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Golem buffs (and other marauders)

Author
Joe Risalo
State War Academy
Caldari State
#1 - 2012-05-13 03:52:56 UTC
Ok, so the "other Marauders" part on the subject is to open this up as a discussion on All Marauders, but my suggestions are primarily based on my experience with the Golem, however some of my suggestions may be cross adaptable for other Marauders.

For a short period of time I was flying a Golem, but when I moved to caldari space I decided to trade it straight up for a tengu because I knew it wouldn't hold up to the ecm that is prevalent in Caldari missions. However, I do understand that Marauders are designed to be weak against ewar.
That being said, ewar, while a major problem, isn't the only Problem Marauders have.

After having spent a while flying my tengu, I decided to hop on the test server and mess around with building a fitted out Golem. I quickly found out that its lack of cap recharge rate and large sig radius on top of slow speed has caused the Golem to suffer pretty heavily in its tanking ability in moderate to heavy hitting missions. There are some missions where the dps is so heavy that golem can't even come close to tanking them, and with its limited torp range, can't kite them either.

All this being said, I have a few suggestions to better balance Marauders for what they're supposed to do well, yet suffer at.

NPC ewar immunity - While this may not be a popular suggestion, it is the only way to make them the kings of pve but without effecting their pvp capability which is designed to be weak.

Cap Recharge Rate buff - Whether you're fitting an xl booster or lg booster, with or without a cap booster, they suffer from slow cap recharge which cause a situation where even when you dont' cap out with the booster, it'll drop you below your threashold for the cap, thus causing painters and resists modules to cap you out even without the booster going. While a cap booster does address this, it's more of a bandaid solution that the players themselves has created, but at the same time it limits us on our tanking and/or effective dps capability. Not to mention it fills are cargohold with cap boosters, thus taking away the large cargohold that was originally designed to allow us to loot/salvage on the go.

Remove shield boost bonus for resistance bonuses per lvl - This is to better suit the fitting of a Marauder. It's extremely impractical and also complicated to make a cap stable Golem.. In order to do you, you not only lose a lot of dps, but you also lose your range rigs. In giving them resistance bonus per lvl instead of rep/boost per lvl, you're allowing them to better suit their buffer tank design.

Buff their tractor beam range to 150% - This means with t2 tractor beams they'll have a 60km range, which is generally within their engagement range. This makes them more effective at their tractoring.

buff their salvager cycle time - This is to make them more effective in comparison to a noctis, thus allowing pilots flying these to not need to swap ships in order to be more effective.

Buff Golem target painter buff from 7.5% to 10% - This is simply because even with 2 target painters a golem doesn't have all that effective of dps, so a slight buff could help a decent amount.

Small buff to torp range - The golem is the only ship i'm aware of that HAS to have t2 range rigs in order to be able to hit at appropriate range for orbitting ships in lvl 4 missions. Even the raven navy can fit 3 t1 range rigs and get better range than a golem with 2 t2.


Overall the things that I feel are primary are addressing npc ewar, cap recharge, and exchanging rep bonus for resistance bonus.
Everything other than that doesn't NEED to be addressed, but would better suit addressing.

Feel free to post suggested changes for all Marauder types, and if you feel a suggestion made for the golem would suit other Marauders well too, then feel free to apply it.
Certain changes are meant to suggest all marauders such as npc ewar immunity, tractor and salvager buff, and rep bonus exchanged to resist bonus.

I want Marauders to be the ultimate missioning boats that they should be. They're the only ship in Eve specifically designed as such, and in conjunction with them being t2 ships, they should easily outperform other ships because it's their role.

I know Marauders buffing has been brought up many times and in many way. However, until CCP responds and says they're working on it, what they're doing to address them, hell no to buffs, or just any kinda general response then Marauders will continue to be brought up over and over again.

Commonly proposed Ideas don't become common because CCP responds to them and addresses the issue in a timely fassion, but rather because CCP rarely responds and procrastinate worse than any business I've ever seen.
leviticus ander
The Scope
Gallente Federation
#2 - 2012-05-13 05:57:47 UTC
and again, here's the wall of text of revisions that I've come up with and didn't run into too much resistance about.
I did make some changes based on what people were talking about. I left the amarr with a full fleet of heavies as they are the only other race to have a specific drone boat.

