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[Marauders] Yes, another "buff me" thread.

Author
Jerick Ludhowe
Internet Tuff Guys
#21 - 2012-11-16 21:25:09 UTC
A significant buff to sensor strength to put them on par with normal BS is a must to start. Further evaluation of bonuses such as 7.5% rep need to be revised and either buffed to 10% per level or turned into another bonus.

Overall they are an extremely long train and should provide good pvp ships. I believe they should be slower, tankier, and slightly lower dps than faction alternatives. The ridiculously gimpy sensor strength is simply unimmersive and overly restricting.
Val'Dore
PlanetCorp InterStellar
#22 - 2012-11-16 21:41:34 UTC
The only thing getting of the way of Marauder PvP for me is the lack of a Caldari Gunship. Tech 2 (and Tier 2) Rokh please.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Zyella Stormborn
Green Seekers
#23 - 2012-11-16 22:30:59 UTC
Sensor Strength

Vargur - 11
Paladin - 12
Kronos - 13
Golem - 14

Skiff - 10
Orca - 15
Impel - 16
Iteron V - 12


...I agree with sensor strength needing a boost. Being behind the front lines in a storyline sense is nice, but being weaker than industrial ships is a bit much, by any stretch of the imagination. Especially when you consider that indy ships (other than maybe the Orca) never have to target anything in combat.

;)

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Captain CarlCosmogasm
Cosmogasm
#24 - 2012-11-17 19:55:17 UTC
Boost sensor strength.

Add a jump drive.
Mole Guy
Bob's Bait and Tackle
#25 - 2012-11-19 05:05:12 UTC
jump drive??? wth?

a solo pve ship needing an alt/corp member to cyno us in?

i dont want anything that needs a 2nd person. now, if i had a bonus that compliments a 2nd person, thats different.
i can do without the sensor bonus, if it had a scan probe bonus.

i know its designed to be a pve ship, but it isnt doing a very good job. make it a normal ship with kewl bonuses and you will see them flying around.
i know i wasted alot of skill points thinking this would be a great ship.
please fix it so i can wipe the dust off my paly and actually use it..=)

8 lows, not 7. let me fit a GREAT tank on it since it doesnt have resists. we need great resists for worm holes.
or put some resists like the hac has and keep the low sensor str. keep the self rep bonus and give it an rr bonus.
kind of a "jack of all trades".

pro-stiff resists, scan bonus, self rep bonus, rr bonus, tractor bonus, salvaging bonus, nothing big of course, just better than stock class but not as good as specialty class like logi or cov ops probing. jack of all trades.

cons, expensive, long training time, EEEEEEEEASILY jammed. slow and bulky..oh wait, its a bs.

Jin alPatar
Entertainment 7wenty
The Burning Contingent Alliance
#26 - 2012-11-19 05:51:18 UTC
Mole Guy wrote:
jump drive??? wth?

a solo pve ship needing an alt/corp member to cyno us in?

i dont want anything that needs a 2nd person. now, if i had a bonus that compliments a 2nd person, thats different.
i can do without the sensor bonus, if it had a scan probe bonus.

i know its designed to be a pve ship, but it isnt doing a very good job. make it a normal ship with kewl bonuses and you will see them flying around.
i know i wasted alot of skill points thinking this would be a great ship.
please fix it so i can wipe the dust off my paly and actually use it..=)

8 lows, not 7. let me fit a GREAT tank on it since it doesnt have resists. we need great resists for worm holes.
or put some resists like the hac has and keep the low sensor str. keep the self rep bonus and give it an rr bonus.
kind of a "jack of all trades".

pro-stiff resists, scan bonus, self rep bonus, rr bonus, tractor bonus, salvaging bonus, nothing big of course, just better than stock class but not as good as specialty class like logi or cov ops probing. jack of all trades.

cons, expensive, long training time, EEEEEEEEASILY jammed. slow and bulky..oh wait, its a bs.




I agree.

Though, thinking of a jump drive in a marauder made me think of missions where the faction agent would cyno you into an unknown system. Could be an interesting mechanic. (though a completely different topic than we're discussing here)
Mole Guy
Bob's Bait and Tackle
#27 - 2012-11-19 17:55:30 UTC
Jin alPatar wrote:




I agree.

