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[Rubicon] Marauder rebalancing

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Leucy Kerastase
650BN
#821 - 2013-08-30 17:44:06 UTC
Pretty much would like to see the TP cycle time reduction in Odyssey 1.1.1 or something.
Zhaniz
ImperiaI Federation
Goonswarm Federation
#822 - 2013-08-30 17:45:13 UTC
so if this the link between Battleships and Dreads,


it makes me think is there going to be a new T2 battleship to be the link between battleship and carriers??

hmmmm
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#823 - 2013-08-30 17:45:53 UTC
I'm guessing the "long deployment" has a different definition than ours/the playerbase.

While I like the idea of breaking the ice with new approaches, I still don't get why this mindset cannot be projected on other ships in a lighter variant.

Since I don't fancy Marauders much, I won't be too mouthy about them in this thread, but I do wonder how Highsec fights will be once these are on the field.

Using tablet, typoes are common and I'm not going to fix them all.

Ranger 1
Ranger Corp
Vae. Victis.
#824 - 2013-08-30 17:46:36 UTC
Xqpvqsvs Qr'atyuqink wrote:
Zhilia Mann wrote:

stuff



ur math is somewhat wrong and u are failing to realize that missiles are not turrets and they need time to hit the target. Not even talking about situation where your targets is warping away before your missiles hit him. Moreover at longer range most of players are shooting more missiles than its needed, eg when u are firing another volley of missiles when previous is still in space flying to target. If that first volley finishes target, the second volley is not going to another target but just flying into space doing nothing.

If your missiles got 100km range with 10km/s and 10secs flight time, increasing speed by 25% will result in 12,5km/s speed * 10secs = 125km range

If your turrets got for example 100km optimal and 100km falloff, increasing both for 25% will make your optimal 100km + 25% = 125km and your fallof 100km + 25% = 125km, so u will be able to deal full damage at 125km and half damage at 250km.

Missiles cant do half damage at twice of their optimal since they dont have fallof. Your target can have 1 hp sitting at 1 meter above your missiles optimal and u wont kill him.

And dont say word about tracking since turrets got tracking issues only if target is close enought while missiles got their issues no matter if target is close or far away (explosion velocity thing). U can counter tracking on turreted ship by moving at proper direction (for example away from target), but u cant counter low explosion velocity of your missiles.


You are comparing a ship with a range of 100km with a ship that has a 200km range. Does that actually make sense to you? Smile

A 25% bonus to both optimal and fall off equals a total range increase of 25%.

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Chainsaw Plankton
FaDoyToy
#825 - 2013-08-30 17:51:14 UTC
Xqpvqsvs Qr'atyuqink wrote:
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.

why does the golem need a damage bonus? golem is the only one that can pick its damage type at will, and does comparable dps to the other marauders as is (yay cruise missile buff) oh yea, and it has crazy range!

also the painter bonus is pretty sweet. lets you use your rigs for damage. with missile speed rigs and the missile speed bonus from bastion you shouldn't lose missiles to defenders, the cruise missiles simply move too fast for defenders to hit. also they will go fast enough you wont need to count volleys out to like 120km or so.

plus with the changes the golem will only really need a 2 slot tank, so lots of free room for all sorts of mods.

@ChainsawPlankto on twitter

Invisusira
Escalated.
OnlyFleets.
#826 - 2013-08-30 17:51:25 UTC
Kenrailae wrote:
The most common role, PVP wise, I can see these being used in is sieging High Sec POS's.

Add the layer to the game of NEEDING to plan for fuel, to have fuel on standby, create the opportunity for disrupting War plans by making a vulnerable spot(Read ganking fuel haulers) so peeps can't just warp from tower to tower with a couple guardians to provide cap.

I don't understand this. In current planned state, Marauders will not be like actual dreads. They won't do additional damage. They'll just do it from farther away.

Why would people go to all the trouble just to shoot a POS from farther away when they can do the same DPS with an Oracle fleet?
Danica Fox
Deep Core Mining Inc.
Caldari State
#827 - 2013-08-30 17:52:28 UTC
CCP Ytterbium wrote:
Just another quick update.


  • We are removing the BASTION TRANSFORMERTHINGIEâ„¢ SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.

  • We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.


Adjusting OP to reflect this.

EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements change.


whats with all the other concerns are they looked into is anything of this thread considered

tell us how much u think player feedback could have a impact to the actual outcome ... does it even matter what the comm want

i know its getting worse with everyone screaming at your effort and i appricate that player feedback goes just in developement

but this topic is the only one in ships i cant in any way say im ok with any other changes till now were ok (liveable) to awesome.

