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

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Nikk Narrel
Moonlit Bonsai
#341 - 2013-07-23 22:28:44 UTC
Give them immunity to being neuted, and jammed.

While they can be pointed, make them immune to being webbed, including any effects that would hamper a MWD.
(Or any other speed diminishing effects)

Theory, except for being able to keep these from entering warp to escape, the Marauder is an unstoppable juggernaut.


Now, make them sustainable on an active tank, which means pumping up the resists on one side, and pumping up the repper on the other, so the two meet.

Unless outnumbered, it should be able to perpetual tank at least one battleship.

These ships need to outperform their faction competition, in my opinion, since the bar to fly one is certainly higher.
Why train the skills or pay all that ISK to fly it otherwise?
Arthur Aihaken
CODE.d
#342 - 2013-07-23 22:57:19 UTC
Caleb Seremshur wrote:
Here's a simpler idea: give them 5 turrets/launchers. All other bonuses remain as is. Capacitor reduced by 20% on all marauders. Discuss.


The damage is fine, but the shield, armor and hull strength need to be buffed - along with the resistances (they're pitiful). As others have mentioned, a bit more speed, sensor strength and possible one or two more attributes would be beneficial.

I am currently away, traveling through time and will be returning last week.

Caleb Seremshur
Commando Guri
Guristas Pirates
#343 - 2013-07-23 23:32:55 UTC
The sensor strength should be a given; the design that restriction was created for no longer exists. The frigate sensor is a relic of a by-gone era.

More speed yeah I can see where you're coming from, they should be reasonably nimble ships. Extra tank I think is a matter of going one way or the other. Pirate ships have the best DPS that much I think can be reasonably assumed so does it stand to reason a marauder should have the biggest tank?

Or should they be the fastest? Immune to MWD disruption (but not immune to being pointed)?

If you want them to be distinct from other vessels simply increasing the tank won't do it.

-50% sig bloom from MWD
MWD if fitted is immune to scram (-2 warp still applies)
Faster than standard battleship of same race by 20%
15% more agile.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#344 - 2013-07-24 00:50:19 UTC
I read most of this if I missed some I am sorry. On marauders I really liked the post about increasing cycle times of TP and Webs. I think this would allow better application of DPS from these ships without increasing the damage out right. I do not have any great ideas for this line of ships however as I am not sure what role they should fill other then the PVE role they have, although I am not a fan of any ship being PVE focused.

As to Malcanis I would say the best way to make Rats harder and more unpredictable would be to change how Rats spawn in a site. CCP should IMO fit rats just like real ships with correct slots and fittings not give ships 8 guns plus defender missiles that we see now. If there was a way to assign Rats points just like in the alliance tournament and then give missions a point pool in which to randomly seed ships for that mission it would give the game the ability to make fights more realistic and harder to fit the defacto min max that everyone loves. This would give missions more risk because every time you enter a site its a gamble if you are fit correctly.

So far I am happy with the re-balancing of ships that has been done and I do not think it will change much going forward. My only problem are the people that want the gap between t1 and t2 to be as large as it was before the whole rebalanced pass. If these people got their way we would be right back to the role of t1 not being viable ships and back to the stale fleet doctrines of old.
Mole Guy
Bob's Bait and Tackle
#345 - 2013-07-24 04:24:19 UTC
i am now fearing the changes of marauders. i have seen what these so called hac changes look like and am now skerd.

my time in eve feels like its drawing to a close over these.
i think the command ships are going to be horrible now and those are my fav.
i just feel things are going to go to shyt...

its scary
Debora Tsung
Perkone
Caldari State
#346 - 2013-07-24 10:17:18 UTC
Mole Guy wrote:
i am now fearing the changes of marauders. i have seen what these so called hac changes look like and am now skerd.

my time in eve feels like its drawing to a close over these.
i think the command ships are going to be horrible now and those are my fav.
i just feel things are going to go to shyt...

its scary


Relax, grab a beer, take a step back and ask Yourself:

Does it blend?
Do You really want to go through all the effort of making a big fuss over some small changes in Your interweb space ships?
Or would You rather want another beer and some drunken roaming?

Think about it, take your time.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Caleb Seremshur
Commando Guri
Guristas Pirates
#347 - 2013-07-24 21:59:09 UTC
Marauders are a sensitive topic because they take literally months to get in to. They're inflexible, slow and weaker than similarly sized ships from the same race.

