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[Rubicon] Marauder rebalancing

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Author
The Djego
Hellequin Inc.
#7381 - 2013-11-07 14:16:04 UTC
Since I still didn't got a answer on it, is it really to much to ask for keeping the current marauders ingame as 2. marauder ship? Outside of bastion, what is not useful in hulls you want to move a lot or while relaying on remote repair, the new ones are worse for most applications and the changes make the hulls pointless in nearly every of the old niches where they where competitive or slightly better than faction BS.

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

Joe Risalo
State War Academy
Caldari State
#7382 - 2013-11-07 14:28:21 UTC
The Djego wrote:
Since I still didn't got a answer on it, is it really to much to ask for keeping the current marauders ingame as 2. marauder ship? Outside of bastion, what is not useful in hulls you want to move a lot or while relaying on remote repair, the new ones are worse for most applications and the changes make the hulls pointless in nearly every of the old niches where they where competitive or slightly better than faction BS.



I am not aware of any situations where a marauder is better than a faction/pirate when provided with what is currently live on TQ.
Jake Sake
Doomheim
#7383 - 2013-11-07 14:34:50 UTC  |  Edited by: Jake Sake
The Djego wrote:
Since I still didn't got a answer on it, is it really to much to ask for keeping the current marauders ingame as 2. marauder ship? ....


Obviously not. It just brings too many strings attached. Same bonuses on both ship types. Same models. Pretty similar role (just different approach to it).

Fixing any or all of it in any extent requires heaps of human-butt-hours of office work. Expansion is due in 10 days. Sadly that won't happen. As anything else that is truly in need of change:

1. Tractor bonuses (just add 5th and 6th bonuses to ship for each level of Adv. Ship command (or that High Energy Physics or whatever that skill is for Bastion, would be good for RP/Lore) and move tractor speed and range in it from role bonus +30-50% per level: to 150-250% at 5th - better then current and not OP, as well as Jump drive reactivation delay -12-15% per level: will be -60-75% at 5th lvl pretty close to original).

2. Vargur did got the short end of stick in this update (discussed in hundreds of posts).

3. Paladin optimal is too high in B-mode, it's simply not needed - change to tracking.

well and heaps of other small things.
Kagura Nikon
Native Freshfood
Minmatar Republic
#7384 - 2013-11-07 14:50:16 UTC
Anize Oramara wrote:
Kagura Nikon wrote:
Anize Oramara wrote:
Kagura Nikon wrote:


If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?


Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get?

Powercreep.

I figure for all the boosts we got a minor speed nerf is a pretty good trade off.



I dont think you get it.. Vargur got zero buffs. BAStion is NEGATIVE on it . The MJD thing is cool, but is INFERIOR to old vargur speedy movment when you run L4 to make real isk real fast.


I repeat.. vargur got ZERO buffs!! Using bastion mode is detrimental to anyoen that knew how to use the ship.

Zero buffs you say? Surely you must be mistaken?

Well if you insist
- Reduced mass
- Improved inertia modifier (I think)
- Improved shield capacity
- Improved capacitor capacity
- Improved targeting range
- Improved Scan res
- Improved sig radius
- Extra high slot
- Almost double PG
- Decreased MJD activation time

Now I might be crazy but those seem like buffs to me? Might need a 3rd party to corroborate.

let me go 1 by 1

- Reduced mass - More than coutnered by speed reduction
- Improved inertia modifier (I think) - aligns a bit better because of mass. Effectively not usable because speed reduction takes you more than that.

- Improved shield capacity - Almost irrelevant, as I said vargur can already shug any damage incommign from any level 4 as if it was a joke

- Improved capacitor capacity- since the only things using capacitor were the tank (That was already overpowered for its usage) and the prop mod.. that now is less useful and you need to run it for longer time, effectively makign you use MORE cap during the mission

- Improved targeting range - You mean you can now lock stuff way outside any possible engagement range of your AC? Imrpessively useful

- Improved Scan res - Ok this is a boost, small sicne marauders can already lock so many targets taht you have a queue of targets that never empties... so it can save you 2 seconds at start of mission

- Improved sig radius - Again, vargur coudl already ignore a level 4 damage level!!!

