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[Rubicon] Marauder rebalancing

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Author
M1k3y Koontz
House of Musashi
Stay Feral
#221 - 2013-08-29 21:34:19 UTC  |  Edited by: M1k3y Koontz
Arch Stanton's Neighbour wrote:
will you fix mjd's so that people cant jump when pointed anymore?

it's pretty dumb... caps can't jump when pointed or bubbled, yet a watered down version of them can...



Warp scramblers. Points don't shut down MWDs, so why should they shut down MJDs? Scrams shut down MWDs, scrams shut down MJDs. It makes far more sense to leave it as it is, and anyway, they would be useless if a single point stopped a MJD, they'd never get used.

How much herp could a herp derp derp if a herp derp could herp derp.

Retmas
Common Sense Ltd
Nulli Secunda
#222 - 2013-08-29 21:35:11 UTC
i'll be real honest here, i've been a PvEer for quite some time, as well as very attentive to the fitting decisions people make, and most importantly why. i pay really close attention to why x module should or shouldnt be fit, etc etc. i'd not go as far to say that i know what i'm doing, but i'd reckon i have an educated guess at this point.

with that background in mind, i have to say that i find these changes intriguing, yet not imbalanced. i am hesitant to put a maybe 1.1-1.5b fit ship with a mediocre turn time into lockdown for 60 seconds, but by the same token i'd reckon i'd do it because the benefits outweigh the risks both NPC and player (if you miscalculate the tank, the rats will eat you. if you dont check intel, well, you'll level up..)

i think that the balance in the pilot's mind of "risk versus reward" here was very carefully calculated, and is right on the razor's edge, which is as it should be in EVE.

this will provide shiny killmails for lucky roaming folks (and expensive lossmails for unwary bears), and at the same time provide a slightly nerve-wracking/thrilling way to make a boatload of money in the red cross shooting gallery.
Domanique Altares
Rifterlings
#223 - 2013-08-29 21:36:00 UTC
M1k3y Koontz wrote:
Arch Stanton's Neighbour wrote:
will you fix mjd's so that people cant jump when pointed anymore?

it's pretty dumb... caps can't jump when pointed or bubbled, yet a watered down version of them can...



Warp scramblers.


Shhh. That's a secret.

Bubbles and bonused long points are supposed to be God.
Swiftstrike1
Swiftstrike Incorporated
#224 - 2013-08-29 21:39:00 UTC
I won't be using a mini-dread in PvP, but I suspect they will be far better at PVE than they ever were before.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

SMT008
Deep Core Mining Inc.
Caldari State
#225 - 2013-08-29 21:39:54 UTC
I am pleased by some of those changes, and not really impressed by other changes (or lack there-off), let me explain why.

You are adding a new module. That is awesome ! And better yet, you're not making it so that the ships you're changing absolutly need it to be effective.

You're allowing Marauders to have a wider range of fittings. That is awesome !

You're removing the web strengh bonuses. That is...not so awesome but I can understand why you did it.

You're not changing the sensor strenght and think that the new module will be the solution. That is not awesome. Please change the sensor strenght to appropriate levels. Ie, regular battleship level. Not super high SS, not super low SS. Regular SS.

You're reducing speed. Alright, I don't know why it would be a massive problem. They were already slow.

You're adding a highslot. Great ! Full PVE Marauders won't care, but regular PVP, non-bastion-using Marauders will have +1 highslot to play with. Smartbomb ? Heavy neut ? Medium neut ? Your choice :)

You're not adding a DPS bonus. Well, I'm not sure about that. See, Marauders will obviously have more tank than the other kinds of battleships right, like the Hyperions/Maelstroms. That means they'll probably engage larger gangs (the kind of tank values they are going to have require +3 opponents). But what comes with larger gangs ? Logistics. You can't EW by yourselve, so you have to break through reps.

A DPS bonus would help with that. But then again it might bring in other problems. Considering the "No RR/EW", I think that it would be balanced to have something like +30% or +50% DPS. I mean, wouldn't make them unbalanced considering the "I'm sitting there for 60 seconds and I can't move".

