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[Rubicon] Marauder rebalancing

First post First post First post
Author
The Djego
Hellequin Inc.
#1701 - 2013-09-03 10:17:29 UTC
marVLs wrote:
Shade Millith wrote:

A tank bonus gives you more damage application, because you're wasting less slots on tank that you could be using for target painters/tracking enhancers/damage mods!! Rather than using 4-5 slots for tank, you can drop it down to 2 or 3.



In theory yes, practically nope.

In LVL4's RNI needs nothing more to buff damage and still will do missions faster because don't need to be immobilized.

In Incursions (shield HQ, that's biggest community):
Paladin way worse than Nightmare.
Kronos way worse than Vindi.
Golem, could be used thanks to TP bonus and Cruise missile awesome buff, but no use of bastion, and still turrets > missiles in Incursions, so everyone will prefer another Vindi with web bonus, agility, and awesome DPS.
Vargur? Better use mach, more mobility (vargur bastion will not hold those sites so no buff to range and tracking)


Faction BS do more damage by the drones and are way faster with the MWD, so the new marauders are over tanked and hardly interesting compared her current iteration.

As for armor Incs the Paladin is at the same level with other faction BS(1 slot tanked NM is the better contest boat, mostly because the Paladin takes ages to get locks, Paladin is the better grind ship, because doesn't need support to take down frigs). The good capacitor, 90% web, extra utility high slots and T2 resists make it fairly good(I would even call it the overall best armor Inc ship). Even with the lower dps I like the Kronos more than the Vindicator atm, simply because of the utility high slots what are really good in case of logi disconnects, capping stuff up if you just run with Onis or having enough cargo for tons of ammo, sniper fitting, travel fitting and a shuttle.

The lack of sentry dps and lacking of the 90% webs will hit both very hard.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Skia Aumer
Planetary Harvesting and Processing LLC
#1702 - 2013-09-03 10:18:28 UTC
baltec1 wrote:
Skia Aumer wrote:
and using Marauders for PVP is ridiculously stupid.


Not with these changes its not.

Yes, it is.
Because tough guys dont need to prove anything. Arguments are for suckers.
Alpheias
Tactical Farmers.
Pandemic Horde
#1703 - 2013-09-03 10:20:46 UTC
Better transformation video imo

Agent of Chaos, Sower of Discord.

Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.

Josilin du Guesclin
Aliastra
Gallente Federation
#1704 - 2013-09-03 10:23:02 UTC
Daishan Auergni wrote:
I've seen a bunch of ppl complain that the MJD isn't suited for lvl4 gates because the gates aren't exactly 100KM off...

May I introduce the concept of the TRIANGLE? 3-sided shape. Should be familiar. Pick an acute angle such that jumping BACK will make the 3rd leg of the triangle whatever distance you need? I know. Takes some reckoning skill but surely it's better than doing 6KM/minute (~100m/s). With some practice jumping twice will land you on a gate or wreck or whatever in 2 minutes.

I mentioned this a couple of days back. It also has the benefit of rewarding player skill. Knowing when to use the bastion module, being able to eyeball the angles to MJD right where you want, these are things that require skill, and reward those who are good at them.

Isn't the addition of opportunities for skilled players to shine what people want?
Quote:

The web nerfs for Palidan and Kronos, at least in Incurions, isn't the end of the world. Vanguard squads are going to need Lokis or Bhaals to long point things once again. 3x 60% webs will do the job. The increased range for Scorch or Null will make killing frigate spawns at range easier since sebo'd or re-sebo'd Pallys can stand with Nightmare lock times. No more gimped marauder sensor rez, yay!

That nobody has been attempting to make a good case for all marauders to get the web bonus leads me to read all the wailing about losing it as "Don't nerf me bro!", which is always suspect.

baltec1
Bat Country
Pandemic Horde
#1705 - 2013-09-03 10:24:04 UTC
Skia Aumer wrote:
baltec1 wrote:
Skia Aumer wrote:
and using Marauders for PVP is ridiculously stupid.


Not with these changes its not.

Yes, it is.
Because tough guys dont need to prove anything. Arguments are for suckers.


I already have plans to use the kronos for small gangs, and as a sniper and a blaster brawler.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1706 - 2013-09-03 10:24:15 UTC  |  Edited by: Mournful Conciousness
Battle Cube wrote:
Mournful Conciousness wrote:
Battle Cube wrote:
i used to joke about how the marauder should be changed into "luxery battleship" because of how it wasnt really very good before... but i would take that now.