Though, thinking of a jump drive in a marauder made me think of missions where the faction agent would cyno you into an unknown system. Could be an interesting mechanic. (though a completely different topic than we're discussing here)
[/quote]


well, i wouldnt mind that if THEY cyno me in and out as long as its not a fail cyno like on the BLOPS.
=)
Joe Risalo
State War Academy
Caldari State
#28 - 2012-11-19 19:55:57 UTC
My suggestion is on creating tier 3, t2 ships.

my theory behind this is that they would be the first ship dedicated specifically designed for wormholes, making really the only ship fitted to do so.

All of them would have resist bonuses.
All of them would have bonuses towards probes and probe launchers.
All of them would have a relatively high sensor strength.
They would also have significantly large hold designed for prolonged durations in WH
(possibly able to fit cloaks with no targetting penatly, but no warping cloaked)

All of them would also be specifically dedicated to cruise missiles.(bare with me, it's just a suggestion.)
The reason for this is due to the superiority missiles have against other weapon types when dealing with sleepers.
However, to counteract the power of strong sensors and cruise missile range/damage, they're limited to damage bonuses specifc to their race.
So,
amarr - em
Gallente - therm
Minmatar - exp
Cald - kin
When facing sleepers the type of damage you do is generally a non-factor, but in pvp can be a limiting factor that would greatly help to balance these ships.

So, just as an example

Group of ships - Plunderers (a suggestion, though not really a bad name)

T2 Rokh (Croc)
Racial bonuses
caldari bs - 5% bonus to cruise missile velocity,
Plunderers - 5% bonus to cruise missile exp radius and velocity per level, 5% bonus to the effectiveness of probes

Role bonuses - % bonus to the damage of kinetic cruise missiles, CPU reduction for probe launchers, and no targetting penalty when using improved cloaking devices(would still retain the velocity penalty)

Slots (same amount of slots as a Rokh, only aranged differently, and minus one rig slot)
6 high
8 mid
5 low
2 rigs
4 launcher hard points

Same drone bay and bw
As well, mostly everything else would stay the same except the cargohold.
We'll saying something like 3000-4000m3 cargohold.

These ships aren't designed to salvage on the go like Marauders, so they would require support in order to do so. However, they're specifally designed for prolonged life in a WH and can withstand a significant amount of punishment from sleepers, and are much less dependant on cap than other bs class ships.

Now, the reason why I didn't give a set damage bonus towards missiles in the role bonus is simple.
I'm not sure if you'd want them to have higher, lower, or equal dps to Marauders.

Now, the gallente boat would have it's bonuses significantly leaning towards drones. It would have a quite large drone bay, and would be able to field 125bw worth of drones. However, that significantly large drone bay would take away from its cargohold.
So, while it may have something like a 700m3 drone bay, it may only have a 2k-3k cargohold.

The Amarr boat would have less focus on drones, but would still have a large drone bay, which is typically the design goal of amarr, however, to set them apart and give them a specialty, they would also have a 10% per level bonus to the velocity of cruise missiles, not only giving them greater range, but faster engagement time as well.

Now, the minmatar boat would have less dps than the rest, but would also have a smaller signature radius, be faster and have more agility, while at the same time also having a larger cargohold.

The reason for the cloak in all cases is specifically a defense mechanism. If someone shows up in the WH they're not willing to fight, then they have the capability of cloaking somewhat in place in order to hide out till they're gone or till reinforcements show up. However, they also have the same theory design as a Buzzard for example, in that they can safely probe for objects while cloaked and relatively safe from harm.

So, you have Caldari with heavy focus on missile damage.
Gallente with heavy focus on drone bay and drone damage.
Amarr with heavy focus on missile range and engagement time.
Minmatar with speed, agility, and capacity.

While they would all be using cruise launchers these differences would set them apart and set a reason for why a player would choose one over another in preference.

To break down the possible slot layout of the other 3 ships

t2 Abaddon (Bishop)
6 high
5 mid
8 low
2 rigs
4 launchers

T2 Hyperion (Gurzil)
6 high
6 mid
7 low
2 rigs
4 launchers

t2 Maelstrom (Tsunami)
6 high
7 mid
6 low
2 rigs
4 launchers

That said, with these changes you would have 1 bs focused on pvp (black ops), 1 bs focused on high sec pve (marauders), and one focused on Wh pve (Plunderer).
Paikis
Vapour Holdings
#29 - 2012-11-19 20:25:07 UTC
Mole Guy wrote:
let me fit a GREAT tank on it since it doesnt have resists. we need great resists for worm holes.


