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For the Love of Marauders

Author
Crash Lander
Imperial Academy
Amarr Empire
#21 - 2012-09-14 23:01:10 UTC
Paladin is a so broken that its not even funny. It is outclassed in every possible way by the navy apoc and nightmare. Absolute waste of training time...
stoicfaux
#22 - 2012-09-15 01:04:05 UTC  |  Edited by: stoicfaux
Fixing the Golem would require a bit more Torp range and TPs with 5 second cycle. Even then, the Vargur/Mach would be better/faster.

Rage torps are pretty much useless on a Golem even with 3 to 5 TPs.


So my Golem wishlist: Five second TP cycles to reduce the hassle of TP juggling, faster moving torpedoes for range, and replace the 100% damage bonus with a 100% RoF bonus. (RoF is better than damage, because Golem volleys tend to waste a lot of DPS in overkill.)

edit: Before you freak out over a 100% RoF, don't forget that Torps only hold 20 rounds at a time, and you would need to focus even more on volley counting.


As for Paladin, the Nightmare can fit Tachyons easily, shield tanks and is cheaper.

Vargur just rocks. Either nerf it or leave it as is.

Kronos... meh, no opinion since I just can't get excited by rails.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

The Renner
Canadian Operations
#23 - 2012-09-15 06:01:32 UTC
Paladin is fine, could use a bit more grid for when you want to fit tachs instead of pulse, but otherwise I have no complaints.

Although the low sensor strength is outdated and should be removed from all marauders.
Autonomous Monster
Paradox Interstellar
#24 - 2012-09-15 08:05:49 UTC
stoicfaux wrote:
Kronos... meh, no opinion since I just can't get excited by rails.


Eh, it works fine with blasters.
HELLBOUNDMAN
Aliastra
Gallente Federation
#25 - 2012-09-15 14:34:16 UTC
stoicfaux wrote:
Fixing the Golem would require a bit more Torp range and TPs with 5 second cycle. Even then, the Vargur/Mach would be better/faster.

Rage torps are pretty much useless on a Golem even with 3 to 5 TPs.


So my Golem wishlist: Five second TP cycles to reduce the hassle of TP juggling, faster moving torpedoes for range, and replace the 100% damage bonus with a 100% RoF bonus. (RoF is better than damage, because Golem volleys tend to waste a lot of DPS in overkill.)

edit: Before you freak out over a 100% RoF, don't forget that Torps only hold 20 rounds at a time, and you would need to focus even more on volley counting.


As for Paladin, the Nightmare can fit Tachyons easily, shield tanks and is cheaper.

Vargur just rocks. Either nerf it or leave it as is.

Kronos... meh, no opinion since I just can't get excited by rails.



I'm not excited by the 100% bonus to rate of fire..

The reason why I don't like that Idea is because the current damage buff of the golem means we use less ammo in order to take down the target, and the RoF keeps us from waisting as many volleys.

If you reduced the dps, then we'd have to fire twice as many volleys to take out the target, and torp ammo isn't exactly cheap.


Now, as far as range, I'd like to see the golem get 60km at all skills lvl 5 with javelin torps.

This then give the players the choice of using the rig slots for more range, more tank, more dps, or more cap...
HELLBOUNDMAN
Aliastra
Gallente Federation
#26 - 2012-09-16 02:05:25 UTC
bump
kerradeph
Aliastra
Gallente Federation
#27 - 2012-09-17 20:48:26 UTC
I guess I'll give my 2 cents.
I worked out the math a while back and found out that about 5.5% boost to appropriate resists is about equal to the 7.5% rep amount they get right now. that would allow you to choose between active and buffer tanking.
then, there was the thing brought up with their sensors, I don't mind them having bad sensor strength to keep them away from PVP, but if they're going to do that, then please at least give us good scan res, something like 5-10% above their T1 counterpart.

for the kronos at least, this would fix some of the problems I've seen.

one thing that I remember seeing, and there was a hint at it in this thread, was NPC only effects. something like NPC ewar immunity or resistance. so that NPC ewar would only hit you for some percentage of what it would normally hit you for. this would mean that your sensor strength would seem awesome against NPC, but some player in an EWAR frig could come in and bring you to your knees.
Obsidiana
Atrament Inc.
#28 - 2012-09-17 22:57:55 UTC
You can't expect one ship to do everything.

