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

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lachrymus
KarmaFleet
Goonswarm Federation
#441 - 2013-08-13 09:15:53 UTC
Yeah, I spent MONTHS skilling Marauders only to find (as a carebear at the time) that a Domi could out-tank and out-DPS a Kronos. Maybe I wasn't doing it right. Sold the Kronos,
Mina Sebiestar
Minmatar Inner Space Conglomerate
#442 - 2013-08-13 12:47:47 UTC  |  Edited by: Mina Sebiestar
"Name: Kronos
Hull: Megathron Class
Role: Marauder

Geared toward versatility and prolonged deployment in hostile environments focused on out hunting rather than out running , Marauders represent the cutting edge in today's warship technology. While especially effective at incursion in enemy space and mapping enemy movement, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming.
Nevertheless, these thick-skinned, hard-hitting monsters are the perfect tools for roaming galaxy's no matter in what part of space pilot found him self to be.

Developer: Duvolle Labs
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage and 10% bonus to the velocity factor of stasis webifiers per level

Marauder Skill Bonus:7.5%(debatable) increase to scan strength of probes per lvl and 7.5% bonus to large hybrid weapon tracking per level
Role Bonus: 100% bonus to large hybrid weapon damage, 100%(debatable) bonus to combat probe flight time and scan speed
Fitting or fitting (option 2)7 lows (7)4 med (5)6 high (5)4 turret slots 2 rig slots

drone bay 125/130

hit points and or resist profile buffed to compensate removal of local boost bonus,sensor strength buffed to some degree i do think they should retain some weakness to jams. 

Increased agility to match pirate counterpart,speed unchanged, ship warp speed 6 to 13 au(debatable)

In this way ppl that using ship in missions still have their carebearmobile they lost boost bonus but gain resist one making tanking this monsters still easy job.but ship can brake from that pve tomb it is now.While local monster tank can have it perks in pvp it is often confined to docking games or rare few solo actions and considering skill amount that you need to fly this ship it should be more usable anyway in various situations.And there is nothing stopping you to fit booster or ASB it is just not ship focus anymore.And in this form i do think wh ppl can use ship as early warning system as well as being potent pvp asset as well as pve shooter too when farming sleepers."

Above I wrote some time ago as one of option for teh marauder in current form they are nerfed by ccp because dual tank8ng bonus coupled with 3 uty high and triple dmg bonus.

What I believe I did with em is removed dual tank but not butcher it and removed extra high ffor some additional perks opening ship for all space and still limiting ship with au speed.

you either send it in first brick tanked for everybody to ignore or last u cant flex muscle with them in main fleet(no mass blob) they need to run in packs with other marauders.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#443 - 2013-08-14 10:21:22 UTC
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.

:ultra tease:


2 months on... still too early to announce anything?
Dav Varan
State Protectorate
Caldari State
#444 - 2013-08-14 11:53:56 UTC
Just make em 1B isk BS Hacs , Its what everyone want's
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#445 - 2013-08-14 12:50:03 UTC
I seem to vaguely remember during Fanfest talking about the new Apocalypse model that all new ships being modelled have parts that can move/deploy. Read into that what you want! Siege Marauder! :p
Pankora t'Pastamancer
Sebiestor Tribe
Minmatar Republic
#446 - 2013-08-14 13:20:46 UTC  |  Edited by: Pankora t'Pastamancer
John Ratcliffe wrote:
Mole Guy wrote:
salvage king?


I would be very keen for the salvage bonus to be completely removed from Marauders, there is no need for it at all. Any serious mission runner will either use a Noctis alt, or sub-contract their wrecks to Pro-Synergy. Give more useful bonuses to the ships instead. And remove pointless utility highs (no ship needs more than one IMHO) and give either more launchers/turrets or more Mids & Lows.



-1.

Some of us actually like having the tractor bonus on combat ships! Go fly your noctis alt and be happy.

Of course, if the base stats on tractor beam modules were improved instead, that would be cool too.
EXIA MIKOSZ
Strike Birds Zero
#447 - 2013-08-14 16:22:16 UTC
Cadius Vect wrote:
Personally as a pilot of all 4 of the marauders I think they just need a few changes.

- Better sensors, both scan res and sensor strength
- A 4th utility high, so you can have 2 salvagers and 2 tractors 2/1 is an annoying compromise
- A bonus to salvaging, 30% to access difficulty, the equivalent of 2 built in T2 salvage rigs
- 300% bonus to rage and velocity of tractor beams instead of 200%
- Golem needs better range or damage application with torps

If they do change marauders to something completely different from what they are now, I'll finally have a good excuse to sell all 4 of mine along with their fittings, I can't bring myself to sell them while they still manage a million isk/minute solo in high sec.



Same Here if they change them completely i will be forced to make big changes in my Play Style

Anyway i got 3days left in Marauders V and i will be very dissapointed if they screw up My Golem
Mole Guy
Bob's Bait and Tackle
#448 - 2013-08-15 21:22:21 UTC
they dont have to have t2 hac resists.
what about this:

descent/balanced resist profile better than normal t1
good sensor str
double damage role like they have
enough pg/cpu for descent fittings
a jump drive for mobility.
=)
Nikk Narrel
Moonlit Bonsai
#449 - 2013-08-15 23:45:04 UTC
I got it... its so obvious now in hindsight...

They can fit strip miners onto the accessory slots!

So, 4x weapon mounts, plus 3x strip miners!

It's the new battle exhumer!!

Big smile
Octoven
Stellar Production
#450 - 2013-08-15 23:54:18 UTC
CCP Fozzie wrote:
We're working on a pretty cool concept for them but it's too early to announce anything.

