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[Rubicon] Marauder rebalancing

First post First post First post
Author
Tsukinosuke
Id Est
RAZOR Alliance
#6841 - 2013-10-27 16:41:30 UTC  |  Edited by: Tsukinosuke
Kagura Nikon wrote:
Tsukinosuke wrote:
baltec1 wrote:
Kagura Nikon wrote:
Optimo Sebiestor wrote:
Welome to Maurauder Online, where we will just tank you into oblivion Lol



try that when a curse finds you.....


Cap boosters are cool.


see? your mind is working only for PVP view, what ppl are talking about above either you dont read or just ignore cos of it is not about PVP.. wildcard slots are for only support in PVE, like TC, TP, SeBo etc..

really still not sure why are you here? you dont add anything for marauder's sake or i missed it. im not sure there is a position in goons rank for forum-filler (i didnt want use trolling atm)



This is a PVP game. PERIOD! Face it! Nothign in this game is ONLY for PVE. That is exact reason why marauders are being changed!


what a stupid view.. your perspective is wrong, it is an economy based pvp game, imho.. you cant do any **** without isk in this game.. make money, fit ships, train skills for purpose then get in action.. or you are the one who just watched "50 rookieships vs X" on youtube and jumped in? also how goons won fountain war earlier and easier than they expected..

and what a stupid reason for marauder's changing you pointed.. marauders changing for pvp but still will have a pathetic tractor bonus that is complately useless in pvp.. you are ruining everything, cos you have no idea how it works, you seem just want to screw "mostly PVE with some PVP" players(u can call them casual) of fun in this game..

you want a really good addition to pvp, there are Black OP the twin sisters of Marauders,but no!?! thats the proof of your real faces i mention above.. also NOTHING in this game for only PVP, look at NULL(0.0) ally/corp adverts(same for WH folks).. they are there for rich resources and making isk faster than hisec..

anti-antagonist "not a friend of enemy of antagonist"

Tsukinosuke
Id Est
RAZOR Alliance
#6842 - 2013-10-27 16:57:22 UTC
Joe Risalo wrote:
Arthur Aihaken wrote:
Caellach Marellus wrote:
You mean you don't fit a cap booster in PvE?
You really should, they're awesome.

What on earth possibly for?


I do... though, with bastion, I haven't had to use it... I know my luck though, and once I drop it is when I'll need it.

Oh, and I use a pith x XL shield booster.. That's why...


it is situational for me to use cap booster/cap battery-semi conductor-charger on my fittings..

and i too use a PITH XL shield booster on my current MJD RNI..

anti-antagonist "not a friend of enemy of antagonist"

Joe Risalo
State War Academy
Caldari State
#6843 - 2013-10-27 17:38:38 UTC
Tsukinosuke wrote:
Joe Risalo wrote:
Arthur Aihaken wrote:
Caellach Marellus wrote:
You mean you don't fit a cap booster in PvE?
You really should, they're awesome.

What on earth possibly for?


I do... though, with bastion, I haven't had to use it... I know my luck though, and once I drop it is when I'll need it.

Oh, and I use a pith x XL shield booster.. That's why...


it is situational for me to use cap booster/cap battery-semi conductor-charger on my fittings..

and i too use a PITH XL shield booster on my current MJD RNI..


Yeah, but RNI has much better cap AND cap recharge.
It has more EHP, smaller sig, higher mobility.
Point is, RNI is a much better ship all around.
However, bastion does give Golem some much needed love to make it a valid option.
Tsukinosuke
Id Est
RAZOR Alliance
#6844 - 2013-10-27 19:13:31 UTC
Joe Risalo wrote:
Tsukinosuke wrote:
Joe Risalo wrote:
Arthur Aihaken wrote:
Caellach Marellus wrote:
You mean you don't fit a cap booster in PvE?
You really should, they're awesome.

What on earth possibly for?


I do... though, with bastion, I haven't had to use it... I know my luck though, and once I drop it is when I'll need it.