I fly a Navy Dominix for Guristas missions. Let them ECM me; my drones keep going. I just got a Nightmare recently. I am very pleased with it at medium to close range. The tracking bonus is potent, and helps against TDs. Long range could be better, but it still works well. If I know there will be a lot of TDs, I use a missile ship. For SDs, speed or SBs work well, the Navy Scorpion has a amazing base range (base sensor strength too), and there are two basic gang/fleet bonuses that help counter it. Super long range? The CNR is what you want.

Honestly, I think the Golem is best against Angels and Serpentis.

It has great defenses against Angel damage, plus Explosive torps only uses Zydrine (no Megacite). It needs to get in range with an AB, so SDs from Serpentis don't mean as much. Btw, is it just me, or do Serpentis has the largest sig radii? That works great with the Golem too, if true. It can do well against Sansha, as TDs do not affect missiles, but the resistances are weak for the damage taken. Guristas... with the weak sensor strength, any Marauder will be weak to them. Use something else.
HELLBOUNDMAN
Aliastra
Gallente Federation
#29 - 2012-09-18 03:11:45 UTC
Obsidiana wrote:
You can't expect one ship to do everything.

I fly a Navy Dominix for Guristas missions. Let them ECM me; my drones keep going. I just got a Nightmare recently. I am very pleased with it at medium to close range. The tracking bonus is potent, and helps against TDs. Long range could be better, but it still works well. If I know there will be a lot of TDs, I use a missile ship. For SDs, speed or SBs work well, the Navy Scorpion has a amazing base range (base sensor strength too), and there are two basic gang/fleet bonuses that help counter it. Super long range? The CNR is what you want.

Honestly, I think the Golem is best against Angels and Serpentis.

It has great defenses against Angel damage, plus Explosive torps only uses Zydrine (no Megacite). It needs to get in range with an AB, so SDs from Serpentis don't mean as much. Btw, is it just me, or do Serpentis has the largest sig radii? That works great with the Golem too, if true. It can do well against Sansha, as TDs do not affect missiles, but the resistances are weak for the damage taken. Guristas... with the weak sensor strength, any Marauder will be weak to them. Use something else.



That's kinda the thing

You can pick 1 bs, excluding tier 3 and the entire caldari tech 1 group, and you'll perform better and be more vesatile in missions than someone who has all 4 marauders to choose from.

This is due to all the Marauders having the same weaknesses (being tanking, size, speed, and sensors), however, on top of having the same groups weaknesses, they also have their own personal weaknesses.

For instance

The Golem's personal weaknesses are, requiring 3 target painters to have truly effective dps against frigs and cruisers, yet once the frig/cruiser is in orbit, the damage still fall significantly.

T2 missiles have penalties for using them.

Limited mid slots, so tanking and fitting target painters is a bit challenging and requires a lot of isk investment into ded space mods to make up for the lack of slots.

Limited range on torps requires either taking up yet another mid slot with a propulsion mod, or requires a lot of isk investment and SP investment in order to maximize torpedo range, which includes t2 range rigs, and this is still barely just enough for lvl 4 missions.

Limited cap making the fitting of stable tanks extremely difficult and requiring a lot of slots towards cap. It also can't be done because your rig slots are dedicated to range. So, in order to fit a cap stable tank, you'd lose a ton of dps, range, and effective dps.

