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[Rubicon] Marauder rebalancing

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Author
Ben Booley
Stimulus
Rote Kapelle
#721 - 2013-08-30 15:07:03 UTC
This change effectively ruins them as a PVP ship.

Outside of the tiny tiny niche of solo players (with links) going up against 5-10 people, the bastion module is worthless. Even against those numbers, if they have neuts, most active tanks will turn off. While an ASB can still run, you'll lose any hardeners, or any tackle to keep people there. Neuts will completely shut off an armor tank, and any weapons used by that armor tank.

At over 10 people, you'll die to alpha. Being able to MJD more frequently doesn't help since they probably have scrams. So you drop into bastion, shoot some things for a bit (but not doing any more damage than a BS that actually has mobility), hope they don't get out of your range, and tank a lot of DPS, but with minimal EHP. There are so many dreads in game, and marauders are sufficiently shiny, that if you bastion more than a handful of marauders someone will drop a moros on them and just alpha through the marauders effortlessly, as they can't even move for transversal.

Outside of bastion mode, the low sensor strength renders them incredibly easy to jam, and for the paladin and kronos losing their 90% webs significantly reduces their utility to an armor fleet.

The faster MJD bonus, as we saw when the revenant had a jump range bonus, is useless. It really doesn't matter if the marauder can MJD every 54 seconds, as long as the rest of the fleet is still stuck at 180 seconds, as no sane FC will split the hell out of their fleet just to keep a marauder pilot alive, and I really doubt we'll see gangs or fleets of marauders.

Their rep bonuses line up for solo work as even a boosted tank won't be able to fight an even mid sized gang, and without remote effects in bastion mode they're limited to each ship being on it's own. They're utterly useless outside bastion mode, and only mostly useless inside bastion mode, so they have no way to work in a fleet.

Dreads and carriers, the two other ships with something similar to bastion mode, increase their ability to do things to other people when locked in place, either by doing more damage or having better RR. The marauder needs the same. Bastion mode is useless when it only affects itself. I would give them ~3-4k dps in bastion mode, enough that they can be a real threat to BS and capitals while sieged, but not enough to eclipse dreads completely in K-space. That 3-4k dps would, however, be a massive fix for two of the biggest pains in the game, highsec and low W-space POSes. You can't hit those with dreads, and hardened they take forever in a BS, particularly in low tier WHs where you can't fit all that many ships through.

Marauders need to do something like that, something that has impact on other players, rather than pure tank, if they want to be a good PVP ship. As it stands, bastion mode will be astoundingly good for lvl 4 missions and some anoms, and possibly incursions (i don't know enough about incursions to know if the increased local tank would be enough to make up for no logi in an incursion or not).

I really want to like this change since it's ~cool~, but as it stands it makes the marauder a massive pile of ****.
TheFace Asano
Caldari Provisions
Caldari State
#722 - 2013-08-30 15:07:23 UTC
Syri Taneka wrote:
nonsciolist wrote:
Maximus Aerelius wrote:
CCP Ytterbium wrote:
BASTION MODULE

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


Do you mean that only one can be fitted per ship and I don't understand the (not stacking penalized) comment. Does this in fact mean that you could fit MOAR THAN ONE and activate two at the same time? *Cue wet pants*.


I guess it means that bonus doesn't have a stacking penalty when used with a damage control.


It means the module does not suffer from the law of diminishing returns, and does not add to or get effected by any such penalty from other resist modules.

Say your shield resists, after tank mods, somehow managed to be 50% across the board. Turning on Bastion would put you at 65% across the board (30% of the remaining 50% not resisted = 15%).

Ytterbium confirmed this will work alongside a DC as well, which means Bastion mode will carry a 72% hull omni-resist amount with a DC running at the same time.


Dual repped these things are going to be hell to kill without a large group to alpha. Not only that but they will be shooting back without being effected by any ewar. Once the bastion cycle is over you can MJD and set up a new position. The Kronos and Paladin will both be capable of triple armor reps, and that will be insane. All will be using short range weapons at longer ranges than any other ship with the bastion on. Really cool idea.

Questions:
Will cap transfer still work on these, with the extra high slots it seems like a good tactic. Can they be nueted or is that covered in ewar immunity?
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#723 - 2013-08-30 15:08:03 UTC
Deacon Abox wrote:
Gypsio III wrote:
Deacon Abox wrote:
So, please find a different bonus to replace the painter bonus, or change it to an optimal bonus. Thanks.Smile


Painters are not short-ranged, they have 45 km optimal and 90 km falloff, this means a 77% hit chance at 100 km. An optimal bonus to painters on the Golem would be stupid.

