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

First post First post
Author
EXIA MIKOSZ
Strike Birds Zero
#161 - 2013-06-30 21:51:07 UTC
You Want more PVP ships Guys?????
Ask CCP to Add More Pirate BS(like Guristas Raven or Blood Raiders Apoc)
Marauders was made for PVE purpose and they should stay here
Not Everything is about pvp
Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#162 - 2013-07-01 00:04:56 UTC
Kirimeena D'Zbrkesbris wrote:
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.


How do you figure that a 75% increase in ROF adds a 400% boost in damage? learn 2 math bro
Daniel Plain
Doomheim
#163 - 2013-07-01 00:16:13 UTC
Chimpface Holocaust wrote:
How do you figure that a 75% increase in ROF adds a 400% boost in damage? learn 2 math bro

you should read up on the mechanics you are talking about before hitting reply. bro.

I should buy an Ishtar.

Caleb Seremshur
Commando Guri
Guristas Pirates
#164 - 2013-07-01 00:44:00 UTC
EXIA MIKOSZ wrote:
You Want more PVP ships Guys?????
Ask CCP to Add More Pirate BS(like Guristas Raven or Blood Raiders Apoc)
Marauders was made for PVE purpose and they should stay here
Not Everything is about pvp


The only "pve" ships this game *needs* are mining barges. Shooting at red crosses is a distraction from the social part of this game, not the intended means to the end.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#165 - 2013-07-01 02:29:37 UTC
EXIA MIKOSZ wrote:
You Want more PVP ships Guys?????
Ask CCP to Add More Pirate BS(like Guristas Raven or Blood Raiders Apoc)
Marauders was made for PVE purpose and they should stay here
Not Everything is about pvp

You seem to be mistaken.

All ships are PVP ships.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#166 - 2013-07-01 03:52:35 UTC
Chimpface Holocaust wrote:
Kirimeena D'Zbrkesbris wrote:

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.


How do you figure that a 75% increase in ROF adds a 400% boost in damage? learn 2 math bro

Define RoF. Apply a bit of logic and you'll have your answer.

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

Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#167 - 2013-07-01 04:41:09 UTC
Kirimeena D'Zbrkesbris wrote:
[quote=Chimpface Holocaust][quote=Kirimeena D'Zbrkesbris]
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.


You guys are right. I did the math backwards my bad lol
Chimpface Holocaust
Brutor Tribe
Minmatar Republic
#168 - 2013-07-01 04:54:44 UTC
Updated because my math was backwards

I also modified the tank bonuses and added some Ewar

Chimpface Holocaust wrote:
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 and also adding Ewar

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: 10% reduction to energy weapon capacitor use per level
10% bonus to drone control range per level

Marauders skill Bonus: 10% bonus to Tracking Disruptor effectiveness per level
10% bonus to armor hitpoints 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: 7.5% bonus to missile launcher rate of fire per level
5% bonus to hybrid weapons rate of fire per level

Marauders skill bonus: 10% bonus to ECM strength per level
10% bonus to shield booster effectiveness 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
10% bonus to sensor dampener effectiveness 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: 7.5% bonus to projectile weapons rate of fire per level
5% bonus to missile launcher rate of fire per level

Marauders skill bonus: 10% bonus to max velocity per level
5% bonus to stasis web range and velocity modifier 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?
PavlikX
Scan Stakan
HOLD MY PROBS
#169 - 2013-07-01 09:46:55 UTC  |  Edited by: PavlikX
Hm.
1. If you remove 50% from damage role bonus, than why only 5 turrets?
2. I think that damage role bonus must be 125%, to free empty skill bonus slot to something else.
3. For what reason Paladin needs launchers, if it have no proper bonuses, meantime role bonus goes to the energy turrets?
4. Marauders must have repair and armor/shield hp bonuses both
Funky Lazers
Funk Freakers
#170 - 2013-07-01 10:30:32 UTC
EXIA MIKOSZ wrote:
You Want more PVP ships Guys?????
Ask CCP to Add More Pirate BS(like Guristas Raven or Blood Raiders Apoc)
Marauders was made for PVE purpose and they should stay here
Not Everything is about pvp


It more like most of the things in this game are about PvE.

Whatever.