Quote:
Kronos
* Increase Scan Resolution to 105-110 mm at the least.
** Increase Drone Bandwidth to 125 and Drone Bay to 175m3
Gallente Battleship Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level changed to Marauder Skill Bonus
Marauder Skill Bonus:
7.5% bonus to large hybrid weapon tracking per level changed to Gallente Battleship Skill Bonus
** Change web bonus to 10% bonus to the velocity factor of stasis webifiers and range per level

Paladin
* Increase Scan Resolution to 110-115 mm at the least.
** Increase Power Grid by 800.
*** Increase Drone Bandwidth to 125 and Drone Bay to 125m3.
Amarr Battleship Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level changed to Marauder Skill Bonus
Marauder Skill Bonus:
5% bonus to large energy turret damage per level changed to Amarr Battleship Skill Bonus
** Change web bonus to 10% bonus to the velocity factor of stasis webifiers and range per level

Vargur
* Increase Scan Resolution to 110-115 mm at the least.
** Increase Power Grid by 2,000.
*** Increase Drone Bandwidth to 100 and Drone Bay to 100m3.

Golem
* Increase Scan Resolution to 110-115 mm at the least.
** Change bonus to 10% bonus to target painter effectiveness and optimal range per level.
*** Increase Drone Bandwidth to 100 and Drone Bay to 100m3.

All Marauders
* Increase max base capacitor by 1,000 at the least. Do not adjust recharge times.
* change the 7.5% repair boost to a 5.5% resist boost per level.
Role Bonus: 100% bonus to range and velocity of tractor beams changed to 150% bonus.
Role Bonus: 25% bonus to Salvager cycle time needs added.
Role Bonus: 10% bonus to repair amount added.
Role Bonus: 100% bonus to [weapon] damage increased to 115%.

this will put their total damage up, but not as much as it would otherwise, this will probably bring them to be in line with pirate BSs damage wise.
this level of complex ship, no matter what faction, would have at the very least a decent complement of drones. of course, the gallente would have more favoritism towards drones so they have a larger drone bay allowing replacements or to carry different types of drones.
I've taken a look at the numbers, and it would seem that 5.5 bonus to resists will equate to almost identical effect on reppers as the 7.5 does currently. this also allows for more of a buffer tank, or an equal tank while having a more effective ship.
the 10% additional repair bonus means that we have an even more powerful tank. this I would consider reasonable considering these are supposed to be some of the most advanced subcap ships out there.
there was one idea put up on another thread about giving specific NPC EWar resists to the different ships. something like paladin, resists cap warfare. golum, resists EWar. Kronos, resists weapon dampening. and vargur, resists webbing. or something like that.
one thing I suggested, but it was either ignored or people didn't like it was to give literal resists to all the various NPC EWar so that all marauders are something like 80% less effected by all forms of EWar then other ships would be. this would mean that we would still have to worry about them, but we could shrug them off a lot more easily.
Morgan Dinn
Imperial Mechanics
#3 - 2012-05-13 07:15:53 UTC
I do like the ship and mayby it needs abit of tweaking but no not like this.

You should not modify the ships to just kill npcs.

What would be nicer that they would get a buff so that people would take them into battlefields and use them in pvp more and not just as a ratting tool. Plus the golem is evil with tech 2 torpedoes if it gets close to you :P
Overs
Deep Core Mining Inc.
Caldari State
#4 - 2012-05-13 11:15:09 UTC
The low sensor strength of the marauder is completely stupid. With pirate battleships common enough in pvp, the gimp sensor deterrent is meaningless. CCP get of your b**t and change those 4 numbers ...only four numbers ...now!
Oregin
Phoenix Naval Operations
Phoenix Naval Systems
#5 - 2012-05-13 13:49:14 UTC
I fly a Golem to run L4s and I've never had a single major 'wtf moment' tanking a mission.

If you understand the triggers, use your AB and range effectively it doesn't fare too badly on the tanking front. Where it does fall down, and I agree they need work, is that it's bloody slow.

The benefit for Marauders has always been their salvaging 'on the go' and the noctis has made this almost entirely redundant.
Now the only real bonus is that it uses half the ammo of the faction BS's...woop de do.