:ultra tease:


Yeah, so CCP's idea of cool concepts usually turn out to be, remove ship from current role and place in an ass backward role. As long as you dont nerf the **** out of them im grand with the change.
Commander TGK
The Deep Space Armada
#451 - 2013-08-16 08:29:43 UTC
The biggest problems with Marauders currently boil down to two things, sensor strength and lack of resists. Change that and they become much more viable. However some added utility would be great.
Allandri
Liandri Industrial
#452 - 2013-08-16 09:19:43 UTC
Commander TGK wrote:
The biggest problems with Marauders currently boil down to two things, sensor strength and lack of resists. Change that and they become much more viable. However some added utility would be great.

Then the price has to go up as a result
Lephia DeGrande
Luxembourg Space Union
#453 - 2013-08-16 10:34:53 UTC
Marauders should be, slower and expensiver but deathbringing horror machines that come and leave only doom and hate.
Mole Guy
Bob's Bait and Tackle
#454 - 2013-08-16 13:59:41 UTC  |  Edited by: Mole Guy
Nikk Narrel wrote:
I got it... its so obvious now in hindsight...

They can fit strip miners onto the accessory slots!

So, 4x weapon mounts, plus 3x strip miners!

It's the new battle exhumer!!

Big smile

hahahahahahahahahahahaha

this is awesome!
we would need a larger cargo hold tho. say, orca sized =)...
this would actually be so freakin kewl all joking aside!

and double damaged strip miners. they cut 2x rock. =)
so 6 strippers, 8 guns and goooood tank. lololol
Nikk Narrel
Moonlit Bonsai
#455 - 2013-08-16 14:19:02 UTC
Mole Guy wrote:
Nikk Narrel wrote:
I got it... its so obvious now in hindsight...

They can fit strip miners onto the accessory slots!

So, 4x weapon mounts, plus 3x strip miners!

It's the new battle exhumer!!

Big smile

hahahahahahahahahahahaha

this is awesome!
we would need a larger cargo hold tho. say, orca sized =)...
this would actually be so freakin kewl all joking aside!

and double damaged strip miners. they cut 2x rock. =)
so 6 strippers, 8 guns and goooood tank. lololol

Ooooo, you just tasked an engineer, you realize, lol...

Ok, the minimum size for the ore hold would be equal to the return on one cycle of the strip miner, plus 1 so it doesn't read full and offline.
The pilot would need to stagger the output cycles as a result, and dump into a can. Otherwise you evict either the hulk or the mackinaw from service completely, if it can actually hold enough for all to cycle.

Can mining, shifts the risk from the mining vessel to the can, meaning a nasty could race in and steal your ore, even though they could not seriously threaten your mining ship itself.

They would need to race out too, or be cut to ribbons by your weapons.

Ironically, this could really work, and be balanced.
Mole Guy
Bob's Bait and Tackle
#456 - 2013-08-16 21:44:18 UTC
1-2 of these sitting right beside a rorqual, no risk, high output, lots of pewpew when they stumble into your belt.. =)
Nikk Narrel
Moonlit Bonsai
#457 - 2013-08-16 22:27:29 UTC
Mole Guy wrote:
1-2 of these sitting right beside a rorqual, no risk, high output, lots of pewpew when they stumble into your belt.. =)

I don't think they will take it seriously... and that is kinda something that needs to be overcome.

You populate a mining op with these, and the Rorqual can suddenly be on grid, too.

Hostile: I got a Rorqual scanned down at a belt, warping in to open the cyno now.
Hot Drop Leader: Awesome! Let me know when that cyno is lit!
(60 seconds later)
Hot Drop Leader: What are you doing back here, in your med clone....
Hostile: 10 Marauders.... by the Rorq.... they popped me, and before they podded me, they said ...SEND MORE PLEASE....
LtTrog
Perkone
Caldari State
#458 - 2013-08-18 12:52:23 UTC
ok 2isk, I can only speak for the golem as I cant fly the others but here goes

fix sensor strength and locking time, same speed and slots as the RNI slighty improve resist profile but keep fat sig, a drone bay that can fit full flight of lights salvage (perhaps with bonus cos salvage drones are slow as hell), meds and a couple of spare lights, improve tractor range and salvager cycle time and you have a good ship.

to give it something new and fun give it a jump drive and modest fuel bay. the ability to jump to covert cyno would be cool but regular cyno would work too, dont let it bridge only jump but perhaps it needs the same mod as blops use to have jump capability.

this gives it a unique role, that of chasing down escalations and the ability of deploying for prolonged periods in hostile territory. this enhances its current role that everyone has already invested in and means it can also have pvp viable fits.

id say dont make its sensor strength too high but with the extra mid it could choose a eccm and have better than average sensors
an improved locking time means a regular cloak (not covert) is viable, maybe give it the blops faster when cloaked ability and give blops proper covert cloak.

Also give torps the same love cruise have been given (but thats for another thread)
make blops more than a mobile bridging platforrm (again for another thread).

there you go nothing too extreme or silly fits its current role and expands it to something fun and a reason to use in pvp too. Did I just win Eve?
LtTrog
Perkone
Caldari State
#459 - 2013-08-18 12:59:27 UTC
to add to my earlier post keep there relatively low base hp or with the improved resists they would be OP
Arthur Aihaken
CODE.d
#460 - 2013-08-18 18:06:42 UTC
LtTrog wrote:
to add to my earlier post keep there relatively low base hp or with the improved resists they would be OP


They should be slightly better than the pirate faction ships, which at the moment they are not.

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