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[Rubicon] Marauder rebalancing

First post First post First post
Author
NinjaStyle
Deep Core Mining Inc.
Caldari State
#661 - 2013-08-30 13:25:19 UTC
Increased cruise missile range golem?!?! OMFG thats SOOOO good! I can't even IMAGINE how good this is because there is no WAY you can hit really far out with Cruise missiles! NOT A CHANCE!

(SARCASM in ON in this post!)

dont even get me started with how dumb it sounds with a unfittable torp golem with 25% torp velocity......
Darirol
Ministry of War
Amarr Empire
#662 - 2013-08-30 13:29:22 UTC
CCP Ytterbium wrote:
[list]
BASTION MODULE

  • Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized)


  • you guys know that damage control is not "immune" to stacking penalty instead it is just on another penalty table.

    if you fit damage control and that phasing armor hardner you actually get a stacking penalty. if you guys are lazy and putthat fancy marauder bonus in the same "non stacking penalty table" as damage control and phasing armor hardner on ofthose 3 modules get a 40% stacking penalty.

    maybe a good time to make those non stacking penalty bonuses working in the way they are supposed.
    Darenthul
    Anstard Armory Inc.
    #663 - 2013-08-30 13:29:27 UTC
    As someone who spent the last year preparing my perfect fit Vargur, not going to lie this sucked at first glance.

    However, in the end I think I'll be happy with the changes.

    My only request, PLEASE call it a Tactical Siege Module, it won't confuse new players at all, and by the time someone can pilot a freaking Dreadnought they shouldn't be able to make a mistake like mixing the two up.

    "I find mining to be an incredibly relaxing thing to do after work. It's like fishing without waking up early. Or cold. But the beer, the beer is the same." - arramdaywalker

    Din Chao
    #664 - 2013-08-30 13:31:20 UTC
    Shut up and show us the animations, NOW!
    Cassius Longinus
    Stimulus
    Rote Kapelle
    #665 - 2013-08-30 13:31:34 UTC
    I can't see a good way to comp these in a small gang PVP sense... they seem fairly niche. Without a pretty significant damage bonus over other BS, I'm going to generally prefer the grid flexibility of the alternatives.

    As someone else mentioned, they will make fairly good cyno bait.

    Furthermore, you can't with one breath say they bridge the gap to capitals, and then with another not reuse those skills.
    Tobias Hareka
    Republic Military School
    Minmatar Republic
    #666 - 2013-08-30 13:33:19 UTC
    Alsyth wrote:
    In hi-sec: station huggers will be delighted. Good enough self rep, immune to ewar... This is an horrible thing.


    Try to dock when you have weapon flag...
    Vulfen
    Imperial Academy
    Amarr Empire
    #667 - 2013-08-30 13:33:43 UTC
    Dear CCP

    I Love the idea of the bastion module however i think you need to give it more thought and variety

    Firstly just like siege and triage mods there should be a T1 and T2 version

    I think the ships should rely on the module not just have it there to boost themselves

    The Guns on the ship should be Scaled up + down at the same time, i.e capital guns but only 2 can be fitted to each ship so they would have

    Id also like to see 2 types of Bastion module, one to be more DPS based the other tank based, as these ships will need the tanking role for PVE (great for incursions if you ask me) but the DPS role for PVP, and currently these ships have no where near enough DPS, or just a damage bonus on the module (not a big one 20% would be good)

    The cycle time is a bit too long for a ship with as much ehp as these id like to see a 10% per-level reduction to bastion module cycle time, as all its going to take is 1 tracking dread on field and your doomed with 60 seconds sitting there

    Also i think that while the bastion module is activated it should mean you take 15% more Heat damage from modules



    One Final question why is the golem the only one to be left with a ewar buff, if one has it all should, therefore i think it should be swapped for a 10% bonus to explosion radius
    Dalphon Haman
    Tribal Liberation Force
    Minmatar Republic
    #668 - 2013-08-30 13:33:45 UTC
    CCP Wow I do not know where to begin. For starters I don't think this is a bad idea, I just think with such a role overhaul why didn't they just make these using the Tier 3 BS Hull? Because honestly you are adding a new ship, and taking another out of the game.

    Marauders are long haul training plan for a PvE ship, and an expensive hull. Now you're pulling the rug out. You are almost completely taking that role away. The Kronos loosing its web? Why. So now to hit anything smaller than a BC that gets close I have to MJD 100km out to kill it, except now to salvage the wreck I have to wait a minute to come out of bastion, then MJD back to the wreck because you are not increasing the tractor beam range???Shocked Did no one think of that? Why even keep the tractor beam bonus if you are trying to encourage people to fight from outside the range? You're nerfing the drone BW/bays on top of losing the web bonus is going to make it a pain to kill the small stuff. You mentioned that blaster falloff was reaching 55-60 with null on the internal test server. Well If I need to hit that far I'll be using Rails. Why do Rails need anymore range? What is that going to do for me? I also do not really care about the wow tanking. Marauders tank pretty great already. I just don't get it.

    I just don't think this is the balance Marauders needed.
    Grunnax Aurelius
    State War Academy
    Caldari State
    #669 - 2013-08-30 13:37:22 UTC
    Claire Raynor wrote:
    I really didn't expect this! Interesting - won't help me for PvE though!

