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[Odyssey 1.1] Marauder Changes

Author
Gareth Burns
GeoCorp.
The Initiative.
#1 - 2013-08-08 17:13:40 UTC  |  Edited by: Gareth Burns
Here is my two cents in regards to what should be changed to the Marauders in the next patch.

I had to write all this so let me know if you see any missing info or typo's and I'll fix them.

Please Note: it is in this format because this format is what CCP uses to announce changes. I happen to like the format and I believe it shows what I think should be added or removed from the ships. I can't believe I have to say this but, this is not meant to be an official patch note!

Marauder Changes:

Paladin:
Amarr Battleship skill bonuses:
5% Bonus to Capacitor Capacity use Per Level
10% Bonus to the velocity factor of stasis webifiers per level
Marauder skill bonuses:
7.5% Bonus to repair amount of armor repair systems per level
5% Bonus to Large energy turret damage per level
Fixed Bonus:
100% Bonus to Large Energy weapon Damage
100% Bonus to range and velocity of tractor beams
50% Reduction in capacitor use and cooldown time for micro jump drives (new)
Slot layout: 7 H, 4 M, 7 L, 4 turrets, 0 launchers
Fittings: 14,000 (+500) PWG, 500 CPU
Defense (shields / armor / hull) : 6500(-300) / 8500(+300) / 7500(+200)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55(+7.5) / 75(+12.5)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 45(+10.625) / 55(+15)
Capacitor (amount / recharge rate): 5625 / 923.9s
Mobility (max velocity / inertia mod / mass): 108(+3) / .13(+0.002) / 105,000,000(-200,000)
Drones (bandwidth / bay): 125(+50) / 125(+50)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 94km (+13) / 81 / 10
Sensor strength: 24 Radar (+12)
Signature radius: 500
Cargo capacity: 1,200(+75)

Kronos:
Gallente Battleship skill bonuses:
5% bonus to large hybrid weapon damage
7.5% to drone hitpoint, velocity, and damage per level (altered from web bonus)
Marauder skill bonuses:
7.5% bonus to repair amount of armor repair systems per level
7.5% bonus to large hybrid weapon tracking per level
Fixed Bonus:
100% Bonus to Large Hybrid Weapon Damage
100% Bonus to range and velocity of tractor beams
50% Reduction in capacitor use and cooldown time for microjump drives (new)
Slot layout: 7 H, 4 M, 7 L , 4 turrets ,0 launchers
Fittings: 12,000 PWG, 575(+25) CPU
Defense (shields / armor / hull) : 6500(-300) / 7500(+200) / 8,500 (+300)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 35(+5) / 60(+5) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 45(+1.875) / 60(+8.75) / 25(+15)
Capacitor (amount / recharge rate): 5625 / 1023.9s(+100)
Mobility (max velocity / inertia mod / mass): 120(+5) / 0.12(-0.004) / 101,500,000 (-300,000)
Drones (bandwidth / bay): 125 (+50) / 200 (+75)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 102km (+15) / 81 / 10
Sensor strength: 25 Magnometric (+12)
Signature radius: 500
Cargo capacity: 1350(+75)

Vargur:
Minmatar Battleship skill bonuses:
5% bonus to large projectile turret rate of fire per level
10% large projectile turret falloff per level
Marauder skill bonuses:
7.5% bonus shield boost amount per level
7.5% bonus to large projectile weapon tracking per level
Fixed Bonus:
100% Bonus to Large Projectile Weapon Damage
100% Bonus to range and velocity of tractor beams
50% Reduction in capacitor use and cooldown time for micro jump drives (new)
Slot layout: 7 H, 6 M, 5 L , 4 turrets ,0 launchers
Fittings: 8,200(+300) PWG, 650(+25) CPU
Defense (shields / armor / hull) : 7900(+300) / 6500(-300) / 7,500 (+300)
Base shield resistances (EM/Therm/Kin/Exp): 35(+10) / 35(+5) / 45(+5) / 55(+5)
Base armor resistances (EM/Therm/Kin/Exp): 60(-10) / 45(+1.875) / 25 / 15(+5)
Capacitor (amount / recharge rate): 5625 / 1023.9s(+100)
Mobility (max velocity / inertia mod / mass): 136(+6) / 0.12(+0.004) / 106,000,000 (-100,000)
Drones (bandwidth / bay): 50(-25) / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 105km (+30) / 85 / 10
Sensor strength: 23 LADAR (+12)
Signature radius: 450(+50)
Cargo capacity: 1200(+50)

