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[Rubicon] Marauder rebalancing

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GallowsCalibrator
Imperial Academy
Amarr Empire
#1461 - 2013-09-02 10:11:49 UTC
The new fitting on the Vargur, with these bonuses, and the fact it's already one of the sexiest looking ships in the game, makes me unreasonably excited.

Lephia DeGrande
Luxembourg Space Union
#1462 - 2013-09-02 10:30:17 UTC  |  Edited by: Lephia DeGrande
Mournful Conciousness wrote:
RTSAvalanche wrote:
After thinking about this for somtime time..

Leave marauders as they are

But as for these mini-dreads - Rokh, Baddon, Hype & Mael - are all yet to see a T2 varient!

so people who want the mini dreads can have them
& those they still love the marauders as they are can still have them too!!


T2 hyperion... heh. I can imagine a youtube channel dedicated to the 20:1 gatecamp fights...

Hyp is my favourite ship, but I don't think even I would argue for a T2 monster hyperion in the game Smile

But I agree with your sentiment.


That would be a interesting Solution, but then we should ditch Tier3 BS as whole.

8 Tech1 BS
12 Tech2 BS
8 Navy BS
5 Pirate BS
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1463 - 2013-09-02 10:31:52 UTC  |  Edited by: Sergeant Acht Scultz
Overall the idea looks cool, it's the kind of tool interesting to use (eventually) to kill POCOs/POS

Eventually some dude sniping in siege mode (60 sec he better know what he's doing or a cloaky will kick his ass)

More interesting: siege mode in guns optimal against larger targets

But, main issues are not fixed: Sensor strght and T1 resistances. Just change how your modules works and give a smaller bonus to tank, eventually HP instead of resistances but make it so base resistances are T2 or there's not really anything interesting to do with this ship except very tiny niche things like kill POS in high sec, POCOs in low/null but then what?

Then you are left with 50% of your ship abilities unable to be used 99% of the time.

We already have supers titans for 0.1% of login/playing characters we actually don't need more tools for this awesome (not) game playing. Not being rude "copain" but if the first idea is cool it's the global vision that imho is not matching at all skill training/benefits players can expect from this ship.

Edit: let me add to "not matching at all skill training/benefits players can expect from this ship" for pvp other thing than structures because you can be sure some large alliances will require their members to use those just for that.

removed inappropriate ASCII art signature - CCP Eterne

Grombutz
The Scope
Gallente Federation
#1464 - 2013-09-02 10:33:38 UTC
Cade Windstalker wrote:


Try thinking of it like this. You don't need to fit a massive tank, you can strip modules that are otherwise required for a mission like a Shield Boost Amp for a Golem off and replace them with damage application mods like extra Target Painters, missile damage app mods if we ever get them, cap mods, or prop mods.

The extra range can make Torp fits more viable, especially combine with the Target Painter bonus and freed up slots.

E-War is fairly common is missions and sites as well, and while it's not crippling it cuts down on completion times and is very frustrating. The Bastion mode E-War immunity lets you get around this and speeds up your mission or site times. It also gets rid of a frequent complaint with Marauders without giving them a flat buff for PvP.

The Defender Missiles point is very valid and I'd like to see something like a Missile HP buff added either to the Golem or to Bastion to make up for it since that seems to really hinder the ship at least with Cruise-Missile setups.

Overall though if you want to stick to your CNR that's your choice, I think if the ship is completely too good to resist then CCP have over-buffed it.


I will probably use the CNR over the Golem, because the CNR does every important role better than the Golem (atleast for now). The CNR has better damage (3 sentries + room for a DDA), similar application (projection isn't an issue to begin with), higher speed and more buffer (yeah, buffer is important to me as anti-gank protection).

Yeah, I could reduce the tank, but for what? Even more TP's to juggle? Ugh


With the CNR, E-War isn't an issue either. It has enough base sensor strength to counter even the most nastiest Guristas-Assault type missions (last one I did got 1 Jamcycle in total). Other forms of E-War aren't a problem either.

Torps aren't really a choice for lv 4's either, as their range is simply to short (even with bastion). Why should I use torps over Fury CM's for a marginal short-ranged dmg increase, but significant dmg loss for higher ranges?