Now, I'm not sure which individual weaknesses the other marauders have cause I haven't flown them, but I can say when you're flying the golem it's personal weaknesses shine very bright in every mission of any type.
hmskrecik
TransMine Group
Gluten Free Cartel
#30 - 2012-09-18 09:20:14 UTC
Danel Tosh wrote:
the Kronos Fails cause it uses railguns

You've lost me on this one. What's wrong with 850+ DPS at 35-45 km? Not counting sentries.
Ryshca
Viziam
Amarr Empire
#31 - 2012-09-18 10:20:52 UTC  |  Edited by: Ryshca
People complain that the torpedos have too little range, but did you notice that all other marauders have about the same range?
First it is with t1 close range ammo, second is with t2 range ammo:
Paladin Pulse Laser: 15,0 km +10,0 km 482 dps, _45km + 10km 452 dps
Kronos Ion Blaster:__ 3,8 km + 10,0 km 553 dps, 11 km + 14km 507 dps
Vargur 800mm ac:__ 3,0 km + 36,0 km 462 dps, _6 km + 54km 423 dps
Golem Torpedos: __________ 30,4 km 499 dps, ______ 45km 449 dps
(no moduels fitted, all lvl5)

Looks fine for me, can someone explain what is wrong with the torps? Note that you can always change the dmg type to the one you need, an advantage you should consider.
If you want to have higher range with the Golem just take cruise missiles, same as with gun marauders, if you want higher range take long range guns.
If you want to use torps in a golem for max damage, fit a mwd to get into range. The only drawback the Golem has, is that there is no module to increase the range of missiles.

edit: CCP just announced that tracking **** will affect missile flight time aswell, so i see no valid point in whining about torp range anymore, please correct me if i am missing a point. Also heavy missile are nerfed, means tengus etc. will lose they superiority in PVE.
Nnamuachs
Kiith Paktu
Reeloaded.
#32 - 2012-09-18 13:00:21 UTC
I'm not sure what the issue here is either.

First i've seen mention of needing a deadspace shield booster on the golem. This isnt necessarily true, however it does help, however another post farther down goes on to state that even with deadspace its not quite workable. I have a mission golem with a medium deadspace shield booster that perma-tanks (so long as there are no neuts) around 1100 omni dps. rigged to fire javelins up to 60km with 3 of the lows being ballistics, seems to run all missions just fine (with the exception of some of the super heavy ecm guristas missions).

As for the paladin, i've never been much of a mission runner with that ship, however that thing can be one mean beast for PvP when fit properly, additionally, it makes for great bait when ratting. Wasted quite a few ships who just assume the thing is PvE fit.

Kronos and Vargur can be straight up PvP beasts as well (of course excluding the presence of ECM, but ECM is generally a problem for any ship in most circumstances).

I guess i'm really curious as to the actual problems with these ships. If you want to make them work you can, but they won't always work for all scenarios. (i've also observed PvP golems wasting small fleets almost singlehandedly)
Lord Ryan
True Xero
#33 - 2012-09-18 15:33:02 UTC
Haven't read all replies, but I and have flown all 4. In order of preference.

Worth using:

1. Vargur. Works as well as the mach. Whatever it loses in DPS it makes up for in tank and salvage. It does amazing DPS anyways. Used in Minmatar and Amarr Lvl 4s, maybe the other 2 I can't remember.

2. Golem. Bareily use the shield booster nice tank. Good DPS on larger ships. Used in Gallente Lvl 4s.

3. Paladin. Works well all around. Good DPS at medium range(pulse). Used in Amarr and Caldari Lvl 4s.

Not worth using:

4. Kronos. Looks good. That's it, it's pure shat! Used on Gallente, Amarr and Minmatar Lvl 4s. Sensor strength sucks on all 4.

Forever to lock and perma jammed if you go against caldari.

Do not assume anything above this line was typed by me. Nerf the Truth, it's inconvenient.