- Extra high slot - to fit what? the useles bastion mode? yet ANOTHER tractor bem? LOL
-
Almost double PG - the first 5% are useful, the rest is overkil lsince no one will use arties. So is a joke in fact.

- Decreased MJD activation time - As I sated this is the only real bonus the ship got.. And its almost useles since the old vargur used MWD AND AB on the best way to run missions.


"If brute force does not solve your problem....  then you are  surely not using enough!"

Liquidtrance123
#7385 - 2013-11-07 15:15:47 UTC  |  Edited by: Liquidtrance123
Jake Sake wrote:


3. Paladin optimal is too high in B-mode, it's simply not needed - change to tracking.



Playing with EFT settings its telling me my Rubicon T2 Tach Paladin in Bastion Mode (1x TC) gets me 233KM Optimal and 40km Falloff with Aurora. I would agree that is obscene range not many people will use / need. It would take almost 3 minutes and 3 MJD jumps to put me that far out from a static target. Tracking would be MUCH better and would be much needed.
Anize Oramara
WarpTooZero
#7386 - 2013-11-07 15:16:09 UTC  |  Edited by: Anize Oramara
Kagura Nikon wrote:
Anize Oramara wrote:
Kagura Nikon wrote:
Anize Oramara wrote:
Kagura Nikon wrote:


If its nto that world changign why not KEEP its speed? So that the vargur is not the NERFED ship?


Can't the same be said for all minor nerfs? If you don't nerf, even a little when giving huge boosts to PG/CPU/Tank/ and little boost to range/EHP/Agility/Mass then you know what you get?

Powercreep.

I figure for all the boosts we got a minor speed nerf is a pretty good trade off.



I dont think you get it.. Vargur got zero buffs. BAStion is NEGATIVE on it . The MJD thing is cool, but is INFERIOR to old vargur speedy movment when you run L4 to make real isk real fast.


I repeat.. vargur got ZERO buffs!! Using bastion mode is detrimental to anyoen that knew how to use the ship.

Zero buffs you say? Surely you must be mistaken?

Well if you insist
- Reduced mass
- Improved inertia modifier (I think)
- Improved shield capacity
- Improved capacitor capacity
- Improved targeting range
- Improved Scan res
- Improved sig radius
- Extra high slot
- Almost double PG
- Decreased MJD activation time

Now I might be crazy but those seem like buffs to me? Might need a 3rd party to corroborate.

let me go 1 by 1

- Reduced mass - More than coutnered by speed reduction
- Improved inertia modifier (I think) - aligns a bit better because of mass. Effectively not usable because speed reduction takes you more than that.

- Improved shield capacity - Almost irrelevant, as I said vargur can already shug any damage incommign from any level 4 as if it was a joke

- Improved capacitor capacity- since the only things using capacitor were the tank (That was already overpowered for its usage) and the prop mod.. that now is less useful and you need to run it for longer time, effectively makign you use MORE cap during the mission

- Improved targeting range - You mean you can now lock stuff way outside any possible engagement range of your AC? Imrpessively useful

- Improved Scan res - Ok this is a boost, small sicne marauders can already lock so many targets taht you have a queue of targets that never empties... so it can save you 2 seconds at start of mission

- Improved sig radius - Again, vargur coudl already ignore a level 4 damage level!!!

- Extra high slot - to fit what? the useles bastion mode? yet ANOTHER tractor bem? LOL
-
Almost double PG - the first 5% are useful, the rest is overkil lsince no one will use arties. So is a joke in fact.

- Decreased MJD activation time - As I sated this is the only real bonus the ship got.. And its almost useles since the old vargur used MWD AND AB on the best way to run missions.



Doesn't matter, you said there were zero buffs. You were wrong or lying or being a drama queen. Wonder what else you've said is just complete and utter BS? You obviously don't care about the truth.