That's my first feedback, You'll have to wait until we get new EFT files for more feedback ;)
Lipbite
Express Hauler
#226 - 2013-08-29 21:40:29 UTC  |  Edited by: Lipbite
Giant battleships hopping like bunnies? It's very strange concept actually. And whole "end-game" class of ships forced into this concept is even more strange.

WTB x2 damage boost in bastion mode (via script).
M1k3y Koontz
House of Musashi
Stay Feral
#227 - 2013-08-29 21:40:48 UTC
Cheng Chai wrote:
The amount a vargur can tank atm is already crazy. Now give it 30% resist across the board and double the shield repair amount....

That thing will be absolutly crazy. Looking forward to doing c6 sites solo in a ASB Vargur. (ASBs will also be buffed with odyssey 1.1 fyi)



Thank you for breaking my keyboard with the epic face-desk I just did.

ASBs are not being touched by the active tank buff in 1.1. Please read before you post.
Not to mention good luck finishing C6 sites before you run out of cap charges Roll

How much herp could a herp derp derp if a herp derp could herp derp.

Cerulean Ice
Royal Amarr Reclamation
#228 - 2013-08-29 21:40:49 UTC
Dibs on the Macross Cannon!

I've actually been watching Macross 7 over the past couple weeks with my bf XD perfect timing, CCP.

A comment about the marauder tractoring, though. Why not increase the range a bit to make a little overlap after MJD jumps? Say, enough to get T1s to 50k, and T2s to 60k? A 150% bonus would do that perfectly. I'd love to see a bonus to salvagers, too, like a cycle time reduction. It would make sense, pairing it with the tractor bonus, but it could also result in overlap with the noctis. Making the noctis lose its spot as king of space hoovers would not be good. I'm just picturing a hoover golem...

Okay, I want a salvage bonus, let me have a hoover golem! Super pimped space hoover!
Azriel X
#229 - 2013-08-29 21:41:15 UTC
Domanique Altares wrote:
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.


Not having a bonus from the get-go is fine it becomes your choice to use said ship. However, what happens to those pilots that already use a marauder and now have to bail on it because there are no drones to deal with the tiny ships you just cant hit?

I personally don't use anything above a t3. No need. But I do see other peoples point in this argument.
Shiganaru
Ignis Aeternus Imperium
#230 - 2013-08-29 21:43:48 UTC
My 2 cents:

1) Name Suggestion: "Micro Siege Module"

It has the nearly the same functionality as the regular Siege module, and this will fits the naming scheme of some other modules.

2) Use the "Tactical Reconfiguration Skill"


Slide the Strontium bonus off the skill itself onto the dreadnaughts. Similar to the way the "Cov Ops" skill affects Stealth Bombers. No need to train another skill, when one skill should already cover it.

2a) Add Skill "Advanced Tactical Reconfiguration"


Basically Dreadnaughts use the advanced reconfiguration skill, while marauders use the normal. Require "Tactical Reconfiguration IV" to train "Advanced Tactical Reconfiguration".

The non-advanced skill could also give dreads weapon bonuses, so dreads could fit a bit more tank instead of a bunch of weapons mods. (just a thought)

3) Minimum Drone Bay: 50m3

I don't know how changes to tracking may affect it, but I've been in a PvE situation before where T2 Large guns couldn't hit a target, and light drones took forever to kill them.
BoBoZoBo
MGroup9
#231 - 2013-08-29 21:44:53 UTC
Mobile weapons platforms. Ahh BoBo hits another one out of the park ahead of its time.
Great idea for this class of ship guys!

