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Marauders buffs

Author
Mole Guy
Bob's Bait and Tackle
#61 - 2013-04-04 15:13:27 UTC
Deerin wrote:
Didn't read all the pages but I've seen one suggestion popping up frequently

Quote:

Buff ECM strength


The moment you do this, the whole BS warfare will change. BS's with T2 resist line will be nigh unbreakable in a pvp environment with logistics. The only reason they are not being used en-masse for pvp is their low sensor str, and it should stand that way for a good reason.

So, please don't.




i dunno about this. we've seen carriers melt under the alpha of maelstroms and nado's in null sec. i know my carrier can have a pretty stout tank and they were melting them in seconds.

as i stated in another post, i dont think they need the sacrilege resists, but the abso would be nice. a little lower, and less base armor/weight. more speed and maybe a burner bonus or something.
Ager Agemo
Rainbow Ponies Incorporated
#62 - 2013-04-04 15:28:32 UTC
androch wrote:
supernova ranger wrote:
So I can finally fly Marauders but won't even buy one cause they are useless. Their role to mission and salvage is over with a noctis present and their firepower is less then that of their pirate counterparts while being just as expensive.

I'd like to see the Marauders kept in play but used more effectively where noctises can't go. I think by giving them bonuses to target spectrum breakers, +warp core stabilization, and the re-target lock time reduced for de-cloaking would be a good starting place to see them move into lowsec to do missions.




so its not enough being tanked beyond any other sub capital ship in the game with the added ability of cherry picking wrecks if youre alone? or the fact that it puts out as much dps as your favorite pirate battleships, only thing that needs a buff to make it better would be to get rid of its abyssmal scan resolution

the hell? marauders have one of the weakest tanks in game compared to basically everything. any tier 3 battleship, half the tier 2, and any faction or pirate battleship will have more tank than a marauder.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#63 - 2013-04-04 15:51:20 UTC
Ager Agemo wrote:
the hell? marauders have one of the weakest tanks in game compared to basically everything. any tier 3 battleship, half the tier 2, and any faction or pirate battleship will have more tank than a marauder.

EHP yes, Resists no.
fukier
Gallente Federation
#64 - 2013-04-04 16:22:57 UTC
only bonus i would like added to the ship is a scan probe bonus...
At the end of the game both the pawn and the Queen go in the same box.
Mole Guy
Bob's Bait and Tackle
#65 - 2013-04-04 17:42:37 UTC
Hakan MacTrew wrote:
Ager Agemo wrote:
the hell? marauders have one of the weakest tanks in game compared to basically everything. any tier 3 battleship, half the tier 2, and any faction or pirate battleship will have more tank than a marauder.

EHP yes, Resists no.



we have had this discussion hakam.
whats the difference between giving a ship 10k armor with 20% resists and giving a ship 6k armor and xx% resists if the EHP is the same? one needs to heal alot more than the other, but they have the same survivability.
i am NOT saying keep the same ammount of armor, quite the opposite. same EHP tho.


i forgot a huge factor, tht huge azz sig radius. its the same hull as an apoc, why the 500m sig radius? it doesnt have electronics to justify the extra sig, it has it to gimp it further. so whats the point in having extra armor if you get hit accidentally by a stay bullet shot at your friend because you happened to be so damn big?
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#66 - 2013-04-04 18:43:21 UTC
Deerin wrote:
Didn't read all the pages but I've seen one suggestion popping up frequently

Quote:

Buff ECM strength


The moment you do this, the whole BS warfare will change. BS's with T2 resist line will be nigh unbreakable in a pvp environment with logistics. The only reason they are not being used en-masse for pvp is their low sensor str, and it should stand that way for a good reason.

So, please don't.