They need some love, they take a long time to train for and simply aren't worth the investment. I would enjoy improved scan res and damage such that they become quicker at clearing missions and the drone changes would make it easier to deal with the small stuffs.
Joe Risalo
State War Academy
Caldari State
#6 - 2012-05-13 15:49:12 UTC
Oregin wrote:
I fly a Golem to run L4s and I've never had a single major 'wtf moment' tanking a mission.

If you understand the triggers, use your AB and range effectively it doesn't fare too badly on the tanking front. Where it does fall down, and I agree they need work, is that it's bloody slow.

The benefit for Marauders has always been their salvaging 'on the go' and the noctis has made this almost entirely redundant.
Now the only real bonus is that it uses half the ammo of the faction BS's...woop de do.

They need some love, they take a long time to train for and simply aren't worth the investment. I would enjoy improved scan res and damage such that they become quicker at clearing missions and the drone changes would make it easier to deal with the small stuffs.


Yeah, the thing is you shouldn't be saying "doesn't fare too badly" when it comes to a marauder tanking lvl 4 missions. This is what they were designed for and they're supposed to be the absolute best at it. However, the fact that I can out tank my golem in a stationary tengu while also having 700 dps at 105kms shows the weakness of Marauders.
Hell, the golem doesn't get buy like 800 dps with javelin torps at 60km.
Ager Agemo
Rainbow Ponies Incorporated
#7 - 2012-05-13 16:10:49 UTC
you are doing it wrong... marauders are awesome tanking wise specially if you know how to use cap boosters, with a 2000m3 cargo bay a golen can carry enough boosters for absolutely any mission, the problem with marauders is not their tank or capacitor, is their DPS and high skill requirements when compared to faction battleships, or even with their T1 counterparts.
Joe Risalo
State War Academy
Caldari State
#8 - 2012-05-13 17:42:14 UTC
Ager Agemo wrote:
you are doing it wrong... marauders are awesome tanking wise specially if you know how to use cap boosters, with a 2000m3 cargo bay a golen can carry enough boosters for absolutely any mission, the problem with marauders is not their tank or capacitor, is their DPS and high skill requirements when compared to faction battleships, or even with their T1 counterparts.


The cargogold of marauders wasn't designed to carry a hunch of cap boosters, it was designed to carry a bunch of loot and salvage.

Like I said in the Op, using cap boosters is nothing more than a player crated band aid for the lackluster cap recharge of marauders.
Kusum Fawn
Perkone
Caldari State
#9 - 2012-05-13 19:19:01 UTC
Joe Risalo wrote:
Ager Agemo wrote:
you are doing it wrong... marauders are awesome tanking wise specially if you know how to use cap boosters, with a 2000m3 cargo bay a golen can carry enough boosters for absolutely any mission, the problem with marauders is not their tank or capacitor, is their DPS and high skill requirements when compared to faction battleships, or even with their T1 counterparts.


The cargogold of marauders wasn't designed to carry a hunch of cap boosters, it was designed to carry a bunch of loot and salvage.

Like I said in the Op, using cap boosters is nothing more than a player crated band aid for the lackluster cap recharge of marauders.


... possibly it was designed to hold both?
I run a Kronos, and carry cap boosters, usually 8-12 (+4 in the booster) leaves me plenty of room for most missions, specially now that they have been nerfing the loot drops. before i might have had to come back to grab a second can, but now that its mostly empty wrecks, i don't have any issues.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Joe Risalo
State War Academy
Caldari State
#10 - 2012-05-14 00:37:32 UTC
Kusum Fawn wrote:
Joe Risalo wrote:
Ager Agemo wrote:
you are doing it wrong... marauders are awesome tanking wise specially if you know how to use cap boosters, with a 2000m3 cargo bay a golen can carry enough boosters for absolutely any mission, the problem with marauders is not their tank or capacitor, is their DPS and high skill requirements when compared to faction battleships, or even with their T1 counterparts.


The cargogold of marauders wasn't designed to carry a hunch of cap boosters, it was designed to carry a bunch of loot and salvage.

Like I said in the Op, using cap boosters is nothing more than a player crated band aid for the lackluster cap recharge of marauders.


... possibly it was designed to hold both?
I run a Kronos, and carry cap boosters, usually 8-12 (+4 in the booster) leaves me plenty of room for most missions, specially now that they have been nerfing the loot drops. before i might have had to come back to grab a second can, but now that its mostly empty wrecks, i don't have any issues.