Give us a luxery battleship. More drone space, more utility, more bonuses (tractor beam, salvager.... survey scanner.... i dont know) maybe an ammo bay, maybe a drone loading system from cargo, make it a smooth ride :\

make bastion mode turn the ship into a concessions stand..... give like 1% fleet boosts..... give it rep bonus...... i dont know


This is a fun idea. Also, would suggest and on-board cabin for your mission agent so you can accept and complete missions without returning to station.

Smile



AWWWE YEEAAHH add in walk-in-ship, have a little bar, give us a house in there so we can buy furnature and play minecraft in our cabin

add built in refinery.... add limited docking/repair/fitting services for nubs, add a ship bay.....


What, you mean actually make it able to maraud? Like not go home ever? You'd need a mini ammo factory on board...

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Critical Issue
Caldari Provisions
Caldari State
#1707 - 2013-09-03 10:26:17 UTC
I will use it everyday for anything. I think it's too cool not to fly it around. No, really.
Battle Cube
Cube Collective
#1708 - 2013-09-03 10:26:52 UTC  |  Edited by: Battle Cube
Mournful Conciousness wrote:
Battle Cube wrote:
Mournful Conciousness wrote:
Battle Cube wrote:
i used to joke about how the marauder should be changed into "luxery battleship" because of how it wasnt really very good before... but i would take that now.

Give us a luxery battleship. More drone space, more utility, more bonuses (tractor beam, salvager.... survey scanner.... i dont know) maybe an ammo bay, maybe a drone loading system from cargo, make it a smooth ride :\

make bastion mode turn the ship into a concessions stand..... give like 1% fleet boosts..... give it rep bonus...... i dont know


This is a fun idea. Also, would suggest and on-board cabin for your mission agent so you can accept and complete missions without returning to station.

Smile



AWWWE YEEAAHH add in walk-in-ship, have a little bar, give us a house in there so we can buy furnature and play minecraft in our cabin

add built in refinery.... add limited docking/repair/fitting services for nubs, add a ship bay.....


What, you mean actually make it able to maraud? Like not go home ever? You'd need a mini ammo factory on board...

do you know i was actually going to post that too, but i dont know engredients for ammo as im not a manufacturer, but it would be awesome and hilarious and useless and i want it.

Imagine if they made it a "just for fun" ship...i could see it now....

"Marauder: this ship class was designed with its user base in mind. Long time vetts tired of uncomfortable chairs, inconvenience and the daily grind can now opt for a more comfortable drive.... with built in cabin, they can even take a nap while tanking those guristas. The on board bar and food stands allow for the captain to entertain new capsuleers and show them what true luxery is. With build in agent communication array, ammo production line, and drone loading bay, you can stay out longer without needing to dock at stuffy corporate stations. Not the highest damage output of all battleships, but rather for those of more discerning tastes.

Requires monicle or odins eye to operate. "
Xander Kross
Caldari Provisions
Caldari State
#1709 - 2013-09-03 10:29:51 UTC
No matter what anybody says, changes to marauders are overall good.
One more thing, if we are getting all this extra tank, can we get lvl 5 missions in highsec too?
Aganola
Ministry of War
Amarr Empire
#1710 - 2013-09-03 10:30:02 UTC
GOLEM TRANSFORMATION REVEALED:

http://www.youtube.com/watch?v=EWQAvMUUJr4
The Djego
Hellequin Inc.
#1711 - 2013-09-03 10:30:43 UTC  |  Edited by: The Djego
CCP Ytterbium wrote:
...


I rather prefer my Kronos the way it is with rails. It can do Buzz Kill without even scratching the armor in 18 minutes, it can mwd quickly to the gate in AE, take down the gate spawn at range with sentry's and rails reasonable quick and utilize the 90% web + sentry's in stage 2 and 3 to kill everything from the warp in(total time of the mission is like 20 minutes, mostly by the low dps, what is actually still higher than your Blaster fitting).

I realize there is a certain use of ships that support doing it wrong(like fitting a cap booster, dual prop and blasters on a Kronos) and that can't be lost in any situation without being completely afk but I think it is a big mistake balancing the hulls around this, since it is pretty bad for people that fully utilize her marauders atm.