Ofcourse, this might change if we get new missile-modules for mid-slots, but yeah - those aren't clear yet. Ofcourse Rise announced something, but I doubt it's going to be dmg application-mods. I would rather expect pure projection-mods, and having to fit those to make the bastion viable while the CNR can do everything at once (while still having very competitive dmg even in a CM-CNR <-> Torp-Golem comparision thanks to the sentries!) doesn't make the Golem any more viable.

Ofcourse it could be more valid if there are some additional changes, but it's kinda hard to judge the whole idea without the whole picture.

Magic Crisp
Amarrian Micro Devices
#1465 - 2013-09-02 10:58:43 UTC
Cade Windstalker wrote:
Magic Crisp wrote:

May I ask what's the real problem with the Tactical Weapon Reconfiguration skill? Seems like an ideal candidate for the job, and personally I can't see any reason why looking for any other ones. Also, that'd be a nice steping stone for upcoming dread pilots, especially for those ratters (both high and nullsec) who later want to go for dreads.

Also, we'll we have both tech1 and tech2 versions of this module? And I think meta-variants would also be quite welcomed.


A few problems: One, it requires a long train on-map than the proposed skill does off-map. Two, it will likely cause confusion about whether or not the module requires fuel to operate. Three, it's meant to buff and unlock a single largely unrelated module (the only thing they have in common is the basics of the siege mechanic, nothing else).


May I ask why? Jump portals and covert jump portals coexists the very same way, and they require the very same skill both, to operate. Oh, and that particular skill reduces strontium usage, which the covert jump portal generator doesn't have. I guess it's not that hard. Also, it's logical. If you have no usage, then however much you're reducing it, it'll still be none, quite logical in my opinion. 0*1 = 0*0.5 = 0. etc.

Skia Aumer
Planetary Harvesting and Processing LLC
#1466 - 2013-09-02 10:58:55 UTC
Not going to dig through 74 pages to find if it was mentioned already.

I dont see why should I prefer Marauder over Carrier for nullsec ratting. Carriers have better tank, more DPS, better projection, dont have to deploy and cost only a tad more. So what's the point?
Big rEy
Ro Maniacs
Fragsters
#1467 - 2013-09-02 10:59:47 UTC
GallowsCalibrator wrote:
The new fitting on the Vargur, with these bonuses, and the fact it's already one of the sexiest looking ships in the game, makes me unreasonably excited.


With the PW upgrade, could vargur fit 1200mm?
Lephia DeGrande
Luxembourg Space Union
#1468 - 2013-09-02 11:39:29 UTC
Skia Aumer wrote:
Not going to dig through 74 pages to find if it was mentioned already.

I dont see why should I prefer Marauder over Carrier for nullsec ratting. Carriers have better tank, more DPS, better projection, dont have to deploy and cost only a tad more. So what's the point?


No one force you to switch, but one advantage would be the ability to Jump into Highsec. ;-)
Debora Tsung
Perkone
Caldari State
#1469 - 2013-09-02 11:40:48 UTC
Skia Aumer wrote:
Not going to dig through 74 pages to find if it was mentioned already.

I dont see why should I prefer Marauder over Carrier for nullsec ratting. Carriers have better tank, more DPS, better projection, dont have to deploy and cost only a tad more. So what's the point?


Ratting in a Carrier... Shocked

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Quinn Corvez
Perkone
Caldari State
#1470 - 2013-09-02 11:55:35 UTC
CCP Ytterbium wrote:
YaSiS wrote:
Dinsdale Pirannha wrote:
CCP Rise wrote:
I'll make sure we talk tomorrow about the tracking bonus for turret ships (I had understood that neither turrets or missiles were getting an application bonus). I believe its meant to say 25% optimal and 25% falloff.

Either way it won't be unequal as it is currently listed.


Who cares about this?
You are wrecking both the Kronos and Paladin by removing a key element: the web bonuses, plus gimping all of them in DPS by nerfing the drone bays.

Yah, you have made this into a PvP ship, but once again wrecked another PvE ship.

All part of the plan, I assume.


+1


I'm not sure I follow this Shocked - if you're talking about missions, a web bonus is not needed - with turrets, you snipe the frigates first before they come in close. Even when they do come close, a 90% web usually isn't enough to keep transversal down to hit them with large guns.

When they're close, use drones - and Marauders still have enough dronebay to use lights and take care of that. With missiles, bit pointless to shoot frigates first. In all cases the web strength is highly situational in missions. Maybe using 2 webs? But that's a bit overkill when they can just be dealt faster with drones while you focus on larger ships with guns.