Oh, and I use a pith x XL shield booster.. That's why...


it is situational for me to use cap booster/cap battery-semi conductor-charger on my fittings..

and i too use a PITH XL shield booster on my current MJD RNI..


Yeah, but RNI has much better cap AND cap recharge.
It has more EHP, smaller sig, higher mobility.
Point is, RNI is a much better ship all around.
However, bastion does give Golem some much needed love to make it a valid option.


so its same like "paladin vs navpoc".. but do you think bastion is a module like cap boosters, tractor beams, player should have chosen it to use on their ships? or it is a permanent module you have to use it regardless of your choice? it is the problem here.. to fix "marauders' hull weakness against navy versions of same hulls" there are many simple ways (e.g. improving/revamping hulls and bonuses for their roles)

bastion module's primary usage is hisec Player Owned Structure bashing(SOLO prolly) i couldnt see anything else when i look at its benefits.. e.g. "EWAR immunity" and also u can read first page posts "mini-DREAD"..

anti-antagonist "not a friend of enemy of antagonist"

Joe Risalo
State War Academy
Caldari State
#6845 - 2013-10-27 19:42:08 UTC
Tsukinosuke wrote:


so its same like "paladin vs navpoc".. but do you think bastion is a module like cap boosters, tractor beams, player should have chosen it to use on their ships? or it is a permanent module you have to use it regardless of your choice? it is the problem here.. to fix "marauders' hull weakness against navy versions of same hulls" there are many simple ways (e.g. improving/revamping hulls and bonuses for their roles)

bastion module's primary usage is hisec Player Owned Structure bashing(SOLO prolly) i couldnt see anything else when i look at its benefits.. e.g. "EWAR immunity" and also u can read first page posts "mini-DREAD"..


If you'd have read any of my older posts you would see that even though I love bastion, I don't think it needed anything but pure buffs to the hull and then maybe give bastion some fitting penalties to ensure people aren't running around with a ship that has two alternate capabilities that could be changed with a click.
Tsukinosuke
Id Est
RAZOR Alliance
#6846 - 2013-10-27 19:56:23 UTC
Joe Risalo wrote:
Tsukinosuke wrote:


so its same like "paladin vs navpoc".. but do you think bastion is a module like cap boosters, tractor beams, player should have chosen it to use on their ships? or it is a permanent module you have to use it regardless of your choice? it is the problem here.. to fix "marauders' hull weakness against navy versions of same hulls" there are many simple ways (e.g. improving/revamping hulls and bonuses for their roles)

bastion module's primary usage is hisec Player Owned Structure bashing(SOLO prolly) i couldnt see anything else when i look at its benefits.. e.g. "EWAR immunity" and also u can read first page posts "mini-DREAD"..


If you'd have read any of my older posts you would see that even though I love bastion, I don't think it needed anything but pure buffs to the hull and then maybe give bastion some fitting penalties to ensure people aren't running around with a ship that has two alternate capabilities that could be changed with a click.



well said..

anti-antagonist "not a friend of enemy of antagonist"

Stray Denton
Firstbourne
#6847 - 2013-10-27 20:13:45 UTC
Sobaan Tali wrote:
Stray Denton wrote:
If they wanted to make the marauders more interesting why not give the bastion module dual modes...

Bastion DPS mode : range and damage bonus, ship is stationary and unable to mjd in this mode, tank standard -20%

Bastion Off mode : everything goes back to standard marauder

Bastion Tank mode : Tank bonus, ship velocity normal, bonus to mjd, standard dps, damage and range reduced by 20%

30 secs to change between on and off and unable to go from tank to dps or vice versa without switching off first.

Just a thought that popped into my head and not sure it would make the changes any better, I'm sure someone will kindly point out the flaws, but I do think it's a bit more interesting than the current tortoise concept.


It's already been proposed by other players numerous times (though, I wouldn't blame you if you didn't read through the nearly 7000 posts this thread already has). Don't really see any further point in proposing alternatives to the current bastion mod tbh. CCP didn't really seem interested in the twin bastion/scripted bastion idea before, no reason to think they would suddenly change their mind now. Maybe once things go live, that might change, though I doubt it.