Schwarzer Regen
Nemesis-Theory
#828 - 2013-08-30 18:00:49 UTC
Now, I'm looking and I'm liking these changes for the most part. I have always enjoyed the concept of marauders but have had to watch since 2009 their slow decline from any real major use. There were, however, a couple that were still quite relevant (mainly the kronos and vargur were still kinda useful in some situations over their pirate bship counterparts). That being said, there was always one marauder that was complete crap, namely the paladin. It's bship bonuses currently are just insanely incoherent with the ship and how it should be flown.

This is one of the main reasons I am happy to see one of those useless bonuses go away (the stasis web velocity bonus which for all intent and purposes, you shouldn't be close enough to use a web if you are flying a paladin). The other rather useless bonus is the bonus to capacitor capacity. Even as the ship is right now, it only has 4 guns therefore effectively gets the 50% reduction in capacitor usage bonus and after the last major patch, the energy turrets use 20% even less capacitor which removes the largest cap drain on the paladin. It's for this reason that I'm utterly confused as to why it still gets this bonus even after you guys are going to give it a huge buff to it's capacitor. With 8k base, it is going to have like either 12k or 12.5k depending on how and when the bonuses are applied which imo is massively over capped. Not to argue with more capacitor of course, but surely with that much capacitor as base, that cap capacity bonus would be significantly more beneficial as another energy turret bonus such as tracking which would be massively more coherent with how the ship should be used imo. It would be at this point that those two crappy bship bonuses would finally be gone from the paladin and it would actually have bonuses that are coherent with how the ship should be flown.
Maximus Andendare
Stimulus
Rote Kapelle
#829 - 2013-08-30 18:01:11 UTC
Zhaniz wrote:
so if this the link between Battleships and Dreads,


it makes me think is there going to be a new T2 battleship to be the link between battleship and carriers??

hmmmm
I don't necessarily think these are a link between battleships and dreadnoughts, since their roles are somewhat different. The only "link" with dreads is that they can "siege" which increases their tank. Otherwise, there's no link.

I still think there ought to be two versions of the Bastion module: one to support the huge tank/ewar immunity game play and one that still sieges but would allow better bonuses to fit into a PVE environment, such as allowing remote reps, buffing scan res, increasing webs, etc., but still being vulnerable to ewar. Besides, for anyone who'd think that this will make them overpowered if they choose to "PVE siege" in a pvp environment, they'd still be susceptible to neuts and would succumb to ewar with their miniscule sensor strength.

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Kenrailae
Center for Advanced Studies
Gallente Federation
#830 - 2013-08-30 18:01:28 UTC
Invisusira wrote:
Kenrailae wrote:
The most common role, PVP wise, I can see these being used in is sieging High Sec POS's.

Add the layer to the game of NEEDING to plan for fuel, to have fuel on standby, create the opportunity for disrupting War plans by making a vulnerable spot(Read ganking fuel haulers) so peeps can't just warp from tower to tower with a couple guardians to provide cap.

I don't understand this. In current planned state, Marauders will not be like actual dreads. They won't do additional damage. They'll just do it from farther away.

Why would people go to all the trouble just to shoot a POS from farther away when they can do the same DPS with an Oracle fleet?




Projection.


P sure Neutrons with Null at 40k, selectable damage from the Vargur/Golem, with those optimal/fall off bonuses, will be better DPS than an Oracle, though I'll admit to not running numbers.


Also those huge tank bonuses creating a sense of security and all. My experience is that most POS sieging isn't done in relatively 'even' fights. It's done by an overwhelmingly superior force attacking a much smaller force.


Again, haven't run numbers on actual DPS figures, and the Oracles will still have advantage in mobility, but the Projection, MJD, and tank would be very hard for a small corp to argue with in High sec, from my experience.


Oh. Also EWAR immunity while Bastioned.

The Law is a point of View

The NPE IS a big deal

Chainsaw Plankton
FaDoyToy
#831 - 2013-08-30 18:03:43 UTC
Invisusira wrote:
Kenrailae wrote:
The most common role, PVP wise, I can see these being used in is sieging High Sec POS's.

Add the layer to the game of NEEDING to plan for fuel, to have fuel on standby, create the opportunity for disrupting War plans by making a vulnerable spot(Read ganking fuel haulers) so peeps can't just warp from tower to tower with a couple guardians to provide cap.

I don't understand this. In current planned state, Marauders will not be like actual dreads. They won't do additional damage. They'll just do it from farther away.

Why would people go to all the trouble just to shoot a POS from farther away when they can do the same DPS with an Oracle fleet?


ewar immune so the enemy can't just spam jamming thingies. vs other styles of towers though yea a conventional fleet sounds better to me.

