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after the hac/cs beating, Fozzie is afraid to post the marauder changes.. =)

First post
Author
Mole Guy
Bob's Bait and Tackle
#1 - 2013-08-19 22:00:00 UTC
=)
Ersahi Kir
Brutor Tribe
Minmatar Republic
#2 - 2013-08-19 22:20:29 UTC  |  Edited by: Ersahi Kir
I don't really care about the specifics, I just want to know what the defined "role" is suppose to be. The role of "PvE salvage while you go" battleship needs to die, but I would like to know what the role is.
Harvey James
The Sengoku Legacy
#3 - 2013-08-19 22:31:59 UTC
well they can't get any worse than they are now .. things that might make them worth using in pvp are

- cheaper price
- more slots
- more tank
- pvp role bonus that's useful
- a proper pvp role /focus
- more uniqueness

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2013-08-19 23:20:25 UTC
Harvey James wrote:
well they can't get any worse than they are now .. things that might make them worth using in pvp are

- cheaper price
- more slots
- more tank
- pvp role bonus that's useful
- a proper pvp role /focus
- more uniqueness



You forgot 'Sensor strength'
Zan Shiro
Doomheim
#5 - 2013-08-20 00:11:00 UTC
Ersahi Kir wrote:
I don't really care about the specifics, I just want to know what the defined "role" is suppose to be. The role of "PvE salvage while you go" battleship needs to die, but I would like to know what the role is.



this basically...

except for a few die hards many just blitz mission and noctis later. I know with my missioning I get odd nights where the frigs and cruisers loot pay out equal or better than the bs drops once all sold off. I might get one good meta big gun ins a sea of scrap metal. then I get several good smaller meta guns all sold off that make more when sales total upl. Noctis much better suited to clean every wreck in a room with clusters of rat wrecks all over.

If this bonus were to go I would not shed a tear.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#6 - 2013-08-20 00:18:00 UTC
Wait a minute fellas, marauders are pve ships. they are designed exclusively to be good at pve and bad at pvp. Hence the sensor strength.

Isn't what you want another class of T2 battleship for pvp?

But what would that look like? Mega-tanking monsters with huge dps, multi-neuts and a sensor strength of 50? It's way too OP.

Black ops is a nice idea but the ships themselves are too weak. Perhaps they need to be pimped a bit, or maybe able to warp cloaked...

While I agree in principle with the idea of battleships with extra abilities/strengths from their T2 status, I can't think of anything offhand that does not either break the game or step on the toes of faction/pirate battleships.

This is probably why the design team has not offered anything.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Mina Sebiestar
Minmatar Inner Space Conglomerate
#7 - 2013-08-20 00:30:05 UTC
Tractor range is hardly a bonus that is in any way crucial to begin with.

To keep up with wreck generation you need 2 t beams...hell you need 3 even, after 2t beams you are left with single salvager...unbonused...while that was viable before noctis(it wasn't salvage was just better) it is simply doing it wrong after noctis.

Noctis=salvage boat.

Marauder=boat with spare high slots.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#8 - 2013-08-20 00:37:17 UTC
Mina Sebiestar wrote:
Tractor range is hardly a bonus that is in any way crucial to begin with.

To keep up with wreck generation you need 2 t beams...hell you need 3 even, after 2t beams you are left with single salvager...unbonused...while that was viable before noctis(it wasn't salvage was just better) it is simply doing it wrong after noctis.

Noctis=salvage boat.

Marauder=boat with spare high slots.


I think you're right. It's fair to say that these changes would improve the PVE experience in a marauder:

1. increase tractor range and speed to compete with the noctis
2. give a salvage bonus
3. allow pilots to accept and complete missions remotely, or run multiple missions for a single agent.

Then the marauder could really, "go for long periods behind enemy lines" - provided those enemies were NPCs...

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Zan Shiro
Doomheim
#9 - 2013-08-20 01:49:46 UTC
Mournful Conciousness wrote:
Wait a minute fellas, marauders are pve ships. they are designed exclusively to be good at pve and bad at pvp. Hence the sensor strength.

Isn't what you want another class of T2 battleship for pvp?



The thing is many aren't good at pve in comparison now.

And the sensor strength is also limiting its pve ability. Some marauders are now over the 1 bil mark. If I jsut spent 1+ bil for a maruader I'd be happier not going cool....now let me also buy navy or faction so I don't have to turn down gurista missions the rest of my life.


This limiting factor has to go. PVP viability also needs to be added to make these viable. "pvp" features enhance pve. Die hard bears may never run a gank monster vindi in a fleet op. But they know that same gank ability kills rats pretty damn good too.

this is why pirates make maruaders less viable. At some now 1+ bil even more so. Spending 1 bil, whats 200-300 mil isk more.

