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[Rubicon] Marauder rebalancing

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Random Woman
Very Professional Corporation
#761 - 2013-08-30 15:51:36 UTC
I will take one into the WH as Orca substitute. But thats about it, i dont see any other point for flying them now.

Pirate Faction battleships will still be better for lvl 4 missions and stuff like that I guess. (last time I tried a L4 is was in a mael and that was good enough like 2-3 years ago, not really my cup of tea so i could be wrong here)

There are a great many things you can do in pvp to survive, standing around at 0ms/s is not on the list.

Kronos was a nice c3 bait ship, no need for a scram with those webs, keeps stuff in place until your protos buddies are past their decloack timer.
Javius Rong
Pandemic Horde Inc.
Pandemic Horde
#762 - 2013-08-30 15:55:16 UTC

Remove the active rep bonuses for the Bastion module as you already have a significant increase due to the resists. Proved a 5% per level increase to damage. I foresee many issues with triple rep and XLABS fits relative to balance with out theses changes.

I understand with the MJD cycle usage why you nerd the base speed, mass, etc... But to me this was a nice part of the Maurader concept.


Also I don't think they should be E-war immune. Just proved them with a bonus to scan res and sensor strength of 100%.


Instead of going down the dread route, why not give them the T2 resist profile and turn them into close range brawlers? I am not sure I like the idea of have BSs that can snipe with there short range weapons.
Battle Cube
Cube Collective
#763 - 2013-08-30 15:57:26 UTC
CCP Ytterbium wrote:
Yes, this can be used in high-sec of course. You just get a weapon timer (requires security to be turned off though).

Do not underestimate the use of the bastion module, even for missions. The innate tank allows removal of tanking modules on fittings and the projection bonus helps a lot as well. I remember reaching 55-60km falloff on a Null Neutron Blaster Kronos on our internal test server Shocked

Only one bastion module may be fitted, but the resistance given don't stack, just like Damage Control. You can still fit one -with- a damage control though.


i dont see why we should have to turn off safety in order to use a module in highsec for PVE that couldnt possibly hit something we didnt lock and fire at. It kind of defeats the purpose of the "set to green, you are safe from doing illegals" idea....

of course we will have to see the final numbers to see if the removal of tank modules and damage projection actually have higher effective dps than current ships, esp for example in L4s, but if we almost Need an MJD i see it hurting shield tanked ships, they will lose a midslot to that prop, and may need another prop to reach gates, so less room for tank, less/equal room for damage mods....

of course im looking at this from the vargur, so that my color my opinions
Daniel Plain
Doomheim
#764 - 2013-08-30 15:58:29 UTC
Random Woman wrote:
Pirate Faction battleships will still be better for lvl 4 missions and stuff like that I guess. (last time I tried a L4 is was in a mael and that was good enough like 2-3 years ago, not really my cup of tea so i could be wrong here)

consider yourself corrected. EWAR immunity, combined with a 25% range buff (which for most turret weapons is essentially the same as a dps buff), combined with a free omnitank slot (invul/EANM) will completely demolish all faction/pirate ships in lvl4s. while mobility can be an issue in a few missions, most can be done effectively by standing still and burning targets as they approach, thus negating the only 'drawback' of the bastion module (can we call it 'assault' instead of 'bastion'?).

I should buy an Ishtar.

Qestroy
TaxIsTheft
#765 - 2013-08-30 16:01:01 UTC
... Interesting... Doesn't really effect PVE other than tanking is now much easier, still don't see a very big jump in their use in anything else though... Too expensive, too easily lost and simply not effective enough to warrant use. I notice bastion doesn't give any bonus to damage output itself, making pirate ships still just as good if not better for PvE