Unbreakable? They're not really any tankier than T1 Battleships when it comes to buffer fits. Abaddon has loads more ehp than a Paladin when both are using 2x plates, eamn and dc2. The Abaddon has both more hit points, and higher resists. I've not seen people whining about the Abaddon being unbreakable in PvP. Ofcourse the Abaddon has the 5% resist bonus, so lets look at an Armageddon instead, it has an extra low which you could chuck an adaptive nano plate in (iirc you usually run out of cpu otherwise?) and that also has more ehp than the Paladin.
Also - BS get melted by Blap Dreads. Sensor Strength isn't going to save you there. They're also unlikely to have more tank than T3s and Command Ships.

The Marauders are only tanky when you are talking active tanking. Even then they aren't *that* great.

I'm going to jump to the conclusion that you haven't actually looked at the resist profiles of the Marauders to notice they aren't up to normal T2 levels that HACs and co have. They're closer to T1 levels.
Mole Guy
Bob's Bait and Tackle
#67 - 2013-04-04 19:01:26 UTC  |  Edited by: Mole Guy
Mr Floydy wrote:
Deerin wrote:
Didn't read all the pages but I've seen one suggestion popping up frequently

Quote:

Buff ECM strength


The moment you do this, the whole BS warfare will change. BS's with T2 resist line will be nigh unbreakable in a pvp environment with logistics. The only reason they are not being used en-masse for pvp is their low sensor str, and it should stand that way for a good reason.

So, please don't.

Unbreakable? They're not really any tankier than T1 Battleships when it comes to buffer fits. Abaddon has loads more ehp than a Paladin when both are using 2x plates, eamn and dc2. The Abaddon has both more hit points, and higher resists. I've not seen people whining about the Abaddon being unbreakable in PvP. Ofcourse the Abaddon has the 5% resist bonus, so lets look at an Armageddon instead, it has an extra low which you could chuck an adaptive nano plate in (iirc you usually run out of cpu otherwise?) and that also has more ehp than the Paladin.
Also - BS get melted by Blap Dreads. Sensor Strength isn't going to save you there. They're also unlikely to have more tank than T3s and Command Ships.

The Marauders are only tanky when you are talking active tanking. Even then they aren't *that* great.

I'm going to jump to the conclusion that you haven't actually looked at the resist profiles of the Marauders to notice they aren't up to normal T2 levels that HACs and co have. They're closer to T1 levels.



FINALLY! someone with some reasoning skills.
the abby had 8 mega pulse II's-same as the paly (4x2)
lots of armor-same as paly
+5% bonus to damage-same as paly
descent radar strength- paly has 1/2 of this
damn good resists-paly is WAY lower

so, the paladin gets 1/2 as many guns with no cap bonus, so this is like shooting 8 guns with 50% bonus to cap. so it saves there where as the abby burns through cap.

the paly has a HEFTY price tag-the abby is 1/4 the price

ok..ooo000oo the paly gets a tractor bonus...thats a game breaker

for a ship that takes bs 5 to train and then a rank 5 in a 10x skill to get the same damage bonus as a t1 ship, then still have less than 50% of the resists and all other things being the same?
the paladin is less of a ship than an abaddon, has a 4x price tag, 10x training multiplier once you MAX OUT the aby skill.
give it the aby resists, give it the 4 x2 weapons (they will still be = in power at this point)
then give it scan bonuses (another game breaker) and a few of the things mentioned above and it would be a fun ship.
i have been involved with melting abaddons its NOT that difficult.

i also mentioned, reducing the paladins base armor value in favor of resists (same EHP), and giving it a speed bonus to make it just right for quick strikes. skirmish warfare (hit and run). get in, pop a few ships, get out...not the "stand and deliever" mentality.

when compared side by side to the abaddon, the paladin falls short. those who think those resists will just be too much are just being pig headed and trolling.
Drake Doe
88Th Tax Haven
#68 - 2013-04-04 19:42:34 UTC
To make them a lot more viable tank wise I think the tractor beam bonus should become a resist bonus so they can actually field a pvp and pve ready tank that's better than any othet subcap.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Ristlin Wakefield
Viziam
Amarr Empire
#69 - 2013-04-04 20:10:03 UTC
supernova ranger wrote:
So I can finally fly Marauders but won't even buy one cause they are useless. Their role to mission and salvage is over with a noctis present and their firepower is less then that of their pirate counterparts while being just as expensive.