I have read some posts but no not all 7000 just a few after each update, I guessed that someone must have mentioned it before, anyway it's a shame that they are sticking to the original changes, personally I don't think it changes much but the play style slightly which of course is going to upset those that enjoy how the current marauders work, however change is as good as a holiday, so keeping an open mind until I can test the changes myself.
M1k3y Koontz
House of Musashi
Stay Feral
#6848 - 2013-10-27 20:31:06 UTC
Tsukinosuke wrote:

so its same like "paladin vs navpoc".. but do you think bastion is a module like cap boosters, tractor beams, player should have chosen it to use on their ships? or it is a permanent module you have to use it regardless of your choice? it is the problem here.. to fix "marauders' hull weakness against navy versions of same hulls" there are many simple ways (e.g. improving/revamping hulls and bonuses for their roles)

bastion module's primary usage is hisec Player Owned Structure bashing(SOLO prolly) i couldnt see anything else when i look at its benefits.. e.g. "EWAR immunity" and also u can read first page posts "mini-DREAD"..


They'll be used for ratting against Guristas (because seriously, **** ECM!!!) and bashing POSs, not POCOs.

There's no reason to use anything as expensive as a Marauder on something that doesn't have innate defenses, unlike a POS which is, at least in highsec, almost always fit up with as much ECM as the POS's CPU allows.

CCP, buff POS guns already! And maybe bring POS ECM down on non-racial jam strength because 15 off racial is ridiculous, especially when there's 30 of them.

How much herp could a herp derp derp if a herp derp could herp derp.

Joe Risalo
State War Academy
Caldari State
#6849 - 2013-10-27 21:13:19 UTC
M1k3y Koontz wrote:
Tsukinosuke wrote:

so its same like "paladin vs navpoc".. but do you think bastion is a module like cap boosters, tractor beams, player should have chosen it to use on their ships? or it is a permanent module you have to use it regardless of your choice? it is the problem here.. to fix "marauders' hull weakness against navy versions of same hulls" there are many simple ways (e.g. improving/revamping hulls and bonuses for their roles)

bastion module's primary usage is hisec Player Owned Structure bashing(SOLO prolly) i couldnt see anything else when i look at its benefits.. e.g. "EWAR immunity" and also u can read first page posts "mini-DREAD"..


They'll be used for ratting against Guristas (because seriously, **** ECM!!!) and bashing POSs, not POCOs.

There's no reason to use anything as expensive as a Marauder on something that doesn't have innate defenses, unlike a POS which is, at least in highsec, almost always fit up with as much ECM as the POS's CPU allows.

CCP, buff POS guns already! And maybe bring POS ECM down on non-racial jam strength because 15 off racial is ridiculous, especially when there's 30 of them.


POSs in high sec are already hard enough to destroy without a large fleet.
Last thing we need to do is make them untankable when they're auto targeting.
M1k3y Koontz
House of Musashi
Stay Feral
#6850 - 2013-10-27 21:23:21 UTC
Joe Risalo wrote:
M1k3y Koontz wrote:
Tsukinosuke wrote:

so its same like "paladin vs navpoc".. but do you think bastion is a module like cap boosters, tractor beams, player should have chosen it to use on their ships? or it is a permanent module you have to use it regardless of your choice? it is the problem here.. to fix "marauders' hull weakness against navy versions of same hulls" there are many simple ways (e.g. improving/revamping hulls and bonuses for their roles)

bastion module's primary usage is hisec Player Owned Structure bashing(SOLO prolly) i couldnt see anything else when i look at its benefits.. e.g. "EWAR immunity" and also u can read first page posts "mini-DREAD"..


They'll be used for ratting against Guristas (because seriously, **** ECM!!!) and bashing POSs, not POCOs.

There's no reason to use anything as expensive as a Marauder on something that doesn't have innate defenses, unlike a POS which is, at least in highsec, almost always fit up with as much ECM as the POS's CPU allows.

CCP, buff POS guns already! And maybe bring POS ECM down on non-racial jam strength because 15 off racial is ridiculous, especially when there's 30 of them.