Golem:
Caldari Battleship skill bonuses:
10% bonus to cruise missile and torpedo velocity per level
7.5% bonus to cruise missile and torpedo explosion velocity per level (+2.5%)
Marauder skill bonuses:
7.5% bonus to shield boost amount per level
10% bonus to Target painters per level (+2.5%)
Fixed Bonus:
100% Bonus to Cruise and Torpedo Damage
100% Bonus to range and velocity of tractor beams
50% Reduction in capacitor use and cooldown time for micro jump drives (new)
Slot layout: 7 H, 7 M, 4 L , 0 turrets ,4 launchers
Fittings: 6,900(+400) PWG, 750(+35) CPU
Defense (shields / armor / hull) : 8300(+200) / 7000(-300) / 7,500 (+300)
Base shield resistances (EM/Therm/Kin/Exp): 10(+10) / 40 / 50(+2.5) / 60(+10)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 60(+1.25) / 40(+5.625) / 25(+15)
Capacitor (amount / recharge rate / average cap per second): 5625 / 1023.9s(+100) / 5.5
Mobility (max velocity / inertia mod / mass): 102(-3) / 0.12 / 105,0000,000 (-200,000)
Drones (bandwidth / bay): 50 (-25) / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 100km (+10) / 73 / 10
Sensor strength: 25 Magnometric (+12)
Signature radius: 550(-50)
Cargo capacity: 1400(+125)

Let me know what you guys think!
Like if you like!

Noblesse Oblige ► Gareth Burns

Mina Sebiestar
Minmatar Inner Space Conglomerate
#2 - 2013-08-08 17:21:33 UTC
can you explain reasoning behind this changes for example why i want to mjd 110km out in vargur not being able to use long range guns on it to shoot nerfed AC on that range fielding light drones?

You choke behind a smile a fake behind the fear

Because >>I is too hard

Gareth Burns
GeoCorp.
The Initiative.
#3 - 2013-08-08 17:28:01 UTC  |  Edited by: Gareth Burns
Mina Sebiestar wrote:
can you explain reasoning behind this changes for example why i want to mjd 110km out in vargur not being able to use long range guns on it to shoot nerfed AC on that range fielding light drones?



I'd love to!

First things first, MJD is meant to be used tactically, so unless you just randomly smash your mjd you wont jump 100km away from a target unless you want to be 100km away from the target (it's all about lining up your shot).

lets say your target is 40km away and closing in, your opitmal is 60km, you can jump behind the target forcing them to turn around (slowing down in the process) and get a good optimal range shot while they are slowing down.

additionally, you'll notice I increased the base targeting range of all the ships so you'll have less of a chance of breaking your locks when you jump.

Not sure what your question is in regards to drones sorry.

Noblesse Oblige ► Gareth Burns

Mina Sebiestar
Minmatar Inner Space Conglomerate
#4 - 2013-08-08 17:34:40 UTC
Thx interesting concept.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Jureth22
EVE-RO
Goonswarm Federation
#5 - 2013-08-08 17:37:17 UTC
no,what no?better let the people getting paid to take care of changes themselves,instead offer them ideas instead a full on change note.
Gareth Burns
GeoCorp.
The Initiative.
#6 - 2013-08-08 17:38:23 UTC
Mina Sebiestar wrote:
Thx interesting concept.



I had originally thought Micro Warp Drive bonuses because HACS and Command Ships were getting bonuses to them.

But honestly, I think MJD, though more difficult to master, is a bit more interesting on a battleship and if used correctly can make for an extremely dangerous foe.

Noblesse Oblige ► Gareth Burns

Gareth Burns
GeoCorp.
The Initiative.
#7 - 2013-08-08 17:40:38 UTC  |  Edited by: Gareth Burns
Jureth22 wrote:
no,what no?better let the people getting paid to take care of changes themselves,instead offer them ideas instead a full on change note.



I see your point. However, this isn't a change note these are my ideas in a statistical format that CCP likes to use. I personally like the format so this is for people like me.

It lets people argue balancing points about certain things on a more number based level.