I for one am certainly not just going to drink beer and let CCP mess this up.
General Guardian
Perkone
Caldari State
#348 - 2013-07-24 22:35:33 UTC
Well half of the thread made for an interesting read. Didn't read the other halfStraight

I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time
Just Lilly
#349 - 2013-07-25 10:29:27 UTC
T2 battleships need more love, for sure. Blink
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Arthur Aihaken
CODE.d
#350 - 2013-07-25 13:55:12 UTC
General Guardian wrote:
Well half of the thread made for an interesting read. Didn't read the other halfStraight

I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time


T3 Flagships! :)

I am currently away, traveling through time and will be returning last week.

Caleb Seremshur
Commando Guri
Guristas Pirates
#351 - 2013-07-25 15:02:54 UTC
Arthur Aihaken wrote:
General Guardian wrote:
Well half of the thread made for an interesting read. Didn't read the other halfStraight

I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time


T3 Flagships! :)


No.
Andrea Griffin
#352 - 2013-07-25 18:52:33 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.
Ok, we'll tell you, it's less early now.

What we currently have planned for them is
Whatever it is, I hope it is something more interesting than "it tanks better and does more damage" like the rest of the rebalancing that's been going on.

I understand that adding new and interesting features to ships would require some code work from your incredibly talented development staff, but I'd rather wait for a ship class to be rebalanced and give it something really unique than make changes now and just get "more tank, more dps".
Nikk Narrel
Moonlit Bonsai
#353 - 2013-07-25 18:57:03 UTC
Andrea Griffin wrote:
CCP Ytterbium wrote:
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.
Ok, we'll tell you, it's less early now.

What we currently have planned for them is
Whatever it is, I hope it is something more interesting than "it tanks better and does more damage" like the rest of the rebalancing that's been going on.

I understand that adding new and interesting features to ships would require some code work from your incredibly talented development staff, but I'd rather wait for a ship class to be rebalanced and give it something really unique than make changes now and just get "more tank, more dps".

I agree with this.

The faction ships in particular have the tanking and dps covered well enough, if the standard hulls weren't enough.

This ship needs a special feature or function, that other ships cannot duplicate.
Qalix
Long Jump.
#354 - 2013-07-25 19:49:37 UTC
It's time for fresh hints from the devs and/or Malcanis.
Arthur Aihaken
CODE.d
#355 - 2013-07-25 22:36:03 UTC
All I'm mainly interested in is if any proposed changes to Marauders and Black Ops will make it into Odyssey 1.1.

I am currently away, traveling through time and will be returning last week.

Just Lilly
#356 - 2013-07-26 04:00:33 UTC
A feature to be able to generate your own random opening into wspace, well suited for a marauder

or a bops for that matter
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Mole Guy
Bob's Bait and Tackle
#357 - 2013-07-26 04:35:16 UTC
General Guardian wrote:
Well half of the thread made for an interesting read. Didn't read the other halfStraight

I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time

if i werent trying to keep this post and my name clean i would bring out my cussing sailor side.

stay the hell away from me with that t3 crap. we need to purge them from game not bring in more.
i dont care about how usefull they are or what u prefer...make a t3 bs in eve 2.0, but stay away from my marauders...
Naomi Knight
Ministry of War
Amarr Empire
#358 - 2013-07-26 06:10:42 UTC
give them 50% reduction in Signature Radius Penalty from Microwarp Drives role bonus
if it worked for AF-s then they should work for marauders too :)
Mole Guy
Bob's Bait and Tackle
#359 - 2013-07-26 06:15:51 UTC
lol
General Guardian
Perkone
Caldari State
#360 - 2013-07-26 09:55:00 UTC
Mole Guy wrote:
General Guardian wrote:
Well half of the thread made for an interesting read. Didn't read the other halfStraight

I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time

if i werent trying to keep this post and my name clean i would bring out my cussing sailor side.

stay the hell away from me with that t3 crap. we need to purge them from game not bring in more.
i dont care about how usefull they are or what u prefer...make a t3 bs in eve 2.0, but stay away from my marauders...


Ah ha ha!

But seriously, the only reason people dislike t3's so much is because they were made a little too strong, and probably shouldn't be cloaky. For a battleship obviously all the options would be much more different. At least you would see a lot more of them in pvp because of the guessing factor.

I am a Marauder pilot myself, and yes I don't feel that using them was worth all the training time when most of the other things I can fly would be just as effective at doing what the marauder was designed to do. I wouldn't mind at all if they were converted to a T3 or at least somewhat more customizable than a regular Hull.

Perhaps they can be given much greater advantages for wormhole exploration/site running. But I am not sure how many people would want to risk their Marauder in a WH without some sort of greater Defensive mechanism.

Here's another quick idea

Immune to the system wide wormhole effects and
A) Covert cloak or B) Interdiction Nullified.

This will see quite a few more marauders in WH Space giving it a new specialty.

And once again, give them the 3rd rig slot!