If you have to, at least leave the web bonus on the Kronos and Paladin and add your new falloff(useless for rails) and optimal(not worth the web strength for a lot of application in the Pala) bonus instead of the active tank bonus, It is not relevant with the bastion mod anyway and even without it currently not really of value to me(since you don't really need tank for L4 with the proper DPS and it is useless for other PVE like Incs anyway). Also do not gimp her speed and drone bay by default, if you have to bind this changes at the bastion mod(becoming a brick with a lot less dps with it) to leave people that will never fit it at least the option to keep her marauder as it is, instead of a horrible over tanked brick with bad dps.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1712 - 2013-09-03 10:35:32 UTC
Daishan Auergni wrote:
I've seen a bunch of ppl complain that the MJD isn't suited for lvl4 gates because the gates aren't exactly 100KM off...

May I introduce the concept of the TRIANGLE? ...

I mentioned this a couple of days back. ...
[quote]

In all cases where the gate is less than 70km away, you're better off with a microwarp drive than a single MJD.

The MJD is unnecessary for PVE, and pretty difficult to use well in PVP.

A MWD cap-use bonus would actually be more useful than a MJD cooldown bonus.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

baltec1
Bat Country
Pandemic Horde
#1713 - 2013-09-03 10:39:39 UTC
Mournful Conciousness wrote:


In all cases where the gate is less than 70km away, you're better off with a microwarp drive than a single MJD.

The MJD is unnecessary for PVE, and pretty difficult to use well in PVP.

A MWD cap-use bonus would actually be more useful than a MJD cooldown bonus.


You put both on the ship...
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1714 - 2013-09-03 10:45:18 UTC
baltec1 wrote:
Mournful Conciousness wrote:


In all cases where the gate is less than 70km away, you're better off with a microwarp drive than a single MJD.

The MJD is unnecessary for PVE, and pretty difficult to use well in PVP.

A MWD cap-use bonus would actually be more useful than a MJD cooldown bonus.


You put both on the ship...


Yes I saw the fit. The MJD is unnecessary since in reality it accomplishes nothing that a MWD cannot.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Josilin du Guesclin
Aliastra
Gallente Federation
#1715 - 2013-09-03 11:02:55 UTC
Gwen Ambraelle wrote:

Ytterbium's post only confirms what I thought these things would be able to do. I must admit the idea of both a MWD and MJD never occurred to me (I thought for some reason you could only have one or the other fitted, live and learn), but that removes issues with gate to gate travel.

Well, the main thing is that most battleships have to make uncomfortable compromises to fit both a MJD and a MWD - that's two mid slots and a lot of CPU and PG.

My concerns are:

1) the drone bays are a bit stingy. At the very least the Kronos deserves an extra 25m3 of bay, so it can fly mediums and have a flight of lights (or whatever) in reserve.

2) Given that the resist profiles are not full T2 ones, and that these ships are supposedly not intended for full-on fleet actions (i.e. their lore doesn't support 'buffed resists vs. racial enemies'), they could be smoothed out somewhat. The Kronos and the Golem (and to a lesser extent the Vargur) have rather large resist holes that effective eat a module slot to fill that the Paladin (and maybe the Vargur) doesn't have.

3) The Paladin's cap bonus seems odd, given all the other ships have some kind of application bonus (tracking, painter bloom). It only works as a damage application bonus if the Paladin is cap-starved as a normal state of affairs if you lack Marauders V. As it's base cap recharge rate is considerably higher than that of an Apoc, it seems unlikely to be horribly cap-starved. However, I'm not sure what would be a good replacement, as lasers generally have pretty good tracking, so a tracking bonus might be too good, and it does mean that a skilled Paladin pilot will be able to be very free with MWD useage when not in bastion.

4) The Golem's bonus to painters means that while other Marauders have a bonus to DPS, the Golem instead has two bonuses to application. This isn't bad in and of itself (avoids homogenisation), but as the bonus also effectively says "And Thou Shalt Fill Thy Mids With Painters", which seems restrictive to me. I'd prefer a missile explosion velocity bonus. Yes, that would give the Golem radius and velocity bonuses, but as torps have awful radii, and both torps and cruise missiles have very poor explosion velocity, I don't think this would have unreasonable results.

Points 1&2 concern me more than 3&4.




