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[Rubicon] Marauder rebalancing

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Author
Subrahmaya Chandrasekhar
#4341 - 2013-09-30 02:21:45 UTC
I wasn't going to comment, but you developers need to remember that some of us make long term plans, and when you change the rules, change the ships, or change anything, and do not take into account the inconvenience, the destruction of planned strategies, and the literal jeopardizing of in game earning potential, it's like you are cutting down the rainforest. There will be consequences. There is a reason why people train certain skills. When you change things you can affect the value of their toons and their skill sets, wiping out or enhancing potentially years of time spent playing Eve. I'd recommend you avoid bulldozing the old neighborhood just because some special interest developers with money and power want to remake Eve, dropping in a bunch of changes without any storyline, plot, or political events in the game to go along with them. There just might be some old guy in that neighborhood with an antique shop whose life you will be destroying.
Shocked...Oh wait. Never mind.
Joe Risalo
State War Academy
Caldari State
#4342 - 2013-09-30 02:47:22 UTC
Subrahmaya Chandrasekhar wrote:
I wasn't going to comment, but you developers need to remember that some of us make long term plans, and when you change the rules, change the ships, or change anything, and do not take into account the inconvenience, the destruction of planned strategies, and the literal jeopardizing of in game earning potential, it's like you are cutting down the rainforest. There will be consequences. There is a reason why people train certain skills. When you change things you can affect the value of their toons and their skill sets, wiping out or enhancing potentially years of time spent playing Eve. I'd recommend you avoid bulldozing the old neighborhood just because some special interest developers with money and power want to remake Eve, dropping in a bunch of changes without any storyline, plot, or political events in the game to go along with them. There just might be some old guy in that neighborhood with an antique shop whose life you will be destroying.
Shocked...Oh wait. Never mind.



/agreed.

however, Marauders are pretty bad considering they're the be all, end all, of sub-capital pve.

Like I've said before, I used to fly a Golem.

Traded it for a tengu

every ship I have flown in lvl 4 missions has outperformed the Golem.
Raven, rattlesnake, tengu, RNI, SNI, nightmare, and yes, even a drake outperformed in many situations.

The massive sig and lack of sensor strength literally was a henderance on this ship.

i haven't used one since before the missile changes last year, and I'm sure they're pretty effective with cruise missiles now, cause when the only good way to fly it used to be with torps, it sucked.. You got hammered by npcs..
Antonio Steele
Center for Advanced Studies
Gallente Federation
#4343 - 2013-09-30 03:18:22 UTC
One thing they really need to fix is that they are putting web bonuses on what they want to be long range fighting ships. Maybe you could justify webs on the kronos because of blasters (only maybe), but otherwise a web bonus is stupid. They should replace it with something worthwhile.
Arthur Aihaken
CODE.d
#4344 - 2013-09-30 03:24:08 UTC
Antonio Steele wrote:
One thing they really need to fix is that they are putting web bonuses on what they want to be long range fighting ships. Maybe you could justify webs on the kronos because of blasters (only maybe), but otherwise a web bonus is stupid. They should replace it with something worthwhile.

I think they should replace it with a salvage bonus. Roll

I am currently away, traveling through time and will be returning last week.

Joe Risalo
State War Academy
Caldari State
#4345 - 2013-09-30 03:32:10 UTC
Antonio Steele wrote:
One thing they really need to fix is that they are putting web bonuses on what they want to be long range fighting ships. Maybe you could justify webs on the kronos because of blasters (only maybe), but otherwise a web bonus is stupid. They should replace it with something worthwhile.


I think the web bonus was actually applied as a means of funtionality for these ships outside of bastion, and wasn't intended as a co-bonus to bastion.

However, it doesn't come across that way because the hulls still suck outside of bastion, and CCP's attempt to make them better outside of bastion with iteration 2, only lead to make bastion weak without actually helping the hulls outside of bastion very much at all, if not making them worse outside of bastion as well.

I feel it's actually fairly simple.

