS, has marauder V and is max skilled for the Golem and Kronos. After extensive use of the other options and timing my mission completion times I don't use a marauder nowadays, mainly because I have found:

Vargur < Mach

Kronos < Vindicator

Golem < CNR/Rattler

Paladin < Nightmare

As an example, I can get higher paper dps and MUCH higher applied dps from a sentry Rattlesnake than from a torpedo Golem, with mission completion times being somewhere between 20% - 40% faster (depending on mission) and with far less micromanagement. Don't even get me started about the Mach...

They sorely, desperately need to be reworked. With the huge SP investment needed and the specialization towards missioning they should be THE best subcap ships for high level missions. They currently are nowhere near, I really want them to be good again.

It's the end of the world as we know it and I feel fine.

HELLBOUNDMAN
Aliastra
Gallente Federation
#15 - 2012-09-14 17:25:31 UTC
feihcsiM wrote:
Marauders as they stand are all but obsolete imho. The introduction of the extremely easy to skill for Noctis combined with the heavy buffs to pirate battleships mean that a character can finish missions (and generate better isk/hour) much, much quicker in a pirate BS than in a marauder.

My mission character can fly all BS, has marauder V and is max skilled for the Golem and Kronos. After extensive use of the other options and timing my mission completion times I don't use a marauder nowadays, mainly because I have found:

Vargur < Mach

Kronos < Vindicator

Golem < CNR/Rattler

Paladin < Nightmare

As an example, I can get higher paper dps and MUCH higher applied dps from a sentry Rattlesnake than from a torpedo Golem, with mission completion times being somewhere between 20% - 40% faster (depending on mission) and with far less micromanagement. Don't even get me started about the Mach...

They sorely, desperately need to be reworked. With the huge SP investment needed and the specialization towards missioning they should be THE best subcap ships for high level missions. They currently are nowhere near, I really want them to be good again.



In your opinion, what areas do marauders need buffs?

Personally,

I feel the dps output is decent, but where they lack is in tanking capability, applied dps, and weakness to ewar.

As the golem is the only one that I have flown, I feel it needs a buff to

1) Torpedo range - The golem requires more SP investment than any other Marauder due to this issue. You require t2 torps for javelins, missile bombardment and missile projection both have to be at 5, and you need the skills for t2 range rigs.

Even then, your range is rather limited being able to hit about 56km after acceleration time of torpedoes.

2) Tanking capability - While is does have a rather large tank on paper, it doesn't blend well in pve. They might be pretty tanky, but since their so large, and since the range of the golem puts npc within their optimal range on us, then we take a crap ton of damage. Perhaps swapping the shield boost bonus for a bonus to resistance modules may help this, or it may require a bonus to both.

3) Buff the target painter bonus. As it sits, torpedoes need a minimum of 2 target painters to be effective, but 3 in order to pull out the best effectiveness. I would like to see the target painter buff allow for 2 target painters to be optimal.

4) Perhaps an extra mid slot and some extra cap to allow for more varied fits.

5) npc ewar immunity - this is just a toss up idea for all marauders that would make them highly effective in pve, while still having draw backs such as size, but also they would retain their weakness in pvp if it's deemed they even need that weakness anymore with how much damage pirates bs's can put out.

6) Reduce salvager cycle time

7) Increase range of tractors.

6 and 7 are due to the fact that even if you're using a Marauder in missions, it's still faster and you can collect more loot when using them in conjunction with the noctis. So, more isk faster with a marauder noctis combo.

8) Make it prettier. lol


All said though, I have out shined the golem I had flown with a Tengu. The tengu I am flying has 705 dps, with the same capable tank in a smaller, faster package and at greater range with the need of only 1 target painter, and with t1 cap rigs, which I've learned I don't even need, but still use, AND I have a stronger sensor strength (35).

I got all that for less isk investment (using a pithum c-type medium shield booster) and a lot less SP and time investment.