Alx Warlord
The Scope
Gallente Federation
#34 - 2012-09-18 15:35:31 UTC
probably ccp will work on marauders soon (TM). just let them finish the t1 ship balancing.... and the POS overhaul... and some more bug fixes...
HELLBOUNDMAN
Aliastra
Gallente Federation
#35 - 2012-09-18 16:15:52 UTC
Ryshca wrote:
People complain that the torpedos have too little range, but did you notice that all other marauders have about the same range?
First it is with t1 close range ammo, second is with t2 range ammo:
Paladin Pulse Laser: 15,0 km +10,0 km 482 dps, _45km + 10km 452 dps
Kronos Ion Blaster:__ 3,8 km + 10,0 km 553 dps, 11 km + 14km 507 dps
Vargur 800mm ac:__ 3,0 km + 36,0 km 462 dps, _6 km + 54km 423 dps
Golem Torpedos: __________ 30,4 km 499 dps, ______ 45km 449 dps
(no moduels fitted, all lvl5)



uhh, not sure what you're using, but I'm getting way different numbers all skills V


Paladin
Mega Pulse Laser II
Conflagration - 618 dps @ 15+10
Scortch - 442 dps @ 45+10

Vargur
800mm Repeating Artillery II
Hail - 593 @ 3+27
Barrage - 423 @ 6+54

Kronos
425mm Railgun II
Javelin - 467 @ 18+30
Spike - 267 @ 130+30

Golem
Torpedo Launcher II
Rage - 639 @ 27
Javelin - 449 @ 45.6

Now, the max range of any NPC's orbit that I have ever seen in a lvl 4 mission is 51 km.

Paladin has 55, Vargur has 60, Kronos has 48 and 160, golem has 45.6.
However, missiles have acceleration time, so it's more like 41 km for the golem max range.

This means the Golem is the only Marauder that requires range rigs on top of max skills in order to reach npc max orbit range.
With both rigs slots fitted with t2 range rigs, then it get about 56km after missile acceleration.

This means that the Golem loses the use of the rig slots for anything else. This means is suffers in either cap, tank, dps, or whatever else you might want to fit while the other Marauders maintain this capability.
Ryshca
Viziam
Amarr Empire
#36 - 2012-09-18 22:28:31 UTC  |  Edited by: Ryshca
HELLBOUNDMAN wrote:

uhh, not sure what you're using, but I'm getting way different numbers all skills V


Paladin
Mega Pulse Laser II
Conflagration - 618 dps @ 15+10
Scortch - 442 dps @ 45+10

Vargur
800mm Repeating Artillery II
Hail - 593 @ 3+27
Barrage - 423 @ 6+54

Kronos
425mm Railgun II
Javelin - 467 @ 18+30
Spike - 267 @ 130+30

Golem
Torpedo Launcher II
Rage - 639 @ 27
Javelin - 449 @ 45.6

Now, the max range of any NPC's orbit that I have ever seen in a lvl 4 mission is 51 km.

Paladin has 55, Vargur has 60, Kronos has 48 and 160, golem has 45.6.
However, missiles have acceleration time, so it's more like 41 km for the golem max range.

This means the Golem is the only Marauder that requires range rigs on top of max skills in order to reach npc max orbit range.
With both rigs slots fitted with t2 range rigs, then it get about 56km after missile acceleration.

This means that the Golem loses the use of the rig slots for anything else. This means is suffers in either cap, tank, dps, or whatever else you might want to fit while the other Marauders maintain this capability.


I used t1 close range ammo as i was too lazy to change it and it is only important to compare it with the other ships, not with long range.
You used for the Kronos railguns, which are long range weapons, where i used only close range weapons. Guess you used railguns because of your mentioned max 51km orbiting range of npcs, where only rails and no blasters can hit them.