Wot

Marauders already get T2 resist bonuses, what more could you possibly want? you can fit an amazing tank on a Marauder, especially if you use their 3 high slots to spider tank. I have no idea how you're trying to fit yours, but it's almost got to be fail with sentiments like that...
Joe Risalo
State War Academy
Caldari State
#30 - 2012-11-19 20:35:13 UTC
Paikis wrote:
Mole Guy wrote:
let me fit a GREAT tank on it since it doesnt have resists. we need great resists for worm holes.


Wot

Marauders already get T2 resist bonuses, what more could you possibly want? you can fit an amazing tank on a Marauder, especially if you use their 3 high slots to spider tank. I have no idea how you're trying to fit yours, but it's almost got to be fail with sentiments like that...


The problem is that the massive sig radius of Marauders counters any bonuses they receive atm.

I mean, when I was flying a Golem I was already taking a massive amount of damage before the npcs were even at their optimal because Marauders are so easy to hit.

Giving them resists bonuses instead of rep/boost bonuses would greatly help to boost their tanking capabilities in pve.
It would also make them much better at spider tanking as well.
Mole Guy
Bob's Bait and Tackle
#31 - 2012-11-19 21:00:27 UTC
granted, the marauders do get a small resist bonus, but its nothing like the hacs or assault craft.

spider tanking is only as good as the jammed guy next to you.

fail fit? dont make accusations without fact yo, it makes you look silly. they do have descent tanks, but lets see you run one in a class 5 without 5 others there backing you up. the sleipers used to shred my damnation and it had over 150k with dual reppers and all 3 links up maxed out.

we can fit a descent tank..but in big worm holes, you need a solid tank..
what we have now could deffinately benefit from sacrilige or vengenance style resists.
the sig radius is a problem. and with the 3 extra high slots, it makes spider tanking a dream...
but as a solo pve ship, you need a salvager, scanner and tractor beam. plus weapon slots. the web bonus is nice, but the sleiper frigs go so damn fast, 90% is still too hard to hit with mega pulse.

healing alot is not as good as resisting alot. i would much rather resist 10k dps than heal it. 99.99% resist means i loose 1 point of armor for every 10k or damage. much easier to heal with you're taking 50k per second from those stupid bs sleipers.
rr can heal you much easier with descent resists than to actually dish out thousands in reps...

keep the rep bonus, give resist bonuses and we can hang with alot of sleiper damage...
Joe Risalo
State War Academy
Caldari State
#32 - 2012-11-19 21:06:29 UTC
Mole Guy wrote:
granted, the marauders do get a small resist bonus, but its nothing like the hacs or assault craft.

spider tanking is only as good as the jammed guy next to you.

fail fit? dont make accusations without fact yo, it makes you look silly. they do have descent tanks, but lets see you run one in a class 5 without 5 others there backing you up. the sleipers used to shred my damnation and it had over 150k with dual reppers and all 3 links up maxed out.

we can fit a descent tank..but in big worm holes, you need a solid tank..
what we have now could deffinately benefit from sacrilige or vengenance style resists.
the sig radius is a problem. and with the 3 extra high slots, it makes spider tanking a dream...
but as a solo pve ship, you need a salvager, scanner and tractor beam. plus weapon slots. the web bonus is nice, but the sleiper frigs go so damn fast, 90% is still too hard to hit with mega pulse.

healing alot is not as good as resisting alot. i would much rather resist 10k dps than heal it. 99.99% resist means i loose 1 point of armor for every 10k or damage. much easier to heal with you're taking 50k per second from those stupid bs sleipers.
rr can heal you much easier with descent resists than to actually dish out thousands in reps...

keep the rep bonus, give resist bonuses and we can hang with alot of sleiper damage...



I more of a fan towards my idea of taking tier 3 bs's and making them Wh ships.

high resists, use missiles, and carry a lot of ammo. Sure, my design doesn't allow for salvage, but you can bring a buddy or a cloaky transport with a mwd and a salvager, or maybe just bring a noctis and fit a cloak on it while you park it somewhere.

Jin alPatar
Entertainment 7wenty
The Burning Contingent Alliance
#33 - 2012-11-19 21:09:10 UTC
Mole Guy wrote:
granted, the marauders do get a small resist bonus, but its nothing like the hacs or assault craft.


This. I was checking Gallente T2 ships and there are a few different 'levels' of Tech II resists. At the top are Heavy Interdictors & Fleet Command ships. From there it goes down to Field Command & HACS. And at the bottom is the Marauder.

I'd *love* to see resists on par with the fleet command ships (Kronos: 50 / 10 / 51 / 43; EOS 50 / 10 / 84 / 68) but that might be asking too much.

