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[Rubicon] Marauder rebalancing

First post First post First post
Author
sten mattson
Red Sky Morning
The Amarr Militia.
#181 - 2013-08-29 21:06:09 UTC  |  Edited by: sten mattson
the amarr got shafted again:

paladin: 5% capacitor
7,5% optimal
7,5% armor repair bonus
5% damage

only gets one damage bonus , one application bonus and no tracking bonus like the others.

kronos: 5% bonus to large hybrid weapon damage
10% bonus to large Hybrid Turret Falloff per level
7.5% bonus to repair amount of armor repair systems
7.5% bonus to large hybrid weapon tracking per level

2 dmg application bonuses , one damage bonus

vargur , the same

i find it funny that the cpacitor amount is still there as it seems you already rolled the bomnus into the hull ( capacitor amount: 8000(+2375)).

i would say roll in the capacitor bonus into the hull like you did with the apoc years ago and put in a tracking bonus like the others , or let it keep the magnificent web bonus it had before while still rolling the cap amount bonus into the hull.

EDIT: forgot that the paladin didnt have a cap use bonus -_-

IMMA FIRING MA LAZAR!!!

Torialdin
Rubinowa-Kompania
Czarna-Kompania.
#182 - 2013-08-29 21:07:07 UTC
mass bonus will give new possibilities to close WH
Rowells
Blackwater USA Inc.
Pandemic Horde
#183 - 2013-08-29 21:08:11 UTC
Harvey James wrote:
Also what's the point of the mass addition in bastion mod when it can't move anyway?

does mass affect being bumped? that might be it but im not sure
TheHatedMiner
Deep Core Mining Inc.
Caldari State
#184 - 2013-08-29 21:08:20 UTC  |  Edited by: TheHatedMiner
you have battleships, that are around 1-2k dps. how about buffing the marauders so they fill the insane gap between battleships and dreads? how about somehing like 3-4 maybe 5k dps, and the ability to tank like a baws, since that is what I would be looking for in a t2 BS, something that bridges the gap

After reading the whole thing. I have thit to add


DPS=drones + turrets/launchers
Give them all the ability to use heavies/sentires. that would help to bridge the gap as mentioned above
Retain the role bonus, but give them the full 8 slots for launchers/turrets (ill settle for 7or 6) along with the ability to use them WITH MAXED SKILLS, this is important as it prevents newer players from speccing to them and losing them, and also keep them out of the hands of the major blocs, as this requires almost maxxed shield/armor and nav skills along with electronics as well.
Marauders are supposed to be the beast mode of the non capital ships, and if this is done right, most players will prefer a marauder over a dread. All I ask is please for the love of god dont mess this up and do the fluffy carebear nerf
Terrorfrodo
Interbus Universal
#185 - 2013-08-29 21:08:39 UTC
Crazy stuff Shocked I have no idea how good it will be or if it will be balanced, but it's daring and unusual, so I kinda like it Big smile

.

Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#186 - 2013-08-29 21:08:47 UTC
Ghost Hunter wrote:
Thought for Bastion Mode -

Can we get it so the Marauder in Bastion Mode is unprobable?

This would help it immensely survive against on-grid probing if it's in a sniper role, as there's little point in being fixed at near-warpable distances that isn't a death sentence. (It also incentives Interceptors or MJDing battleships hunting them down)

This also has the dual-purpose of making Marauders very good for dangerous mission running in Low Security / Null Security. If your mission is trying to be broken into, you can Bastion mode to disguise yourself and protect the mission. Hunters will have to wait for you at stargates or stations then, unless they play the waiting game with you.

That would give them a very useful niche PVE role as well, as only Tech 3 Cruisers could hope to mission in that manner. Unlike the Tech 3s, though, the Marauder doesn't have system wide affecting capabilities (boosting).