Also a LOT of those buffs are really really good and will make a huge difference in PvP for example. Just because you lack the imagination or creativity to see how those buffs can be used to improve both PvE and PvP doesn't mean others are bound by the same limitations.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Joe Risalo
State War Academy
Caldari State
#7387 - 2013-11-07 15:31:35 UTC
Anize Oramara wrote:
Doesn't matter, you said there were zero buffs. You were wrong or lying or being a drama queen. Wonder what else you've said is just complete and utter BS? You obviously don't care about the truth.

Also a LOT of those buffs are really really good and will make a huge difference in PvP for example. Just because you lack the imagination or creativity to see how those buffs can be used to improve both PvE and PvP doesn't mean others are bound by the same limitations.


Everyone seems to forget about the most substantial buff of them all.

E-WAR IMMUNITY!!!!


You can sit there and poke at it all you want, but this buff alone leads to twice the effectiveness of these ships compared to what's on TQ.

No more issues with damps, jams, or tracking dis.

And if you say those were never that big of an issue you're full of sh!t.

i've flown both Gallente and Caldari missions against serps and guristas...

It is damn near impossible to perform in these missions with a marauder, expecially when you consider jams against their existing scan res on TQ.

Even if you do get a targetting window through jams, it takes too long to target the jamming ships and you're lucky if you get a volley off.

You may say that you never see enough jam/damp/tracking dis missions for it to make a difference, but I disagree, as their are agents out there that I have flown for where a minimum of 50% of the missions given to me had some form of ewar the was detrimental to marauders.
Hell Bitch
Imperial Academy
Amarr Empire
#7388 - 2013-11-07 15:41:05 UTC
Liquidtrance123 wrote:
Jake Sake wrote:


3. Paladin optimal is too high in B-mode, it's simply not needed - change to tracking.



Playing with EFT settings its telling me my Rubicon T2 Tach Paladin in Bastion Mode (1x TC) gets me 233KM Optimal and 40km Falloff with Aurora. I would agree that is obscene range not many people will use / need. It would take almost 3 minutes and 3 MJD jumps to put me that far out from a static target. Tracking would be MUCH better and would be much needed.


I agree with what your saying, the last thing a Bastioned up Paladin needs is more optimal, but to give it tracking would step on the toes of the Nightmare, which goes against the goal of the changes - marauders have the edge in tank and projection whilst the pirate BS's win out in absolute DPS and application.

Plus if your using Aurora your doing it wrong, INMF tachs and conflag pulses are where its at.
Joe Risalo
State War Academy
Caldari State
#7389 - 2013-11-07 15:52:32 UTC
Hell ***** wrote:
Liquidtrance123 wrote:
Jake Sake wrote:


3. Paladin optimal is too high in B-mode, it's simply not needed - change to tracking.



Playing with EFT settings its telling me my Rubicon T2 Tach Paladin in Bastion Mode (1x TC) gets me 233KM Optimal and 40km Falloff with Aurora. I would agree that is obscene range not many people will use / need. It would take almost 3 minutes and 3 MJD jumps to put me that far out from a static target. Tracking would be MUCH better and would be much needed.


I agree with what your saying, the last thing a Bastioned up Paladin needs is more optimal, but to give it tracking would step on the toes of the Nightmare, which goes against the goal of the changes - marauders have the edge in tank and projection whilst the pirate BS's win out in absolute DPS and application.

Plus if your using Aurora your doing it wrong, INMF tachs and conflag pulses are where its at.


When I fly my nightmare I never use anything with greater range on my t2 tachs than navy infrared.

With the Pali range, I would say you should never need anything more than maybe navy standard at max targetting range.


However, I will say that Marauders at least have the capability to bombard high sec POSes at long range, though the Golem is the best suited for it.


I suppose that maybe each of these ships has a niche situation where it is better than another ship.

Golem - POS bashing
Paladin - Counter sniper
Vargur - CQB - I.E., fit ACs and burn close range targets
Kronos - Kinda the all around ship... The jack of all trades.
Hell Bitch
Imperial Academy
Amarr Empire
#7390 - 2013-11-07 16:12:11 UTC
Joe Risalo wrote:
bombard high sec POSes at long range


If you ever find yourself doing this you should immediately uninstall eve and go have a serious word with yourself P
Arthur Aihaken
CODE.d
#7391 - 2013-11-07 16:47:34 UTC
Joe Risalo wrote:
I suppose that maybe each of these ships has a niche situation where it is better than another ship.