How about a comedy bonus to ECM Burst range and strength instead though? Big smile

I quite like your comedy bonus. And frankly it would be more appropriate. And some might even prefer it.P

But anyway, would you have this ship keep a strength bonus on painters? It makes no sense either way imo. But it makes less less sense to make it an optimal bonus.Blink


I agree that the painter strength bonus is incongruous - but so is one to painter optimal. As you say, painters are supposed to be Minmatar. I suppose the alternative to the painter bonus is to give it an explosion radius bonus to replicate some or all of the painter effect. The main effect of this would be to free up a medslot, for tanking or tackle etc. On the other hand, with links you can get 80% painters, equivalent to, er.... a 44% bonus to explosion radius? Realistically, the maximum precision bonus that you'd get is 25%. Plus you have the option to fit a second painter - or none at all.

I dunno, the precision bonus is simpler and less incongruous, but the painter strength bonus is more variable and offers more tactical options. I quite like it.
Deacon Abox
Black Eagle5
#724 - 2013-08-30 15:10:00 UTC  |  Edited by: Deacon Abox
Yeah, frankly this change deserved its own thread -

CCP Ytterbium wrote:
As a final combo bonus, we also are changing Target Painter cycle time from 10 to 5 seconds, and reducing their cap usage to compensate - waiting for the Target Painter cycle to finish before swapping targets is quite annoying on the Golem.


So . . it took you getting to Marauder rebalancing and worry over the ******* Golem to finally notice and respond to this longstanding problem. Ugh But anyway, thanks for the Minmatar ewar ship buff. They really needed it. I don't think it will increase the use of Vigils and Bellicoses (or the use of painters on Rapiers and Huginns) a lot. But at least it's something.

And I will take this opportunity to ask you guys again for a further nerf on the base strength of TDs, Damps, and Painters, with a countervailing buff on specialized TD, Damp, and Painter boats (except the ******* GolemX). Damps and TDs in particular are getting way too much effectiveness on any old tom **** or harry midslot blessed ship, especially at the frigate level. And at current strengths these ewar tanks are often better than any shield tank. Which only leads to more of the imbalances we are presently experiencing in fw plex ship use. Kitey ewar Condors, Kestrels, Hookbills . . .

Thanks.Smile

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Luc Chastot
#725 - 2013-08-30 15:10:24 UTC
Will this finally be true?

http://img300.imageshack.us/img300/9168/megathron.jpg

Make it idiot-proof and someone will make a better idiot.

Battle Cube
Cube Collective
#726 - 2013-08-30 15:13:43 UTC  |  Edited by: Battle Cube
Cade Windstalker wrote:
Ravasta Helugo wrote:
Battle Cube wrote:

And speaking of rare missions - any missions with GATES will make the new marauders just unusable. Anything with gates, really.

On this point we are in perfect agreement. The MJD needs to be altered in a way that allows some selection of jump distance, or else a gate 50km away is going to take over 8 minutes to get to.


Or you could just fit a MWD or AB and burn to the next gate? Not seeing the issue here, all of these ships are going to have plenty of spare slots.

nahjustwarpin wrote:
alot of people will still do missions in their domis or nightmares, why?

because bastion mode doesn't make running missions faster. It allows to tank more, but missions already can be tanked in mjd domis, machs and nightmares.

It's a gimmick idea without any direction.


Except that it allows you to fit less tank and more damage application and damage modules. Plus there's the immunity to E-War, which often slows down mission completion. Also strong damage application bonuses meaning fewer soft hits and faster kill times.

Skullian wrote:
I think they need better resistances if they are going to have a + 400 sig radius.

I like the mini dread idea though.


You mean like the partial T2 resist (which they already have) or the 30% non-penalized resist bonus they get from Bastion?