Something like this
Nimrodion
Xanthium Prime
#187 - 2013-08-29 21:09:14 UTC
CCP Ytterbium wrote:


BASTION TRANSFORMERTHINGIE™ SKILL


DON'T FIX WHAT AIN'T BROKEN - LEAVE IT AS IT IS!!! Big smileBig smileBig smileBig smile
Eternal Error
The Scope
Gallente Federation
#188 - 2013-08-29 21:10:48 UTC
Ghost Hunter wrote:
Thought for Bastion Mode -
This also has the dual-purpose of making Marauders very good for dangerous mission running in Low Security / Null Security. If your mission is trying to be broken into, you can Bastion mode to disguise yourself and protect the mission. Hunters will have to wait for you at stargates or stations then, unless they play the waiting game with you.

That would give them a very useful niche PVE role as well, as only Tech 3 Cruisers could hope to mission in that manner. Unlike the Tech 3s, though, the Marauder doesn't have system wide affecting capabilities (boosting).

Yea it's not like they're going to be stupidly OP for most PvE roles with the current listed changes anyway.

Awful idea.
Maximus Andendare
Stimulus
Rote Kapelle
#189 - 2013-08-29 21:11:19 UTC
Nimrodion wrote:
CCP Ytterbium wrote:


BASTION TRANSFORMERTHINGIE™ SKILL


DON'T FIX WHAT AIN'T BROKEN - LEAVE IT AS IT IS!!! Big smileBig smileBig smileBig smile
It will be something very plain and easy to read. Flavor from the skillbooks is being stripped on Sept 3. Following what we see there, I expect the skill to be called "Marauder Transformation Skill."

Enter grid and you're already dead, destined to be reborn and fight another day.

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Tim Ryder
Flippin DaBird Corporation 2
#190 - 2013-08-29 21:12:20 UTC  |  Edited by: Tim Ryder
Main problem with marauders for PvE - which is the only part of EvE I know crap about - is the low resists and thus low ehp. Really hoped you'd fix that instead of adding dancing girls or making it a mini dread. All in all this will still be interesting, but waltzes around the real problem.

Edit: Love the PG additions, especially having a Vargur that can fit arties.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#191 - 2013-08-29 21:12:45 UTC
after thinking it through they seem pretty limited in their pvp applications

in small scale pvp seem i figure you can just ignore them, as theyre low damage, low maneuverability platforms with huge active tank. i guess you could just not use bastion in which case why not just have a t1 bs for 1/4th the price, or a pirate bship if you wanna splash yo cash

in large scale pvp they dont have any buffer and are the most expensive ship on field so they just instantly get primaried and die, similar to pirate battleships

sure the mjd cooldown is cute but realistically it's not that useful when combined with a 60 second siege, you're gonna get scrammed - especially since everyone knows youre gonna have one

they seem designed for long range sniping, but in an era where everyone has a combat probe alt that aint gonna fly



for pve, which i have never done, i'm being told they look amazing however
The Spod
Center for Advanced Studies
Gallente Federation
#192 - 2013-08-29 21:14:46 UTC
PVE:
• Every one of them gains a big buff, especially Kronos and Paladin (neutron/megapulse). Golem becomes better at torpedoes with the range bonus.
• They all will afk steamroll ded10/10 in t2 gank fits.
• They can fit 3 smartbombs and sit in forsaken hub / gate haven spawn with improved close range weapons; beats vindicators due to smartbombing.
• WH stuff, incursion stuff, shiny fits solo tank it all except for neuts. The numbers would put a 5k-10k active tank pretty standard with deadspace mods and crystals.

A damage bonus would be stupid overkill on these and obsolete everything else in pve.

Kirin Xaxos
Downloaded Bears
#193 - 2013-08-29 21:15:01 UTC
can we please not get rid of the web percent bonus of the marauders, i fail to see how making them tiny vulnerable dreads would make them any more viable for pvp and with out the web bonus they or drones a single mission rat gets you killed.
Maximus Andendare
Stimulus
Rote Kapelle
#194 - 2013-08-29 21:15:04 UTC
Tim Ryder wrote:
Main problem with marauders for PvE - which is the only part of EvE I know crap about - is the low resists and thus low ehp. Really hoped you'd fix that instead of adding dancing girls or making it a mini dread. All in all this will still be interesting, but waltzes around the real problem.