    EDIT - WOW - this is my first ever First :))

    wont help pve, dude it still has combat salvage and in siege it has more tank, quit b i t c h i n g

    https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

    Sougiro Seta
    Fusion Enterprises Ltd
    Pandemic Horde
    #670 - 2013-08-30 13:37:40 UTC
    Main point I strongly disagree: drone bandwidth and so reduction.
    Nonsense, terrible nerf for pve runners. Ships requesting almost 2 months extra training from pirate BS's cannot deal less dps and have also SUCH a difference in drones.
    Katabrok First
    Apukaray Security
    #671 - 2013-08-30 13:37:58 UTC
    CCP Ytterbium wrote:
    ...previous stuff...

    However, the extra resists, damage projection, EW immunity is going to be of tremendous help in missions like "The Blockade" where there are 1346454 NPCs using E-war while in Bastion mode. Even without it, Kronos and Paladin new falloff and optimal range bonuses are going to be useful 100% of the time, instead of extreme close range like a web bonus.


    NEWS: CCP Ytterbium is changing "The Blockade" to have 1346454 NPCs!!! It is here, you all can see it!!!
    GAR0
    The Exchange Collective
    Solyaris Chtonium
    #672 - 2013-08-30 13:38:54 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 and pg,you guys can increase the gun/missiles slot to 5



    ArrowThese are my questions tooQuestion
    Freighdee Katt
    Center for Advanced Studies
    Gallente Federation
    #673 - 2013-08-30 13:44:16 UTC
    CCP Ytterbium wrote:
    However, the extra resists, damage projection, EW immunity is going to be of tremendous help in missions like "The Blockade" where there are 1346454 NPCs using E-war while in Bastion mode. Even without it, Kronos and Paladin new falloff and optimal range bonuses are going to be useful 100% of the time, instead of extreme close range like a web bonus.

    The EWAR immunity alone is going to make these the go to ships for PvE mission runners. No more being permajammed by ECM spam or damped down to 1km targeting range by NPC frigates orbiting you at 250km. This is a really, really nice bonus to have on a subcap ship.

    I don't know enough to say how these are going to work out in PvP, but for PvE at least you made some already reasonably good ships a whole lot better in a thoughtful and interesting way. Among all the balancing changes so far, this one stands out next to the Tech 1 cruiser renaissance as one of the truly great outcomes.

    Good job.

    EvE is supposed to suck.  Wait . . . what was the question?

    hmskrecik
    TransMine Group
    Gluten Free Cartel
    #674 - 2013-08-30 13:44:58 UTC
    Mournful Conciousness wrote:
    I'll say that again. 10 million effective hitpoints.

    By the same token cap stable active tanking ship has infinite EHP. And your point is?

    It still can be alpha'd.
    Invisusira
    Escalated.
    OnlyFleets.
    #675 - 2013-08-30 13:49:49 UTC
    guys guys guys

    all four hulls have undergone re-models relatively recenetly

    which means that they most likely designed the new models with the intent of new animations

    which means that they've know about this change all along








    basically what I'm trying to say is ccp faked the moon landing
    El Geo
    Warcrows
    THE OLD SCHOOL
    #676 - 2013-08-30 13:51:45 UTC
    Volitaire wrote:
    Zhilia Mann wrote:
    Volitaire wrote:
    I'm getting rather tired of every ship 'upgrade' having a new, or multiple, associated skills go along with it.


    This may not be the thread for it, but why? There are definitely people running out of things to train and -- let's face it -- this one in particular is far from a mandatory skill for most purposes. Unless you make a habit of removing high sec towers it seems pretty niche.


    CCP is intentionally adding skills to increase training time to effectively use old ships, mods, etc. Instead, they should just roll the 'bastion' skillbook into say, Tactical Weapon Reconfiguration, as it serves the exact same function.


    To be fair they may very well do that, although I would imagine the skill book for marauders to take less time to train
    Also, like the idea but feel a damage rather than range bonus's would be more suitable (becuase 'highsec pos')
    Altrue
    Exploration Frontier inc
    Tactical-Retreat
    #677 - 2013-08-30 13:52:57 UTC
    Now we need a way to watch the microjump drive cooldown delay.

    Signature Tanking Best Tanking

    [Ex-F] CEO - Eve-guides.fr

    Ultimate Citadel Guide - 2016 EVE Career Chart

    Alundil
    Rolled Out
    #678 - 2013-08-30 13:53:51 UTC
    I like this idea for marauders. Spice things up a bit. Nice job.

    I'm right behind you

    Jack Miton
    School of Applied Knowledge
    Caldari State
    #679 - 2013-08-30 13:55:28 UTC
    ok, firstly, whoever came up with 'bastion' as the name needs to be banned from naming things from now on.

    that said, changes look cool.
    one thing though, please just fix their sensor strengths. i mean come on, they need to still be usable out of tactical siege mode (i aint calling it bastion....seriously...no...)

    There is no Bob.

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    jonnykefka
    Adhocracy Incorporated
    Adhocracy
    #680 - 2013-08-30 13:57:32 UTC
    May have been asked but I don't have time to read every page: Will they be able to jump through a WH while "bastion"ed? I only ask because the mass restrictions on capital holes right now will not stop one of these, so they basically become spectacular instacrashers able to toggle mass between BS and Carrier sized. I for one will be using this to trap my enemies at every opportunity if it's left open.