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Player Features and Ideas Discussion

 
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For the Love of Marauders

Author
kerradeph
Aliastra
Gallente Federation
#61 - 2012-09-22 07:02:29 UTC
that post of mine seems to be the killer of marauder threads.
HELLBOUNDMAN
Aliastra
Gallente Federation
#62 - 2012-09-22 07:29:06 UTC
kerradeph wrote:
that post of mine seems to be the killer of marauder threads.



lol
kerradeph
Aliastra
Gallente Federation
#63 - 2012-09-22 08:00:44 UTC
yeah, if that post kills this thread, it'll be the 3rd or 4th marauder thread it's killed.
HELLBOUNDMAN
Aliastra
Gallente Federation
#64 - 2012-09-22 08:36:58 UTC
kerradeph wrote:
yeah, if that post kills this thread, it'll be the 3rd or 4th marauder thread it's killed.


lol

Well, at least in this thread we established a new possible marauder bonus.

That was the removal of salvage/tractor bonuses and the implementation of secondary small weapon bonuses for taking out frigs.
kerradeph
Aliastra
Gallente Federation
#65 - 2012-09-22 08:57:00 UTC
true, I guess I could add that to my wall of text of doom.
Nagarythe Tinurandir
Einheit X-6
#66 - 2012-09-22 09:21:18 UTC
i kinda like the idea of the mixed weapons (big gun, small launcher or big launcher, small gun). though i think you could go in more depth there. making kronos, vargur and pala in principle the same (big gun, small launcher) would be boring.

i'd like to suggest making the racial flavors more pronounced. at the same time it still must be possible for a careless marauder pilot to get cought by a tackler, so the anti-frig weapons should not reach outside of scram range.

golem

large launcher and a bonus implying the use of small blaster. no drones.

paladin

large laser and rocket damage. no drones

kronos

large hybrids and small scout drone damage. at the same time maybe make the drone bay bigger so it could hold all the different flights of drones.
i know this goes against "not hitting past scram range" but you can kill drones, there somewhat kitable for fast tackler frigs and kronos is shooting with either blaster (short range) or rails (bad tracking and rails XD)

a completly different approach: give kronos bonusses for large drone dmg, speed and hp and the same small hybrid bonus the golem would get.


vargur

here i don't know. i do not have the feeling vargur needs any help with frigs (personal experience). as long as they are >14km away you can pulverise them with the autocannons. for the rest small drones is all you really need for the 2 or three which were fast enough to survive the approach. maybe a small speed bonus? it helps prolong the approach of frigs. drone bay and bandwidth for one flight of small scout drones.


i absolutly dont like the ewar resistances, i will just get abused in pvp. the proposed changes in general seem borderline op to me ^^, so some distinct weaknesses should stay.
additionally the active tanking bonus should stay at least on the vargur and the kronos, without the resistance bonus, but this may be my personal taste.


HELLBOUNDMAN
Aliastra
Gallente Federation
#67 - 2012-09-22 13:46:29 UTC
Nagarythe Tinurandir wrote:
i kinda like the idea of the mixed weapons (big gun, small launcher or big launcher, small gun). though i think you could go in more depth there. making kronos, vargur and pala in principle the same (big gun, small launcher) would be boring.

i'd like to suggest making the racial flavors more pronounced. at the same time it still must be possible for a careless marauder pilot to get cought by a tackler, so the anti-frig weapons should not reach outside of scram range.

golem

large launcher and a bonus implying the use of small blaster. no drones.

paladin

large laser and rocket damage. no drones

kronos

large hybrids and small scout drone damage. at the same time maybe make the drone bay bigger so it could hold all the different flights of drones.
i know this goes against "not hitting past scram range" but you can kill drones, there somewhat kitable for fast tackler frigs and kronos is shooting with either blaster (short range) or rails (bad tracking and rails XD)

a completly different approach: give kronos bonusses for large drone dmg, speed and hp and the same small hybrid bonus the golem would get.


vargur

here i don't know. i do not have the feeling vargur needs any help with frigs (personal experience). as long as they are >14km away you can pulverise them with the autocannons. for the rest small drones is all you really need for the 2 or three which were fast enough to survive the approach. maybe a small speed bonus? it helps prolong the approach of frigs. drone bay and bandwidth for one flight of small scout drones.


i absolutly dont like the ewar resistances, i will just get abused in pvp. the proposed changes in general seem borderline op to me ^^, so some distinct weaknesses should stay.
additionally the active tanking bonus should stay at least on the vargur and the kronos, without the resistance bonus, but this may be my personal taste.



I would actually say

golem - large missiles, small hybrid

With the vargur
Perhaps rockets with it as well
Throktar
Deep Core Mining Inc.
#68 - 2012-09-24 06:34:11 UTC
Nagarythe Tinurandir wrote:
i kinda like the idea of the mixed weapons (big gun, small launcher or big launcher, small gun). though i think you could go in more depth there. making kronos, vargur and pala in principle the same (big gun, small launcher) would be boring.

i'd like to suggest making the racial flavors more pronounced. at the same time it still must be possible for a careless marauder pilot to get cought by a tackler, so the anti-frig weapons should not reach outside of scram range.

golem

large launcher and a bonus implying the use of small blaster. no drones.

paladin

large laser and rocket damage. no drones

kronos

large hybrids and small scout drone damage. at the same time maybe make the drone bay bigger so it could hold all the different flights of drones.
i know this goes against "not hitting past scram range" but you can kill drones, there somewhat kitable for fast tackler frigs and kronos is shooting with either blaster (short range) or rails (bad tracking and rails XD)

a completly different approach: give kronos bonusses for large drone dmg, speed and hp and the same small hybrid bonus the golem would get.


vargur

here i don't know. i do not have the feeling vargur needs any help with frigs (personal experience). as long as they are >14km away you can pulverise them with the autocannons. for the rest small drones is all you really need for the 2 or three which were fast enough to survive the approach. maybe a small speed bonus? it helps prolong the approach of frigs. drone bay and bandwidth for one flight of small scout drones.


i absolutly dont like the ewar resistances, i will just get abused in pvp. the proposed changes in general seem borderline op to me ^^, so some distinct weaknesses should stay.
additionally the active tanking bonus should stay at least on the vargur and the kronos, without the resistance bonus, but this may be my personal taste.




