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

First post First post
Author
Tratari
Caldari Provisions
Caldari State
#421 - 2013-08-11 06:56:14 UTC
I screwed up skilling Marauder....Because of Incursions I have no need for Missions(The ONLY thing Marauders excel at). Also Marauders are inferior to Pirate Hulls in Incursions and go unwanted in fleets. Sure would like an Incursion buff or Wormhole role for Marauder.
Tekki Sandan
Sacred Templars
Fraternity.
#422 - 2013-08-11 08:18:15 UTC
Doesn't have to be massive changes

Sensor Strength +
Role Bonus damage 125%-150% (25%-+50% more than previous)
Increase resists to HAC resists to make viable for PvP

Nothing else is really needed and it won't effect PvE but it will give it a plus 1 on faction BS.

Simple changes would work best. Kronos could be an outstanding ship for a PvP pilot if it had a few tweaks! Just don't go nuts on them they need a buff remember. Sit back look at the role they are meant to fill.
PavlikX
Scan Stakan
HOLD MY PROBS
#423 - 2013-08-11 08:51:54 UTC
Very true. In case CCP will not change marauder's main goals mentioned changes in previous post will be perfect.

If they will switch marauder's roles in space, then....
Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#424 - 2013-08-11 14:20:15 UTC
Tekki Sandan wrote:
Doesn't have to be massive changes

Sensor Strength +
Role Bonus damage 125%-150% (25%-+50% more than previous)
Increase resists to HAC resists to make viable for PvP

Nothing else is really needed and it won't effect PvE but it will give it a plus 1 on faction BS.

Simple changes would work best. Kronos could be an outstanding ship for a PvP pilot if it had a few tweaks! Just don't go nuts on them they need a buff remember. Sit back look at the role they are meant to fill.


These tweaks at a minimum, plus better tractor beam (300% minimum) and salvager bonuses.
Caleb Seremshur
Commando Guri
Guristas Pirates
#425 - 2013-08-11 15:11:09 UTC
You seriously don't see 10-12 unbonused weapons as being over powered? Are you crazy?

I understand that the energy required to make a marauder work is high and that you want them to be the best battleships but this is not a method I can condone. Tweaks to raw stats are needed sure but ramping them up to > 11 will not help.

At best I'll concede that the paladin sets the precedent with the 25% damage bonus so maybe we should give all marauders that opportunity instead of getting ridiculous
Mina Sebiestar
Minmatar Inner Space Conglomerate
#426 - 2013-08-11 15:31:05 UTC
Somehow i don't think they will make marauders over the top dps with t2 resist with sick booster bonus heaving 300% tractor bonus and bonus salvagers!!!!

Now only thing that is missing is cyno jamming,bomb launchers and cov-ops cloak just to spice things up.

You ppl have serious issue understanding how buff/balance/reality works.

Thanks god CCP will do it and even they screw it up sometimes.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Caleb Seremshur
Commando Guri
Guristas Pirates
#427 - 2013-08-11 17:29:32 UTC
Thanks for your insightful input.

You deserve a banana sticker
supernova ranger
The End of Eternity
#428 - 2013-08-11 18:18:54 UTC
I'm hoping for a last star fighter approach where the thing spins around and kills everything in sight
Xequecal
Ministry of War
Amarr Empire
#429 - 2013-08-11 19:00:19 UTC
Tekki Sandan wrote:
Doesn't have to be massive changes

Sensor Strength +
Role Bonus damage 125%-150% (25%-+50% more than previous)
Increase resists to HAC resists to make viable for PvP

Nothing else is really needed and it won't effect PvE but it will give it a plus 1 on faction BS.

Simple changes would work best. Kronos could be an outstanding ship for a PvP pilot if it had a few tweaks! Just don't go nuts on them they need a buff remember. Sit back look at the role they are meant to fill.


Vargur is already borderline overpowered for PvP. The low grid keeps it from being truly broken but when you combine a shield boost bonus and a damage bonus on ships with spare highs you create a monster.

If they boosted the Vargur's PG, for example, you could do ridiculous **** fits with two XLASBs and three neuts in the highs. >1000 DPS, neuts 75 cap per second, tanks 4000 DPS. 5000 DPS tank with blue pill, or you can "settle" for a 2500 DPS tank so you can reload one XLASB while running the other one. 1150m3 cargohold so you'll never, ever run out of charges for those boosters. That's before crystal implants too, it just gets more and more ridiculous from there.

Those numbers are with the current resists BTW, if you added full HAC resists it would be even more ridiculous.
Caleb Seremshur
Commando Guri
Guristas Pirates
#430 - 2013-08-11 19:43:44 UTC
Exactly. This is precisely why if the marauder stays the same as it is now it won't get full hac resists. Decent sensor strength would be your only guarantee. I know for a fact that a Kronos will murder a vindicator in 1v1 already can you imagine one with full 65/80 resists on thermal/kinetic? It would totally broken.