Malcanis
Vanishing Point.
The Initiative.
#171 - 2013-07-01 11:48:56 UTC
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Daniel Plain
Doomheim
#172 - 2013-07-01 12:08:09 UTC
Malcanis wrote:
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.

why not? give the carebears some love, or they will stop exploding into x-types....

I should buy an Ishtar.

Zor'katar
Matari Recreation
#173 - 2013-07-01 12:53:15 UTC
If they want PvP Marauders, I hope they at least have the decency to present them in new hulls, rather than completely changing the focus of the current ones. We still don't have a T2 Maelstrom, after all...
The Djego
Hellequin Inc.
#174 - 2013-07-01 13:10:24 UTC  |  Edited by: The Djego
Malcanis wrote:
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.


Malc, can you please tell Fozzy to ask people that actually use marauders effectively before he changes anything?

In my opinion, give them not a terrible sensor strength and proper lock speed(since you lock small stuff all the time in pve) and bring her sigs down(it makes them far more flimsy as they need to be in stuff like Incs and WH) and a extra 50-100 calibration points to do full T2 rigging.

Paladin is good, maybe a extra 25m³ drone bay to do 3 sentrys + spare lights(I really love my the 3 sentry's in my Inc Pala).
Vargur is good, if you nerf down the mach a bit. It could receive a fitting bonus like the tier 3 BCs to fit artillery while still being unable to do acs + heavy neuts. A bit more cap and speed would be nice, for mwd fittings.
Golem needs a Torp rework and more speed + cap for mwd fittings.
Kronos needs 125/275m³ drone bay to carry 2 full sets of sentry's(close and long range) to make up for rail dps and improve the flexibility of the hull also a bit more speed for rail kitting fittings would be nice

Butcher the active tanking bonuses, they are hardly useful for L4(since you don't really need a tank) and useless for WH or Incs, where you don't use active tanking.

Paladin: Tracking would be good, optimal would be preferred, since amarr and lasers are so weak(according to the forums)
Vargur: I don't really know, double tracking or optimal bonus would be nice for artillery same as a double falloff would be cool for acs, but then again there is little what helps both.
Golem: 10% per level torpedo explosion velocity, yes a effective tipple explosion velocity bonus, mixing torps that are less affected by speed with super powerful paining to make it more attractive compared to CM setups
Kronos: Drone optimal/tracking same as it is on the new Domi, making it a full sentry/rail mixed weapon system and a fusion out of domi and mega, effective at any possible lock range

As for utility bonuses, for L4 improve the tractor range a bit(60km with T2 so 25% more) and double the chance for the salvager. For WH and Incs, add 100% range to cap transfer and RR and reduce the cap need by 25%, to further improve her superior spider tanking and logistic capability(what is already a good feature and a huge plus point compared to faction BS) in pve gangs.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Nikk Narrel
Moonlit Bonsai
#175 - 2013-07-01 13:18:25 UTC
The Djego wrote:
Malcanis wrote:
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.


Malc, can you please tell Fozzy to ask people that actually use marauders effectively before he changes anything?

ONLY if he also checks with people who researched and considered Marauders, but rejected them as far too niche to be practical.

Trust me on this, anything that had that great of a training burden inspired more research than most ships, before committing such a long skill queue.
And players that made informed decisions to NOT fly them are also worth noting.
dirtydebbs
the wreking crew
#176 - 2013-07-01 14:29:25 UTC
to many walls of txt but what I have read so far is that the balance or re doing of the marauder class is this PVP BABY which fits in lien with the info of the ship in the first place :)


P.s. ccp if you are thinking of making them more into pvp and going to nerf t3s to the ground because i think in reality you idea for t3s was to get the same spread of ships you have in game for certain roles but because of wh mass to do it properly meant having a small ship mass with good dps and tank but unfortunately u forgot to add in the code not to be used out side of a WH, if that is the case and you want us to have the same kicks ure seriously going to have to make a bs with less mass to make it worth while in a wh and with the description of the marauders it fits in well with null and wh systems but the mass is a no go even with honeycombing skill will suck
EXIA MIKOSZ
Strike Birds Zero
#177 - 2013-07-01 14:39:35 UTC  |  Edited by: EXIA MIKOSZ
The Djego wrote:
Malcanis wrote:
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.


Malc, can you please tell Fozzy to ask people that actually use marauders effectively before he changes anything?