I am disappointed in the drone bay reductions, not being able to field a full flight of medium scout drones will really gimp their PvE effectiveness next to the pirate ships
Battle Cube
Cube Collective
#766 - 2013-08-30 16:04:06 UTC
Daniel Plain wrote:
Random Woman wrote:
Pirate Faction battleships will still be better for lvl 4 missions and stuff like that I guess. (last time I tried a L4 is was in a mael and that was good enough like 2-3 years ago, not really my cup of tea so i could be wrong here)

consider yourself corrected. EWAR immunity, combined with a 25% range buff (which for most turret weapons is essentially the same as a dps buff), combined with a free omnitank slot (invul/EANM) will completely demolish all faction/pirate ships in lvl4s. while mobility can be an issue in a few missions, most can be done effectively by standing still and burning targets as they approach, thus negating the only 'drawback' of the bastion module (can we call it 'assault' instead of 'bastion'?).


ewar immunity doesnt effect pve much, at least missions and incursions (i dont have much experience in anoms/plex/etc) range buff is meh.... you only do additional dps IF you are too far from the NPCs, so if you have a long enough range damage weapon, then additional range beyond that doesnt help much - esp if you just move to be in correct range -
Cheyenne Shadowborn
Pandemic Horde High Sec Division
#767 - 2013-08-30 16:05:23 UTC  |  Edited by: Cheyenne Shadowborn
As someone before me already said, the tractor bonus is outdated with the introduction of the Noctis.

Might as well remove it or replace it with something useful (like, make it into a role bonus: "Tractor beams work on enemy ships" Lol)

Quote:
i dont see why we should have to turn off safety in order to use a module in highsec for PVE that couldnt possibly hit something we didnt lock and fire at. It kind of defeats the purpose of the "set to green, you are safe from doing illegals" idea....


Same thing I was thinking. Why would you get a weapon timer purely for activating that module? Wouldn't you get a weapon timer once you shoot someone with it, anyways? You don't get a timer that prevents docking/gate jumping from shooting, say, mission rats in non-bastion mode, why would bastion mode neccessitate that? It just seems that CCP is needlessly employing game mechanics here. With this mechanic, people will potentially need to sit out timers at the end of pure PVE missions before they can even dock.
Maximus Andendare
Stimulus
Rote Kapelle
#768 - 2013-08-30 16:10:06 UTC
CCP, I have said earlier that I think the changes are wonderful, BUT I really think you guys ought to consider Marauders as they relate to PVE platforms, and specifically with Incursions. Incursions are, I believe, the "pinnacle" of high sec PVE, and as such, Marauders should have a place there. With the Bastion module, however, I think Marauders in Incursions will be limited, because it disables the ability to receive reps.

Thus, I would suggest that perhaps you make TWO BASTION MODULES:

One Bastion variant would do the same that the current proposed Bastion module does, and the

other Bastion variant would provide bonuses that make it a competent ship in Incursions, perhaps receiving a bonus to received reps, tracking bonus, or similar.

The idea is NOT to buff Marauders into mini dreads, so I don't think that adding damage bonuses on the "Incurision-oriented Bastion Module" is right, but a tracking bonus, explosion radius/velocity or similar damage application bonus, since Incursions are always run with Logi support and are often firing at smaller targets. Both Bastion modules would render the ship immobile, but one would buff its tank and make it ewar immune and the other would buff its damage application but it would be SUSCEPTIBLE to ewar.

Having two modules would provide compelling choices for strong tank/ewar immunity/damage range VS better damage application for smaller targets. Perhaps this is where you could build in a web range/speed bonus or similar. Again, the idea is NOT to buff their damage but to provide compelling gameplay decisions that we as players love. It would also add an element of surprise to someone engaging a Marauder.

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Daniel Plain
Doomheim
#769 - 2013-08-30 16:10:59 UTC
Battle Cube wrote:
Daniel Plain wrote:
Random Woman wrote:
Pirate Faction battleships will still be better for lvl 4 missions and stuff like that I guess. (last time I tried a L4 is was in a mael and that was good enough like 2-3 years ago, not really my cup of tea so i could be wrong here)

consider yourself corrected. EWAR immunity, combined with a 25% range buff (which for most turret weapons is essentially the same as a dps buff), combined with a free omnitank slot (invul/EANM) will completely demolish all faction/pirate ships in lvl4s. while mobility can be an issue in a few missions, most can be done effectively by standing still and burning targets as they approach, thus negating the only 'drawback' of the bastion module (can we call it 'assault' instead of 'bastion'?).