I'd like to see the Marauders kept in play but used more effectively where noctises can't go. I think by giving them bonuses to target spectrum breakers, +warp core stabilization, and the re-target lock time reduced for de-cloaking would be a good starting place to see them move into lowsec to do missions.


You clearly have never seen two Paladins in action... Marauders aren't perfect, but they sure are amazing ships for PVE.

I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license.

marVLs
#70 - 2013-04-04 20:58:18 UTC
Ristlin Wakefield wrote:

You clearly have never seen two Paladins in action... Marauders aren't perfect, but they sure are amazing ships for PVE.


No they aren't.
Ok vargur is really awesome, but why using it when there's even more awesome mach?
Paladin? It's very good but why using it when there's Nightmare?
Kronos? Still Vindi is better
Golem? It's just bad, even RNI is better for missioning

Problem is that Marauders are T2 ships, that means they're specialized (in that case for missioning/PVE) that's why they don't and shouldn't have better buffer than T1 BS's, but now pirate and sometimes even navy T1 BS's are better for this.

I think Marauders should be ultimate PVE ship's, pirate BS's should be for ultimate PVP/anti capital (like Bhal), and navy just better overall from T1 but not better from T2 in what's it's designed for.

Scanning bonus for BS's is awesome, but this should be implemented in new T2 or even T3 (but different concept than cruisers) line, Battleships that are fast, agile.
Mole Guy
Bob's Bait and Tackle
#71 - 2013-04-04 21:39:14 UTC
a marauder should be fast and agil...its designed to go into deep enemy lines and wreak havoc.


i think the marauder is the perfect platform to introduce this. you would see atleast 1 in every plex, wh, or anywhere else scanning is needed. thats EXACTLY what this ship is for...all in 1 pve ship. find it, kill it, loot it, salvage it, move on.
we need 1 ship we can go into wh space with. not have to erect a pos, bring in a probe ship, bring in a marauder, scan the site down and bm it, then switch ships to fight. this would eleminate the need for poses for the average person who goes in. and having to tote multiple ships and worry when you eject that someone might find your boat while u are fighting rats.

never have to leave, u scan, fight, pillage, plunder, and head onto the next wm with all the loot in that phat belly of theirs.

and 2 paladins working together would be nice. i have wanted to run a paly group for a while just to see the ammount of reps in a given situation. all the damage and can STILL run 2 remote reppers and something else?

a scan bonus and better sensor str would fix em for now until they get reworked...
Omnathious Deninard
University of Caille
Gallente Federation
#72 - 2013-04-04 23:09:27 UTC
The Cambridge Dictionary wrote:

Marauder - a person or animal that goes from one place to another looking for people to kill or things to steal or destroy.

It would be nice to see them actually be compatible with there definition.
The damage bounus works well, as does the tractor beam bonus, they could use some scanning help (either by a bonus to scanning or a reduction to the CPU needs for expanded probe launchers)
There sensor strength is way to low needs a nice buff, as with there scan res.

If you don't follow the rules, neither will I.

supernova ranger
The End of Eternity
#73 - 2013-04-05 01:52:53 UTC
A Marauder should be able to run away from a full squad but not destroy them... They should be able to tank I'd say at least 3 tackle frigates and 2 battle cruisers (not talking about glass cannons) for about 5 to 10min before going pop all the while not being able to fight back if so much as one griffin is on the field. So relatively safe to engage but really squirmy to catch with all of its evasion bonuses and warp stab+.

Should be seeing the separation of pve and pvp jamming or something to it's equivalent. Like normalizing its sensor strength but make all the ecm boats have a massive bonus against marauders.
StrongSmartSexy
Phenix Revolution
#74 - 2013-04-05 04:44:46 UTC  |  Edited by: StrongSmartSexy
Marauders do not get the full base T2 racial resists that Assault ships, Heavy assault ships, Recon ships etc. enjoy.
Those classes get +75% and +50% (multiplicative) to their primary and secondary racial resists respectively while Marauders only get +25% and +12.5%.

