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marauder as i see them

Author
Nikk Narrel
Moonlit Bonsai
#41 - 2013-08-29 18:38:19 UTC
Jasmine Assasin wrote:
Want to make Marauders useful? Make them viable for Incursions. I mean actually viable by fixing their scan res and giving them normal tech II resist.

People will be scrambling to get into them as fast as possible. Instead of just being hisec lvl4 boats, make them specialized PvE boats through and through. Incursions are fleet PvE that right now is dominated with Pirate battleships. Not that I'm complaining but tech II ships should be a "step up" right?

It should go Tech I>faction>pirate>tech II, tech II being where you "specialize" PvE or PvP with Marauders being PvE and the BLOPS battlships being PvP IMHO.

I get your point, but why do we want to redefine what specialization means at this point, just for the battleship size vessels?
Also, every faction BS already used in this role would effectively earns the same tech 2 title, since they are doing the same job in very nearly the same manner.

Specialization starts with special, and this feels pretty common with so many hulls doing the job already.
Aeril Malkyre
Knights of the Ouroboros
#42 - 2013-08-29 18:39:13 UTC
I felt like I graduated when I dumped the Machariel for the Vargur. The Machariel is a beautiful death machine, but the Vargur is that, and has a better tank, and is a mini-Noctis, and saves me bank on ammo. I want more grid so I can choose arties, more range on tractors, and actual tech 2 resists to reflect what a pain it is to train for.

If they want the Marauder to live up to its description (and generate some pricey potential killmails), give it the deep space +2 warp strength. If you give pilots the chance to avoid a small camp, I can guarantee they'll hang themselves at some point. My alt did it just last week with a Venture mining gas in a wormhole, and almost lost the thing twice for it. If the rest of the wormhole residents had been online, and not just one guy, I'd have been dead. If they're designed for long deployments behind enemy lines, make them act like it.

Or hell, give them bubble immunity. Something unique to the battleship line. Something that gives smart pilots the opportunity to sneak around the dangerous places, and dumb pilots the overconfidence to get murderated by pirates. Or vice versa.
Mooer
Band of Builders Inc.
Intaki-Business Logistics Union
#43 - 2013-08-29 18:56:28 UTC
Jasmine Assasin wrote:
Want to make Marauders useful? Make them viable for Incursions. I mean actually viable by fixing their scan res and giving them normal tech II resist.

People will be scrambling to get into them as fast as possible. Instead of just being hisec lvl4 boats, make them specialized PvE boats through and through. Incursions are fleet PvE that right now is dominated with Pirate battleships. Not that I'm complaining but tech II ships should be a "step up" right?

It should go Tech I>faction>pirate>tech II, tech II being where you "specialize" PvE or PvP with Marauders being PvE and the BLOPS battlships being PvP IMHO.

not a step up, no, but a step out.
they are a little less powerful in strait on damage, but more of a utility ship.

if they were hac bs's, then they need good resists and damage.
but if they are for something else, then they will dish out less damage but gain something pirates dont have.
like a jump drive.
or mjd bonus.
or resists
or whatever,

also, i dont think jump drives are black ops only. saying cloaking is, well..im not going to argue, i was merely throwing out options.
but jump drives to help alliance move about their territory or help defend fleets by flying shot gun would be VERY useful.

all it takes is a keyboard and a description change to change what the ship is used for.
i think a jump drive would be awesome. not needed, but awesome.
i would be happy with scanning bonuses for probe launchers. a cross between cov ops and bs's. somcething we can take into worm holes and scan crap down faster.

a good rr bonus would be EXTREMELY helpful. make them partial logi. maybe double range and/or 50% to amount. something kewl. since they survive deep in enemy territoy, they may need to patch each other up.

one never knows.
Maximus Aerelius
PROPHET OF ENIGMA
#44 - 2013-08-29 19:47:12 UTC
SkupojHren
EVE-RO
Goonswarm Federation
#45 - 2013-08-29 20:02:12 UTC
Arthur Aihaken
CODE.d
#46 - 2013-08-29 20:08:37 UTC
Cade Windstalker wrote:
So, for a start that's entirely too many slots on all of those ships. That would put them 1 slot over any T1 Battleship while having half the turrets which would be an absolutely silly amount of utility in one ship.

