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CCP- what r you guys thinking towards marauders? not finished stats, just general role change

First post First post
Author
Eloquenz
The Scope
Gallente Federation
#141 - 2013-06-27 13:29:56 UTC
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.

:ultra tease:





Will they remain geared towards solo missioning?
MACIEK MIKOSZ
Strike Birds Zero
#142 - 2013-06-27 14:40:01 UTC
Eloquenz wrote:
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.

:ultra tease:





Will they remain geared towards solo missioning?


I Hope So yes
Many of us trained hard to fly them and now what we need its just some small changes
Tiber Ibis
The Paratwa Ka
#143 - 2013-06-27 15:17:58 UTC
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.

:ultra tease:

Ah, I can't wait for the new Marauders.
Ranger 1
Ranger Corp
Vae. Victis.
#144 - 2013-06-27 15:47:10 UTC
CCP Ytterbium wrote:
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.

:ultra tease:


Ok, we'll tell you, it's less early now.

What we currently have planned for them is

You know, sometimes you guys can be real jerks. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Purps
Deep Core Mining Inc.
Caldari State
#145 - 2013-06-27 16:21:10 UTC
Give them Micro Jump Portal Generators, still need a full cyno (Not a cov ops one, that's for BOps), but it only works for a limited number of ships.

Small Gangs marauding around behind enemy lines and might open up low/null to a bit more scrapping.
Kane Fenris
NWP
#146 - 2013-06-27 19:13:20 UTC
Eloquenz wrote:
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.

:ultra tease:



Will they remain geared towards solo missioning?



considering the training time i think its safe to assume the wont be worse at what they do now best,
but that doesnt imply they will have the same focus
kerradeph
Aliastra
Gallente Federation
#147 - 2013-06-30 09:23:57 UTC
Purps wrote:
Give them Micro Jump Portal Generators, still need a full cyno (Not a cov ops one, that's for BOps), but it only works for a limited number of ships.

Small Gangs marauding around behind enemy lines and might open up low/null to a bit more scrapping.

I would prefer that they could have the jump range of a carrier, but only to standard cynos, no covert. possibly go to the extend of making them the ultimate troll ships in that they get something like 2-3 total warp strength, unaffected by interdiction, and carrier range jumps. it would allow them to get around with near impunity, but they would keep the sensor strength they have now, but would get better scan res. when they are jammed, they are jammed, but they will get more chances when the jamming fails.

realistically, I'm not sure what they could do with them that wouldn't completely alter their function or make them painfully OP.
Caleb Seremshur
Commando Guri
Guristas Pirates
#148 - 2013-06-30 10:20:09 UTC
Why on earth do you want them to have cyno capabilities? Maybe if we allow MJD's with a certain script that allow them to lock on to cyno signatures sure but simply providing marauders with cyno powers seem inane.

I've said if before and I'll say it again, Marauders should become the premier combat vessel. If we say that pirate vessels should have the best DPS due to their nature, then marauders should logically have the best tanks for BS class. They already punch quite hard, let them take more than a slap in the face.

IMHO a marauders should be impossible to get sub-100k ehp with t2 fittings of the appropriate type.

Slot layout includes for 5 weapons with double damage bonus, 8 slots in the primary tank, 4 slots in the secondary.

7/8/4 and adjusted where appropriate.

5 weapon highs
8 Tank
4 secondary tank

As marauders already have 400 calibration I won't touch their rig slots.
Funky Lazers
Funk Freakers
#149 - 2013-06-30 11:47:20 UTC
Purps wrote:
Give them Micro Jump Portal Generators, still need a full cyno (Not a cov ops one, that's for BOps), but it only works for a limited number of ships.

Small Gangs marauding around behind enemy lines and might open up low/null to a bit more scrapping.


Lol, yeah, doing missions behind enemy lines. Good stuff.

Since marauders are generally PvE boats they should get PvE bonuses.

Whatever.

chaosgrimm
Synth Tech
#150 - 2013-06-30 12:34:45 UTC  |  Edited by: chaosgrimm
CCP Ytterbium wrote:
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.

:ultra tease:


Ok, we'll tell you, it's less early now.

What we currently have planned for them is

Role bonus: always hits as if in optimal. Able to lock CCP Fozzie and Ytterbium from any location. Big smile
Nagarythe Tinurandir
Einheit X-6
#151 - 2013-06-30 13:43:02 UTC
henceforth, marauder shall have 16 small guns/launcher and be known as super-destroyers and system music changes to the imperial march upon entering of a marauder.

a slightly more serious notion;

- they either retian the PvE-role of marauders and make them better at PvE then pirate-bs (which could get a little more PvP focused in turn)

- make them some form of subcapital capital-destroyer, i don't know mount xl-weapons (rip golem).

- make them higly (bs-style..) mobile, skirmish platforms, directly competing with ACBs (meh) but justifying their name.
imagine things like natively stabbed, obligatory actively tanked glass cannons.



EXIA MIKOSZ
Strike Birds Zero
#152 - 2013-06-30 13:56:51 UTC
PVE = MARAUDERS
PVP = PIRATE BS

CCP for sure will stay at this Route and they will add/change some Stats/bonuses for these ships
chaosgrimm
Synth Tech
#153 - 2013-06-30 15:15:58 UTC
I think they should, in addition to other changes, give them the ability to accept and complete mission remotely
Gabriel Karade
Coreli Corporation
Pandemic Legion
#154 - 2013-06-30 17:52:31 UTC
EXIA MIKOSZ wrote:
PVE = MARAUDERS
PVP = PIRATE BS

CCP for sure will stay at this Route and they will add/change some Stats/bonuses for these ships

I'll be massively disappointed if they do, making Marauders 'PVE ships' was a terrible piece of game design for a sand-box game...