I propose that Marauders lose the 7.5% local rep bonus in exchange for full T2 resists.
This would give it the same uniform efficiency in active tanks but would also give them better performance with remote rep and buffer tanks which would allow them to compete with pirate battleship choices for PvP.
PavlikX
Scan Stakan
HOLD MY PROBS
#75 - 2013-04-05 07:27:21 UTC
Well, i am damn glad to see so much perfect ideas. We (marauder's pilots) are loyal EVE players (this vessels demands so long time skills,) and CCP must hear our voices.
My thoughts:
First of all i complleetly agree that snsor weakness must be removed, all marauders must have posibility to fit any types of their racial weapons without wasting upgrades on CPU/PG, more EHP and tank then T1 BS, more drone posibilities, probably +1 to each slot group.
Here is one more aspect - pirat BS have one more advantage in comparison with marauders - more rigs. Personnaly i think that CCP must allow all T2 ships to fit 3 rigs. Old idea "T2 ships are specialized, they have two bonus skills instead of single bonus skill of T1 ship, so T2 will be overpowered" does not workanymore. T3 ships have 6 bonus skills and 3 rig slots.

It's obviously ridiculous situatation - you must spend much more time to train this ships in comparison with pirat BSs and for what? CCP ruined clear PVE role of marauders bringing Noctis in to the game.

Now the main question - what next? My opinion that marauders must be suitable in PvP. Then it will be a good PvE exploration/mission running ship not only in high secs, but in places like Wh, low and null secs.
Personnaly i've experience with Palladin only,but after it's destruction from offwar Machariel i've changed my mission boat to Navy armagedon. It is fitted with beams and drones, total DPS much higher, f...ing NPC EWAR is not so important. And what for i spend my skill points from old learning skills (i've chnged my learnings sp on the marauder skill)?
Personnly i want to see this Palladin
- +1 to low, medium and rig slots
- adding +2 warp strenght
- increase basic armor resists or change armor rep bonus to the 7,5 % per level to all resists
- adding pg, cpu, drone bay and drone bandwidht points

Also, another marauders needed to each race (hurrah to the black torpedo abadon!)
Gabriel Karade
Coreli Corporation
Pandemic Legion
#76 - 2013-04-05 08:07:12 UTC  |  Edited by: Gabriel Karade
Omnathious Deninard wrote:
The Cambridge Dictionary wrote:

Marauder - a person or animal that goes from one place to another looking for people to kill or things to steal or destroy.

It would be nice to see them actually be compatible with there definition.
The damage bounus works well, as does the tractor beam bonus, they could use some scanning help (either by a bonus to scanning or a reduction to the CPU needs for expanded probe launchers)
There sensor strength is way to low needs a nice buff, as with there scan res.
Bonus to hacking offline/damaged control towers Cool












j/k

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Bi-Mi Lansatha
The Scope
Gallente Federation
#77 - 2013-04-05 09:39:28 UTC
SehrGute wrote:

NO NO NO, don't touch the 5% explosion velocity, combined with target painters, torps are a deadly and viable weapon against cruisers and up. And a torp golem (with drones) can do 1300-1400 dps. so it does not in any way need a DPS boost. but it need some boost, it is by fare not a marauder by definition. and has been rendered useless by noctis.

I don't know where I would start to fix the golem, because it is a really good ship, the problem is other ships have made it useless. but if I could have it my way, even more explosion velocity and target painter bonus, or/and increase sensor strength, or/and another rig/med slot, and/or more PG, it is almost impossible to have a torp golem with cap booster, AB and shield booster.
How about this?

