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[Rubicon] Marauder rebalancing

First post First post First post
Author
Muad 'dib
State War Academy
Caldari State
#321 - 2013-08-29 23:29:29 UTC
disappointing.

Without the extra solid dps like dreads get for being a sitting potato, these will not be used very much with the bastion, the MJD bonuses however are cool. If i get one it will be for this not sitting potato mode

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Caleb Seremshur
Commando Guri
Guristas Pirates
#322 - 2013-08-29 23:31:27 UTC
How do you not know this module has existed for years and that like inferno prototypes have only just found a reason to exist?

Also scatter graphing is one of the most effective ways of plotting data over traditional line graphs or bar graphs.
luredivino
Infinite Point
Pandemic Horde
#323 - 2013-08-29 23:33:38 UTC
Needs a damage bonus when in siege. Something like 10%
Tzel Mayon
State War Academy
Caldari State
#324 - 2013-08-29 23:34:06 UTC  |  Edited by: Tzel Mayon
CCP:

I think, based on all of the comments you see here.


You are trying to put two ships into one.

I believe that "Bastions" would be better fulfilled in a completely new "Command Battleship'. (Which would be awesome for Capital engagements and address some of the command ship issues that are being approached in Odyssey 1.1.


I think Mauraders, if they will stick to the "Harassment" meme, should rely on hit and run tactics, like the MJD buffs, and also support more frigate involvement like giving them a Micro-Jump Portal Generator, (where a cyno field would be painted onto a target and frigates would pop out within 10km or so), to project frigates into a battleship "blob" as fast as possible.

I /really/ think that with all of the comments already stated, you could consider an entirely new battleship, the Command Battleship...

This would make the "Bastion Mode", a "Command Mode", and we would have a different command strategy for capital fights. You can also work in this as a resolution to fleet/field command ship range issues.
Caleb Seremshur
Commando Guri
Guristas Pirates
#325 - 2013-08-29 23:34:43 UTC
Vladimir Norkoff wrote:
Wow. Definitely happy I started speculated on Marauders a couple months ago. Wallet Win!

Changes definitely look good. Though kinda worried they might be a bit OP'd with the Ody 1.1 changes to local reps. Especially when you get a group of them jumping around in small gang fights.


I wouldn't go that far yet.. unless missions themselves are modified to be better..

or marauders start seeing much more action in wormholes or something you probably won't see any real long term effect on ships that will now take even longer to train up.
Jasmine Assasin
The Holy Rollers
#326 - 2013-08-29 23:36:00 UTC
Johann Rascali wrote:
The "can't use the Tactical Weapon Reconfiguration skill because of its point of reducing fuel use" excuse doesn't hold up very well next to the Black Ops jump portal using the skill that reduces fuel use in Titans while not using any fuel itself.

But then again, maybe I just made the mistake of pointing out another place to add a skill to train for precisely one module...


Quoting for great Justice!
Johann Rascali
The Milkmen
Churn and Burn
#327 - 2013-08-29 23:41:04 UTC  |  Edited by: Johann Rascali
Azriel X wrote:
Johann Rascali wrote:
The "can't use the Tactical Weapon Reconfiguration skill because of its point of reducing fuel use" excuse doesn't hold up very well next to the Black Ops jump portal using the skill that reduces fuel use in Titans while not using any fuel itself.

But then again, maybe I just made the mistake of pointing out another place to add a skill to train for precisely one module...


umm but it does use fuel... and the skill does reduce fuel use.


No, it doesn't. People jumping through the bridge uses fuel (which is not reduced by the jump bridge skill, but by your local jumpdrive skills), but activating a Black Ops bridge doesn't use any fuel. In fact, it's a passive module. Titan bridges are active modules that require fuel to fire up before anyone jumps.

A Black Ops with Jump Portal Generation I works exactly the same in every way to one with Jump Portal Generation V.

EDIT: Not owning a Titan, maybe theirs are passive modules too, and only consume fuel when you click "Bridge To." In any case, Blops don't require fuel for their portal to be ready for use and are unaffected by the requisite skill.

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

Cade Windstalker
#328 - 2013-08-29 23:43:49 UTC
Mournful Conciousness wrote:
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.


If the Kronus and Paladin are any indication the web bonus for the Vindicator won't be sticking around past or so either.

As for the Basion being supported by science... not much I can say to that. Eve doesn't run on real world physics. If I had to suggest something though I'd say it's using the engines and jump drive to power the system (hence the mass increase and inability to move).

