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Tier 3 Marauders

First post
Author
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#21 - 2012-01-25 00:15:43 UTC
New ships for the sake of variety and choice. There's a hole thread against your tier system, why don't you go to it.
Sarmatiko
#22 - 2012-01-25 01:27:01 UTC  |  Edited by: Sarmatiko
Lets just draw another dozen of useless ships and then complain about rebalance! YAY!

How about cup of NO.
There is enough PVE ships in EVE for all purposes.
Current Marauders need only small fix with tractor bonus.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#23 - 2012-01-25 05:26:02 UTC
I wish you could delete completely useless and unwarranted posts from your own threads...
Scatim Helicon
State War Academy
Caldari State
#24 - 2012-01-25 08:22:47 UTC
m3talc0re X wrote:
I wish you could delete completely useless and unwarranted posts from your own threads...


But then the thread would be somewhat confusing since your original post would be missing.

A second class of marauders is completely redundant, your chief motivation seems to be that you want to see different colour schemes rather than any gameplay factor, and your design concept could have fitted on to the back of a postage stamp. The way that you design a new range of ships is to think of a niche in the game that needs filling, then design the range to fit that niche. Throwing new ships at the game because you want slightly different versions of something we already have is pointless.

Tech 2 tier 3s will probably appear one day but it'll be when there's a good reason for them to exist and there are plenty of PvE capable battleships already available.

Every time you post a WiS thread, Hilmar strangles a kitten.

m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#25 - 2012-01-25 14:39:00 UTC
Scatim Helicon wrote:
m3talc0re X wrote:
I wish you could delete completely useless and unwarranted posts from your own threads...


But then the thread would be somewhat confusing since your original post would be missing.

A second class of marauders is completely redundant, your chief motivation seems to be that you want to see different colour schemes rather than any gameplay factor, and your design concept could have fitted on to the back of a postage stamp. The way that you design a new range of ships is to think of a niche in the game that needs filling, then design the range to fit that niche. Throwing new ships at the game because you want slightly different versions of something we already have is pointless.

Tech 2 tier 3s will probably appear one day but it'll be when there's a good reason for them to exist and there are plenty of PvE capable battleships already available.


Oh, I'm sorry, so you completely fail to comprehend the fact that Caldari use railguns but have nothing really besides the Rokh, Amarr don't have a missile boat, Gallente's best drone boat is a Domi and Mini can't use arties. Being forced to train another race for your next ship is a **** poor excuse.

That's as much as I'm going to feed the trolls. Those of you that simply can't understand the point of the new marauders really have no business posting here. If you have some valid reason that we don't need these ships, by all means, post it. But if you're coming to reply with things like that with absolutely nothing to back up your claims, go somewhere else. If you can't understand the point of the new ships, I'm not going to waste any more of my time explaining it.
Ager Agemo
Rainbow Ponies Incorporated
#26 - 2012-01-25 16:48:10 UTC
thing is, one way or another marauders even suck in PVE.
PVE is one of the few places where RAW DPS and Raw tank win its all about how fast you can kill idiot npcs.

the utility slots arent usefull really for salvaging noctis will obviusly make marauders useless on that, not to mention nerfs to npc drops have made it much less profitable.


i know this might sound a bit "i paid X sum so i should be ALLFTWBBQpowerfull" but lets be honest... for 1 billion ISK hulls... Marauders are ******* lame.

i believe if there is a niche that can be filled, is the DPS gap between capital ships and Battleships.

you know that range of DPS where no ship does damage between 2000-9000 dps (aside from ultra heavily pimped vindicators but again those arent marauders even).

if marauders are going to be pve ships that are mean to outperform their T1 varians, i would expect for a 10 times more expensive hull to AT VERY LEAST get twice the firepower.

TL;DR

their price does not scales well with their performance.

Nova Fox
Novafox Shipyards
#27 - 2012-01-30 01:08:32 UTC
Feature and Ideas this away ->

Feedback for stuff popping up on Sisi goes here.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#28 - 2012-01-30 01:32:24 UTC
m3talc0re X wrote:
I just realized I posted this in the wrong forum XD

^^
ISD Eshtir
ISD Community Communications Liaisons
ISD Alliance
#29 - 2012-01-30 10:07:38 UTC
Thread moved to features and Ideas forum section. ;-)

ISD Eshtir

Captain

Community Communication Liaisons

Interstellar Services Department

Headerman
Native Freshfood
Minmatar Republic
#30 - 2012-01-30 12:14:14 UTC
It's a good idea, maybe it could be more orientated towards the two types of command ships though? Same hulls but different stats and bonuses.

Or...

What about doing something different with the hulls?

Eg, The abaddon could be a torp ship, the hyperion a drone and shield ship, the Rokh a torp ship and the Mael an armour ship?

More sensor strength is definitely needed too.