ewar immunity doesnt effect pve much, at least missions and incursions (i dont have much experience in anoms/plex/etc) range buff is meh.... you only do additional dps IF you are too far from the NPCs, so if you have a long enough range damage weapon, then additional range beyond that doesnt help much - esp if you just move to be in correct range -

wow. literally every statement in your post is wrong. firstly, if you think that ewar is not relevant in missions, you probably never ran the blockade (among others). secondly, if you have a 'long enough range' weapon, chances are this weapon has less dps than a short range weapon. this buff allows you to fit high damage weapons, use high damage ammo and still project to relevant ranges. thirdly and most importantly, if you have to move before you are in the 'correct' range, you are wasting dps. an ideal mission ship lands on grid and starts shooting immediately, speed is just a bonus to reach the next warp gate quicker.

I should buy an Ishtar.

DarthNefarius
Minmatar Heavy Industries
#770 - 2013-08-30 16:12:04 UTC
CCP Ytterbium wrote:


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


Have you ever flown in Incursions? Going 10 seconds let alone 60 without remote reps is a death wish especially in squishy Paladins in a TCRCAttention
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Xqpvqsvs Qr'atyuqink
Brutor Tribe
Minmatar Republic
#771 - 2013-08-30 16:13:44 UTC  |  Edited by: Xqpvqsvs Qr'atyuqink
Why 3 of 4 Marauders got additional damage bonus (5% damage or 5% rof) while Golem doesnt?. Why u removed EW bonus from all of them again except of Golem?. Again why 3 of marauders got double range bonus when in siege (25% to optimal and fallof making them 50% total) while golem got only one 25% to missile velocity, where is 25% to flight time?. I already asked about defenders and fact that turreted marauders will be invulnerable to tracking disruptors while Golem will still have his missiles destroyed by defender missiles, and almost all npc ships uses defenders ;)

Target painter is usable only for targets being rather close and only if u got torpedoes, its useless on cruise missiles since they got 5 times better optimal and already got reduced signature. In other hand, bonuses like '5% bonus to large energy turret damage per level' affects both close range and long range turrets.

Thats why u should change damage bonus on rest marauders to affect only pulse lasers, autocanons and blasters, or get rid of useless target painter bonus and give Golem proper comparable bonus which will affect both close and long range missiles, not only the close ones.
Battle Cube
Cube Collective
#772 - 2013-08-30 16:14:04 UTC  |  Edited by: Battle Cube
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.


i think it still makes more sense to use tactical reconfiguration to make it on the path towards dreads, makes a lot of sense to just change the description of the tactical reconfiguration skill...

I absolutely agree that for incursions, you "could" just turn off bastion mode when taking fire, and although it will annoy the logies to no end waiting to rep you, it seems possible..... but the ship STILL has poor buffer - one of the reasons it wasnt popular in incursions beforehand - and local reps just arent enough for incursions. So yeah, inconvenient, but possible to use in incursions... maybe.... i dont know, even 30 seconds is a LONG time, you may have to have a local module just to hold out enough time, gimping your normal tank or dps

So what do we get in exchange for all this inconvenience? A sniping bonus....well the thing is we dont need a ship to sniper to further ranges or even do higher damage at sniper ranges. The amount of ehp sansha have at sniping ranges is insignifant compared to the amount of sansha ehp that is sitting at dps range - and even so we have enough snipers in incursions - once there were not many but then everyone trained them, snipers are the majority and this new bastion-sniper would be useless in incursions.