This is why some navies make marauders less viable. CNR vs golem. I put mjd on the CNR and golem tank bonus means jack to me. Nice thing about mjd...even with a minimal tank you get lots of time to rep up and then cap recharge while waiting for rats to fly out to you again. I don't have tank/cap issues even on rokh doing this. And that is firing cap using rails pretty much all the time. CNR doesn't have cap use weapons to make this even better.
Captain StringfellowHawk
Forsaken Reavers
Ace's N Eight's
#10 - 2013-08-20 03:02:00 UTC  |  Edited by: Captain StringfellowHawk
Mournful Conciousness wrote:
Wait a minute fellas, marauders are pve ships. they are designed exclusively to be good at pve and bad at pvp. Hence the sensor strength.

Isn't what you want another class of T2 battleship for pvp?

But what would that look like? Mega-tanking monsters with huge dps, multi-neuts and a sensor strength of 50? It's way too OP.

Black ops is a nice idea but the ships themselves are too weak. Perhaps they need to be pimped a bit, or maybe able to warp cloaked...

While I agree in principle with the idea of battleships with extra abilities/strengths from their T2 status, I can't think of anything offhand that does not either break the game or step on the toes of faction/pirate battleships.

This is probably why the design team has not offered anything.


Newp, as much as I mission run. PVE Specific Ships in a highly Based PVP game EVE... Everyone Vs Everyone... Needs to have all hulls capable fairly in all forms, between PVP and PVE. Not one Role specific into just PVE. If it Carries a Weapon, it should have a chance to Defend itself and not just be Insta-Jammed by a noob ship with a t1 ECM. Eve is supposed to be the Sandbox Game. Let the ships be Sandbox and not doomed in one field. It's a T2 Battleship, It should be Superior in the majority of the ways Vs Tech 1. That or Take it from a Marauder Role.. And Put it as an ORE ship and a low grade Salvage Creator/Collector. Another thing is, As more NPC's Constantly Jam, which did not happen at the Marauders Inception, The Low Sensor Strength is now a hinderance On the Marauders.
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#11 - 2013-08-20 03:24:26 UTC  |  Edited by: Marc McIntyre Crendraven
I for one hope that they are still good for PVE after the re-balance, i trained to get marauder skill up because I am a casual mission runner. In fact, I would be training Marauder to level 5 but I am afraid that If CCP completely changes their role then I would have wasted all those skill points, at least knowing their general direction would allow me to train what I wanted. Could a Dev at least give us a hint so we can decide if we want to continue training Marauder skill!.

Edit- I mean I already own and fly a Kronos and Paladin, was gonna get a Golem, not knowing if they are going to completely flip the role makes everything very tense. Being able to use a Marauder for missions is the entire reason I spent nearly a month training Advanced Weapon Upgrades up to level 5.

Eat Lead!!! Err....Antimatter...whatever!

Ranger 1
Ranger Corp
Vae. Victis.
#12 - 2013-08-20 03:40:59 UTC
Well, one thing they could do to make them more popular as a choice for PVE is to make the NOT vulnerable to the one type of EW that their preferred target NPC race uses.

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

Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#13 - 2013-08-20 03:59:04 UTC
Ranger 1 wrote:
Well, one thing they could do to make them more popular as a choice for PVE is to make the NOT vulnerable to the one type of EW that their preferred target NPC race uses.


this

Eat Lead!!! Err....Antimatter...whatever!

Nevyn Auscent
Broke Sauce
#14 - 2013-08-20 04:03:03 UTC
Or possibly Marauders aren't part of 1.1 so they aren't posting any thoughts on them till after 1.1 releases so they can concentrate on one feedback area at a time.... Just possibly :).
Personally I would be happy if the silly sensor strength got fixed and that was all. It doesn't need a huge amount, just to be the same as T1 BS, rather than more like a T1 frigate. And proper T2 Resists wouldn't go amiss. After that, they are in a fairly good place.
The Tractor beam/Salvage is a bit anaemic next to Pirate BS + Noctis combo, but is an interesting Niche.
The other thing that could be interesting off the top of my head would be a remote rep bonus. Weaker than a real Logi, but would allow them to be more useful in PvP as a spider tanking BS gang with a bit of local rep also.
Yaturi
The Scope
Gallente Federation
#15 - 2013-08-20 04:10:22 UTC  |  Edited by: Yaturi
I think sleeper design should be incorporated on the new marauders with the interdiction nullifier taking the place of the tractor beam role.