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

Jerick Ludhowe
Internet Tuff Guys
#155 - 2013-06-30 18:45:51 UTC
Gabriel Karade wrote:
EXIA MIKOSZ wrote:
PVE = MARAUDERS
PVP = PIRATE BS

CCP for sure will stay at this Route and they will add/change some Stats/bonuses for these ships

I'll be massively disappointed if they do, making Marauders 'PVE ships' was a terrible piece of game design for a sand-box game...


Aye, design team around that time implemented some rather god awful things...
Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#156 - 2013-06-30 19:17:58 UTC  |  Edited by: Chimpface Holocaust
I'd actually like to see Marauders become a battleship-class Interdictor

Failing that, perhaps they could become more effective sub-cap combat ships by allowing for more diversity between their factional weapon types and by beefing up their tanks a bit

Perhaps also replace the stupid tractor bonus with a rate of use bonus on Micro-Jump Drives

such as - special ability: 20% reduction in activation speed and cooldown time of Micro-jump drives

Paladin

Amarr Battleship skill bonus: 15% reduction to energy weapon capacitor use per level
10% bonus to drone control range per level

Marauders skill Bonus: 10% bonus to armor repairer effectiveness per level
4% bonus to armor resistances per level

Role Bonus: 50% bonus to energy weapon damage
25% bonus to drone hitpoints and damage

Slots: 7/4/8 5 turrets 5 launchers

200/125 drone bandwidth/capacity

Golem

Caldari Battleship skill bonus: 15% bonus to missile launcher rate of fire per level
10% bonus to hybrid weapons rate of fire per level

Marauders skill bonus: 10% bonus to shield booster effectiveness per level
4% bonus to shield resistances per level

Role Bonus: 50% bonus to missile damage
25% bonus to hybrid weapon damage

slots: 8/7/4 6 turrets 6 launchers

75/150 drone bandwidth/capacity

Kronos

Gallente Battleship skill bonus: 5% bonus to hybrid weapons rate of fire per level
+1 active drone per level

Marauders skill Bonus: 10% bonus to armor repairer effectiveness per level
4% bonus to armor resistances per level

Role Bonus: 50% bonus to drone hitpoints and damage per level
25% bonus to hybrid weapons damage per level

Slots: 6/5/8 4 turrets 4 launchers

400/250 drone bandwidth/capacity

Vargur

Minmatar Battleship skill Bonus: 15% bonus to projectile weapons rate of fire per level
10% bonus to missile launcher rate of fire per level

Marauders skill bonus: 10% bonus to shield booster effectiveness per level
4% bonus to shield resistances per level

Role Bonus: 50% bonus to projectile weapon damage
25% bonus to missile damage

Slots: 8/7/4 - 6 turrets, 6 launchers

75/150 drone bandwidth/capacity



Thoughts?
Funky Lazers
Funk Freakers
#157 - 2013-06-30 20:42:20 UTC
Gabriel Karade wrote:
EXIA MIKOSZ wrote:
PVE = MARAUDERS
PVP = PIRATE BS

CCP for sure will stay at this Route and they will add/change some Stats/bonuses for these ships

I'll be massively disappointed if they do, making Marauders 'PVE ships' was a terrible piece of game design for a sand-box game...


It doesn't matter if this game is a sand-box or a stone-box.
This game is about PvE since the majority lives in hi-sec and people are generally don't do null-sec stuff.

It was a terrible idea to make most of the ships PvP oriented. At least half of the ships should be the PvE ones.

Whatever.

Gabriel Karade
Coreli Corporation
Pandemic Legion
#158 - 2013-06-30 21:04:12 UTC
Funky Lazers wrote:
Gabriel Karade wrote:
EXIA MIKOSZ wrote:
PVE = MARAUDERS
PVP = PIRATE BS

CCP for sure will stay at this Route and they will add/change some Stats/bonuses for these ships

I'll be massively disappointed if they do, making Marauders 'PVE ships' was a terrible piece of game design for a sand-box game...


It doesn't matter if this game is a sand-box or a stone-box.
This game is about PvE since the majority lives in hi-sec and people are generally don't do null-sec stuff.

It was a terrible idea to make most of the ships PvP oriented. At least half of the ships should be the PvE ones.
There should be no difference - if the principal role is to shoot stuff in the face, it makes no difference if that is an NPC or a player.

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

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#159 - 2013-06-30 21:26:03 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Chimpface Holocaust wrote:

Golem

Caldari Battleship skill bonus: 15% bonus to missile launcher rate of fire per level
Role Bonus: 50% bonus to missile damage
slots: 8/7/4 6 turrets 6 launchers

Vargur

Minmatar Battleship skill Bonus: 15% bonus to projectile weapons rate of fire per level
Role Bonus: 50% bonus to projectile weapon damage
Slots: 8/7/4 - 6 turrets, 6 launchers

Thoughts?

Total bullcrap. 15% RoF per level is a 400% dps boost @lvl5, add 50% damage boost and you'll get 600% boost which translates into 36 unbonused turrets(for Vargur)/launchers(for Golem). You should at least try to learn game mechanics before suggesting such an abominations.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Nagarythe Tinurandir
Einheit X-6
#160 - 2013-06-30 21:27:52 UTC
Gabriel Karade wrote:
There should be no difference - if the principal role is to shoot stuff in the face, it makes no difference if that is an NPC or a player.



you're right, but it would overwelm at least 90% of all players fokussing in PvE-gameplay.
imagine the nerd-rage and butthurt.