Oh yeah and it wouldnt be able to move either, and MJDs are simply not an option in incursions. With an mwd these would reach AB speeds.... so its damage against everything but sniper targets would be much less then current snipers


EDIT-- ok actually i do, after thinking about it, see a place where a bastion marauder would work in incursions, it would actually be pretty good at VGs.... if and ONLY IF it could actually tank throughout an entire site. You would have to fit for tracking, and would have to have someone to move ore and possibly hacking, possibly still need a drone bunny....but.....that may have to be a marauder because there would be no non-local reps.

it would still be a pain to refill charges if you have to us ASBs, and i am going to guess it will still not have as high dps as current VG fleets, and it is going to make it so if such a fleet exists no one but marauders can join it due to no reps, and its going to make it so marauders cant join normal fleets because they cant be repped..... unless they compromise their fit
Battle Cube
Cube Collective
#773 - 2013-08-30 16:15:41 UTC
Maximus Andendare wrote:
CCP, I have said earlier that I think the changes are wonderful, BUT I really think you guys ought to consider Marauders as they relate to PVE platforms, and specifically with Incursions. Incursions are, I believe, the "pinnacle" of high sec PVE, and as such, Marauders should have a place there. With the Bastion module, however, I think Marauders in Incursions will be limited, because it disables the ability to receive reps.

Thus, I would suggest that perhaps you make TWO BASTION MODULES:

One Bastion variant would do the same that the current proposed Bastion module does, and the

other Bastion variant would provide bonuses that make it a competent ship in Incursions, perhaps receiving a bonus to received reps, tracking bonus, or similar.

The idea is NOT to buff Marauders into mini dreads, so I don't think that adding damage bonuses on the "Incurision-oriented Bastion Module" is right, but a tracking bonus, explosion radius/velocity or similar damage application bonus, since Incursions are always run with Logi support and are often firing at smaller targets. Both Bastion modules would render the ship immobile, but one would buff its tank and make it ewar immune and the other would buff its damage application but it would be SUSCEPTIBLE to ewar.

Having two modules would provide compelling choices for strong tank/ewar immunity/damage range VS better damage application for smaller targets. Perhaps this is where you could build in a web range/speed bonus or similar. Again, the idea is NOT to buff their damage but to provide compelling gameplay decisions that we as players love. It would also add an element of surprise to someone engaging a Marauder.


OR instead of having 2 bastion modules, have 1 be the module, and give the other bonuses to the NON-Bastion mode of the ship
Jenn aSide
Soul Machines
The Initiative.
#774 - 2013-08-30 16:16:03 UTC
Battle Cube wrote:
Jenn aSide wrote:


Well, that is unless you don't want to be able to basically ignore every single npc warp disrupting you that could happen.




i dont use MJDs much, but i thought they were disrupted by warp scramblers? Do NPCs not do that? Or does it just not effect the MJD if it is an NPC?


No NPC in the game that I've ever heard of warp scrambles. It says "scramble" when an npc points you but if you right click on the ewar icon above your capacitor it will show you that you are only "disrupted".

As a test I've used MJD equipped battleships in null sec anoms, 3 seperate types of DED complexes (Centus assembly, Blood Raider naval Shipyard and the Maze), in null sec incursion space (i intentionally let an incursion npc point my battleship at a gate to see, didn't this several times, while yelling "screw you Niarja" in local lol), and in lvl 4 missions in low and high sec.

Not once in all that pve content has my MJD failed to activate.

It's a get out of jail free card and not putting one on a pve BS (at least until ccp decides it's OP and makes npcs actually scram lol) is crazy to me.
EXIA MIKOSZ
Strike Birds Zero
#775 - 2013-08-30 16:16:33 UTC
Cheyenne Shadowborn wrote:
As someone before me already said, the tractor bonus is outdated with the introduction of the Noctis.

Might as well remove it or replace it with something useful (like, make it into a role bonus: "Tractor beams work on enemy ships" Lol)


Yes its Outdated and should be improved to 200%
Not Everybody Use Noctis and that Bonus is very welcome in many players Play Style
Dont Like it?Well u cant make everybody happy
Battle Cube
Cube Collective
#776 - 2013-08-30 16:16:42 UTC
Daniel Plain wrote:
Battle Cube wrote:
Daniel Plain wrote:
Random Woman wrote:
Pirate Faction battleships will still be better for lvl 4 missions and stuff like that I guess. (last time I tried a L4 is was in a mael and that was good enough like 2-3 years ago, not really my cup of tea so i could be wrong here)

consider yourself corrected. EWAR immunity, combined with a 25% range buff (which for most turret weapons is essentially the same as a dps buff), combined with a free omnitank slot (invul/EANM) will completely demolish all faction/pirate ships in lvl4s. while mobility can be an issue in a few missions, most can be done effectively by standing still and burning targets as they approach, thus negating the only 'drawback' of the bastion module (can we call it 'assault' instead of 'bastion'?).