I also think its weakness to ecm needs looking at as well. Racial based weakness is bad weakness
Mina Sebiestar
Minmatar Inner Space Conglomerate
#16 - 2013-08-20 06:50:57 UTC  |  Edited by: Mina Sebiestar
Mournful Conciousness wrote:
Mina Sebiestar wrote:
Tractor range is hardly a bonus that is in any way crucial to begin with.

To keep up with wreck generation you need 2 t beams...hell you need 3 even, after 2t beams you are left with single salvager...unbonused...while that was viable before noctis(it wasn't salvage was just better) it is simply doing it wrong after noctis.

Noctis=salvage boat.

Marauder=boat with spare high slots.


I think you're right. It's fair to say that these changes would improve the PVE experience in a marauder:

1. increase tractor range and speed to compete with the noctis
2. give a salvage bonus
3. allow pilots to accept and complete missions remotely, or run multiple missions for a single agent.

Then the marauder could really, "go for long periods behind enemy lines" - provided those enemies were NPCs...


While you have valid points it would do less to nothing to PVE experience and everything to mission running experience.

I would like them to be more stronger in buffer/resist tank to bridge to some extent ridiculous strategic cruiser resist profile,they are after all elite ships of sort much like strat cruiser are or pirate ships,they simply should have more staying power than burst tank marauders.

And that is pretty much all that marauders are lazy oversize shield/armor booster with mediocre everything with engine strapped to them.

If you look at say pirate ships they are mighty awesome in pvp and pve what they do good in one thing do good in other as well they are built for pvp and just by that they are better in pve too.

Same goes to strat cruisers built for pvp excellent in pve as well ...missions wh incursions name it they will do/excell in it same as pirate ships.

But when it come to Marauders lazy oversize shield/armor booster with mediocre everything is their top achievement if you put them in god forbid PVE(let alone pvp) environment that actually have dps and tank to boot you will find them downgrade from mediocre to ball sucking bad,and no amount of tractor beam boost will help there.

And my uneducated conclusion is simple while for example pirate/T3 ships are built for pvp and that trickled down to pve nicely Marauders are not built for PVP or PVE they are carebear class and anything stronger than decade old AI rotting at the bottom of eve code will present it self as problem to them.

Time and eve it self overgrown them.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Schmata Bastanold
In Boobiez We Trust
#17 - 2013-08-20 09:40:07 UTC
Out of curiosity I just fitted varg in EveHQ. With my alt's skills I got 1100 omni tank, 930p dps from large t2 ACs but dat locking time! My mach will kill half of rats on field before varg would lock anything. I know Eve is not about instant gratification but I really admire anybody doing missions in marauders. Sorry but those ships are just terrible for anything beside coma inducing sessions.

Invalid signature format

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#18 - 2013-08-20 09:55:17 UTC
Schmata Bastanold wrote:
Out of curiosity I just fitted varg in EveHQ. With my alt's skills I got 1100 omni tank, 930p dps from large t2 ACs but dat locking time! My mach will kill half of rats on field before varg would lock anything. I know Eve is not about instant gratification but I really admire anybody doing missions in marauders. Sorry but those ships are just terrible for anything beside coma inducing sessions.


If by coma-inducing sessions you mean pve missions where you salvage everything then yes. That is what these ships are specifically and deliberately designed for. The designed team deliberately nerfed the sensor strength to actively discourage their use in PVP.

If you want to use PVE ships like marauders, orcas, rorquals, ventures, miners and industrials in PVP (yes I have done all these), then you have to accept some limitations. It's like using a Boeing 777 as an interceptor - not going to work very well (although actually the rorqual is epic in fleet pvp...)

If you want new T2 PVP battleships, that's another conversation but as mentioned above, you don't have to add very much to a T1 battleship to make it totally OP.

Example: imagine a T2 hyperion with:
T2 armour resists
double cap recharge rate

What you would have would be a ship that can perma-tank 4000dps while pushing out 1500dps for 15 minutes.

4000dps for 15 minutes works out to... 3.8 MILLION effective hitpoints. i.e. the same as a faction-pimped carrier.

It would just be too OP.

I agree that I'd like to see some more T2 options in battleships, but the dev team will need to be *really* careful with it.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Morrigan LeSante
Perkone
Caldari State
#19 - 2013-08-20 09:59:10 UTC  |  Edited by: Morrigan LeSante
The only way I can see a balance option that's not guaranteeing opening the door to batsh*t insane crazy power is ...... modular options for them a-la the strat cruisers to segregate the different options.

/ducks.
Whitehound
#20 - 2013-08-20 10:02:32 UTC
What is up with all the impatience and calling CCP Fozzie "afraid"? Shocked

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

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