Golem - POS bashing
Paladin - Counter sniper
Vargur - CQB - I.E., fit ACs and burn close range targets
Kronos - Kinda the all around ship... The jack of all trades.

It seems fairly clear that the speed reductions all but limits the Marauders to a long-range role. To make them slightly more useful in short-range rolls, I would suggest the following:

• Increase the base speed of the Kronos to 115 m/sec (-5) and the Vargur to 120 m/sec (-10).
• Replace the Golem's Marauder TP bonus with a 5% rate of fire bonus (in-line with the T1 Raven bonuses)
• Replace the Vargur's Marauder tracking bonus with a 5% damage bonus (in-line with the T1 Tempest bonuses).

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

Alvatore DiMarco
Capricious Endeavours Ltd
#7392 - 2013-11-07 16:58:27 UTC  |  Edited by: Alvatore DiMarco
Arthur Aihaken wrote:
Alvatore DiMarco wrote:
There was a brief discussion on the Test server today about the Bastion bonuses and about hull bonuses and DPS projection with short-range weapons. The Paladin's ridiculous projection (95km optimals with Scorch and two optimal-scripted TCs in Bastion) boils down to that baked-in optimal bonus on the hull.

Maybe we can nerf the Paladin as well then everyone will be unhappy with Marauders... Roll


Good job, Arthur! You've shown that you know how to completely remove the context from what someone is saying by only quoting the part of it that's to your strategic advantage and leaving the next part (with all the meaning in it) unquoted. You totally ignored the next paragraph, didn't you? Here, I'll post it for you again:

Alvatore DiMarco wrote:
There was a brief discussion on the Test server today about the Bastion bonuses and about hull bonuses and DPS projection with short-range weapons. The Paladin's ridiculous projection (95km optimals with Scorch and two optimal-scripted TCs in Bastion) boils down to that baked-in optimal bonus on the hull.

Remove the Paladin's optimal bonus and give it a tracking bonus like the other Marauders have. Then take the stacking penalty off the Bastion module. Just like that, short-range weapons become just slightly better in Bastion without projection on lasers becoming ridiculous.


I even added some formatting to help you see it.

Also, I've been flying a Vargur around on SiSi lately and I'm not sure what all the fuss is about regarding mobility. They don't seem all that slow compared to a Tempest.
Alvatore DiMarco
Capricious Endeavours Ltd
#7393 - 2013-11-07 17:03:55 UTC
Hell ***** wrote:
Liquidtrance123 wrote:
Jake Sake wrote:


3. Paladin optimal is too high in B-mode, it's simply not needed - change to tracking.



Playing with EFT settings its telling me my Rubicon T2 Tach Paladin in Bastion Mode (1x TC) gets me 233KM Optimal and 40km Falloff with Aurora. I would agree that is obscene range not many people will use / need. It would take almost 3 minutes and 3 MJD jumps to put me that far out from a static target. Tracking would be MUCH better and would be much needed.


I agree with what your saying, the last thing a Bastioned up Paladin needs is more optimal, but to give it tracking would step on the toes of the Nightmare, which goes against the goal of the changes - marauders have the edge in tank and projection whilst the pirate BS's win out in absolute DPS and application.

Plus if your using Aurora your doing it wrong, INMF tachs and conflag pulses are where its at.


If Marauders are all about projection and not damage application, why is the Paladin the only one that doesn't have an application bonus?

Kronos: Tracking
Vargur: Tracking
Golem: Target Painter
Mina Sebiestar
Minmatar Inner Space Conglomerate
#7394 - 2013-11-07 17:05:43 UTC
Alvatore DiMarco wrote:
Arthur Aihaken wrote:
Alvatore DiMarco wrote:
There was a brief discussion on the Test server today about the Bastion bonuses and about hull bonuses and DPS projection with short-range weapons. The Paladin's ridiculous projection (95km optimals with Scorch and two optimal-scripted TCs in Bastion) boils down to that baked-in optimal bonus on the hull.