Beyond that T2 resist on these ships would cause all sorts of balance problems with Dreadnaught HP battleships and all sorts of other sillyness. For solo and small gang without Logi the Bastion is better for tanking anyway and doesn't give these same issues.



yeah...lol....put in a prop to a slow as **** ship anyway, but then...why would you need the MJD at all? In fact, it makes putting an MJD on it a detriment. Oh, ok, less tank (on the already lower tank ship) means more damage mods....except the extra prop mid.... i just dont see the final numbers for this ship being very high even with 'extra' slots from less tank
Maximus Aerelius
PROPHET OF ENIGMA
#727 - 2013-08-30 15:13:56 UTC
Luc Chastot wrote:


That's an awesome graphic!
Lilliana Stelles
#728 - 2013-08-30 15:14:39 UTC
Jenn aSide wrote:
Maximus Aerelius wrote:
Jenn aSide wrote:
Lilliana Stelles wrote:
Will bastioning add to the mass, or do we just use a 100mn stabbabond to bump them around the battlefield?

I encourage all to actually read the op before posting.
CCP Ytterbium wrote:

  • When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp.


  • TBH there was a lot to read and digest and some misread parts. A little forgiveness is sometimes the way but F**K IT EVE IS HARSH! RTFS Morons TwistedTwistedTwisted lol. < That was a joke ISD, don't ban me Smile


    People have enough time to form opinions about ccps work, they ought to have enough time to read about it all. I did.

    I read it. I missed that part. I was just posing a question about something I skimmed past.
    Don't aneurysm over the little things.

    Not a forum alt. 

    Maximus Aerelius
    PROPHET OF ENIGMA
    #729 - 2013-08-30 15:15:43 UTC
    Berluth Luthian wrote:
    The TP cycle time is for all TPs right? Not just on golems? That's an odd note to sneak this in on...


    I read it as just on Marauders i.e. Golems but CCP Ytterbium please clarify this change.
    Zaxix
    State War Academy
    Caldari State
    #730 - 2013-08-30 15:18:20 UTC
    Menian Galvon wrote:
    Volitaire wrote:
    I'm getting rather tired of every ship 'upgrade' having a new, or multiple, associated skills go along with it.

    Im not. I don't have anything to train anymore :\ Everything I am training right now I will never use.

    Not to mention there are 3 character slots on each account. I don't need anything extra to train.

    Bokononist

     

    Deacon Ix
    School of Applied Knowledge
    Caldari State
    #731 - 2013-08-30 15:20:28 UTC
    Tobias Hareka wrote:
    Deacon Ix wrote:
    Tobias Hareka wrote:
    Deacon Ix wrote:
    Desperately needs a Damage bonus when in deployed mode to make them viable in PvP, (and make them more like mini Dreads)


    "Let's obsolete pirate battleships."

    No?



    Maybe / Maybe not

    my point being that for a ship that size the local tank bonus isn't enough to offset not being able to receive RR in PvP, so in order to make the deployed mode a viable option in PvP there needs to be an incentive to go into it.

    Basically if dreads didn't get a damage bonus siege mode wouldn't be used

    and Pirate BS will still have the Damage and mobility and some fairly decent secondary bonuses (Webs and Neuts on those particular ones) and I vary rarely see the Mach, RS and NM in PvP anyway as there are now cheaper ships which are just as good.


    Yes, for PvP. You have to also think that it will be used for PvE too.
    For example Paladin already does a bit over 1k dps with Tachs + Gleam. That's ~50 dps behind Tach NM with Navy Multi. It already has far better active tank than NM.

    While it would be nice to have in PvP it would be massive buff to already good ships in PvE. Only Pirate ship that could compete dps wise against most Marauders would be Vindi.


    I won't argue against your point, having previously flown a NM and RS to do lvl 4s and a Bhaal in incursions they are now all mothballed in favor of a Torp Golem (with 2x RF Painters) and a Legion.

    The Marauder is more skill intensive than a Pirate BS which IMO should equate to better (if abet more specalised).

    I consider the Marauders to outclass Pirate BS already in PvE and this change just makes them better.

    slight side note: this change does in fact reduce the theoretical max DPS by reducing the drones from Med to Light (not that meds where used). Max applied DPS should be increased (outside of the 10-15km web radius)
    Deacon Abox
    Black Eagle5
    #732 - 2013-08-30 15:20:34 UTC
    also this it sorta overdone don't you think -

    CCP Ytterbium wrote:
    BASTION TRANSFORMERTHINGIE™ SKILL(name not final)
    • Rank 8


    Can't you make that a rank 5 - 7 skill?

    CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

    Sekeris
    Order of Celestial Knights
    #733 - 2013-08-30 15:26:25 UTC
    Id much rather have a extra mid slot compared to the extra high. With the MJD its going to be that much harder to make the mids work.
    Transporter
    Vertex Armada
    Man I Love Flying Spaceships
    #734 - 2013-08-30 15:26:58 UTC
    Let them be able to jump to covert cynos and introduce covert logi and I swear you will see them like never before! They dont even have to cloak.
    CCP Ytterbium
    C C P
    C C P Alliance
    #735 - 2013-08-30 15:27:39 UTC
    Maximus Aerelius wrote:
    Berluth Luthian wrote:
    The TP cycle time is for all TPs right? Not just on golems? That's an odd note to sneak this in on...


    I read it as just on Marauders i.e. Golems but CCP Ytterbium please clarify this change.


    Target painter cycle reduction is on the module themselves.
    Mournful Conciousness
    Federal Navy Academy
    Gallente Federation
    #736 - 2013-08-30 15:28:25 UTC
    Maximus Aerelius wrote:

    I encourage all to actually read the op before posting.
    CCP Ytterbium wrote:

  • When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp.


  • OK, I was wrong. Marauders will have a role besides cyno bait tanks - popping c5 to c3 wormholes single-handedly, or C2 to hisec/C3 in pairs.

    I will buy exactly 2 in order to increase the number of wormholes we can cycle in order to gank hapless blinged-up T3s.

    Not the 'designed' use cases I am sure...

    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".

    Ayame Chidori
    D.W.C.
    #737 - 2013-08-30 15:29:07 UTC
    CCP Ytterbium wrote:
    .... We are also reducing their drone bays as they are primarily meant to deliver damage through their main weapon system. ...


    Ok, so now I have only 5 light drones. How I am supposed to kill PVE tacklers? Before drone AI change it was ok, after change it became pain, when light drones are now nearly instapopped by tacklers. With 75 drone bay I have 2 complete replacements, when you take it away, all 5 my light drones die fast and me being scrambled... what is your advice? Selfdestruct? Cause tacklers cannot kill me, but neither can I kill scrambling frigs and cannot leave mission.
    MeBiatch
    GRR GOONS
    #738 - 2013-08-30 15:30:08 UTC
    Hey frenchy... now that we have mini dreads that tank like a dread but have the dps of a BS... how about we get tech II ABC's? that have the tank of a bc but the dps of 1/4 a dread...

    i have been talking about this for years and its in my signature...

    it is a heavy bomber. uses citidel torps and a capital bomb launcher. (like the one found on super carriers)

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

    Ugh ti-di pooping makes me sad.

    Flyinghotpocket
    Small Focused Memes
    Ragequit Cancel Sub
    #739 - 2013-08-30 15:31:43 UTC  |  Edited by: Flyinghotpocket
    Alsyth wrote:
    Pretty bad imo.


    In low/null-sec: true dreads will eat them for breakfast. Don't even need tracking mods or 90% webs to alpha them.

    In hi-sec: station huggers will be delighted. Good enough self rep, immune to ewar... This is an horrible thing.

    Your hate for Caldari and missiles really is annoying. Torpedoes have yet to be fixed, and Cruise will not benefit from a range bonus.


    sorry i didnt know that true dreads had a range of over 100km? and could easily retarget a ship after it has mjd'ed

    Amarr Militia Representative - A jar of nitro

    Battle Cube
    Cube Collective
    #740 - 2013-08-30 15:32:00 UTC
    as much as i first hated the idea, and still do, i could see this (rediculous) change being good for something.... basically.. only if they give it a massive dps bonus in bastion mode


    and personally i'd rather have ridiculous buffer (instead of local rep bonus) during bastion, so that it has to come out of bastion for reps. I could see this being great tactical use for small groups in pvp or pve..... you got your damage dealer but he needs support.

    if additional buffer were added - and bastion mode balanced to stay where ccp wants it - i could see the non-bastion mode of the marauder actually being useful. I remember when i used to fit the vargur not only did it have terrible pg, but fitting a good tank on it was also a detriment to dps

    especially if this is supposed to be a 'stepping stone', and seeing ccps view that everything should have a purpose - nonbastion mode needs to provide something. currently..... just mjd.... on a slow ship.... with low tank....


    "encouraging" poeple to put an mjd on it....why do you want to do that in the first place? Thats like "encouraging" someone to wear a cast by breaking their arm. Try another word - more along the lines of coercion. Why not just give it a bonus without gimping it for everyone who DOESNT want to use an MJD on it?