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Player Features and Ideas Discussion

 
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[Rubicon] Marauder rebalancing

First post First post First post
Author
Mainiac IV
Imperial Academy
Amarr Empire
#261 - 2013-08-29 22:31:35 UTC
Honestly I think this whole idea is bad
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#262 - 2013-08-29 22:34:05 UTC
Like the idea in principle. Not sure on implementation. I think they need a damage bonus in the Bastion mode. Not sure there is enough of an incentive to use it at the moment in a pvp situation. Whilst the extra tank is nice, I'm not sure it will actually be useful in most situations. I guess we'll have to see how it plays out in combination with the MJD bonus.

Will hitting Bastion mode instantly stop you, or will you drift like dreads in Siege? Also, with the mass changes - could bring in some interesting moves in wormhole space potentially unless you couldn't jump whilst in Bastion mode. Jump through WH, Bastion at no cost - jump back out probably closing the wh...

Can the Paladin actually have a decent bonus over the cap one? The others don't have a bonus called "*% bonus to cargo bay so you can actually store enough ammo to use your guns for more than 2 minutes"

On the whole though, could make for some interesting gameplay in smallish gang scenarios. Can see them being especially interesting in wormhole scale fights.
CCP Ytterbium
C C P
C C P Alliance
#263 - 2013-08-29 22:35:41 UTC  |  Edited by: CCP Ytterbium
MeBiatch wrote:
•Extends all large turret falloff and tracking by 25%

why just falloff and not optimal range? does this not give a big boost to arty/blaster setups and not much for rails and lazors?


Nice quote, except the OP mentions turret falloff and optimal P

Edit: just realized I actually typed falloff and tracking, and that CCP Logibro fixed it. Logibro best bro, thanks bro. Sorry about that.
l0rd carlos
the king asked me to guard the mountain
#264 - 2013-08-29 22:35:45 UTC
Mournful Conciousness wrote:
I had a long think about how I might use this ship. I cannot think of a scenario in which it would be useful.

Not a Single? Where is your imagination?

Example to kill a gatecamp.
Or DED plexing in 0.0.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Silver Getsuga
Liber Primus
#265 - 2013-08-29 22:38:32 UTC  |  Edited by: Silver Getsuga
I wonder if these changes will kill autocannons Vargur.... not so good projection even multiplied by 25% and mjd focus looks weak compared to other weapon systems. Autocannons can't project to 100km even with these changes. Oh and 4 huge alpha arty cannons will probably suck for pve. (too much overshoot with low RoF). One can ignore mjd thingy though and pray tracking will be enough to kill orbiting stuff.
Cade Windstalker
#266 - 2013-08-29 22:38:59 UTC  |  Edited by: Cade Windstalker
Mainiac IV wrote:
Honestly I think this whole idea is bad


Then explain why or don't post. This is not useful feedback.

Silver Getsuga wrote:
I wonder if these changes will kill autocannons Vargur.... not so good projection even multiplied by 25% and mjd focus looks weak compared to other weapon systems. Autocannons can't project to 100km even with these changes. Oh and 4 huge alpha arty cannons will probably suck for pve. (too much overshoot with low RoF).


Then jump into the middle of the enemy ships rather than jumping away. No more having to fit Arty for Mordu's Headhunters! :D

Mournful Conciousness wrote:
I had a long think about how I might use this ship. I cannot think of a scenario in which it would be useful.

Neither can I construct a rational narrative to support bastion mode, so there's a problem there for me.

I think if you wanted to see these ships in PVP all you had to do was increase the sensor strength and make no other changes whatsoever. They were fine.

I am deeply disappointed by this proposal and cannot in good conscience support it.

My apologies.


So, one for PvE I can think of several potential uses. The MJD was already starting to see some mission use, this just further cements that. I'm not sure how these are going to fit into incursions but I think it's worth looking into at least before we condemn them there, and extra high slots are always helpful there anyway even without siege or MJDs.

I sort of think that the point of the sideways buff is that the don't want to see them too much in PvP, at least they don't want to see entire fleets of them smacking into each other.

The original worry for these ships was that they were going to become kings of the BS gang by being able to fit absurd amounts of remote rep chaining and I guess CCP feels this is still very much a valid concern, hence the low sensor strength.
MeBiatch
GRR GOONS
#267 - 2013-08-29 22:44:12 UTC
CCP Ytterbium wrote:
MeBiatch wrote:
•Extends all large turret falloff and tracking by 25%

why just falloff and not optimal range? does this not give a big boost to arty/blaster setups and not much for rails and lazors?


Nice quote, except the OP mentions turret falloff and optimal P

Edit: just realized I actually typed falloff and tracking, and that CCP Logibro fixed it. Logibro best bro, thanks bro. Sorry about that.


oh cool you updated the opCool

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Sven Viko VIkolander
In space we are briefly free
#268 - 2013-08-29 22:44:18 UTC
I'd really love to see some numbers of what the local rep / EHP of Marauders in Bastion mode might look like, and compared with relevant alternatives (e.g., how many logistics it would take to make it more attractive to stay out of Bastion mode).
Anyone? Numbers? Anyone?
Iam Widdershins
Project Nemesis
#269 - 2013-08-29 22:47:10 UTC
Mournful, you are being a huge whiner. And you have no imagination. I can think of all kinds of uses for these ships.

Take a break, man.

Lobbying for your right to delete your signature

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#270 - 2013-08-29 22:47:10 UTC
Silver Getsuga wrote:
Oh and 4 huge alpha arty cannons will probably suck for pve. (too much overshoot with low RoF).

It only it was possible to ungroup your guns for volley damage that wasn't massively overkill for small ships...

