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[Rubicon] Marauder rebalancing

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YaSiS
The Chosezen Onez
#201 - 2013-08-29 21:20:53 UTC  |  Edited by: YaSiS
Seems like CCP forgot the PVE side of the Marauders. No web and no Drones ? what about frigates that comes to close ?.

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Xavier Thorm
Caldari Provisions
Caldari State
#202 - 2013-08-29 21:20:53 UTC
Hopefully the current discrepancy between the bonuses for range and damage application between missiles and turrets is just a typo, otherwise please fix that right away and give the weapons systems equal bonuses.

Overall, I think this change is a good one, but there are some concerns:

First of all, I sympathize with the people who are saying that a new Skill just to use this very specific and limited module seems excessive. At the very least, it should have a low multiplier, because people are already training a very high multiplier to be able to use this very specialized ship, and shouldn't be slapped with another one before they can really properly use it.

Second, I think the tractor beam bonus should be done away with entirely. Not only is it completely outdated in an era where the Noctis exists, but it makes no sense from a flavor perspective, since a ship that goes on long deployments behind enemy lines has no use for salvage/loot.

Third, please bump all the drone bays up to at least 75m3 and the bandwidths up to 50. A ship that is meant to be deployed solo should have a response to small threats, and, especially if you are removing web bonuses, drones seem like the proper solution.
Maximus Aerelius
PROPHET OF ENIGMA
#203 - 2013-08-29 21:21:19 UTC  |  Edited by: Maximus Aerelius
White Bear Maricadie wrote:
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


I have to agree with the reduction in the Drone Bay Capacity comment above.

EDIT: Golem: Drones (bandwidth / bay): 25(-50) / 50(-25) Wow...just wow!
Aralez
Brutor Tribe
Minmatar Republic
#204 - 2013-08-29 21:21:44 UTC
Vargur was already my favorite ship, now i just love them more!
When can we expect to test this out on Singularity?
Maximus Andendare
Stimulus
Rote Kapelle
#205 - 2013-08-29 21:22:24 UTC
Tim Ryder wrote:
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?
Well, now you're confusing, since the first thing you said is "main problem with Marauders for PVE . . . is the low resists and thus low ehp." Now, you say that "[l]ow ehp isn't a problem in actual PVE." So, which is it?

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Olaf4862
Dragoon Industries Limited
#206 - 2013-08-29 21:22:50 UTC
Can we seriously get rid the tractor beam range bonus. I have this thing called a noctis.
Domanique Altares
Rifterlings
#207 - 2013-08-29 21:23:28 UTC
White Bear Maricadie wrote:
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


Yes, because being able to MJD off to range and siege up to one-shot the frigs is such a liability, especially when you're a bare few seconds from being able to MJD again when you come out of siege mode on these things.
Ghost Hunter
True Slave Foundations
#208 - 2013-08-29 21:24:44 UTC
Eternal Error wrote:
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.


Care to elaborate how it's awful, other than 'I can't mission gank a high value BS'?

From how I see it -

Could protect High Sec missions, generally only worthwhile if you are flying dangerously shiny - but you're more likely to get ganked on a stargate. A war target could be coming for you, but they still have the station/stargate trap option.

Incursions, not relevant for unprobability in High/Low Incursions due to site beacons.

Exploration, can have your sites broken into unless they're an escalation site. Hunters have to revert to the stargate/station trap option for that.

Low/Null Security missions, as mentioned allow the Marauder to protect their mission against roamers who must either setup a trap, play the waiting game, or move on.

Wormhole Space, could be annoying but all sites are probable. You'll have to pay attention to sift it out and see if its at a site or safe spot sitting for some reason, but generally catchable here.

True Slave Foundations Overseer

ϕ

Maximus Aerelius
PROPHET OF ENIGMA
#209 - 2013-08-29 21:26:12 UTC
Domanique Altares wrote:
White Bear Maricadie wrote:
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


Yes, because being able to MJD off to range and siege up to one-shot the frigs is such a liability, especially when you're a bare few seconds from being able to MJD again when you come out of siege mode on these things.


And they're MWD'ing towards your Golem...let's think about that for a bit...
Aeril Malkyre
Knights of the Ouroboros
#210 - 2013-08-29 21:26:17 UTC  |  Edited by: Aeril Malkyre
HOLY BALLS. What follows will be a mess of words.

I've been waiting for this change discussion ever since I boarded the Vargur. I did not expect mini-Dreads. BUT THEY SOUND AWESOME. I'm sad for my drone bay, but my ship will transform. I CAN FIT ARTILLERY NOW. Thank you thank you thank you. Combined with the MJD reactivation, a rabbit jumping artillery platform is within reach for the Vargur. Thank you for not making the Bastion cap drain or require fuel. I've got loot to put in the hold and need all the room I have Pirate The speed and mass hits are saddening. Why does the Minmatar hull suddenly have the fattest ass? That's not very... Minmatari. Many thanks for increasing the scan resolution, now frigates won't take an hour to lock.

HOLY BALLS THIS IS AWESOME.

Does kicking on the ewar immunity break existing ewar, I assume?

IT'S GOING TO BE FREAKING SWEET TO BLINK AROUND THE PLACE FIRING THE BIG GUNS. And then Dread up and laugh. Muwahahaaa.