Maybe we can nerf the Paladin as well then everyone will be unhappy with Marauders... Roll


Good job, Arthur! You've shown that you know how to completely remove the context from what someone is saying by only quoting the part of it that's to your strategic advantage and leaving the next part (with all the meaning in it) unquoted. You totally ignored the next paragraph, didn't you? Here, I'll post it for you again:

Alvatore DiMarco wrote:
There was a brief discussion on the Test server today about the Bastion bonuses and about hull bonuses and DPS projection with short-range weapons. The Paladin's ridiculous projection (95km optimals with Scorch and two optimal-scripted TCs in Bastion) boils down to that baked-in optimal bonus on the hull.

Remove the Paladin's optimal bonus and give it a tracking bonus like the other Marauders have. Then take the stacking penalty off the Bastion module. Just like that, short-range weapons become just slightly better in Bastion without projection on lasers becoming ridiculous.


I even added some formatting to help you see it.

Also, I've been flying a Vargur around on SiSi lately and I'm not sure what all the fuss is about regarding mobility. They don't seem all that slow compared to a Tempest.


They will not do tracking on pali because it will become basically better nightmare.

What it need is simple nerf bat swing...last time something had ret@rded 90km+ optimal was dominix and that one actually needed to deploy its weapons in risk of loosing them and it didn't had game mechanic breaking tank on it self.

Nice to see CCP roll with double standards i can assure you if this was case with Vargur it would be nerfed 10 pages in this thread.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Kagura Nikon
Native Freshfood
Minmatar Republic
#7395 - 2013-11-07 17:06:58 UTC
Anize Oramara wrote:

Doesn't matter, you said there were zero buffs. You were wrong or lying or being a drama queen. Wonder what else you've said is just complete and utter BS? You obviously don't care about the truth.

Also a LOT of those buffs are really really good and will make a huge difference in PvP for example. Just because you lack the imagination or creativity to see how those buffs can be used to improve both PvE and PvP doesn't mean others are bound by the same limitations.


No , i am not being a drama queen, You on other hand are being a B#@!#!@#!. Everyone with half a brain understood what I meant in the context. You are not trying to have an argumentation, you are just trying to stomp your feet and nitpick ion irrelevant non arguments.

Stop that. NO ONE CARES FOR PEOPLE THAT ACT LIKE THAT!

It does not matter that my freighter suddenly got improved sensor strenght. That is NOT a buff!!!!! Same thing for the unusable changes on the vargur.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#7396 - 2013-11-07 17:08:11 UTC
Alvatore DiMarco wrote:
Hell ***** wrote:
Liquidtrance123 wrote:
Jake Sake wrote:


3. Paladin optimal is too high in B-mode, it's simply not needed - change to tracking.



Playing with EFT settings its telling me my Rubicon T2 Tach Paladin in Bastion Mode (1x TC) gets me 233KM Optimal and 40km Falloff with Aurora. I would agree that is obscene range not many people will use / need. It would take almost 3 minutes and 3 MJD jumps to put me that far out from a static target. Tracking would be MUCH better and would be much needed.


I agree with what your saying, the last thing a Bastioned up Paladin needs is more optimal, but to give it tracking would step on the toes of the Nightmare, which goes against the goal of the changes - marauders have the edge in tank and projection whilst the pirate BS's win out in absolute DPS and application.

Plus if your using Aurora your doing it wrong, INMF tachs and conflag pulses are where its at.


If Marauders are all about projection and not damage application, why is the Paladin the only one that doesn't have an application bonus?

Kronos: Tracking
Vargur: Tracking
Golem: Target Painter


BEcause range effectively is a damage application bonus, sicne you can use higher damage crystals and acn even use PULSE weapons.


The range bonus is the MOST POWERFUL bonus of ALL the marauders!!!!

"If brute force does not solve your problem....  then you are  surely not using enough!"

Alvatore DiMarco
Capricious Endeavours Ltd
#7397 - 2013-11-07 17:32:45 UTC  |  Edited by: Alvatore DiMarco
Kagura Nikon wrote:
Alvatore DiMarco wrote:


If Marauders are all about projection and not damage application, why is the Paladin the only one that doesn't have an application bonus?