I'm honestly not sure I like the whole concept either but I'm willing to give it a shot. It's just too off the wall to take in and process in one day. I'd at least toyed with the idea that they might get a MJD bonus but I was sort of arguing against "Mini-dreads" in another Marauder thread not 5 hours ago so this is a little bit of a hard reverse for me. It's definitely a better proposition than the mini-dreads thread was but if the best way to do most PvE or PvP content still ends up being to ignore the "Fortress Conversion Drive" or whatever then that's a problem.

I don't think that'll come out in a forum discussion though so I hope these get a very long run of iteration on the Test Server before any final decisions are made.

Ersahi Kir wrote:
I'm just going to get this out of the way, because I know it's going to be asked sometime in the future.

Paladin cap bonus gets rolled into the hull, add tracking bonus. Because just about every other cap bonus has been rolled into the hull for a "real" bonus.



This isn't really a bad point all things considered, the problem is what bonus would you give it? Already has Range, Optimal, and self-repair. Doesn't need a second optimal and more tracking would be OP. I'm almost at the point of "give it a Target Painter bonus so it can blap Frigates at long range better" if you're going to replace the cap bonus.
Ersahi Kir
Brutor Tribe
Minmatar Republic
#329 - 2013-08-29 23:45:37 UTC
I wonder if bastion modules are the pheonix buff we've been promised for years.
Rowells
Blackwater USA Inc.
Pandemic Horde
#330 - 2013-08-29 23:46:59 UTC
Johann Rascali wrote:
Azriel X wrote:
Johann Rascali wrote:
The "can't use the Tactical Weapon Reconfiguration skill because of its point of reducing fuel use" excuse doesn't hold up very well next to the Black Ops jump portal using the skill that reduces fuel use in Titans while not using any fuel itself.

But then again, maybe I just made the mistake of pointing out another place to add a skill to train for precisely one module...


umm but it does use fuel... and the skill does reduce fuel use.


No, it doesn't. People jumping through the bridge uses fuel (which is not reduced by the jump bridge skill, but by your local jumpdrive skills), but activating a Black Ops bridge doesn't use any fuel. In fact, it's a passive module. Titan bridges are active modules that require fuel to fire up before anyone jumps.

As I understand it, a Titan bridge uses a set amount of fuel at first and a little extra cost per ship mass/radius (this is why jumping with an activated MWD is a no no) and the blops bridge uses similar mechanic but no activation cost.
Johann Rascali
The Milkmen
Churn and Burn
#331 - 2013-08-29 23:50:02 UTC  |  Edited by: Johann Rascali
Rowells wrote:
As I understand it, a Titan bridge uses a set amount of fuel at first and a little extra cost per ship mass/radius (this is why jumping with an activated MWD is a no no) and the blops bridge uses similar mechanic but no activation cost.


A Titan consumes an amount of Strontium upon activation of its portal, which is reduced by the portal skill. Then when ships go through the bridge, isotopes are pulled as if the Titan were using its own jumpdrive. In the same vane, that fuel use is reduced by the local jump skills.
A Black Ops does not have that first bit with the Strontium, and is thus unaffected by the portal skill.

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

Alticus C Bear
University of Caille
Gallente Federation
#332 - 2013-08-29 23:50:19 UTC
Big changes.

At first glance, not keen.

The Bastion Module Approach.

With all the balancing changes I try to think about whether this would encourage the ships further use in PVP and encourage players to take the ship into more dangerous areas of the game such as Nullsec/Lowsec. I do not feel this is the case for this module.

Useless for any kind of fleet PVP. Zero speed and no RR makes them very vulnerable.

Small Gang PVP - Same problems. You would think they might crash gate camps and tank everything but they have no ability to hold anything down, and the drone reductions and web removal bonuses reduce damage application again ships within point range, especially scram range where the Marauder needs to dominate due to it’s reliance on micro jump drives.

Sniping - don’t need the tank and being immobile for a minute is inviting disaster, and why use a marauder to play out your scenario rather than a sentry Domi.

Anti capital - immobility means death.

So not good against larger ships and not good against smaller ships.

I just struggle to see how this will be used (especially in a harassing form), the only real gain seems to be in High end PVE content such as Wormholes where you would expect to webbed at range anyway or breezing through level 4’s, where the E-war immunity will make them ideal, possibly still not useful for level 5’s due to neuting except perhaps the shield Maruaders that can make use of Dual XL-ASB modules.

Bait ship? Massive tank and a cyno.

Also maybe good in POS or I hub bashes, just don’t get hot dropped, you are toast.

Feel this module should focus on tank and damage application not projection. They need to kill stuff and get out, also zero mobility is a mistake. Massive mobility reduction ok, maybe cannot activate propulsion modules of any kind.