Seriously, the golem was way less dependible in missions than the tengu by far.
Nestara Aldent
Citimatics
#16 - 2012-09-14 17:58:18 UTC
Golem's painters dont need a buff - its that torpedoes suck, and you must rig it for range, or your range will just be bad. Therefore, you cant rig Flare rigs. OTherwise if you could its applied damage would be much higher.

Also, range is the issue even with range rigs if its 56km - in many missions rats are farther, and Golem is slow.

I've given it a thought to skill for a Marauder, but really Kronos wont do anything Vindi cant do, except offering loot and salvage on the go. As I dont need it, I dont need a marauder as well.

The whole class needs to be rethinked - IMO designing PVE only ships was a bad idea. I'd remove marauders, reimburse all SP invested, and make another tech 2 battleship class that will be more versatile. So if you need that new ships, which could use existing models, you'll just use SP reimbursed to learn to fly them.
HELLBOUNDMAN
Aliastra
Gallente Federation
#17 - 2012-09-14 18:23:40 UTC
Nestara Aldent wrote:
Golem's painters dont need a buff - its that torpedoes suck, and you must rig it for range, or your range will just be bad. Therefore, you cant rig Flare rigs. OTherwise if you could its applied damage would be much higher.

Also, range is the issue even with range rigs if its 56km - in many missions rats are farther, and Golem is slow.

I've given it a thought to skill for a Marauder, but really Kronos wont do anything Vindi cant do, except offering loot and salvage on the go. As I dont need it, I dont need a marauder as well.

The whole class needs to be rethinked - IMO designing PVE only ships was a bad idea. I'd remove marauders, reimburse all SP invested, and make another tech 2 battleship class that will be more versatile. So if you need that new ships, which could use existing models, you'll just use SP reimbursed to learn to fly them.



Even if you were going to salvage, you'd actually get it done faster without using the salvage and tractor on the marauder, and instead coming back in a noctis due to the limited range of tractors and slow movement speed of the Marauder.

Now, as far as a more versatile ship, that's not what t2 ships are.

T2 ships are actually designed to be more specialized.

No ship should ever out perform a t2 ship at their specific focus, however, they underform in other areas where t1, faction, and pirate ships are more versatile and should be able to perform in most situations, but with less effectiveness in each individual task than a t2.

So, redesigning marauders to be more versatile won't happen because they're supposed to be focused.

As they sit not they're supposed to be focused on pve, but are outperformed by many other ships in game, some even smaller ships.
Bagrat Skalski
Koinuun Kotei
#18 - 2012-09-14 18:33:03 UTC  |  Edited by: Bagrat Skalski
I could use revamped, farther flying torpedos for golem, also one more mid slot for tanking or slightly reduced sig radius. Couple points in sensor strenght would also be nice for torp users. That's all.
Nestara Aldent
Citimatics
#19 - 2012-09-14 18:34:55 UTC  |  Edited by: Nestara Aldent
@ hellboundman

I agree with your observation. I said more versatile, as in more versatile than current marauder - they still would have to be specialized. But because it would be ship with PVP use too, I've thought it would be best if SP reimbursement is offered.

If marauders remain for PVE only, they must be able to compete with Noctis/Tengu, or Noctis/Machariel setups.
Cid SilverWing
Doomheim
#20 - 2012-09-14 20:31:48 UTC
Do we even need a purely PvE class of ships? Marauders are 1 billion with reduced sensor strength (itself not supposed to be an issue against rats, but go and try killing Guristas), a tractor bonus made obsolete by the Noctis and an utterly useless Web bonus that no rat gets in range of (and no, Battleship guns can't track a frigate that's too dumb to orbit within web range).

It's too shiny a killmail that a T1 battleship with T2 modules accompanied by a Noctis can't already do roughly equally at a greatly reduced budget. It's ridiculous. I used to love Marauders due to the in-theory massive DPS, but that meant dual-boxing 2 Paladins back in Delve, which is 2 billion just for the hulls. I've sworn off the damn things and my wallet is happier ever since.
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