However, the extra resists, damage projection, EW immunity is going to be of tremendous help in missions like "The Blockade" where there are 1346454 NPCs using E-war while in Bastion mode. Even without it, Kronos and Paladin new falloff and optimal range bonuses are going to be useful 100% of the time, instead of extreme close range like a web bonus.


So why are you reducing the ships capacity to use drones?

If you are going to limit to bandwidth to dictate what size drones can be used, there is no need to reduce the drone bay. It is a curious decision when you look at the Kronos... It can use 5 medium drones but can also only carry 5 med drones. Once is loses one is has no ability to replace it withouts restocking at a station.

The Kronos should either have a bay big enought for 10 med drones or the bandwidth should be reduced to 25... Personally, I'd prefer the former.
Edora Madullier
French Kiss Singularity
#1471 - 2013-09-02 11:56:51 UTC
Big rEy wrote:
GallowsCalibrator wrote:
The new fitting on the Vargur, with these bonuses, and the fact it's already one of the sexiest looking ships in the game, makes me unreasonably excited.


With the PW upgrade, could vargur fit 1200mm?


It could fit TII 1400's, a projectile TII rig, a MJD and a TII X-L SB without even a single fitting mod/rig. Cool
GallowsCalibrator
Imperial Academy
Amarr Empire
#1472 - 2013-09-02 11:57:05 UTC  |  Edited by: GallowsCalibrator
Big rEy wrote:
GallowsCalibrator wrote:
The new fitting on the Vargur, with these bonuses, and the fact it's already one of the sexiest looking ships in the game, makes me unreasonably excited.


With the PW upgrade, could vargur fit 1200mm?


1200 IIs easily with plenty of grid to spare (10890/16125 grid used). 1400 IIs would fit (12870/16125) but the rest of the grid would be tight and I'd see fitting mods probably necessary for the rest of the fit.

I'm much more amused by the fact that you can cram in a rack of 800 IIs and three heavy neut/nos with grid to spare though.

e;fb - see above

Skia Aumer wrote:
Not going to dig through 74 pages to find if it was mentioned already.

I dont see why should I prefer Marauder over Carrier for nullsec ratting. Carriers have better tank, more DPS, better projection, dont have to deploy and cost only a tad more. So what's the point?


please continue to rat in a carrier, it's the best ratting ship ever

(and you'll certainly be able to fight off the odd lone stealth bomber or recon, so don't worry, you're in a capital)
Debora Tsung
Perkone
Caldari State
#1473 - 2013-09-02 11:57:50 UTC
Quinn Corvez wrote:

So why are you reducing the ships capacity to use drones?

If you are going to limit to bandwidth to dictate what size drones can be used, there is no need to reduce the drone bay. It is a curious decision when you look at the Kronos... It can use 5 medium drones but can also only carry 5 med drones. Once is loses one is has no ability to replace it withouts restocking at a station.

The Kronos should either have a bay big enought for 10 med drones or the bandwidth should be reduced to 25... Personally, I'd prefer the former.


Launching something bigger than light drones on NPC mission frigs is a waste anyway. Two flights of lights (haha, what a poet I am) should be enough, to kill the frigs and have some spares, right?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Vulfen
Imperial Academy
Amarr Empire
#1474 - 2013-09-02 12:09:34 UTC
Skia Aumer wrote:
Not going to dig through 74 pages to find if it was mentioned already.

I dont see why should I prefer Marauder over Carrier for nullsec ratting. Carriers have better tank, more DPS, better projection, dont have to deploy and cost only a tad more. So what's the point?

running locator agents now, deploying BLOBS
Roime
Mea Culpa.
Shadow Cartel
#1475 - 2013-09-02 12:30:01 UTC  |  Edited by: Roime
Mournful Conciousness wrote:

Are you saying that the bastion module makes you feel safer about lowsec pve?

I think most people would see the bastion module as a liability in lowsec, in the same way as triage mode on carriers. Being forced to stay still is a huge liability.


60 seconds+MJD wind-up time, which is only available to the attacker in the rather unlikely worst case scenario (marauder enters bastion at the same time attacker enters system, marauder is in dscan range from the entry point), is not an awfully long time to get scrams on the marauder. I don't see it happening reliably if the marauder is deep inside a plex.