Kronos: Tracking
Vargur: Tracking
Golem: Target Painter


BEcause range effectively is a damage application bonus, sicne you can use higher damage crystals and acn even use PULSE weapons.


The range bonus is the MOST POWERFUL bonus of ALL the marauders!!!!


No, range bonuses are not application bonuses. They are projection bonuses. Application bonuses are things like tracking, web bonuses, bonuses to target painters, increases to explosion velocity and decreases to explosion radius. Anything that lets you apply your damage more effectively to things that are already in your current range are application bonuses.

Projection bonuses are things like optimal, falloff, increased missile velocity or longer missile flight time. Anything that lets your weapons reach further than they already do is a projection bonus. Also, if a range bonus is so powerful then it clearly belongs on a pirate ship that's geared toward all-out power and not on a Marauder that isn't - right?

With regards to "stepping on the Nightmare's toes", that's kind of invalid for two reasons; the first reason being that the other two turret Marauders already step on the toes of their respective pirate battleships and the second reason being that pirate ships haven't been rebalanced yet - this means that they can (and very well may) see modified or entirely different bonuses compared to what they have now.
Arthur Aihaken
CODE.d
#7398 - 2013-11-07 17:41:36 UTC  |  Edited by: Arthur Aihaken
Alvatore DiMarco wrote:
Good job, Arthur! You've shown that you know how to completely remove the context from what someone is saying by only quoting the part of it that's to your strategic advantage and leaving the next part (with all the meaning in it) unquoted. You totally ignored the next paragraph, didn't you?

I try. It was funny though... Lol
(oops, did it again...)

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

hmskrecik
TransMine Group
Gluten Free Cartel
#7399 - 2013-11-07 17:53:12 UTC
chaosgrimm wrote:
I wont do that.

And so for once I thought that maybe this time that kind of discussion would go a little bit further... I stated very clearly that I don't request very hard data, no proper averages and so on. Some out of blue but comparable numbers would do.

Why I insist on this? Look at it from my perspective. I have run those tests I asked you for and I got my own results and then you, or other persons, come and say that according to your theoretical analysis you come to different conclusions, which totally contradict what I've already seen on my own eyes. Can you blame me that I smell bullshit? Not because you say it, you don't, but there's definitely something amiss.

And frankly, I don't even expect from you that you run some particular test just for my sake. If you run missions you must somehow measure what performance you're getting, otherwise why bother optimizing? Thus you must have somehow come to the conclusion that SiSi Vargur was badly nerfed. And if this was based on some practical observations, this is the data I asked for.

Look at Dinsdale. With all his hysteric paranoia (or paranoic hysteria) he did the right thing. When new marauders hit SiSi he gathered bunch of people and run some incursions. This of course confirmed his initial asessment and we can talk that he was biased or if I was expert in running this stuff we could go into discussion whether each of us was doing things right or wrong or if we utilised our gear properly but one thing remains: he did test. And just for that he has my respect.

Funny you mentioned power creep, because I think that currently ships are pretty well balanced. If you are in situations where you need and can get away with having only dps then you want to fly pirate battleships. If you need more tank or flexibility (or mobility on field) then marauders are way to go. If marauders were made as powerful as most people here wanted them to, there would be zero reason to use other ships, except for not having necessary skills trained yet. And that would be power creep.

Sorry for not commenting the rest your comments. Like I mentioned earlier, I'm tired of discussing stats. To me performance is what matters and is my ultimate goal. If I pimp my ship or use an implant it's not for warm and fuzzy feeling of having cold and sharp piece of electronics plugged into my head. It's for the warm and fuzzy feeling of having bigger ticks or shorter mission time (on the other hand I'm a bit relaxed regarding total outcome, but it's a different story) and they, or other metrics, are the only criteria by which I evaluate if I'm having improvement and if it's significant.
Cassiel Seraphim
Imperial Academy
Amarr Empire
#7400 - 2013-11-07 17:59:49 UTC
Dav Varan wrote:
Kane Fenris wrote:
Dav Varan wrote:
Kane Fenris wrote:


theres a whole thread about it:
[Rubicon] Rapid Heavy Missile Launchers

now i hear you saying: "but theres nothing about the Golem !!!!!11111"

right but let me ask you a question:
what would make the golem not op haveing bonuses applied that other bs have?