*wants an eft build to include these changes*
Going to be insane alongside the changes to local rep!
Grath Telkin
Amok.
Goonswarm Federation
#271 - 2013-08-29 22:49:12 UTC
Dinsdale Pirannha wrote:
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.



Tell me, how does one use the Bastion module in Incursions, when remote repping no longer works when in Bastion mode?


How do you not get that these things will have a MASSIVE tank that allows them to easily tank a ton of damage until they drop out of siege.

These changes are fairly amazing, I actually really like this

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Ripply Kat
Temporal Paradox
#272 - 2013-08-29 22:49:53 UTC
The one thing I don't like about this regardless of balance is the 0ms penalty of going in bastion. I think a mod were you get a speed reduction similar to the cloak with a warp penalty would be much better. Even with all the resists I just imagine these will get blapped if used in low, null, and even WH by real dreads. I like the bastions possible application in pve, but going 0ms in pvp with a subcap seems bad.
Azriel X
#273 - 2013-08-29 22:49:55 UTC
I don't see why the bastion should eliminate remote reps to it. Obviously it would be far too overpowered with them... but also I can see why many people say it will be a total flop without them...And because the bastion module is intended as a micro version of the siege mode dreads use... why not allow the remote reps to still be applied to it, however adding a reduction to the repping amount of said bastioned battleship. Would this not be the best way to hit the sweet spot for this issue?
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#274 - 2013-08-29 22:51:54 UTC  |  Edited by: Mournful Conciousness
Cade Windstalker wrote:
So, one for PvE I can think of several potential uses. The MJD was already starting to see some mission use, this just further cements that. I'm not sure how these are going to fit into incursions but I think it's worth looking into at least before we condemn them there, and extra high slots are always helpful there anyway even without siege or MJDs.

I sort of think that the point of the sideways buff is that the don't want to see them too much in PvP, at least they don't want to see entire fleets of them smacking into each other.

The original worry for these ships was that they were going to become kings of the BS gang by being able to fit absurd amounts of remote rep chaining and I guess CCP feels this is still very much a valid concern, hence the low sensor strength.


Well, it would be wrong to say that marauders weren't already good at pve - particularly because they can salvage as they go (or could until this proposal).

The biggest problem for me is the bastion mode. Not because it's a highly niche ability, but because if I saw it in a science fiction film or book I would stop reading or watching right there and then and condemn the author as an idiot.

It's not even defensible with psuedo-science, let alone physics.

I am certain there has to be a better way to make marauders better at pvp than this mumbo jumbo.

As for these ships appearing in fleets, the determining factor will be payoff vs cost. You pay for (some) pirate ships because they are worth it (bhaalgorn and vindicator and nothing else). This ship still dies to a logi-supported vindi or bhaalgorn, so why would you bring it?

Please stop this madness and go back to the drawing board.

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".

Veshta Yoshida
PIE Inc.
Khimi Harar
#275 - 2013-08-29 22:52:14 UTC
Errrm, what's the point?

Sure you spun a good yarn with the MJD an all that but if you are planning on engaging 100km away you already have Beams, Cruise, Artillery or Rails fitted and all of those will do 100km easy so the optimal/fall-off is redundant (doubly so when you replace web bonus with range!) .. apart from the tank (which will always be better when outsourced) you lose nothing by choosing to stay mobile = won't be used for PvP in any significantly higher numbers as cheaper and just as effective alternatives exist.

Now if you instead of the range bonuses were to give them tracking/missile equivalents instead you'd have ships that not only benefited when at 100km+ but could just as easily do SR weapons and hunker down in the middle of a furball and tear some arms off.
Double whammy in PvE as tracking is infinitely better after MJD introduction covered any and all repositioning woes.

And you could script it to allow damage bonus (RoF for artillery) to force a choice twixt dps and applied-dps.

Still probably wouldn't be enough to convince people to blow 1B a pop when they can get away with one fifth of that but would be better than range in any case.

Tanking bonus needs to be significantly higher as +100% is nowhere near enough in todays excessive dps environment (read: Fleets larger than the entire server population of 8-9 years ago) .. give it the full siege module bonus by including a 50% cycle reduction on top of the +100%.

PS: Bastion? Really? That the best you could come up with? Big smile
PPS: Better to equate it to Triage modules as the biggie with regards to siege is the damage bump, whereas Triage is all tank (local + projected).
Lloyd Roses
Artificial Memories
#276 - 2013-08-29 22:53:19 UTC
Just noticed that these Marauders are THE way to rush c4 anoms solo. Tanks it solo, has three large smartbombs and a hold to run multiple anoms before refilling. Works very well with the MJD and stuff.
Astaron Ahashion
BraveVesperia
#277 - 2013-08-29 22:53:19 UTC
Some ultra quick napkin math that i'm sure people will jump on me for if it's a little wrong but with the Paladin in bastion mode with 2 faction TC with optimal ranged you're getting 32+19km conflag, 96+19km Scorch, 36+47km gleam and more than 250km optimal with aurora. That's a pretty significant increase in projection range. I like it.
MeBiatch
GRR GOONS
#278 - 2013-08-29 22:54:08 UTC
So any chance we will see a tech ii mjd with longer jump range? Maybe 150 km?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Retmas
Common Sense Ltd
Nulli Secunda
#279 - 2013-08-29 22:54:30 UTC
in response to the remote rep complaints : why not reduce incoming repairs and such by 50%? would decrease a bastion's spider ability whilst still allowing for that option.
Domanique Altares
Rifterlings
#280 - 2013-08-29 22:54:45 UTC
Mr Floydy wrote:

It only it was possible to ungroup your guns for volley damage that wasn't massively overkill for small ships...


What a horrible concept. I can't believe that CCP would ever allow anyone to fire their guns individually or in smaller groups. Overkill FTW!