In my opinion, give them not a terrible sensor strength and proper lock speed(since you lock small stuff all the time in pve) and bring her sigs down(it makes them far more flimsy as they need to be in stuff like Incs and WH) and a extra 50-100 calibration points to do full T2 rigging.

Paladin is good, maybe a extra 25m³ drone bay to do 3 sentrys + spare lights(I really love my the 3 sentry's in my Inc Pala).
Vargur is good, if you nerf down the mach a bit. It could receive a fitting bonus like the tier 3 BCs to fit artillery while still being unable to do acs + heavy neuts. A bit more cap and speed would be nice, for mwd fittings.
Golem needs a Torp rework and more speed + cap for mwd fittings.
Kronos needs 125/275m³ drone bay to carry 2 full sets of sentry's(close and long range) to make up for rail dps and improve the flexibility of the hull also a bit more speed for rail kitting fittings would be nice

Butcher the active tanking bonuses, they are hardly useful for L4(since you don't really need a tank) and useless for WH or Incs, where you don't use active tanking.

Paladin: Tracking would be good, optimal would be preferred, since amarr and lasers are so weak(according to the forums)
Vargur: I don't really know, double tracking or optimal bonus would be nice for artillery same as a double falloff would be cool for acs, but then again there is little what helps both.
Golem: 10% per level torpedo explosion velocity, yes a effective tipple explosion velocity bonus, mixing torps that are less affected by speed with super powerful paining to make it more attractive compared to CM setups
Kronos: Drone optimal/tracking same as it is on the new Domi, making it a full sentry/rail mixed weapon system and a fusion out of domi and mega, effective at any possible lock range

As for utility bonuses, for L4 improve the tractor range a bit(60km with T2 so 25% more) and double the chance for the salvager. For WH and Incs, add 100% range to cap transfer and RR and reduce the cap need by 25%, to further improve her superior spider tanking and logistic capability(what is already a good feature and a huge plus point compared to faction BS) in pve gangs.


That Guy Talk sensibly
Also i hope they will leave Target Painter Bonus on Golem(If they rework Golem to be better in Torpedos then this is must)
I
The Djego
Hellequin Inc.
#178 - 2013-07-01 15:05:03 UTC  |  Edited by: The Djego
Nikk Narrel wrote:
The Djego wrote:
Malcanis wrote:
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.


Malc, can you please tell Fozzy to ask people that actually use marauders effectively before he changes anything?

ONLY if he also checks with people who researched and considered Marauders, but rejected them as far too niche to be practical.

Trust me on this, anything that had that great of a training burden inspired more research than most ships, before committing such a long skill queue.
And players that made informed decisions to NOT fly them are also worth noting.


I got over a dozen of marauders, multiple chars with marauder 5 and fly them since years and currently on a daily basis(for hours). If you can't value the massive amount of utility what comes with ships that are not only fully fleshed out gank bs but got also 50% of a logi build in for gang pve like Incs and WH, then you have never really used a marauder properly.

If it is not worth the ISK and SP for you then I can life with that, on the other hand if you generally fly logi you will see a massive potential in a marauder and while L4 are content where you need just dps and no tank, for other stuff a BS that can power up his own logi and RR it against agro is extreme good, because it adds tons of utility to the gang what faction BS lack.

To give you a idea, the Paladin(what is the best marauder, because it is the best at gang pve) is in use for group content like Incs for years, because it got a unique combination of ability's what no other armor platform provides, being one of the best sniper hulls, one of the best close range gank hulls, 90% webber and brilliant logistic platform at the same time. While they are just on par/slightly behind in L4 with faction BS, if you look at group content without local tanking they are very impressive and beat faction BS by adding tons of survivability and tank to the hole gang. I even fly in Inc gangs where the first questions are generally "Can you fly a Paladin instead?" "Do you have Marauder 5?", because it is the ship we fly, no machs, no vindis, no NMs, no Legions, no Lokis(and no we can fly all this hulls very good). The reason for this is not only because it is super effective and even better than most faction BS at least for the Inc content, but because you can comfortable fly with halve the EHP of other armor gangs, while you don't need to worry about your tank at all. Simply because you have like 7 effective logis in the fleet(that is 2-3 times what other gangs have). There is no such thing like a oshit moment when logis disconnect since you know, you still have more than enough RR on the field to tank that even in the paper thin fittings we use.