I don't know what your saying there.

Making RHML bonused would not make the golem op in the same way that bonusing Dual 250mm Rails won't make a kronos op.

It's just a choice you make when doing your fittings.
Better v big stuff or better v fast stuff.

The RHML is to Cruise launchers what the Dual 250 is to 425mm

Its just the weaker launcher thats easier to fit and is better at hitting fast stuff at the expense of dps.
Thats why it needs to have its bonuses otherwise useless.


im saying if you seriously think having bonuses apply other than those who affect the number of effective launchers (missile velocity is debateable though), wont break the game ballance your insane or stupid you may choose which.
if you seriously think thos bonuses should apply plz post in the RHML thread cause it concerns the launcher not the golem....



If not that then the opposite in relation to the hyperthetical you espouse is otherwise the alternative of not the opposite of the unreal value of the inverse statement , isnt it !

Oh and FYI your not the thread police I'll post Golem/Bastion/RHML points here as
1) I want to
2) its the more relevant thread.

If you thing that RHML bonusing is going to make overpower then you are insane, that is if that is what your saying, who the f knows tbh.

RHML is less powerful to start with than either Torp or Cruise.
It needs the same bonusing on the hull to keep it's power in ratio with other BS launchers.
Otherwise its not an option and Sandbox means options.

Kronos flyer would be rightly miffed if 350's and D250's did not get bonused removing choice.



I'll add a few things to what Dav said ...

It would make sense to refer to the Rapid Heavy Missile Launcher thread if things were consistent. But they are not. Let me point a few things out that might help you see why we want a specific notice in _this_ thread.

1) The Marauder thread pre-dates the RHML thread.

By itself this isn't proof of anything either way, but on the other hand there's nothing that indicates whether or not it was posted with RHMLs in mind. So it's a fair question in that regard.

2) The RHML thread specifically mentions that ships with damage or rate of fire bonuses would have them apply.

CCP Rise wrote:
Forgot to mention something important - Battleships with Damage bonuses (like Raven and Typhoon rate of fire) will have those bonuses applied to the new launchers. Any bonuses to damage projection or application will NOT be applied (such as Raven missile velocity or Typhoon explosion velocity).

Now, combine that post with the fact that the role bonus of the Golem is in fact a damage bonus (intended to give them 8 effective launchers for the cheap price of just fitting 4 actual launchers), then it doesn't look like they've thought about the Golem at all in terms of the new rapid heavy missile launchers. If they had, there would have been a mention of them, wouldn't there?

According to what they say in the RHML thread, the role bonus of +100% damage should apply, since it's a damage bonus and every other battleship on Singularity with a damage or rate of fire bonus has had its bonused changed to include heavy missiles. Except the Golem and the poor Widow.

3) The argument that the bonus applying to heavy missiles would make the Golem overpowered.

First of all this argument is made by players with no substantial quotes from devs to back it up, but even so I can shoot it down. Assuming the damage bonus would apply to heavies for the Golem, it would only match the dps of Ravens and Raven Navy Issues (the RNI wouldn't get the application bonus so it too would be on par with the regular Raven). If you think that a tech two marauder is overpowered simply by having the same damage as a tech one battleship, then that's fine. But if you were under the erroneous assumption that it would suddenly become this beast of a ship, then think again.

Conclusion:

Perhaps it's intentional that the projection bonuses or application bonuses, like explosive radius and velocity isn't affecting the heavy missiles. But even so it's obvious that they have failed to comment on the Golem in this regard, as it doesn't conform to any of their other statements about the new rapids, like the damage bonus. As such, it's far more likely that it's an oversight.

So please CCP, can you clarify your intentions about the Golem and heavy missile bonuses? And while you're at it, fix the poor Widow too, she already lost her husband, don't make her lose her bonus too :)