Noblesse Oblige ► Gareth Burns

Aeril Malkyre
Knights of the Ouroboros
#8 - 2013-08-08 18:34:09 UTC
I'll leave the general number crunching to CCP, but I do like your role bonus. Keeps the MJD from sacking your cap, and a 90 second recharge would make it usable more than once a room. I think it fits the concept of a marauder: swift attacks from unexpected directions. Now the Vargur just needs a powergrid that can take arties, and the concept completes itself Cool

One problem: MJD hopping around makes the tractor bonus far less effective. You're easily outjumping their range, even if you work the angles and manage to hop back into a reasonable range of wrecks you've made.
Gareth Burns
GeoCorp.
The Initiative.
#9 - 2013-08-08 18:43:04 UTC  |  Edited by: Gareth Burns
Aeril Malkyre wrote:
I'll leave the general number crunching to CCP, but I do like your role bonus. Keeps the MJD from sacking your cap, and a 90 second recharge would make it usable more than once a room. I think it fits the concept of a marauder: swift attacks from unexpected directions. Now the Vargur just needs a powergrid that can take arties, and the concept completes itself Cool

One problem: MJD hopping around makes the tractor bonus far less effective. You're easily outjumping their range, even if you work the angles and manage to hop back into a reasonable range of wrecks you've made.



Wasn't sure about the Vargur's powergrid. But yeah, if it could fit arties that would be great. And that was the whole idea, good range mixed with tactical maneuverability .

This doesn't ruin their PVE ability, while still making them PVP viable.

I was testing the other day and it wasn't two bad with the salvaging. It's definitely NOT a Noctis... but thats why you fly with a Noctis.

Noblesse Oblige ► Gareth Burns

Harvey James
The Sengoku Legacy
#10 - 2013-08-08 18:55:48 UTC
Besides the fact you have 7 bonuses there half of those bonuses are just OP/conflict with pirate battleships or a waste of time..

CCP already has a concept for them apparently so lets wait and see what they have come up with

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Anubis Assassin
Blacklist Engineering
#11 - 2013-08-08 19:01:08 UTC
No
Gareth Burns
GeoCorp.
The Initiative.
#12 - 2013-08-08 19:28:56 UTC  |  Edited by: Gareth Burns
Harvey James wrote:
Besides the fact you have 7 bonuses there half of those bonuses are just OP/conflict with pirate battleships or a waste of time..

CCP already has a concept for them apparently so lets wait and see what they have come up with


I included all the statistics and bonuses to show which ones I think should be altered and which should stay the same.

Which ones do you believe are overpowered?

I'm not sure which "conflict with pirate battleships" your talking about. The big similarity here is the 100% bonus to specific weapon damage.

Which ones do you believe are a waste of time?

I would love to see what they have to come up with, but as of right now they just say they are thinking of something. Therefore I'm submitting my ideas for features in the " Features & Ideas Discussion" forum.



Anubis Assassin wrote:
No


Care to have more input?

Noblesse Oblige ► Gareth Burns

Harvey James
The Sengoku Legacy
#13 - 2013-08-08 19:58:38 UTC
Pirate bonuses
- e-war things like webs for instance.

OP bonuses
- there is at least 3 bonuses that improve range/damage and application ... ships have 2 of those at most depending on the role.

Waste of time bonuses
- MJD .. i imagine cap not being much of an issue ,, reducing cool-down is OP and the ships don't need it
- tractor beams bonus is a waste of a bonus
- so many damage bonuses when all they have to do is add more turrets/launchers
- Target Painter bonus .. they could replace with explosion radius if they wanted to

7 bonuses is simply excessive combined with the excessive drones and the ships lacking any focus or role

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Thaman Arnuad
The Caldarian Templars
#14 - 2013-08-08 20:00:22 UTC
Did you think about making Maruaders ASB/AAR specialty boats? Gives you the potential to make a very unique platform.

TA
Gareth Burns
GeoCorp.
The Initiative.
#15 - 2013-08-08 20:13:04 UTC  |  Edited by: Gareth Burns
Harvey James wrote:
Pirate bonuses
- e-war things like webs for instance.

OP bonuses
- there is at least 3 bonuses that improve range/damage and application ... ships have 2 of those at most depending on the role.

Waste of time bonuses
- MJD .. i imagine cap not being much of an issue ,, reducing cool-down is OP and the ships don't need it
- tractor beams bonus is a waste of a bonus
- so many damage bonuses when all they have to do is add more turrets/launchers
- Target Painter bonus .. they could replace with explosion radius if they wanted to

7 bonuses is simply excessive combined with the excessive drones and the ships lacking any focus or role


First off thank you for elaborating.

OP Bonuses

The Vargur is the biggest example of what you're talking about so I'll use that. Vargur's main purpose is it's exceptional use with large projectile guns. It obtains 4 separate bonuses to these guns. However; we are talking about marauders, where the rest of the marauders already have 3 bonuses towards their weapons and the rest actually double up on the damage while the Vargur only has one that increases the damage (the role bonus). They are meant to be powerful, but I wouldn't call them OP.