1) revert hull nerfs
2) buff sensor strength
3) return per level rep bonus, and have it apply to logistics as well
4) bring back resist bonus of bastion
5) remove 8th high slot and give each ship another tank slot
6) reduce sig radius
7) make bastion immune to cap war
8) convert tractor bonus to salvage bonus
9) allow them to focus on the new tractor structure
10) buff scan res

optionals

11) bonus to MJD range and allow range selection
12) make bastion instantly "anchor" the ship in place. This means it can't be bumped, and it can't jump gate/whs.
12 keeps them from having to increase mass and having a lockout timer to try and avoid these issues.

This means the Marauder is still functional in and out of fleet without bastion, and is very strong solo with bastion...
Arthur Aihaken
CODE.d
#4346 - 2013-09-30 03:38:03 UTC
13. Update this thread already...

I am currently away, traveling through time and will be returning last week.

Jacob Bok'Kila
Logrotate Inc.
#4347 - 2013-09-30 05:14:59 UTC
Joe Risalo wrote:
[quote=Antonio Steele]
...
11) bonus to MJD range and allow range selection
...



^This and I will drop the MWD.
Shinzhi Xadi
Doomheim
#4348 - 2013-09-30 07:12:55 UTC
Joe Risalo wrote:
Antonio Steele wrote:
One thing they really need to fix is that they are putting web bonuses on what they want to be long range fighting ships. Maybe you could justify webs on the kronos because of blasters (only maybe), but otherwise a web bonus is stupid. They should replace it with something worthwhile.


I think the web bonus was actually applied as a means of funtionality for these ships outside of bastion, and wasn't intended as a co-bonus to bastion.

However, it doesn't come across that way because the hulls still suck outside of bastion, and CCP's attempt to make them better outside of bastion with iteration 2, only lead to make bastion weak without actually helping the hulls outside of bastion very much at all, if not making them worse outside of bastion as well.

I feel it's actually fairly simple.

1) revert hull nerfs
2) buff sensor strength
3) return per level rep bonus, and have it apply to logistics as well
4) bring back resist bonus of bastion
5) remove 8th high slot and give each ship another tank slot
6) reduce sig radius
7) make bastion immune to cap war
8) convert tractor bonus to salvage bonus
9) allow them to focus on the new tractor structure
10) buff scan res

optionals

11) bonus to MJD range and allow range selection
12) make bastion instantly "anchor" the ship in place. This means it can't be bumped, and it can't jump gate/whs.
12 keeps them from having to increase mass and having a lockout timer to try and avoid these issues.

This means the Marauder is still functional in and out of fleet without bastion, and is very strong solo with bastion...


Now, this is the best marauder rebalance idea I have seen in this entire 200+ page thread! CCP DO THIS!

Mac Pro dual 6-core Xeon 3.06ghz, 24gig ecc ram, EVGA GTX 680 Mac Edition, Intel SSD, OS X Yosemite and Windows 8.1 Pro.

Lloyd Roses
Artificial Memories
#4349 - 2013-09-30 07:13:38 UTC
Joe Risalo wrote:

I feel it's actually fairly simple.

1) revert hull nerfs

--- ? Which important hull nerfs are there? Did I miss anything?
Joe Risalo wrote:

3) return per level rep bonus, and have it apply to logistics as well

--- T2 resists are jsut better compared to that.

Joe Risalo wrote:

5) remove 8th high slot and give each ship another tank slot

--- Their tank is already beyond the 3k mark. Way beyond that mark.
Joe Risalo wrote:

7) make bastion immune to cap war

--- If they did this, the Paladin would become a mini-archon --- and completely immune to cap warfare, meaning it'd be (linked + drugged) hanging somewhere around the 5k local rep, and could run either local tank or 6 of 7 remote armor repairers cap stable. It would indicate that you'd need to have built a dread already in your c2/c3 to take that one down - together with the fleet it is supporting.
marVLs
#4350 - 2013-09-30 07:27:58 UTC
Lloyd Roses wrote:

--- ? Which important hull nerfs are there? Did I miss anything?


Then go and read first page...

Lloyd Roses wrote:

--- T2 resists are jsut better compared to that.


At least for PVE they're not
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#4351 - 2013-09-30 07:28:28 UTC
Obligatory "If-you-don't-think-the-proposed-changes-are-vastly-overpowered-and-will-****-over-the-current-pvp-meta-you-are-bad-at-this-game" post.