Edit to add: People need to back off my tractor bonus. I love it so much. It allowed me to sell my Noctis and save massive time not having to jump back to base to get it, which could sometimes be several systems away. If anything it needs buffed to 200% or more, especially now that we're expected to be MJDing around.
SkupojHren
State War Academy
Caldari State
#211 - 2013-08-29 21:26:27 UTC
SkupojHren wrote:
what?i dont even know where to start

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

why missiles dont get a second bonus?turrets get falloff and tracking.


also,why only 4 guns/marauder?with the extra slot gained,you guys can increase the gun/missiles slot to 5
Domanique Altares
Rifterlings
#212 - 2013-08-29 21:28:28 UTC
Maximus Aerelius wrote:
Domanique Altares wrote:
White Bear Maricadie wrote:
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


Yes, because being able to MJD off to range and siege up to one-shot the frigs is such a liability, especially when you're a bare few seconds from being able to MJD again when you come out of siege mode on these things.


And they're MWD'ing towards your Golem...let's think about that for a bit...


u wot m8? People should think?
l0rd carlos
the king asked me to guard the mountain
#213 - 2013-08-29 21:28:32 UTC
YaSiS wrote:
Seems like CCP forgot the PVE side of the Marauders.

Huh? they gonna me awesome for DED sites. Or maybe WH sites.

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WInter Borne
Caldari Provisions
Caldari State
#214 - 2013-08-29 21:29:20 UTC
I approve of this product and/or service.
Azriel X
#215 - 2013-08-29 21:29:38 UTC
Many people do have a good point with the tractor beam as well as the drones. Moving these ships to pvp is nice and all but at the expense of slashing its ability to do pve is not really that fair.

As for tractor beams... yeah. Get with the times ccp. Its called a Noctis.. durr :P
Maximus Aerelius
PROPHET OF ENIGMA
#216 - 2013-08-29 21:29:44 UTC
SkupojHren wrote:
SkupojHren wrote:
what?i dont even know where to start

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

why missiles dont get a second bonus?turrets get falloff and tracking.


also,why only 4 guns/marauder?with the extra slot gained,you guys can increase the gun/missiles slot to 5


Giving it the firepower of 10 with the +100% bonus? The extra high is for the "Siege Module" I would assume but then you never know...
Domanique Altares
Rifterlings
#217 - 2013-08-29 21:29:47 UTC
SkupojHren wrote:
SkupojHren wrote:
what?i dont even know where to start

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

why missiles dont get a second bonus?turrets get falloff and tracking.


also,why only 4 guns/marauder?with the extra slot gained,you guys can increase the gun/missiles slot to 5


Because they already have an effective 8 guns with the 100% damage role bonus. They don't need an effective 10 guns.
Nalren
Perkone
Caldari State
#218 - 2013-08-29 21:30:39 UTC
My first impressions, with only 10-15 minutes of chatting with my spacebros... and I admit that most of my thinking is "how can I use this in small gang warfare" since I am a WH guy.

I can only see a couple situations where this mini-siege thingy could see use:

1. Missions/sites. They'll tank better than anything else and still put out very good dps.
2. Sniper fleets with recon support, but they are expensive and invite hot dropping, and all you're using from this module is the range bonus; sniper ships don't really expect to have to tank much. You also need a lot of recons to prevent even a medium sized fleet from getting on top of it. Actually I have talked myself out of this option. It's a mission ship. I'll snipe in Tornados, thanks. They hit just as hard but cost 1/10 as much.

These ships might work in groups, but how many fleets have the numbers to take that fight? My gut feeling is that marauders will have two kinds of engagements: they will either die horribly or not get fights most of the time.

Without a damage bonus, I doubt many people will be willing to volunteer to be shiny sitting ducks*. Add a decent damage bonus, though, and folks might be willing to risk the isk. However, this won't make them more likely to get fights in solo/small gang work. As a second wave - you know, bring the pain after you establish control of the field - they would be pretty nasty I suppose. Pretty limited utility if that's all they are though.

===============================

*Note: if you pronounce "shiny sitting ducks" a few times in a row, you may accidentally say a naughty word. You have been warned.
Domanique Altares
Rifterlings
#219 - 2013-08-29 21:32:08 UTC
Azriel X wrote:
Moving these ships to pvp is nice and all but at the expense of slashing its ability to do pve is not really that fair.


You know, it's amusing that people keep saying things like this, since most high-end missioners, plexers, and ratters use equally high-end PvP ships with no PvE bonuses whatsoever.
Fruitfly Three
Downloaded Bears
#220 - 2013-08-29 21:34:11 UTC
well now i am kinda regretting training marauders to 5, loosing the web bonus is a HUGE hit, my paladin already tanks like a beast, that was not an issue i think they should get full t2 resists, but if they get to be a "mini dread" i guess it makes sense but loosing webs, more then makes up for that parlor trick. in PvE i would be helpless against anything that gets close. and anyone that points to the "immune to ecm" while in "mini dread" has never seen a BS try to align out it would do nothing for me. i come out of "mini dread mode" and instantly get tackled. i like the reduction to micro jump drive cycle time. which i feel is way more important then having the tractor beam crap on it. if i am meant to keep at 100K+ from the mission rats having tractor beams that reach to 40ish k seems a bit silly. the thing that keeps them on the side line for PvP now is their stupidly low sensor strength. no point bringing in a bs that can easily be perma jammed by 1 flight of light ecm drones.