POSs in high sec are already hard enough to destroy without a large fleet.
Last thing we need to do is make them untankable when they're auto targeting.


Anyone who's trying to kill a POS without a large fleet... i feel bad for you because you'll be there for several hours.

The problem is that in lowsec, nullsec, and WSpace, a POS can't even kill a cruiser. With POS gunners.
But that's a mere tangent, Marauders will be useful in bashing Dickstar POSs when the odds of getting a fight are minimal (ie. bashing carebear research towers)

How much herp could a herp derp derp if a herp derp could herp derp.

Serge SC
The Valhalla Project
#6851 - 2013-10-28 05:37:04 UTC
I've been testing 2 Paladins on Sisi.

First one, T2 tachyons and a Core B LAR plus MJD.
Second one, T2 pulses and a Corpus A LAR plus MWD.
Differences are to help keep cap somewhat stable and/or base mobility on gun systems (Aurora can hit up to 253km optimal while Scorch can hit up to 96km optimal, both while Bastioned)

Results show that on most sites, the new Paladin beats hands down, the TQ Paladin. Having Scorch hit at 96km with 901 DPS basically beats tachyons hands down. I found myself finishing sites rather quickly with the pulse mwd fit, and only using the tachs on The Blockade or Massive Attack (both against Sansha).

I'm pretty happy with the new Paladin, especially considering how they lost weight (both on stats and model, the fat apoc does not fit such an elegant lady). I'm using 2 ANPs and Bastion as tank, which is lesser than that of my Vargur, but I haven't had issues at all with the tank, and the fact that I'm nowhere near stable. Silencing the guns for a while allow the implants and the IN Power Relay to recharge my cap fast enough while keeping the LAR running.

Overall, I'm happy with the new Paladin. The Vargur has me somewhat disappointed still, but I think I can live with it (since 1400s while never get redone and fixed, and ACs will still suck DPS wise vs. pulses, especially with that optimal hull bonus). The cap per level bonus is still a waste, but I see that having tracking on top would be too much. As it is, I'm reaching 1300 dps at 32km with Conflag with my fit, setup and skills, while keeping a decent tank while in bastion. In short, good job CCP on the Paladin alone. I haven't tested Kronos nor Golem though.

Serge SC Le Frenchman Friendly FC

Isinero
Perkone
Caldari State
#6852 - 2013-10-28 08:16:21 UTC
I like the current version of bastion and I like paladin in this third update.
I believe that maybe introduction some "attack bastion mode" could be fine but please leave also this version like it it.
DSpite Culhach
#6853 - 2013-10-28 09:35:34 UTC
Just a side note, if anyone is willing to throw some constructive criticism my way, isn't the concept of adding a new, really weird arsed module in normal slots, that only works on 4 hulls in the entire game, and seems also to have a rather razor thin usage line a little outside of the current EVE mechanics?

I'm not saying it's good or bad atm, It just sort of "feels" wrong. Maybe Adding a single T3 "class" slot that can either contain a Bastion module or not, that later could maybe-sorta-kinda maybe contain another T3 style module would have seen more logical ... or is it just me?

The T3 slots mechanics were already in place, and work fine with the current T3 configurations ... did anyone read why it might have been made a high slot?

I apparently have no idea what I'm doing.

B'atou
RATS Corp
#6854 - 2013-10-28 10:50:23 UTC
DSpite Culhach wrote:
Just a side note, if anyone is willing to throw some constructive criticism my way, isn't the concept of adding a new, really weird arsed module in normal slots, that only works on 4 hulls in the entire game, and seems also to have a rather razor thin usage line a little outside of the current EVE mechanics?

I'm not saying it's good or bad atm, It just sort of "feels" wrong. Maybe Adding a single T3 "class" slot that can either contain a Bastion module or not, that later could maybe-sorta-kinda maybe contain another T3 style module would have seen more logical ... or is it just me?

The T3 slots mechanics were already in place, and work fine with the current T3 configurations ... did anyone read why it might have been made a high slot?