BYDI recruitment closed-ish

Joe Risalo
State War Academy
Caldari State
#4352 - 2013-09-30 09:02:59 UTC
Lloyd Roses wrote:
--- ? Which important hull nerfs are there? Did I miss anything?

velocity, agility, align time, capacitor, shield, armor, hull... Basically anything they could nerf to make bastion forced.

Quote:
--- T2 resists are jsut better compared to that.

T2 is better for one or two independant resists compared to rep bonus, however, rep bonus favors all resists

Quote:

--- Their tank is already beyond the 3k mark. Way beyond that mark.

Are you saying 3k dps tank?
If so you're insane, or you're giving up pretty much everything for tank.
Right now, I have a Golem fit built on EFT for missions.
It has 1015 dps with fury CMs, 2 target painters, and 960dps thermal tank as its resist hole.
It can only run for a little over 4 minutes till it caps out.

So, bastion would double that, plus increase resists, so, AFTER bastion iteration 1, it may get around 2200-2500 dps tank for the same duration of time.. However, it will not be able to receive any assistance.
This means with a little bit of pressure, it can be capped out.
Due to their sig radius, it shouldn't be hard to do... All you gotta do is get 2-3 destroyers under its guns, which isn't hard.
Or you could just orbit at range, cause they wouldn't have great tracking.


Quote:

--- If they did this, the Paladin would become a mini-archon --- and completely immune to cap warfare, meaning it'd be (linked + drugged) hanging somewhere around the 5k local rep, and could run either local tank or 6 of 7 remote armor repairers cap stable. It would indicate that you'd need to have built a dread already in your c2/c3 to take that one down - together with the fleet it is supporting.

They can't receive cap when bastioned, but if you truly feel it's too strong, then we could knock out cap war immunity..
Archa4 Badasaz
Vangazhi
#4353 - 2013-09-30 09:04:07 UTC
Torp Golem gets range and looses speed + agility + align time + tank without bastion + drone bay. I'm sorry, I don't see the upside here. Caldari best Missile boat is CNR and in some cases Golem. Now the 60+ days of training for it are going to allow me to fly a very slow ship, that has to use bastion to tank, so it cannot move and gets a bonus to web's, that don't work as good as painters, which Golem is only one of 4 Marauders that has to use...
Joe Risalo
State War Academy
Caldari State
#4354 - 2013-09-30 09:16:08 UTC
Archa4 Badasaz wrote:
Torp Golem gets range and looses speed + agility + align time + tank without bastion + drone bay. I'm sorry, I don't see the upside here. Caldari best Missile boat is CNR and in some cases Golem. Now the 60+ days of training for it are going to allow me to fly a very slow ship, that has to use bastion to tank, so it cannot move and gets a bonus to web's, that don't work as good as painters, which Golem is only one of 4 Marauders that has to use...


I'm still pretty certain that all the base hull nerfs, including the web bonus loss of two ships, was done solely for the sake of FORCING bastion and MJD.
Hell, CCP even said the nerf to velocity was for MJD.

Now, CCP tried to come back in iteration 2 and slightly revert the nerf to the hulls, but tried to do so yet again with forcing bastion in mind...
This lead to a now sub par bastion, and wasn't enough to bring the hulls back up to par...or rather, make them par for a change..
Joe Risalo
State War Academy
Caldari State
#4355 - 2013-09-30 09:22:31 UTC
also, torp Golem isn't worth flying currently.. It's maybe 100dps more than a cruise golem, but at the cost of greatly reduced range, and less effective dps... not to mention the higher fitting costs....

Even if you're brawling, it's not worth it to use torps over CM....
Wedgetail
Sebiestor Tribe
Minmatar Republic
#4356 - 2013-09-30 09:42:33 UTC  |  Edited by: Wedgetail
Joe Risalo wrote:
Archa4 Badasaz wrote:
Torp Golem gets range and looses speed + agility + align time + tank without bastion + drone bay. I'm sorry, I don't see the upside here. Caldari best Missile boat is CNR and in some cases Golem. Now the 60+ days of training for it are going to allow me to fly a very slow ship, that has to use bastion to tank, so it cannot move and gets a bonus to web's, that don't work as good as painters, which Golem is only one of 4 Marauders that has to use...