Edit: Love the PG additions, especially having a Vargur that can fit arties.
Maybe you missed the part in the original post that stated:

Bastion Module:
"Provides 30% shield, armor and hull resistances when activated"

The "mini dread" part of your reply you almost state as if it is a negative against these hulls. I couldn't disagree more. Having better damage application through the Bastion Module is going to allow missions to be blitzed much faster.

Enter grid and you're already dead, destined to be reborn and fight another day.

>> Play Eve Online FREE! Join today for exclusive bonuses! <<

Johann Rascali
The Milkmen
Churn and Burn
#195 - 2013-08-29 21:15:34 UTC
So, uh, to go along with the further wonking of cooldown times on the MJD, can we have a way to tell when they're ready to fire again?

Blanking signatures doesn't seem to work, so this is here.

Rowells
Blackwater USA Inc.
Pandemic Horde
#196 - 2013-08-29 21:17:31 UTC
would it be possible to add a script to the bastion that allows you to choose between range/damage application and actual damage?
Tim Ryder
Flippin DaBird Corporation 2
#197 - 2013-08-29 21:18:51 UTC
Maximus Andendare wrote:
Tim Ryder wrote:
Main problem with marauders for PvE - which is the only part of EvE I know crap about - is the low resists and thus low ehp. Really hoped you'd fix that instead of adding dancing girls or making it a mini dread. All in all this will still be interesting, but waltzes around the real problem.

Edit: Love the PG additions, especially having a Vargur that can fit arties.
Maybe you missed the part in the original post that stated:

Bastion Module:
"Provides 30% shield, armor and hull resistances when activated"

The "mini dread" part of your reply you almost state as if it is a negative against these hulls. I couldn't disagree more. Having better damage application through the Bastion Module is going to allow missions to be blitzed much faster.


Nopes, didn't miss that at all. Low ehp isn't a problem in actual PvE, but mainly at gates/station. Won't bastion there, will you now?
YaSiS
The Chosezen Onez
#198 - 2013-08-29 21:18:53 UTC
Dinsdale Pirannha wrote:
CCP Rise wrote:
I'll make sure we talk tomorrow about the tracking bonus for turret ships (I had understood that neither turrets or missiles were getting an application bonus). I believe its meant to say 25% optimal and 25% falloff.

Either way it won't be unequal as it is currently listed.


Who cares about this?
You are wrecking both the Kronos and Paladin by removing a key element: the web bonuses, plus gimping all of them in DPS by nerfing the drone bays.

Yah, you have made this into a PvP ship, but once again wrecked another PvE ship.

All part of the plan, I assume.


+1

CCP soundwave is dancing for you b1tches ! http://www.youtube.com/watch?v=8HxwAEpdS2Y&feature=plcp

White Bear Maricadie
Downloaded Bears
#199 - 2013-08-29 21:19:40 UTC
i would agree that losing the drones and web buff would just make these a huge liability in PvE, yeah you could tank for a long time but that will do little to help you deal with the frigs that get close and keep you scrammed and webbed. would make marauders mostly a liability in a mission
Azriel X
#200 - 2013-08-29 21:20:45 UTC
marVLs wrote:
Awesome (i proposed long time ago transforming BS's by myself ;) but for T3 ships).

But i still don't like TP bonus on Golem... You removed EW bonus from other marauders but leave this...
I rather see 5% explosion radius reduction in it's place (with removing mid slot)


Second thing is Bastion module, looks very cool but...


  • Extends all large turret falloff and tracking by 25%
  • Increases all large missile max velocity by 25%


Why two bonuses for turrets and only one for missiles? It should be 25% for missile max velo and explosion radiusAttention (then i will live somehow without expl bonus on Golem...). I believe it's only mistake because as You say it should give marauders better damage aplication, but without explo radius bonus it wont give it to missiles...


I agree... knock the missile boats down some more will you? Isn't it about time the playing field gets leveled again. I want to finally blow the dust off my missile skills and use some form of missle boat again. I can see how ccp might be a bit scared of re-opping missiles again.. but its not fair to continue to maim missile ships like this.