Once again I put forward to the community that we must modify their utility. Without introducing a new function based on modules you doom this ship class to competing with others that have the same features and role. Bomb launchers as a featurw isn't a novelty it's a fundamental rewrite of gow and where to use a marauder. If anyrhing missions in null become that much easier while pvp becomes riskier and more spontaneous
General Guardian
Perkone
Caldari State
#431 - 2013-08-11 21:08:55 UTC
Let's give them a NUCLEAR WARHEAD. (like from unreal tournament) that once fired the player takes control of the missile but can't navigate his ship at the same time.

Awwww yeaaah
Pidgeon Saissore
Tyrant's
Short Bus Syndicate
#432 - 2013-08-11 22:02:32 UTC
Unlike all the other t2 ships at present marauders aren't specialized. The tractor beam bonus really doesn't do anything except when running missions solo.
I suggest giving bonuses to the various things that can be put in the extra high slots.
Golem: Double range smartbombs and they don't hurt your drones/fleet members or non criminals in highsec
Vargur: Bonus to range and/or power of remote reps
Paladin: Nuet/Nos range
Kronos: Drone control units and increase to allow for 8 heavy/sentry drones in bay/bandwidth

Just throwing some ideas out. Please don't scream op too much. I know some of them are unless they are done carefully.
Apelacja
Sad Najwyzszy
#433 - 2013-08-11 22:18:41 UTC
just give them some more resistances.....
With such as huge size they have so few EHP right now
Caleb Seremshur
Commando Guri
Guristas Pirates
#434 - 2013-08-11 23:29:10 UTC
Reduce sig radius to 350?

This way they take reduced damage while moving from other battleships and helps their active tanking profile a bit more. Better than resists if you ask me.
Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#435 - 2013-08-12 10:32:51 UTC  |  Edited by: Rikimaru Ichikawa
Perhaps a dev could interject here and give us another taste at what we might expect to see? Blink C'mon CCP, we're dying here... Due to my stupidly low sig strength I actually did in a PVP fight - mind you, it was a 1x vs 6 man gang.Roll
The Djego
Hellequin Inc.
#436 - 2013-08-12 15:01:59 UTC  |  Edited by: The Djego
Tratari wrote:
I screwed up skilling Marauder....Because of Incursions I have no need for Missions(The ONLY thing Marauders excel at). Also Marauders are inferior to Pirate Hulls in Incursions and go unwanted in fleets. Sure would like an Incursion buff or Wormhole role for Marauder.


This is only true for shield fittings, since the Vargur can't use artillery without gimping the fitting and locks a lot slower than the mach. The Golem is actually really good with the painter bonus and proper gang links it becomes a extreme useful ew platform while still dishing out high dps with CMs and being able to snipe stuff at 150km, even when the missiles handicap it in contests. If it is missile speed riged it will hit any target within 60km(4s) if it is not a insta kill in a contest and painter apply instantly what gives your gang a huge advantage if you go for another target than the other gang. Plus both got the general problem when it comes to fit shield RR by the high CPU use of this modules, reducing her flexibility compared to armor fitted marauders.

A lot of the older armor FCs prefer a marauder instead of a pirate BS for Incs, because they offer more utility(spare cap transfer, RR reps to prevent ship loses and be more flexible with the logi choice) and you can throw anything you need(ore, spare ammo, sniper fitting, a shuttle) in the cargo if you move around a lot. The T2 resists make them excellent omni tankers(Paladin doesn't have the big explosive hole and can be fully EANM tanked, Kronos just patches explosive with a rig and can use 1-2 EANM archive 70+ across the board). At least the armor marauders are quite often used for Incursions, even as full marauder gang setups in case of the paladin.

Marauders need a few tweaks(lock speed, sensor strength, being able to fit shield RR), rework the Vargur to being able to fit artillery, rework the Kronos to be become a true dedicated rail/sentry platform, trade the active tanking bonus for another damage application bonus and a small buff to her utility features, like written 2 pages ago. At least the armor tanked ones are quite useful Incursion ships already. Even the tractor beam bonus can be useful for the Overwhelmed Civilian Facility to collect the civilians.

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

Tratari
Caldari Provisions
Caldari State
#437 - 2013-08-12 19:53:14 UTC
So no changes on the Test Server for 1.1?
Tratari
Caldari Provisions
Caldari State
#438 - 2013-08-12 19:54:47 UTC  |  Edited by: Tratari
The Djego wrote:

This is only true for shield fittings,



Which is all that matters since Armor Fleets are rare and slower than Shield fleets in Incursions.
The Djego
Hellequin Inc.
#439 - 2013-08-12 22:51:30 UTC
Tratari wrote:
The Djego wrote:

This is only true for shield fittings,



Which is all that matters since Armor Fleets are rare and slower than Shield fleets in Incursions.


There are over 300 people in TDF and they run gangs 23/7 with less wait time then the big HQ channels. If you have good ships and good pilots in the gang the site times are fairly equal from my pov(I flown both more than enough).

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

Galdrak
Interplanetary Trade Federation
#440 - 2013-08-13 07:34:39 UTC
EXIA MIKOSZ wrote:
If Someone like to change anything in marauders then that must be at first:
SENSOR STRENGHT
SCAN RESOLUTION
SIGNATURE

Marauders have already their Role and we no need changes in Ship Bonuses



+1