Lair Osen
#1716 - 2013-09-03 11:05:14 UTC
Mournful Conciousness wrote:


Yes I saw the fit. The MJD is unnecessary since in reality it accomplishes nothing that a MWD cannot.


A MJD allows you to go straight to good sniping distances (for LR weapon tracking) instead of racing against npcs when accel gates inevitably dump you in the middle of a blob
Also they allow you to warp out in 11 seconds in any circumstances if aligned (or a few more to align after MJDing) instead of trying to outrun a bunch of webbing and pointing elite frigates (this is why I wouldn't consider NOT putting one on any PVE ship)
Josilin du Guesclin
Aliastra
Gallente Federation
#1717 - 2013-09-03 11:15:57 UTC
Mournful Conciousness wrote:

Just to put the record straight, wormhole gank squads will only scan you down if they have no other option - i.e. you are in a signature that they did not scan down before you logged on.

Usually we just follow you into an anomaly with a scout ship and call in the hictor drop on the scout.

Unless you have our wormhole covered with a scout of your own you have maximum 15 seconds to react *if* you see the hictor on d-scan while it's on final approach.

Or you get scrammed and webbed by a cloaky T3, when the gank squad, including hictor jump in and warp onto you. The thing is, bastion or no bastion doesn't matter a damn, because you're going nowhere unless you have friends to help get those scrams off you. Really expensive ships running solo get ganked, and IME it doesn't really matter what special tricks they have unless it's something in the order of a nullified T3 (and of course they tend to suck at anything other than being stealthy and slippery). I don't really think having bastion makes marauders any more gankable than not, assuming normal caution is applied (aside from being really unlucky when a WH opens into your system). The nullbears that don't dock up as soon as they hear about a local spike a system over will get ganked, but they do anyway.



Josilin du Guesclin
Aliastra
Gallente Federation
#1718 - 2013-09-03 11:16:13 UTC  |  Edited by: Josilin du Guesclin
Mournful Conciousness wrote:

Just to put the record straight, wormhole gank squads will only scan you down if they have no other option - i.e. you are in a signature that they did not scan down before you logged on.

Usually we just follow you into an anomaly with a scout ship and call in the hictor drop on the scout.

Unless you have our wormhole covered with a scout of your own you have maximum 15 seconds to react *if* you see the hictor on d-scan while it's on final approach.

Or you get scrammed and webbed by a cloaky T3, and then the gank squad, including hictor jump in and warp onto you. The thing is, bastion or no bastion doesn't matter a damn, because you're going nowhere unless you have friends to help get those scrams off you. Really expensive ships running solo get ganked, and IME it doesn't really matter what special tricks they have unless it's something in the order of a nullified T3 (and of course they tend to suck at anything other than being stealthy and slippery). I don't really think having bastion makes marauders any more gankable than not, assuming normal caution is applied (aside from being really unlucky when a WH opens into your system). The nullbears that don't dock up as soon as they hear about a local spike a system over will get ganked, but they do anyway.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1719 - 2013-09-03 11:16:17 UTC
Lair Osen wrote:
Mournful Conciousness wrote:


Yes I saw the fit. The MJD is unnecessary since in reality it accomplishes nothing that a MWD cannot.


A MJD allows you to go straight to good sniping distances (for LR weapon tracking) instead of racing against npcs when accel gates inevitably dump you in the middle of a blob
Also they allow you to warp out in 11 seconds in any circumstances if aligned (or a few more to align after MJDing) instead of trying to outrun a bunch of webbing and pointing elite frigates (this is why I wouldn't consider NOT putting one on any PVE ship)


And yet Ytterbium's example fit featured short-range weaponry, with the MJD used to get into trouble rather than out of it.

The MJD in this context is unnecessary. Fitting a web in it's place would arguably provide superior kill rates. If the MJD drive is unnecessary, so is the MJD bonus.

I argue once again that marauders would be better served with a velocity bonus rather than a velocity nerf, if they are intended to engage NPCs at close range.

A velocity bonus would also give them better gank evasion characteristics in hostile space.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

monkfish1234
State War Academy
Caldari State
#1720 - 2013-09-03 11:16:43 UTC
right now all i can see happening is as soon as maruders comit to a bastion cycle short range ships will get in range, then they will either be able to tank the incoming dmg and will stay in bastion. or they will start to die, and will be scrambled somewhere in the 69 seconds before they could mjd to safety so there would be no point in leaving bastion anyway.