Regardless of what you use the cargogold for, marauders are still less effective than pirate bs and t3's in lvl 4 missions, and there are even some missions that I have out performed a marauder in a BC or t1 BS due high ewar or heavy damage.
As far as it goes I don't think any ship should outperform a marauder in lvl 4's because that's what they're specialized for.
Joe Risalo
State War Academy
Caldari State
#11 - 2012-05-14 17:11:39 UTC
bump
leviticus ander
The Scope
Gallente Federation
#12 - 2012-05-16 17:15:22 UTC  |  Edited by: leviticus ander
something that seems to have become fairly universal across all the marauder threads is that people want them to be useful in PVP. maybe something that could be done is to use the marauder skill for another set of ships. these would be the PVP marauders, would have a similar/identical setup with the changes being something like they get 6 turrets instead of 4. this along with more PVP based bonuses rather than things like tractor bonuses. and the active tank changed for buffer tank bonus.
these would also have very heavy construction requirements putting them at about 1.5 bil isk for the base hull cost. this will prevent them from being used like nothing, and also somewhat balances the power given by flying one of these. this would be the awesome subcap ship that can put out frightening damage that so many people keep asking for. I'd imagine we would need some balancing in the actual use, but here's just the jist of it.
the variants would be something like this.

Paladin variant
Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity and 10% bonus to the velocity factor and activation range of stasis webifiers per level

Marauder Skill Bonus: 7.5% bonus to armor hitpoints and 5% bonus to large energy turret damage per level

Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to


Golem variant
Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity and 5% bonus to cruise missile and torpedo explosion velocity per level

Marauders Skill Bonus: 7.5% bonus to shield hitpoints and 7.5% bonus to effectiveness of target painters per level

Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to cruise missile and torpedo velocity per level


Kronos variant
Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage and 10% bonus to the velocity factor and activation range of stasis webifiers per level

Marauder Skill Bonus: 7.5% bonus to armor hitpoints and 7.5% bonus to large hybrid weapon tracking per level

Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to


Vargur
Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire and 10% bonus to large projectile turret falloff per level

Marauder Skill Bonus: 7.5% bonus to shield hitpoints and 7.5% bonus to large projectile turret tracking per level

Role Bonus: 100% bonus to large projectile weapon damage, 100% bonus to

right now I can't think of something to give the other 3. I gave the golem variant extra range on the missiles because that's a major complaint of them. because of this, I don't want to give anything to modify effects like bonus to EWAR or effectiveness of webs/scrams/other.
I used the armor/sheild amounts rather than resists because this way, you can get a big boost to possible EHP without boosting the function of active repairs. we don't really want this ship to replace the current marauders.
because of the removal of active tanking from the intention, and the inclusion of 2 more guns and possibly 1 more highslot to allow functionality, the fitting stats may need to be changed. things like lower cap, and slightly more powergrid would probably need to be put into place.
EDIT: oh ya, and these would probably need regular/higher amounts of sensor strength. and better sensor strength would be good too.
Razgriz Shaishi
Perkone
Caldari State
#13 - 2012-05-16 23:30:27 UTC  |  Edited by: Razgriz Shaishi
Here's a decently long and well thought out post in the missions/complexes section about why the golem sucks, even/especially compared to the other marauders: https://forums.eveonline.com/default.aspx?g=posts&t=65340&find=unread
leviticus ander
The Scope
Gallente Federation
#14 - 2012-05-17 01:21:33 UTC
Razgriz Shaishi wrote:
Here's a decently long and well thought out post in the missions/complexes section about why the golem sucks, even/especially compared to the other marauders: https://forums.eveonline.com/default.aspx?g=posts&t=65340&find=unread

that thread actually made me feel a lot less sympathy for golem pilots. I mean he's complaining that there's so much to do.
well guess what. most kronos pilots need to do a lot of micromanagement like that too. we either fit it with rails and pray that we can kill everything before they get to 20km and orbit laughing at us for having no tracking. or we fit blasters, do jack all damage until they are almost at us. and when they start orbiting at 20km they laugh at our lack of range. even with 3 scripted faction TC, I can only get to 16.5 optimal and when I do that I can't track anything going faster than 100M/s which is damn near everythign since our webs are useless at that range.
don't really know about the paladin, but there is a reason it's called winmatar.