I think it's perfect in line with the siege and trage mode. These are also for only 4 hulls each.
T3 is a whole different story for which they would have to introduce a complete new hull. But i kinda like the idea of T3 Battleships

Every winner needs a looser, only idiots need a leader!

DSpite Culhach
#6855 - 2013-10-28 11:17:33 UTC
B'atou wrote:
DSpite Culhach wrote:
Just a side note, if anyone is willing to throw some constructive criticism my way, isn't the concept of adding a new, really weird arsed module in normal slots, that only works on 4 hulls in the entire game, and seems also to have a rather razor thin usage line a little outside of the current EVE mechanics?

I'm not saying it's good or bad atm, It just sort of "feels" wrong. Maybe Adding a single T3 "class" slot that can either contain a Bastion module or not, that later could maybe-sorta-kinda maybe contain another T3 style module would have seen more logical ... or is it just me?

The T3 slots mechanics were already in place, and work fine with the current T3 configurations ... did anyone read why it might have been made a high slot?

I think it's perfect in line with the siege and trage mode. These are also for only 4 hulls each.
T3 is a whole different story for which they would have to introduce a complete new hull. But i kinda like the idea of T3 Battleships


Would'nt T3 Battleships a complete ass to balance? I thought CCP was having merry hell with the cruisers already?

The only reason I mentioned adding a T3 type slot was basically because by making it a high slot they also had to look at the fact that now that high slot can also be used to mount other things, while a T3 type slot would not change the hull as much. But yea, I still don't grasp changes to hulls well yet, unlike a lot of others that predict what min-maxing may cause.

I guess it would be weird when people want to fly Marauders without Bastion, and have an empty T3 slot, while now you cant undock without all the T3 slots full.

... maybe CCP could just add another T3 Marauder sub that activates full Gundam mode so we can go melee, using the same mechanics as the QWOP game.

I apparently have no idea what I'm doing.

Tsukinosuke
Id Est
RAZOR Alliance
#6856 - 2013-10-28 12:22:26 UTC  |  Edited by: Tsukinosuke
Serge SC wrote:
I've been testing 2 Paladins on Sisi.

First one, T2 tachyons and a Core B LAR plus MJD.
Second one, T2 pulses and a Corpus A LAR plus MWD.
Differences are to help keep cap somewhat stable and/or base mobility on gun systems (Aurora can hit up to 253km optimal while Scorch can hit up to 96km optimal, both while Bastioned)

Results show that on most sites, the new Paladin beats hands down, the TQ Paladin. Having Scorch hit at 96km with 901 DPS basically beats tachyons hands down. I found myself finishing sites rather quickly with the pulse mwd fit, and only using the tachs on The Blockade or Massive Attack (both against Sansha).

I'm pretty happy with the new Paladin, especially considering how they lost weight (both on stats and model, the fat apoc does not fit such an elegant lady). I'm using 2 ANPs and Bastion as tank, which is lesser than that of my Vargur, but I haven't had issues at all with the tank, and the fact that I'm nowhere near stable. Silencing the guns for a while allow the implants and the IN Power Relay to recharge my cap fast enough while keeping the LAR running.

Overall, I'm happy with the new Paladin. The Vargur has me somewhat disappointed still, but I think I can live with it (since 1400s while never get redone and fixed, and ACs will still suck DPS wise vs. pulses, especially with that optimal hull bonus). The cap per level bonus is still a waste, but I see that having tracking on top would be too much. As it is, I'm reaching 1300 dps at 32km with Conflag with my fit, setup and skills, while keeping a decent tank while in bastion. In short, good job CCP on the Paladin alone. I haven't tested Kronos nor Golem though.



vargur's bonus should have been "optimal and falloff", it wont break balance with low side effect, imho..