Edit:

For L4 the biggest problems are with the marauders that overlap to much with her faction BS counterparts. They don't need to be plain better in pure dps, if the added utility is worth it and the hulls are more flexible in useful areas.

Paladin vs NM, preatty even, the better resist profile against rats in amarr space, the better cap and the option to use T2 damage rigging evens out the hulls very good(I got more than one of both).

Golem vs CNR, it was better before, since the CNR was more useful with CMs while the Golem had very useful bonuses for Torps, in general if the Golem is fast and can apply damage very good with Torps it would be a very good alternative(more dps, if you are ready to work for it, by moving the ship around and paint properly).

Vargur vs Mach, Mach is faster, got more dps, more drones, less sig and even the better tank in practical game play(because of the higher speed and lower sig). The Vargur simply needs something that makes it different compared to the mach, or the mach needs a very heavy nerf in at least 1-2 of her ability's.

Kronos vs Vindicator, Vindi does more dps, is faster, got more drones and less sig, only saving grace for the Kronos is her better lock range(what is important for some gurista and serpentis missions) more lock slots and a bit better resists/active tanking bonus. With the extra drone bonus and the ability to use 2 sets of sentry's you even out most of the dps difference and add something to the Kronos where it shines. Fit 2-3 drone links and 1 Omni tracking link, there you have it, a sentry/rail platform that can hit up to 120km if needed very hard without losing close range dps, since you got a set of garde II as well. Basically a ship that might not have the overall highest dps but extreme good damage application by using the 90% web at close to keep sentry dps up and use both rails and sentry's at the full range spectrum you have in L4 missions(10-120km).

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Dinsdale Pirannha
Pirannha Corp
#179 - 2013-07-01 15:11:09 UTC
The Djego wrote:
Nikk Narrel wrote:
The Djego wrote:
Malcanis wrote:
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.


Malc, can you please tell Fozzy to ask people that actually use marauders effectively before he changes anything?

ONLY if he also checks with people who researched and considered Marauders, but rejected them as far too niche to be practical.

Trust me on this, anything that had that great of a training burden inspired more research than most ships, before committing such a long skill queue.
And players that made informed decisions to NOT fly them are also worth noting.


I got over a dozen of marauders, multiple chars with marauder 5 and fly them since years and currently on a daily basis(for hours). If you can't value the massive amount of utility what comes with ships that are not only full fleshed out gank bs but 50% of a logi build in for gang pve like Incs and WH, then you have never really used a marauder properly.

If it is not worth the ISK and SP for you then I can live with that, on the other hand if you generally fly logi you will see a massive potential in a marauder and while L4 are content where you need just dps and no tank, for other stuff a BS that can power up his own logi and RR it against agro is extreme good, because it adds tons of utility to the gang what faction BS lack.

To give you a idea, the Paladin(what is the best marauder, because it is the best at gang pve) is in use for group content like Incs for years, because it got a unique combination of ability's what no other armor platform provides, being one of the best sniper hulls, one of the best close range gank hulls, 90% webber and brilliant logistic platform at the same time. While they are just on par/slightly behind in L4 with faction BS, if you look at group content without local tanking they are very impressive and beat faction BS by adding tons of survivability and tank to the hole gang. I even fly in Inc gangs where the first questions are generally "Can you fly a Paladin instead?" "Do you have Marauder 5?", because it is the ship we fly, no machs, no vindis, no NMs, no Legions, no Lokis(and no we can fly all this hulls very good). The reason for this is not only because it is super effective and even better than most faction BS at least for the Inc content, but because you can comfortable fly with halve the EHP of other armor gangs, while you don't need to worry about your tank at all. Simply because you have like 7 effective logis in the fleet(that is 2-3 times what other gangs have). There is no such thing like a oshit moment when logis disconnect since you know, you still have more than enough RR on the field to tank that even in the paper thin fittings we use.


The Djego, don't tell them tactics used in high sec income streams. That only guarantees that tactic will be nerfed.
Dinsdale Pirannha
Pirannha Corp
#180 - 2013-07-01 15:14:51 UTC
Malcanis wrote:
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.


Glad to see that you now dropped any facade about the CSM "only a sounding board for CCP" and are now acting like you speak directly for the dev team.

And we have always known where you stand on high sec income streams.