ewar immunity doesnt effect pve much, at least missions and incursions (i dont have much experience in anoms/plex/etc) range buff is meh.... you only do additional dps IF you are too far from the NPCs, so if you have a long enough range damage weapon, then additional range beyond that doesnt help much - esp if you just move to be in correct range -

wow. literally every statement in your post is wrong. firstly, if you think that ewar is not relevant in missions, you probably never ran the blockade (among others). secondly, if you have a 'long enough range' weapon, chances are this weapon has less dps than a short range weapon. this buff allows you to fit high damage weapons, use high damage ammo and still project to relevant ranges. thirdly and most importantly, if you have to move before you are in the 'correct' range, you are wasting dps. an ideal mission ship lands on grid and starts shooting immediately, speed is just a bonus to reach the next warp gate quicker.



tachyons.
Jill'iam
Rognin and Suns
#777 - 2013-08-30 16:17:04 UTC
Personally, I wouldn't mix the purposes of the Marauders. Either have them specifically for PVP or PVE and take the Tier 3 battleship and fill the missing role as the T2 varient.

Ie:
Vargur (tempest) = PVP
(norse name of some sort) (Maelstrom) = PVE


:2cents:


Ranamar
Nobody in Local
Deepwater Hooligans
#778 - 2013-08-30 16:17:55 UTC
I want to echo all the other people asking for "please not another high-multiplier skill for a module only one extremely niche ship uses." This really sounds like the sort of thing that Tactical Weapons Reconfiguration does. (although I'll concede that Tactical Defensive Reconfiguration might be a reasonable description of what this module is actually doing...) The Black Ops battleship, though, is a not-unreasonable stepping-stone to capital ships because it shares jump skills. If Marauders share TWR, then both T2 battleships would be reasonable stepping stones (even if you don't need Racial Battleship V to inject the dread skill anymore) to some kind of capital ship. I like that idea, and, with the proposal as it is now, that's not really the case. This really feels like a ship for your alt to fly, even if it does have some entertaining possibilities outside of missions.

I was also going to advocate for the Kronos to get an optimal bonus instead of falloff, but blasters need the extra falloff range, and rails really don't need the extra optimal range nearly as badly if you deploy into bastion. You'll probably only be using antimatter and javelin, though.
A'Tolkar
Carlson's Raiders
#779 - 2013-08-30 16:20:18 UTC
I only got about 17 pages or so into this thread and didn't feel like reading another 20, so this may have already come up:

It seems that with the Nighthawk having the 5% level missile explosion velocity bonus swapped for a 5% missile explosion radius bonus, I figured the same would happen with the Golem. Granted, I have never flown a Golem, and maybe never will, but given the past change, I thought the same might happen with the Golem. Any reason why the explosion velocity bonus isn't changing?
Jenn aSide
Soul Machines
The Initiative.
#780 - 2013-08-30 16:20:33 UTC
Mina Sebiestar wrote:


MJD away from them and kill them as they approach? NPC tacklers can't keep you from MJDing.



[/quote]

Or you could have enough drones or web bonus to deal with frigs not run away from them..but i guess doing it wrong is the right way nova days....[/quote]

If you want to work harder at it than you need to, that's up to you. I use webs and drones too, but the MJD is an emergeny escape hatch for it is all goes to pot.

For instance in null sec. Sometimes you get pointed by multiple NPCs at the exact wrong time (a neutral or red comes in while you're chewing on the 4 frigs pointing you). MJD lets you say "nope, gonna mjd, then warp to a safe. Same goes for high sec lvl 4s, some of which can still kill you if yo make a mistake. MJD lets you say "ha ha, no you can't kill my domi Mr serpentis).

But hey, don't let me stop you from using the classical 2005 style of missioning. Some of us just like to be all modern and what-not Twisted