The Golem might have problem with hitting targets which orbit at max range, but the gun boats suffer dps when coming into falloff range and dont always hit, while missilse do always the same damage if they hit. So make sure you are in range or use cruise missile like you changed the short range guns to long range guns on the Kronos. If you don't like how missiles work and think guns are better, then just use guns. Just note that you can always switch the damage type when using missiles which is a huge advantage for pve.
Daniel Plain
Doomheim
#37 - 2012-09-18 22:44:09 UTC
hmskrecik wrote:
Danel Tosh wrote:
the Kronos Fails cause it uses railguns

You've lost me on this one. What's wrong with 850+ DPS at 35-45 km? Not counting sentries.


the fact that a nightmare can get 1100+ out to 50km.

I should buy an Ishtar.

HELLBOUNDMAN
Aliastra
Gallente Federation
#38 - 2012-09-18 23:50:55 UTC
Ryshca wrote:
missiles do always the same damage if they hit.


This is not true.

Test it yourself. It is much more effective to hit an approaching frig with missiles than it is to try and hit an orbitting frig with missiles.
This is due to the fact the when they're approaching you, the missile blows up in front of them and they're forced to fly into the explosion, where as if you shoot and orbitting frig, the missile will explode behind the target meaning he's flying away from the explosion and this actually effects dps quite a bit on all missiles.

Quote:
So make sure you are in range or use cruise missile like you changed the short range guns to long range guns on the Kronos. If you don't like how missiles work and think guns are better, then just use guns. Just note that you can always switch the damage type when using missiles which is a huge advantage for pve.


Changing the golem from torps to cruise is a significant hit on dps.

Like I said, torps do
Rage - 639
Javelin - 449

Where as cruise do
fury - 349
Precision - 236.

So cruise missiles do less than half the dps at all skills lvl 5 than even the kronos with rail guns.

Now, cruise missiles also have the same disadvantages that torps have in that they have massive explosion radius'.

So, you would still require just as many target painters, and it would probably be smart to use your rigs to reduce explosion radius and buff explosion velocity.


The point is that cruise missiles suck all around. The only advantage they give you over torps is much longer range, but at a massive loss in dps and no increase in effectiveness.
Veryez
Hidden Agenda
Deep Space Engineering
#39 - 2012-09-19 00:04:59 UTC
I've used them all w/lvl 5 skills at times, imo the golem is the worst because of 2 things, cycle time on painters and the need to fit 3 of them and the tiny range on torps, thus restricting you to range rigs. Perhaps the latter will be changed when they change TE/TC's (but I wouldn't hold my breath), but painters remain the problem. When painters first came out their bonuses were much larger, CCP felt this was op and nerfed them into the useless level we have now - and have never looked back. They remain CCP's joke (i.e. the joke's on you for using them) even their names - (P.W.N., P.W.N.D., P.W.N.T., P.W.N.A.G.E.) are part of the joke.

They need a 4 second cycle time and their bonuses need to be significantly buffed (or change the ship bonus to 15% per level for all ships w/a TP bonus).
HELLBOUNDMAN
Aliastra
Gallente Federation
#40 - 2012-09-19 00:32:25 UTC
Veryez wrote:
I've used them all w/lvl 5 skills at times, imo the golem is the worst because of 2 things, cycle time on painters and the need to fit 3 of them and the tiny range on torps, thus restricting you to range rigs. Perhaps the latter will be changed when they change TE/TC's (but I wouldn't hold my breath), but painters remain the problem. When painters first came out their bonuses were much larger, CCP felt this was op and nerfed them into the useless level we have now - and have never looked back. They remain CCP's joke (i.e. the joke's on you for using them) even their names - (P.W.N., P.W.N.D., P.W.N.T., P.W.N.A.G.E.) are part of the joke.

They need a 4 second cycle time and their bonuses need to be significantly buffed (or change the ship bonus to 15% per level for all ships w/a TP bonus).



agreed on the target painter cycle time reducion, as long as the cap usage is reduced by the same value.

Same with the TP bonus on the golem.


However, I do enjoy that the acronym of my target painters are P.W.N.A.G.E.