Kronos is happy with range bonus(maybe rail lovers are not), imho

anti-antagonist "not a friend of enemy of antagonist"

Luscius Uta
#6857 - 2013-10-28 12:25:25 UTC
After I've been playing with Kronos and Vargur a lot on Sisi during the weekend, I can say that they are really fun ships to fly (however, I can't fly Marauders on TQ so I'm not qualified to say whether they were better before the changes or not - I can only say that I'm pleased that the drone bay wasn't nerfed as it was initially planned).
And while the Bastion module can be a double-edged sword (or even a certain death if there's a Dread on grid), it certainly can be a life saver in some situations. My only gripe is the lack of T2 Bastion module (which would naturally require High Energy Physics V, but give 20% better bonuses - at least to optimal, falloff and missile velocity, much continuing the spirit T2 Siege and Triage modules).
I also went WTF after trying the Bastion on the undock and being unable to dock after it expired due to weapons timer but I suppose that makes sense since people would turn it on when they want to deaggress in range of gates/stations.

Workarounds are not bugfixes.

Arthur Aihaken
CODE.d
#6858 - 2013-10-28 14:47:02 UTC
So out of the new Marauders, which seem to fare the best with the changes? Golem and Paladin, Kronos then Vargur?

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

chaosgrimm
Synth Tech
#6859 - 2013-10-28 14:48:07 UTC  |  Edited by: chaosgrimm
I played a little more with the vargur and just wanted to log some feedback on the thread.

I have decided to give up on the notion of a 'optional bastion mode' and am switching focus to making the vargur work well with limited mobility.

In PvE, the vargur feels like it is missing something in the offensive spectrum:

= 1400 fits =
1400s kinda suck compared to other long range weapon systems. They are all about dat alpha. Other than that, the sustained dps is poor, which doesn't suit PvE well. This makes AC fits (as with the TQ version) a preferred choice.

= AC fits =
The typical minmatar mobility compliments ACs well because ACs live in falloff. However, ACs don't sync well with the marauders' version of mobility, esp in bastion mode. This lack of synergy is compounded by the stacking penalities and untraditional 1:1 optimal/falloff projection bonus given by bastion.

= Suggestions =
Keep in mind I'm just spitballing and i am by no means saying that all of these suggestions should be done:

Set bastion's falloff bonus to twice the value of the optimal bonus (possibly in conjunction with reducing the optimal bonus).

Remove bastion's stacking penalty (possibly in conjunction with the prior suggestion)

Add additional falloff the vargur hull.

Add additional dps via bandwidth/ sentry drones to increase overall dmg at range with the vargur

Add additional turret dps to the vargur
Mer88
Royal Amarr Institute
Amarr Empire
#6860 - 2013-10-28 15:20:25 UTC
chaosgrimm wrote:
I played a little more with the vargur and just wanted to log some feedback on the thread.

I have decided to give up on the notion of a 'optional bastion mode' and am switching focus to making the vargur work well with limited mobility.

In PvE, the vargur feels like it is missing something in the offensive spectrum:

= 1400 fits =
1400s kinda suck compared to other long range weapon systems. They are all about dat alpha. Other than that, the sustained dps is poor, which doesn't suit PvE well. This makes AC fits (as with the TQ version) a preferred choice.

= AC fits =
The typical minmatar mobility compliments ACs well because ACs live in falloff. However, ACs don't sync well with the marauders' version of mobility, esp in bastion mode. This lack of synergy is compounded by the stacking penalities and untraditional 1:1 optimal/falloff projection bonus given by bastion.

= Suggestions =
Keep in mind I'm just spitballing and i am by no means saying that all of these suggestions should be done:

Set bastion's falloff bonus to twice the value of the optimal bonus (possibly in conjunction with reducing the optimal bonus).

Remove bastion's stacking penalty (possibly in conjunction with the prior suggestion)

Add additional falloff the vargur hull.

Add additional dps via bandwidth/ sentry drones to increase overall dmg at range with the vargur

Add additional turret dps to the vargur


i remember people cry about not able to fit 1200mm on the vargur w/o any power grid modules. now they can fit 1400mm with ease and no one is excited about it. from my knowledge 1400 dps is about the same as rail guns. except 1400 can select damage type.
with the slow rof, the faction ammo will be very cheap so it kinda works great for missions.