Marauder changes themselves.

An extra high for the new module, ok but not really whats needed.

Marauders do not really have a damage projection problem.

Thinking about PVP again, look at the Kronos/Paladin. Four Mids means Microjump drive, Heavy Cap booster (necessary), then web and point, No conventional prop mod or drop the web and face being easily tackled unable to jump and unable the shake the attacker due to a small drone bay and poor close range damage application.

Trying to be constructive.

Shield Marauders may work better XL-ASB tanks will get round the remaining cap vulnerability combined with capless weapons this could make them very strong.

Just perhaps the Bastion module would work with the web strength bonus on the armour ships as at least you could hold ships down before disengaging after the cycle.

Maybe even remove the extra high and fittings and build in the microjump drive into the mids, a bit like capitals have jump drives or the Echelon ship had a fixed codebreaker.

It sounds like a nice gimmick but I really feel these are being taken in the wrong direction.

They needed electronic upgrades, fittings tweaks and something to differentiate them from pirate battleships, perhaps more strategic manoeuvrability in the form of a limited jump drive that does not require a cyno and locks onto gates instead and that's me going crazy out of the box.

P.S. Target Painter changes are good.
Lyta Jhonson
Science and Trade Institute
Caldari State
#333 - 2013-08-29 23:54:01 UTC
CCP Ytterbium wrote:
...
BASTION MODULE
...

I find your lack of creativity disturbing.

What about turning Marauders into analog of real life howitzers with long range AoE weapons designed to spread tight ship formations and force pre-aligned fleets to change their movement vectors? Such marauders in addition to normal guns should be able to launch projectiles similar to current stealth bomber bombs while differences from bombs would be:
- launched at the prediction point of current target instead of ship velocity vector for bombs.
- formally unlimited range. Effective range would be limited by charge velocity and it should take 15-30 seconds for it to cover typical sniper distance of 100-150 km.
- generally lower damage and blast radius than bombs but higher rate of fire of the launchers or turrets which will use those charges
Moridin Mandarb
Hogyoku
Goonswarm Federation
#334 - 2013-08-29 23:56:15 UTC
I'm sorry, but this about the dumbest idea I have ever heard. Adding a siege module light ensures that the ship will never be used outside of highsec. No Maurader pilot will risk their 700 mil isk hull being locked down for one minute in null sec. In fleet fights, the Bastion mode is even more useless, since they cannot receive remote reps. The MJD bonus is okay, but it doesn't resolve the main reason why Marauders aren't used in PvP; the fact that a frigate with 5 light ECM drones can keep a Marauder permanently jammed, due to it's horrid sensor strength. And since they can be so easily jammed, no one wants to risk a 700 mil ship that can be completely neutralized.

You want to fix them? Make their sensor strength the same or better than their T1 variants. You will then see them in more fleets.


As it is, this new bastion mode would make level 4 missions in high sec ridiculously easy.

I could see as result of this, the price of faction items tanking, because it will be so easy to get the required LP and tags for cheap.
Trajan Al'Thor
Rent -IS- Due
#335 - 2013-08-29 23:58:29 UTC
Paladin needs the cap bonus changed. Bake that into the hull, then add something else. A tracking bonus would be nice, especially without drones.

Otherwise, it certainly looks interesting.
Alticus C Bear
University of Caille
Gallente Federation
#336 - 2013-08-30 00:04:32 UTC
Moridin Mandarb wrote:
I'm sorry, but this about the dumbest idea I have ever heard. Adding a siege module light ensures that the ship will never be used outside of highsec. No Maurader pilot will risk their 700 mil isk hull being locked down for one minute in null sec. In fleet fights, the Bastion mode is even more useless, since they cannot receive remote reps. The MJD bonus is okay, but it doesn't resolve the main reason why Marauders aren't used in PvP; the fact that a frigate with 5 light ECM drones can keep a Marauder permanently jammed, due to it's horrid sensor strength. And since they can be so easily jammed, no one wants to risk a 700 mil ship that can be completely neutralized.

You want to fix them? Make their sensor strength the same or better than their T1 variants. You will then see them in more fleets.


As it is, this new bastion mode would make level 4 missions in high sec ridiculously easy.

I could see as result of this, the price of faction items tanking, because it will be so easy to get the required LP and tags for cheap.


To be fair it does state it makes them immune to e-war.
Cade Windstalker
#337 - 2013-08-30 00:10:00 UTC
Domanique Altares wrote:

Correct. My excitement got ahead of my math. It's still crazy amounts of added resist. Especially for PVE carebears that don't normally like to fit DCs to their stuff.