I'm still pretty certain that all the base hull nerfs, including the web bonus loss of two ships, was done solely for the sake of FORCING bastion and MJD.
Hell, CCP even said the nerf to velocity was for MJD.

Now, CCP tried to come back in iteration 2 and slightly revert the nerf to the hulls, but tried to do so yet again with forcing bastion in mind...
This lead to a now sub par bastion, and wasn't enough to bring the hulls back up to par...or rather, make them par for a change..



this sadly is the view we're stuck with - 'oh we have new animations for ships so now we MUST use them regardless of the damage to everything and everyone else'

"and hey, we decided that it'd be cool to see more MJD tactics cuz that looked cool in the tourney this year, so lets try and force a MJD centric mobility function too....and for kicks we'll make it so it can't actually move without one."

once i saw the most recent update from the team it pretty much nailed into the coffin "we're not actually changing these ships to make them better, just to force through a really bad idea."
Lloyd Roses
Artificial Memories
#4357 - 2013-09-30 10:06:37 UTC
Joe Risalo wrote:
[...]


To sum it up, once you take the fitted ship into account (which previously wasn't possible due to lack of fittings) they received a pure buff. I really don't care about your pith a-type med shield boosted carebear-mobiles, but about what they can accomplish in pvp. Cause someone will use those for that and suddenly all those doods go 'WTF; I didn't know they could do THAT'
Most of what I hear is crying that you don't get how that ship is working.

To make it clear, fit a pith XL-b-type (appropriate mod for a pvp-shieldmarauder) and check up that tank.


Also, how is agility/velocity/mass/signerf (lol) going to affect your missioning? How is the loss of a couple hundred raw-HP affecting the ship?
Dualweb-Battleships have no issues whatsoever to blap a thrasher at 500m, really. A 80%-web does the same as regular dualwebs.
The big advantage for pvp-marauders is their huge cargohold, thus they are rather hard to cap out. Taking into account that a pvp-fitted battleship has either capchaining logis in fleet or a heavy capbooster anyways, two for risky repsetups.

To the paladin: I fitted one as an archon, went up to +230GJ maxrecharge, passive. That is a little less than a neutfitted bhaalgorn can neut, though it is enough to keep running while under pressure of a 8neut abaddon. If you'd take that cap-warfare immunity, it would rep like 2 guards...
chaosgrimm
Synth Tech
#4358 - 2013-09-30 10:17:35 UTC  |  Edited by: chaosgrimm
Lloyd Roses wrote:
Joe Risalo wrote:
[...]


To sum it up, once you take the fitted ship into account (which previously wasn't possible due to lack of fittings) they received a pure buff. I really don't care about your pith a-type med shield boosted carebear-mobiles, but about what they can accomplish in pvp. Cause someone will use those for that and suddenly all those doods go 'WTF; I didn't know they could do THAT'
Most of what I hear is crying that you don't get how that ship is working.

To make it clear, fit a pith XL-b-type (appropriate mod for a pvp-shieldmarauder) and check up that tank.


Also, how is agility/velocity/mass/signerf (lol) going to affect your missioning? How is the loss of a couple hundred raw-HP affecting the ship?
Dualweb-Battleships have no issues whatsoever to blap a thrasher at 500m, really. A 80%-web does the same as regular dualwebs.
The big advantage for pvp-marauders is their huge cargohold, thus they are rather hard to cap out. Taking into account that a pvp-fitted battleship has either capchaining logis in fleet or a heavy capbooster anyways, two for risky repsetups.

To the paladin: I fitted one as an archon, went up to +230GJ maxrecharge, passive. That is a little less than a neutfitted bhaalgorn can neut, though it is enough to keep running while under pressure of a 8neut abaddon. If you'd take that cap-warfare immunity, it would rep like 2 guards...

Yet still a significant nerf for the purpose most ppl purchased and trained for. What if all of a sudden CCP made mach an Indy ship?
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#4359 - 2013-09-30 10:38:27 UTC
+1 for the bastion
-1 for the reduction of web boni
Joe Risalo
State War Academy
Caldari State
#4360 - 2013-09-30 10:42:19 UTC
Jeanne-Luise Argenau wrote:
+1 for the bastion
-1 for the reduction of web boni


no -1 for nerfing the hulls to force bastion and MJD?