Primary Test Subject • SmackTalker Elite

Nimrodion
Xanthium Prime
#232 - 2013-08-29 21:45:33 UTC
On a side not, how will (if at all) Bastion mode affect target locking, in a way that Triage/Siege affects Carriers/Dreads? Will we have to re-lock targets upon entering/exiting the cycle, the number of targets that can be locked or drone usage?
Rroff
Antagonistic Tendencies
#233 - 2013-08-29 21:47:18 UTC
So how do you actually kill anything with these in PVP? as they become immobile anything half decent speed can pull range and warp - especially as the kronos and paladin have lost the 90% web bonus, if you've got support to tackle stuff it massively reduces the usefulness of the MJD aside from a GTFO option (tho you'd probably be tackled by that point).
SMT008
Deep Core Mining Inc.
Caldari State
#234 - 2013-08-29 21:47:31 UTC
CCP Ytterbium wrote:
The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those P

Also, remember the bastion cycle time is only 60 seconds when maxed. For Incursions, you can always pulse it on / off depending on circumstances.


Counter-point : You're bringing in a new Rank 8 skill. It takes a while to train those. And that skill has the same requirement as the Tactical Weapon Reconfig. Which is also a long skill to train.

Both skills allow the use of one specific module, on one specific kind of ship.

Why not merge them ? Just make it so that Bastion mods use 0 Strontium per cycle, that'll probably fix your issue, I guess ?
Azriel X
#235 - 2013-08-29 21:48:01 UTC
Nimrodion wrote:
On a side not, how will (if at all) Bastion mode affect target locking, in a way that Triage/Siege affects Carriers/Dreads? Will we have to re-lock targets upon entering/exiting the cycle, the number of targets that can be locked or drone usage?


How about make it so that the drone bay is still there but the bandwidth without the module is 0, and when entering it, it gives the ship a +X amount to the bandwidth so that drones can be used but only in bastion mode...

ahh? thoughts?
Fire Forager
UK Corp
Goonswarm Federation
#236 - 2013-08-29 21:48:36 UTC
Falloff absolutely sux, why the hell would you want that instead of the web bonus on the kronos Ugh
William Darkk
Garoun Investment Bank
Gallente Federation
#237 - 2013-08-29 21:50:26 UTC
Now that I look at it again, the drone bay thing is really hideous. The Vindicator has 11 effective turrets and 125mbit drone bandwidth. Please give these at least 100mbit/175m3.
Ersahi Kir
Brutor Tribe
Minmatar Republic
#238 - 2013-08-29 21:51:33 UTC  |  Edited by: Ersahi Kir
I want to like these ships but I'm not really all that impressed. With all the training these ships require (MJD's, bastion mod, marauder skill) you can pretty much get into a solid dread that will outperform it outside of high sec. If the goal was to make the ship less PvE oriented I think you failed, as I have a hard time imaging the niche for a high tanking immobile battleship that can't receive remote reps in small, medium or large fleets.

The idea is neat and all, but I think this is just going to be a second rate level 4 PvE ship behind pirate battleships.
Javon Bars
Sebiestor Tribe
Minmatar Republic
#239 - 2013-08-29 21:52:17 UTC  |  Edited by: Javon Bars
Why would anyone possibly enter bastion for gang pvp?

The tanking bonus prevents you from receiving reps, effectively nerfing your tank. You don't get a damage bonus and the optimal range bonus is pointless because currently large long-range weapon systems already provide all the range you'll ever need. EW immunity is pointless because you're going to be out of EW range. There is no reason at all to enter bastion as it is.

Unless it gives a significant damage bonus, you're just painting yourself a large bullseye and waiting to die, particularly because both scanning and even a dictor burning will cover the distance in less than the 60 seconds bastion takes.


Also: please, please stop bringing out new skills which only apply to one single module and nothing else. It makes a mockery out of the versatility the skill system the game has. Tactical weapon reconfiguration already covers this scenario. "But TWR lowers consumption and bastion consumes nothing!" isn't a viable excuse because covert jump bridges also consume nothing despite needing a skill that reduces consumption trained.


Sure, bastion seems nice for running plexes and anoms but don't try to sell it to us as some sort of pvp feature, at least with this iteration.
W0lf Crendraven
The Tuskers
The Tuskers Co.
#240 - 2013-08-29 21:52:37 UTC
Nope, horrible idea. Go back to the drawing board.