DC + ship resist bonus = awesome mission tank foundation. Big smile

Johann Rascali wrote:
Azriel X wrote:
Johann Rascali wrote:
The "can't use the Tactical Weapon Reconfiguration skill because of its point of reducing fuel use" excuse doesn't hold up very well next to the Black Ops jump portal using the skill that reduces fuel use in Titans while not using any fuel itself.

But then again, maybe I just made the mistake of pointing out another place to add a skill to train for precisely one module...


umm but it does use fuel... and the skill does reduce fuel use.


No, it doesn't. People jumping through the bridge uses fuel (which is not reduced by the jump bridge skill, but by your local jumpdrive skills), but activating a Black Ops bridge doesn't use any fuel. In fact, it's a passive module. Titan bridges are active modules that require fuel to fire up before anyone jumps.

A Black Ops with Jump Portal Generation I works exactly the same in every way to one with Jump Portal Generation V.

EDIT: Not owning a Titan, maybe theirs are passive modules too, and only consume fuel when you click "Bridge To." In any case, Blops don't require fuel for their portal to be ready for use and are unaffected by the requisite skill.


Woops, I was about to comment on this but I looked it up and stand corrected. Given this I have to say I'm in favor of modifying the existing skill, even as someone who doesn't plan on flying Dreads anywhere in the near-term.
Tzel Mayon
State War Academy
Caldari State
#338 - 2013-08-30 00:12:59 UTC  |  Edited by: Tzel Mayon
Lyta Jhonson wrote:
CCP Ytterbium wrote:
...
BASTION MODULE
...

I find your lack of creativity disturbing.

What about turning Marauders into analog of real life howitzers with long range AoE weapons designed to spread tight ship formations and force pre-aligned fleets to change their movement vectors? Such marauders in addition to normal guns should be able to launch projectiles similar to current stealth bomber bombs while differences from bombs would be:
- launched at the prediction point of current target instead of ship velocity vector for bombs.
- formally unlimited range. Effective range would be limited by charge velocity and it should take 15-30 seconds for it to cover typical sniper distance of 100-150 km.
- generally lower damage and blast radius than bombs but higher rate of fire of the launchers or turrets which will use those charges



The definition of Marauder is "Someone who raids, pirates," etc..

Therefore, with the harassment theme, it is only reasonable to assert that the entire "Bastion" concept is totally out of place if CCP wants to keep this meme.


The MJD Bonuses work in perfectly.

However, I still contend that to DEFINE the current Marauders as "Harassment" ships, there MUST be some synergy between the Marauder and Frigates.

Frigates ARE THE GO TO HIT AND RUN SHIP.

Therefore Marauders should benefit them.

For example:

A Micro-Jump Portal Generator that can be fitted to a Maruader, who then targets a ship, activates ... And then each frigate right clicks the Marauder to jump would be a /perfect/ example of the kind of synergy I am talking about.

Another Example:

Racial Marauders could all have fleet bonuses specialized for Frigates with a specific sensor type, (Radar, Ladar, etc), so that pirate frigates get boosted as well.

Example the Third:

MWD Bonuses towards all frigates.

....

The possibilities are endless here...

Goal:

Make it possible for frigates to engage battleship and capital ship fleets at range, (200km +), and the value of frigates in incursions in large null sec fights will be /incredibly/ changed! Allow Marauders to be THE facilitators for applying frigates in battle at range!
Moridin Mandarb
Hogyoku
Goonswarm Federation
#339 - 2013-08-30 00:13:27 UTC
Alticus C Bear wrote:
To be fair it does state it makes them immune to e-war.


But that's only while in Bastion mode. When not, it suffers the same problem it always has.


In a PvP scenario, no one will want to use the Bastion module, due to the fact that even with the awesome resistances, they cannot hold up against 30 to 40 BSes shooting them at once, and not being able to receive remote reps.
Domanique Altares
Rifterlings
#340 - 2013-08-30 00:13:37 UTC
Moridin Mandarb wrote:
I'm Moridin Mandarb, and I didn't read far enough to realize that my concerns about ECM are unfounded, since Marauders will now be immune to EWAR when in seige mode, allowing them to snipe ECM ships from the field. I also don't seem to understand what a smartbomb does to a flight of ECM drones.


FTFY.

I'm totally digging the lack of imagination in this thread, though.

We have mission runners that don't know how to use an MJD on existing ships, and therefore don't see the benefit in the Marauders' new bonus, and we have small gang PVPers that can't seem to figure out what to do with an ewar and snipe-proof sniping BS that has a built in, infinite set of on-grid tactical warps that don't even break your target lock.