Waste of time
MJD: reduction of cap use is actually extremely helpful, coming from someone who uses them. In regards to the cool down reduction I don't see it as being to OP, its not to hard to counter in PVP.
-Taking away the tractor beam bonus will make marauders become less useful in missions. Additionally it's a good way to get high sec mission runners angry, they probably want this bonus to go to at least 200%.
- having 4 guns do the same as 8 is one of the appealing factors of pirate faction / marauders
-Target painters do more then just make missiles do more damage

Noblesse Oblige ► Gareth Burns

Gareth Burns
GeoCorp.
The Initiative.
#16 - 2013-08-08 20:16:32 UTC
Thaman Arnuad wrote:
Did you think about making Maruaders ASB/AAR specialty boats? Gives you the potential to make a very unique platform.

TA



That's an interesting idea!

less fuel consumption?

would it be a role bonus or replace a different bonus?

Noblesse Oblige ► Gareth Burns

Thaman Arnuad
The Caldarian Templars
#17 - 2013-08-08 20:33:25 UTC
Gareth Burns wrote:
Thaman Arnuad wrote:
Did you think about making Maruaders ASB/AAR specialty boats? Gives you the potential to make a very unique platform.

TA



That's an interesting idea!

less fuel consumption?

would it be a role bonus or replace a different bonus?


I'm thinking a Marauder skill bonus for each hull. Let's start with these ideas, I'm sure they need lots of refinement.

Paladin
5% Reduction to capacitor use and nanite paste use of AAR's per level of Maruaders (this might need a cycle time)

Kronos
7.5% Increase of repair amount of AAR's per level of Maruaders

Golem
5% Reduction to reload time of ASB per level of Marauders

Vargur
+5 m3 to capacity of ASB's per level of Marauders (not sure about this amount)
Gareth Burns
GeoCorp.
The Initiative.
#18 - 2013-08-08 20:39:15 UTC
Thaman Arnuad wrote:

I'm thinking a Marauder skill bonus for each hull. Let's start with these ideas, I'm sure they need lots of refinement.

Paladin
5% Reduction to capacitor use and nanite paste use of AAR's per level of Maruaders (this might need a cycle time)
Kronos
7.5% Increase of repair amount of AAR's per level of Maruaders
Golem
5% Reduction to reload time of ASB per level of Marauders
Vargur
+5 m3 to capacity of ASB's per level of Marauders (not sure about this amount)



Hmmm

another option is to include AAR into the bonus armor repairers get and include ASB into the bonus shield boosters get.

Noblesse Oblige ► Gareth Burns

Thaman Arnuad
The Caldarian Templars
#19 - 2013-08-08 20:47:17 UTC
Gareth Burns wrote:
Thaman Arnuad wrote:

I'm thinking a Marauder skill bonus for each hull. Let's start with these ideas, I'm sure they need lots of refinement.

Paladin
5% Reduction to capacitor use and nanite paste use of AAR's per level of Maruaders (this might need a cycle time)
Kronos
7.5% Increase of repair amount of AAR's per level of Maruaders
Golem
5% Reduction to reload time of ASB per level of Marauders
Vargur
+5 m3 to capacity of ASB's per level of Marauders (not sure about this amount)



Hmmm

another option is to include AAR into the bonus armor repairers get and include ASB into the bonus shield boosters get.


They are at the moment, this is a stacked bonus.
Gareth Burns
GeoCorp.
The Initiative.
#20 - 2013-08-08 21:00:02 UTC
Thaman Arnuad wrote:
Gareth Burns wrote:
Thaman Arnuad wrote:

I'm thinking a Marauder skill bonus for each hull. Let's start with these ideas, I'm sure they need lots of refinement.

Paladin
5% Reduction to capacitor use and nanite paste use of AAR's per level of Maruaders (this might need a cycle time)
Kronos
7.5% Increase of repair amount of AAR's per level of Maruaders
Golem
5% Reduction to reload time of ASB per level of Marauders
Vargur
+5 m3 to capacity of ASB's per level of Marauders (not sure about this amount)



Hmmm

another option is to include AAR into the bonus armor repairers get and include ASB into the bonus shield boosters get.


They are at the moment, this is a stacked bonus.


OH,

I feel like that would be getting into to many bonuses :-/
I like the idea though!

Though it would make mission runners mad maybe replacing the tractorbeam bonus with this.

Noblesse Oblige ► Gareth Burns

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