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

TheButcherPete
KarmaFleet
Goonswarm Federation
#31 - 2012-01-30 14:32:11 UTC
Kolya Medz wrote:
I made a thread on this a while back. New marauders is a YES, having them part of tiers is a NO. Tiers result is useless ships. New marauders MUST be as good at their specialized role as existing marauders are at theirs or it'll be battle cruisers all over again.


New marauders would follow existing marauder standards: 4 hardpoints and a 100% damage role bonus/ tractor beam bonus, crappy sensors, same resists, ect.. (I'm not saying that marauders don't need to be looked at as a whole, but that's another topic entirely.)

Khanid Torp Abbadon: (Does NOT fill same niche as Golem, notice the missing range bonus. Less range, more tank.) Would give Amarr pilots something good against angel cartel, unlike now where the solution is to train winmatar.

7.5% armor rep bonus
5% explosion velocity bonus
7.5% target painter bonus
5% cap recharge bonus

Roden Drone Hyperion: Notice the lack of gun damage bonus. It's 4 turrets would be unbonused(other than the 100% hybrid turret bonus. It may need a slightly nerfed powergrid to keep its dps in line with other marauders.) Manufacturing corp is debatable here, Creodrone and Duvuolle Labs already have battleships, so I chose roden.

10% bonus to drone damage/hit points
10% web bonus
7.5% armor rep
7.5% drone MWD speed (or drone control range range?)

Ishikone Hybrid Rokh: would give Caldari gunboat pilots something decent battleship sized to train for, since ALL of their faction battleships (and pirate battleship) are missile boats. It does not fill the same niche as the kronos, notice the range bonus instead of tracking. Would also be slower than golem, since golem is intended for close range.

7.5% shield boost bonus
10% hybrid turret range
5% hybrid turret damage
7.5% target painter (maybe web, could be helpful with blaster fits.)

Core Complexions Arty Maelstrom: Vargur needs serious fitting mods for arty, its really an autocannon ship. This new ship would be much slower and have a larger sig than the vargur. Notice the lack of a tracking bonus and falloff bonus. It makes the vargur a better choice for autocannons.

7.5% shield boost bonus
5% bonus Large projectile turret damage (or rof, whichever is better for arty)
10% large projectile range bonus (doesn't do much for autocannons, but is helpful for arty)
7.5% bonus to target painting (would complement arty well, since its low rof makes killing small ships a pain.)


This sounds interesting, but will need EXTENSIVE testing.

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m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#32 - 2012-01-30 21:32:05 UTC
They can be called Tiers, because that's what they are. BUT, do NOT tier them like has been done previously with other ships. Don't gimp or overpower them because they're a second tier. They're a second skill tier, not "better" tier... This also needs fixed on all the other ships, but that's a whole other matter.

Marauders need looked at and these new ones don't need to be pre-gimped. The ones we have now need brought up to speed with these new ones. So better sensors, on new and old.

Quote:

Khanid Torp Abbadon: (Does NOT fill same niche as Golem, notice the missing range bonus. Less range, more tank.) Would give Amarr pilots something good against angel cartel, unlike now where the solution is to train winmatar.

7.5% armor rep bonus
5% explosion velocity bonus
7.5% target painter bonus
5% cap recharge bonus


This is okay.

Quote:

CreoDron* Drone Hyperion: Notice the lack of gun damage bonus. It's 4 turrets would be unbonused(other than the 100% hybrid turret bonus. It may need a slightly nerfed powergrid to keep its dps in line with other marauders.) Manufacturing corp is debatable here, Creodrone and Duvuolle Labs already have battleships, so I chose roden.

10% bonus to hit points +15%-20% drone damage bonus
10% web bonus
7.5% armor rep
7.5% drone MWD speed


* This gets... iffy. According to Role Playing (RP), Roden prefer missiles, yet only ONE of their ships actually uses missiles, so that needs fixed I think. CreoDron is the Gallente corp that prefers drones. So a drone based marauder would need to be CreoDron. But then you have the Sin, which has the domi's drone bonus and is a CreoDron boat. So, we're starting to out reach into other territory here, but I think the Sin may need to be a Roden ship and have it's skin/bonuses fixed. All the Black Ops ships need work, but we're just talking about this for now.*
The second Gallente marauder needs to be a drone boat and specialized for it. So no gun bonus. Not even the 100% bonus. Give it maybe 5 gun hardpoints, but no bonus to them. Instead, give it a 15-20% bonus to drone damage and 10% to drone hitpoints. That would put pure drone dps on the level with other marauders' dps.

Quote:

Ishukone Hybrid Rokh: would give Caldari gunboat pilots something decent battleship sized to train for, since ALL of their faction battleships (and pirate battleship) are missile boats. It does not fill the same niche as the kronos, notice the range bonus instead of tracking. Would also be slower than golem, since golem is intended for close range.