Second, I'm assuming by "hardpoints" you mean rig slots. That's also entirely too many, no ship gets more than 3 for good reason, most rigs stack by percentages and having 4 would be hilariously OP.

Third, I don't think they should get full T2 resists. I stand by the idea that of all the preemptive nerfs given to the T2 Battleships not giving them the full T2 resist bonuses is the only one that really holds up over time because of the stupid amount of EHP they would have when fully tanked if they had full T2 resists. If CCP decide otherwise and give a good rational for it and the ship has made trade-offs for those resists then great, but what you're presenting is just massively buffed Battleship hulls.


I beg to differ: Machariel - 20 slots (8H, 5M, 7L) ... Nightmare - 18 slots (6H, 7M, 5L) ... Rattlesnake - 19 slots (6H, 7M, 6L) ... Bhaalgorn - 19 slots (7H, 5M, 7L) ... Vindicator - 20 slots (8H, 5M, 7L). Are you saying the Empire T2 battleships shouldn't be at least on par with the Pirate Faction ones? And yes, it would give them more slots over any T1 battleship (that's kind of the whole point of T2). As for utility, again - no more so than the majority of Pirate Faction battleships - so again, I have to respectfully disagree there.

Yes, by hardpoints I mean rig slots. Penalties also stack by percentages, and the idea behind 4 was to allow more rig options. If you want to turn it into a flying brick, you're looking at a minimal investment of probably $4-billion - and it's not like these are exactly insurable. As for resists, perhaps not full T2 resists - but certainly more than they have currently. I'm open to suggestions here.

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

Daoden
The Scope
Gallente Federation
#47 - 2013-08-29 20:59:00 UTC
Id be happy with more CPU PG and another turret/missile slot for a little bit more DPS. Sensor strength and scan res could use a boost as well. This would help it in both PvP and PvE without changing everything like most ppl want to.
Aeril Malkyre
Knights of the Ouroboros
#48 - 2013-08-29 21:30:15 UTC
It is certainly bold.
Trespasser
S0utherN Comfort
#49 - 2013-08-30 05:31:34 UTC
The whole problem that i have with marauders, is that they were ment to be the top end PVE class of ship, The end all be all of ratting.

This never became a reality, as faction battleships out damage and in some cases out tank marauders.

I think holding a marauder in place in 0.0 is suicide - not many people use them anyway for the reasons above. The best and really only way to fix them would be to Give them most of the bonus's from the siege mod but forget the siege mod.

also we need to make them have more damage and more tank base - So lets take a paladin for example

Paladin

Role Bonus: 200%(+100%) bonus to large energy weapon damage, 30% shield, armor and hull resistances(no stacking penalty), Extends all large turret falloff and optimal by 25%

Amarr Battleship Skill Bonus:
5% bonus to capacitor capacity
7.5% bonus to Large Energy Turret tracking

Marauder Skill Bonus:
25% bonus to repair amount of armor repair systems
4% bonus to all resistances per level


Slot layout: 7H, 4M, 8L(+1); 4 turrets, 0 launchers
Fittings: 16500 PWG (+3000), 530 CPU (+30)
Defense (shields / armor / hull) : 5800 / 10000 / 6000 <-- changed all of them to better suit a marauder
Capacitor (amount / recharge rate / cap/s) : 8000(+2375) / 1000s (+76.1s) / 8 cap/s (+2)
Mobility (max velocity / agility / mass / align time): 85 m/s(-20) / .119(-0.009) / 111665000(+6465000) / 18.42s
Drones (bandwidth / bay): 25(-50) / 50(-25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 100km / 120(+39) / 10
Sensor strength: 8 Radar
Signature radius: 420(-80)



Now Something like this would make people WANT to fly it for PVE, its powerful enough that people would use these in 0.0.

some will say it looks overpowered but it has 8 Sensor strength, so even a half noob blackbird pilot can perma jam this with 1 jammer...

Also i was thinking of maybe a vulnerability stat for it, Where say... player(not NPC) EW mods have a 25% bonus towards you.


All in all, this would make it a MASSIVELY AMAZING OVERPOWERED RATTINGSHIP.. but it would be useless in pvp.. and thats what marauders should be.
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