Statistically you'll enter a system with the marauder already x seconds into the bastion cycle, possibly off dscan (lets say 10 seconds for warp), doing KB intel to avoid a trap, dropping probes, two scan passes (10 seconds), warp to marauder (10 seconds), lock and survive. That's +35 seconds and those numbers are quite optimistic.

You can't point it before it exits bastion. My point being that 60 seconds might feel long for the marauder pilot when local spikes at the unfortunate moment of immediately after pushing the Bosstion button, but generally the attackers are actually in a hurry if they want to catch it before it MJDs away to safety and trolls you in local.

Practically speaking, if I'd be hunting for solo PVE marauders after this change, I'd want an alpha- Nado squad with Arazu/Proteus to scram it down and not die in flames, or LR scrams+ Curse or Legion (Geddon?) to neut it, and a number of HACs that can stay under it's guns to actually kill it- I'd bet every marauder that gets scrammed before MJD will bastion and fight back like an animal backed into a corner. It's not like he has much choices. If it's a shield marauder, only thing you can do about it is to alpha thru the reps or endure the hurt until it runs out of juice, armor ones you can at least neut.

This means a rather pricey and coordinated small gang equal or exceeding the ISK value of the marauder- which sounds like balance in my books. And yeah, at least half of the marauders you'll see will be baits :)

tl;dr- I've soloed PVE marauders before, which was awesome, but it's not going to happen anymore. If a ship becomes unsoloable, it is arguably more safer outside hisec. I'd go even as far as claiming that bastion marauders are not easy targets for a typical kitchen sink roaming small gang.

Oh and this was obviously concerning die-hard forever-alone marauderists, nothing prevents bears flying them in pairs or for example with a new CS, raising the bar even higher. It's not something that for example a handful of Taloses can deal with.

.

Roime
Mea Culpa.
Shadow Cartel
#1476 - 2013-09-02 12:37:31 UTC
As what comes to the rebalancing itself, I'd very much prefer a mid/low instead of another utility high (new NOSes don't help marauders much/at all and heavy neuts aren't such a great idea with active tank), they really should have a bit more drone capability, and I'd also like to see their mineral requirements toned down a bit to put them clearly under pirate BS prices.

Alternatively, give them one more effective turret and keep slots as they are.

And while you're at it, **** on-grid probing, multiple ASBs and fix the damn EWAR drones.

.

Lephia DeGrande
Luxembourg Space Union
#1477 - 2013-09-02 12:40:03 UTC
What Marauders can join Fleets too?! *sarcasm*
I really like the Post above me.
Varion Dalarel
Brutor Tribe
Minmatar Republic
#1478 - 2013-09-02 12:44:16 UTC  |  Edited by: Varion Dalarel
Hello,

First of all: Eve Online is a sandbox game where pvp plays a big part. There were and there are pvp and non pvp ships in this game, like freighters, mining barges, industrials, salvaging ships, capital industrial ships...

Every single ship has its own role: A mining barge is used to collect ore from roids, an industrial or an capital industrial (Orca) is ussed to haul this ore and freighters will transport lots of this stuff to a refining station or trading hub. All those ships have there own role and this is no pvp role.
Now i come to the point for what marauders were designed originally. They were ment to be pve gods for running level 4 missions. After all the changes to pirate and faction bs hulls they also need some love of course but why changing the role?
Eve has ships which arent pvp ships, the marauders are carebaer ships for people who like running missions and don't want to pvp. This game is a sandbox where everyone can do what HE wants to do which makes this game so great so let there be niche ships in this game.

There is also an unused t1 bs hull which could be used for a third T2 bs with a pvp role. From my point of view its better to design the marauders as pve ships and not as 50% pvp and 50% pve ship. The MJD bonus does not work well with the "marauding" role where the capsuler is using the tractorbeams on wrecks to get every valuable stuff from the enemy. If you jump 100km how should you use tractorbeams on large wrecks? Well you could salvage the time in bastion mode but the fact those ships become much more slow boats will **** all players up which are doing missions where gates are not directly at the beacon or are 100km away.
Some missions have gates around 40km away from warp in point which makes the MJD very unusefull.
Also high dps ships with up to 70km range with short range ammo which can jump every ~60 seconds 100km may be a bit over in pvp.