7.5% shield boost bonus
10% hybrid turret range
5% hybrid turret damage
7.5% web bonus


I'm not crazy about it, but yeah, Rokh would need to be Ishukone, since they're Caldari's gunboat company.
Going along with the range bonus, I think it should have a web bonus rather than a TP bonus. TP just wouldn't be as helpful as a web I think.

Quote:

Core Complexions Arty Maelstrom: Vargur needs serious fitting mods for arty, its really an autocannon ship. This new ship would be much slower and have a larger sig than the vargur. Notice the lack of a tracking bonus and falloff bonus. It makes the vargur a better choice for autocannons.

7.5% shield boost bonus
5% bonus Large projectile turret rate of fire
10% large projectile range bonus (doesn't do much for autocannons, but is helpful for arty)
7.5% bonus to target painting (would complement arty well, since its low rof makes killing small ships a pain.)


Good here I think, and rof helps arties better I think, since it's so horrible...
Hans Momaki
State War Academy
Caldari State
#33 - 2012-01-31 02:47:51 UTC
The first thing CCP has to do with marauders is fixing the Golem, then fix tractor/salvage issue, and after that, they can think of introducing a new tier of them.

Srsly, Marauders are supposed to be the kings of Mission-PvE, but the Golem can't hit most PvE targets (either to small or to low on range)..

Silly design.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#34 - 2012-01-31 14:25:43 UTC
Honestly, I think the Golem being used as a torp boat doesn't make too much sense to me. Caldari tend to prefer guided missiles, so the Golem should be geared more towards cruise missiles. It should have a launcher rof bonus. This would also make a more clear and definite line between the Golem and the Khanid's torp Abaddon.
furious Trance
Hedion University
Amarr Empire
#35 - 2012-01-31 15:07:53 UTC  |  Edited by: furious Trance
m3talc0re X wrote:
Honestly, I think the Golem being used as a torp boat doesn't make too much sense to me. Caldari tend to prefer guided missiles, so the Golem should be geared more towards cruise missiles. It should have a launcher rof bonus. This would also make a more clear and definite line between the Golem and the Khanid's torp Abaddon.


i would say you miss the fun if you use the golem with cruises.

if you got good skills and know how to fit a golem you can hit frigs that are moving at 200m/s for over 500 damage and shoot torps up to 65km, i think that is sufficient for any situation.

i know it can be disappointing at some times but you'll find a good fit eventually :)

***more rant rant and useless troll troll*** - i am in a good mood so i'll skip that

As for the amarrian torp boat i like that idea for the previously mentioned reason that amarr are absolutely useless against angel, i can not think on any of the other races having that problem against any facion to that extend.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#36 - 2012-01-31 18:08:10 UTC
I have a few torp and cruise fits for the golem I could go with, and they would work. I just don't fly it. Mainly because it's **** vs gun boats... VS anything other than guristas anyway. Not sure how it'd fare vs my Kronos.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#37 - 2012-02-21 01:12:22 UTC
Bump
Joe Risalo
State War Academy
Caldari State
#38 - 2012-02-21 19:26:55 UTC
Golem - All Skills lvl 5

Lows
4 x Ballistic Contol System II

Mids
2 x phased weapon navigation array generation extron - Target Painter
Gist x-type large shield booster
Photon Scattering field
3 x Invuln Field
(Fit for omni tank missions)

Highs
Siege Missile Launcher II
Tractor
2 x Salvager
(I typically don't fit salvage cause in combo with the Noctis it's actually more efficient

Rigs
Hydraulic bay thrusters II
Rocket Fuel Cache Partition II

Stats
Javelin - 5790 Volley - 787 dps - 65.6km flight time(with accel time it's closer to 58km) - 575m sig - 111m/s
Rage - 8234 volley - 1119 dps - 38.9jn flight time(with accel time it's closer to 31km) - 686m sig - 131m/s
Tank
Em - 518
Therm - 508
Kin - 580
Exp - 609
4m56s of cap
12.5km targeting range
14 sensor strength

Now, you look at that, and you think awesome tank, awesome dps. However, once you factor in the underlined Items, it's really not that impressive. Sure, it's got awesome dps, but it's jammed out very easily, which means Caldari can't even use their Marauder to fly their own missions. Then you say it's got a massive tank, but it's sig radius is so large that it essentially takes full incoming damage from everything. So they essentially have the same tank as their t1 variant. With the raven having a 460m sig radius, and 599 with rage, then raven navy having 626.

So essentially the two major issues for the golem are size and sensor strength. One thing they could do to help the size is by taking away the t2 missile penalties the same way they have with other t2 ammo types. Now, as far as fixing their sensor issues. I personally don't know the best way to go about while still keeping these ships primarily for pvp apart from removing jamming from all but just a very small few of special missions.
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