I think the biggest problem for buffing Marauders is that CCP would like to keep them PvE oriented and anything we want would also make them more PvP oriented.

*sigh*

Oh well, that's why they make the big bucks, right?
Joe Risalo
State War Academy
Caldari State
#34 - 2012-11-19 21:15:46 UTC
Jin alPatar wrote:
Mole Guy wrote:
granted, the marauders do get a small resist bonus, but its nothing like the hacs or assault craft.


This. I was checking Gallente T2 ships and there are a few different 'levels' of Tech II resists. At the top are Heavy Interdictors & Fleet Command ships. From there it goes down to Field Command & HACS. And at the bottom is the Marauder.

I'd *love* to see resists on par with the fleet command ships (Kronos: 50 / 10 / 51 / 43; EOS 50 / 10 / 84 / 68) but that might be asking too much.

I think the biggest problem for buffing Marauders is that CCP would like to keep them PvE oriented and anything we want would also make them more PvP oriented.

*sigh*

Oh well, that's why they make the big bucks, right?



Well, at one point myself and other had a discussion about npc ewar immunity.

While this would still allow them to have their weak sensors in pvp, and possibly even reduce them more, it would make them extremely powerful in pve.
This coupled with 150% bonus to tractor beam range
noctis style bonus to salvagers
and higher resists/resist bonus instead of rep/boost bonus

would make them extremely powerful in pve, and they would be the go to ship for pve like they should be.
However, as they sit now, many people prefer to use a standard bs over a marauder simply because of the sensors alone, let alone the other issues.

I'm currently flying a nightmare in pve and it surpasses by tengu that I was flying that had 705 dps at 105km, and i'm not that skilled with it yet. Now, the tengu surpassed the golem that it replaced due to size, mobility, range, and damage application.

these are commonly occuring issues amongst all Marauders.
Paikis
Vapour Holdings
#35 - 2012-11-19 21:37:47 UTC
Mole Guy wrote:
fail fit? dont make accusations without fact yo, it makes you look silly. they do have descent tanks, but lets see you run one in a class 5 without 5 others there backing you up.

we can fit a descent tank..but in big worm holes, you need a solid tank..
what we have now could deffinately benefit from sacrilige or vengenance style resists.
the sig radius is a problem. and with the 3 extra high slots, it makes spider tanking a dream...
but as a solo pve ship, you need a salvager, scanner and tractor beam. plus weapon slots. the web bonus is nice, but the sleiper frigs go so damn fast, 90% is still too hard to hit with mega pulse.


Why on earth would you think that you should be able to solo in c5/6 wormholes? Also, I lived in a c6 wormhole for quite some time. Spider tanking marauders do in fact work just fine.

I don't object to buffing them, but tanking is really not an issue for them.
Joe Risalo
State War Academy
Caldari State
#36 - 2012-11-19 21:52:59 UTC
Paikis wrote:
Mole Guy wrote:
fail fit? dont make accusations without fact yo, it makes you look silly. they do have descent tanks, but lets see you run one in a class 5 without 5 others there backing you up.

we can fit a descent tank..but in big worm holes, you need a solid tank..
what we have now could deffinately benefit from sacrilige or vengenance style resists.
the sig radius is a problem. and with the 3 extra high slots, it makes spider tanking a dream...
but as a solo pve ship, you need a salvager, scanner and tractor beam. plus weapon slots. the web bonus is nice, but the sleiper frigs go so damn fast, 90% is still too hard to hit with mega pulse.


Why on earth would you think that you should be able to solo in c5/6 wormholes? Also, I lived in a c6 wormhole for quite some time. Spider tanking marauders do in fact work just fine.

I don't object to buffing them, but tanking is really not an issue for them.


I believe it is when you're solo at least.

It's not so much tanking, but rather their sig radius' that negate any bonuses you receive from tanking.

If it were resist bonused, then you'd actually be quite a bit more tanky, but rely less on capacitor which is actually quite a big issue for all Marauders including caldari and minmatar because the only way they can have high efficiency is with x-large shield boosters, and with the golem it relies heavily on at least 2 target painters. This leaves 3 slots for resists and a cap booster, and since you MUST have t2 range rigs in both rig slots for a torp golem, then you're left with only your cap booster to compensate cap.

They have low recharge rate, and little room for any type of cap module other than the cap booster.
many players comment that they have large cargoholds, so can carry quite a few cap boosters, but last time I checked those holds were supposed to be for loot and salvage. That's not possible if it's full of boosters.
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