So my suggestion is: let marauders be the carebaership with a 100% role for solo missions, plexes or ratting and create a 100% pvp T2 hull with the third unused t1 bs hull for all other players who are pvp players. Imho this would be a win for carebaers and pvp players cause everyone gets his own cookie.

Marauders:
Role Bonus: 100% bonus to main weapon damage, 100% bonus to range and velocity of tractor beams, 100% bonus to Afterburner speed (instead of 70% reduction in Micro Jump Drive reactivation delay )


Bastion Module [new]:
  • 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 50% (decreased from 100%)
  • Extends all large turret falloff and optimal by 15% (decreased from 25%)
  • Increases all large missile max velocity and reduces explosion radius by 15% (decreased velocity from 25%, added explosion radius bonus)
  • 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 reduced by 85%, mass is increased by a factor of 5, 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


Kronos
  • 7,5% bonus to large Hybrid Turret Falloff per level (-2,5%)
=> 57 km opt+falloff with 1 TC and Null


- Gives resistances equal to 1 T2 Invul field and a bit more then a true sanshas ENAM => you can fit less tank and activate the module when high ammounts of damage are incomming and use the free slot for utility. DCU + Bastion module will give the ship 90% hull resistance, maybe there should be a stacking penaltie on hull resistances (because 90% is imho a bit over) but not on armor and shields.
- 100% with local tank buff are also a bit over from my point of view. Change it to 50% bonus to shield and armor repair amount and nerf cap regeneration a bit less.
- reduce rangebonus from 25% to 15% and also look at falloff bonus of the kronos. Even with a 15% bonus you have ~65km blaster optimal+falloff. Missile velocity also changed to 15%.
- There should be a small bonus to damage also cause the CNR got another launcher slot which makes the torp damage almost equal to the marauder which had 8 effective launcher slots already.
How about giving the module a +15% explosion radius bonus too, because guns gain a passive damage boost if their falloff gets increased which isn't equal to the falloff bonus in damage. An explosion radius bonus would also increase the missile damage but only against smaller targets.
- Cycle time and EW immunity like in the original module
- Reduced ship velocity by 85% and increased mass factor by 4-5 while in bastion mode, cannit warp etc. With this new concept the ships still have a huge range, but to compensate the cutted range they are allowed to move but with extreme reduced speed cause the Bastion mode "uses" almost all energy the ship uses for its engine. This will result in 20-24 m/s speed while in bastion mode and 90-100 m/s with afterburner (meta4) activated in bastion mode. With republic fleet afterburner and deactivated bastion module they can burn with 610 to 736 m/s to a point and go into bastion mode. This concept is imo more flexible then the flat 100 km MJD range.

Please keep in mind this is just a suggestion and attributes can be changed again. Think about giving the marauders the 100% pve role and create a new pvp-role T2 battleship with the unused t1 battleship hull later.
Both carebaers and pvp players would get a cookie this way and we may see other nice T2 hulls.
Crysantos Callahan
Imperial Shipment
Amarr Empire
#1479 - 2013-09-02 12:45:15 UTC
Mournful Conciousness wrote:
Crysantos Callahan wrote:

Sorry, have been away for a few days, but now to answer you... not true. If you can boost the tank with 1 module in the highslots then you can free other mid/lowslots for better damage application or even dps. And if your case would be true then the HS bears wouldn't mind not being able to use it, right?

I just think it would make sense to make a mod like this only available in the lower security regions to lure people to go there. Give people reasons to move out of their little empire space and if it's just to unleash the full power of their marauders! I don't see why this would be a big issue, it works for many other mods, too - and especially as a stepping stone between BS - Cap-sized ships it'd make sense.


Are you saying that the bastion module makes you feel safer about lowsec pve?

I think most people would see the bastion module as a liability in lowsec, in the same way as triage mode on carriers. Being forced to stay still is a huge liability.


Nothing makes me feel safe except a covops cloak ;)

I'm not arguing about the general purpose of the mod itself but the area where people could use it - in LW/0.0 you do you have sites who would be awesome to use with this bastion mod but I'd just like to see an incentive for going to unsafer places in general, not another boost for HS carebearing. And as people pointed out, boosting the tank of these ships for missions isnt really necessary to make these ships work.
David Kir
Hotbirds
#1480 - 2013-09-02 12:49:21 UTC
C4 sites, get ready.

You gon' get Vargurified.

Friends are like cows: if you eat them, they die.