Caldari Battleship Skill Bonus: 15% bonus to torpedo velocity, 7.5% bonus to torpedo explosion velocity, 7.5% decreased factor of torpedo signature radius per level of skill per level

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

Role Bonus: 100% bonus to torpedo damage, 50% reduction in afterburner capacitor needs


Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#78 - 2013-04-05 09:55:54 UTC
I think a lot of people are looking at Marauders from many different angles, with no clear view of where we want them to be.

Marauders are primarily a PvE ship. It has some great bonuses and some funky abilities. That's ok.
Also, what role is it supposed to fill? It's description states that its basically a lone wolf, operating for extended periods behind enemy lines, wreeking havoc and destruction. But it doesn't. Many other ships fill this role much better, and as a T2 ship which specialises in this field, nothing should outshine it in its designated role.

But it's not viable as a PvP ship. That just doesn't seem right. I still believe that PvE should be a reflection of PvP. It's what this game is about after all. But I digress. We all agree that their failure as a PvP ships is due to the combination of relatively low EHP and its ridiculously low sensor strength. They also have a seriously low Scan Res, whihc for a solo ship that needs to react to situations with haste, seems fairly counter intuitive. The real problem here though is that in order to raise EHP, (be it resists, base HP or a combination of the two,) sensor strength and scan res we have to lose something.

Again, this all comes down to one thing. What role is this ship filling? What sort of PvE is this ship aimed at?

That is the first question to ask when looking to rebalance these ships. Not, "How do we make it a better fleet ship?" or "How can we make it tank better?"
Ryuu Shi
School of Applied Knowledge
Caldari State
#79 - 2013-04-05 11:18:04 UTC
With the huge skill sink that a marauder needs, it should be the 'go between' a sub cap battleship and capital ships.
Considering it is meant to be a 'lone-wolf' as some people have mentioned it should, in theory, be able to hold its own long enough to cyno in support, tank and dps anything it comes across.

I say increase the drone bay, sensor strength, EHP and resistance but remove the TP bonus and add 7.5% decrease per marauder level to cyno cycle and have jump drives plus a fuel bay like a black OPS/Titans as an optional skill on the class*. Increase the size of the ship to reflect it's 'status' and make it's mass greater to reflect it so that it's alignment time take a little longer.

This way it can fulfill the 'Juggernaut' roll for subcaps and something to train if you are looking into Capitals in the near future.

Now it isn't a replacement to black ops just because of the jump drive (this is an optional ability) because this class is NOT going to warp around

*not a pre-requisite to learning the skill book.

Just my thought on make the class more unique tis all.. don't flame me!Sad

_**Noob **_isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.

  • Sun Tzu
Johnson Oramara
Science and Trade Institute
Caldari State
#80 - 2013-04-05 12:18:57 UTC
Mr Floydy wrote:
Deerin wrote:
Didn't read all the pages but I've seen one suggestion popping up frequently

Quote:

Buff ECM strength


The moment you do this, the whole BS warfare will change. BS's with T2 resist line will be nigh unbreakable in a pvp environment with logistics. The only reason they are not being used en-masse for pvp is their low sensor str, and it should stand that way for a good reason.

So, please don't.

Unbreakable? They're not really any tankier than T1 Battleships when it comes to buffer fits. Abaddon has loads more ehp than a Paladin when both are using 2x plates, eamn and dc2. The Abaddon has both more hit points, and higher resists. I've not seen people whining about the Abaddon being unbreakable in PvP. Ofcourse the Abaddon has the 5% resist bonus, so lets look at an Armageddon instead, it has an extra low which you could chuck an adaptive nano plate in (iirc you usually run out of cpu otherwise?) and that also has more ehp than the Paladin.
Also - BS get melted by Blap Dreads. Sensor Strength isn't going to save you there. They're also unlikely to have more tank than T3s and Command Ships.

The Marauders are only tanky when you are talking active tanking. Even then they aren't *that* great.

I'm going to jump to the conclusion that you haven't actually looked at the resist profiles of the Marauders to notice they aren't up to normal T2 levels that HACs and co have. They're closer to T1 levels.

And of course i'll keep shooting the "unbreakable" BS that is being repped instead of the logis... Ugh