The EWAR role bonus would only apply to NPC EWAR. That way pvp would not be affected at all. FW npc's would still aplly the EWAR though. This would just be a great pve boost for the ship that is supposed to be king of that area.
HELLBOUNDMAN
Aliastra
Gallente Federation
#69 - 2012-09-24 06:59:54 UTC  |  Edited by: HELLBOUNDMAN
Throktar wrote:


The EWAR role bonus would only apply to NPC EWAR. That way pvp would not be affected at all. FW npc's would still aplly the EWAR though. This would just be a great pve boost for the ship that is supposed to be king of that area.



Perhaps we could go even further with the npc ewar immunity and establish that each of the factions built a ship specifically to counter pirates in their territory.

So
(only works against npcs)

Golem - Immune to jamming
Paladin - Immune to cap warfare
Kronos - Immune to dampeners
Vargur - Immune to whatever the hell npcs in minmatar space spit out.



So, if you wanted to use a Kronos for missions, it would be best to do so in Gallente space.
Golem in caldari space.
Paladin in amarr space.
and vargur in minmatar space.

It gives them the strengths they need to be highly effective against npcs, but only for their designing faction's territory.
Throktar
Deep Core Mining Inc.
#70 - 2012-09-24 07:05:17 UTC
I like that idea
kerradeph
Aliastra
Gallente Federation
#71 - 2012-09-24 07:22:14 UTC
that's why I suggested a resistance to all NPC E-War though, is that way it's still fair for them to be resistant against all E-War without being blatantly OP. by giving them specific immunities, you're just jamming them into even smaller niches.
Nagarythe Tinurandir
Einheit X-6
#72 - 2012-09-24 08:07:45 UTC
the "official" e-war going on with angels is target painting.
i'm still not sold on this e-war thing. for one it maybe difficult to to create this immunity against e-war coming from NPCs.
secondly does it somewhat restricting where you fly your mission. even in caldari space you have to fly missions against other pirates than guristas.
i used to fly alot of missions in nakugard, which is next hek deep in minmatar space, but only ~1/4 of all missions was against angels. i had to deal more often with serpentis for example. this e-war thing would, in my humble opinion, restrict the marauders only more instead of making them the kings of pve.

this proposed anti-frig weapon bonus would go a long way in this direction and be something pirate faction-bs dont have.
in general, making marauders more appealing comes down to distinguish them from machariel&co.
HELLBOUNDMAN
Aliastra
Gallente Federation
#73 - 2012-09-24 14:04:00 UTC
Nagarythe Tinurandir wrote:
the "official" e-war going on with angels is target painting.
i'm still not sold on this e-war thing. for one it maybe difficult to to create this immunity against e-war coming from NPCs.
secondly does it somewhat restricting where you fly your mission. even in caldari space you have to fly missions against other pirates than guristas.
i used to fly alot of missions in nakugard, which is next hek deep in minmatar space, but only ~1/4 of all missions was against angels. i had to deal more often with serpentis for example. this e-war thing would, in my humble opinion, restrict the marauders only more instead of making them the kings of pve.

this proposed anti-frig weapon bonus would go a long way in this direction and be something pirate faction-bs dont have.
in general, making marauders more appealing comes down to distinguish them from machariel&co.



well, then we go back to Marauders having full npc e-war immunity.

A maraduers are immune to all ewar put out by npcs.
Telinturco
Ministry of War
Amarr Empire
#74 - 2012-09-24 23:34:11 UTC  |  Edited by: Telinturco
I, for one, love the idea of a split Large/Small weapon system on Marauders. This would give them a clear edge over any other ship so far conceived in terms of mission running. Of course, I propose that this bonus be mixed with a FURTHER cut to sensor strength (to the extent that a T1 ewar frig could permajam a Marauder,) just so that they could not be used in PvP in almost any circumstance.

The idea of my Paladin having defensive laser turrets makes me tingly inside. :)

EDIT: To address another point raised that I don't agree with... The reason that resists are subpar on Marauders is a good one: They prevent effective buffer tanks from being used, which takes them out of the running for many PvP roles by default. Assuming that we like the PvP/PvE distinction the way it is (I for one am uneasy with it, but I'll get to that later,) then you would understand why a buff to active tanking would be preferred. That said, I agree with buffing the PG of all Marauders so that an effective tank could actually be fit.

But what if we got rid of the PvE distinction of a Marauder all together...? What if the ability to have a rack of four small guns is what distinguished the new combat class of T2 Battleships? Instead of following the HAC and Assault Ship model of MOAR DPS, they were designed to be solo-feasible Battleships? Would this not fit with their fluff distinctions as "Alone behind enemy lines..." ships?
Ezekiel Hawke
School of Applied Knowledge
Caldari State
#75 - 2012-09-25 02:12:46 UTC
HELLBOUNDMAN wrote:
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.



Uhh. What?!

Direction has NO effect on applied DPS from a missile. Period.

However, when NPC frigs are approaching, their MWDs are on. Sig bloom = more applied DPS. Eve mechanics 101.