@ChainsawPlankto on twitter

Xqpvqsvs Qr'atyuqink
Brutor Tribe
Minmatar Republic
#832 - 2013-08-30 18:05:16 UTC  |  Edited by: Xqpvqsvs Qr'atyuqink
Chainsaw Plankton wrote:

why does the golem need a damage bonus? golem is the only one that can pick its damage type at will, and does comparable dps to the other marauders as is (yay cruise missile buff) oh yea, and it has crazy range!

Some people are using marauders for something else than doing anoms in 0.0 (and even for doing anoms, pirate bs are often better). Picking damage will help u against for example loki in which way?. Do u think that people are flying without hardeners?. Crazy range? Do u saw fleet of ravens with cruise missiles shooting anything from distance in last few years? No? U know why? Because your target will have plenty of time to warp away before your 'yey crazy range' cruise missiles will get near him. No one uses Cruise missiles in pvp, while 1400mm's, Rails and Tachs is a complete different story.

Chainsaw Plankton wrote:
also the painter bonus is pretty sweet. lets you use your rigs for damage

So maybe other marauders will loose their second damage bonus too, just use rigs right?. Not even talking about fact that large turrets got 400m sig radius while torps got 450m explosion radius :). U got tracking computers or enhancers to increase turret optimal and falloff but u dont have such modules for torpedoes (with max skills on unbonused ship like typhoon they got whole 20km range (in case of normal ammunition) and your rig slots are already occupy with missile velocity or flight time rigs since as i said u cant increase it other way.
That Seems Legit
State War Academy
Caldari State
#833 - 2013-08-30 18:06:35 UTC
So yeah. That tractor range bonus is completely useless. Either increase it by 100% (at least) or get rid of it.

There. I thought about these ships from a pve viewpoint.

From a pvp perspective all i can think of is immobile blinged out targets to gank.

I guess theyd be awesome in whs. I really cant see much use for them otherwise. Gimmicky garbage. Please, release them this way though so i can gank more mission runners with friends.

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Maximus Andendare
Stimulus
Rote Kapelle
#834 - 2013-08-30 18:06:44 UTC
Maybe the transformative aspect is what is taking so long for the Paladin hull to be added. I wonder, though, how the Vargur and Kronos will be affected, considering they already had a new model introduced.

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Jessica Danikov
Network Danikov
#835 - 2013-08-30 18:07:19 UTC  |  Edited by: Jessica Danikov
Having ruminated on this all day, I think the Bastion module design is rather lazy. It's remarkably similar to Triage and Siege modules- all three make you immobile, all three grant bonus mass (part of being immobile, I guess), all three become immune to EWAR, all three have a fairly long cycle time (1 minute+) so you have to really think about when you're going to use it and whether someone is going to turn up and try and ruin your day.

It becomes very odd to then combine this with a mobility buff with the MJD bonus, unless you can MJD while in Bastion, which could be an interesting PVP skirmish mechanic, but I digress...

The more fundamental question is, what's wrong with Mauraders? What were they meant to do that they don't do any more, especially compared to the changes with battleships? Let's revisit the role text:

"Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines."

A Bastion module really doesn't fit this mentality- a lot of what the Mauraders have is geared towards the 'versatility behind enemy lines' thing, such as a decent sized drone bay, large cargo hold, lots of highs + enough fitting to fit utility, then T2 resists, a tanking bonus and plenty of mids/lows to tank with. If I'm going on a long trip behind enemy lines, a module that immobilises me for 60 seconds doesn't sound like the best idea. The MJD, on the other hand, is great for giving a fighting chance at defeating bubbles and some extra burst mobility when threatened.

Where the Bastion module seems to be coming from is 'we have to make Mauraders PVP capable'. Thing is, they are, within certain contexts. They get fielded in tournaments all the time because they can do so well with those gang sizes. When cost is an issue, it can be tempting to go for Pirate Battleships instead because they typically perform better for what you spend (and this is where the balancing needs to occur). Weak sensor strength is the primary reason you don't see big coalitions filling the sky with them, and if that's patched with a module that makes them unable to receive remote reps, that isn't going to change- you're exchanging one fatal flaw for another. At this point, you should be rightly rethinking whether Mauraders should be pushed into a position where they can serve as ships of the line (for which the answer is 'definitely not').

I'll reiterate my initial instinct- the Bastion module could help create a new type of T2 with an interesting set of playstyles and mini-dread type functionality, although I'd like to see a little more innovation in the downsides of the module- say, +100% to sensor strength rather than immunity, -60% to speed rather than immobility, increased resists combined with reduced remote reps (no net effect, remotewise), perhaps an inability to warp/use prop mods, sig bloom to go along with the increased range, inability to turn... there's a lot of possibilities to consider. These possibilities are unfettered by a need to be an evolution/rebalance of existing ships and can let a Bastion-type ship really explore a new niche rather than trying to shoe-horn Mauraders into it.

Who doesn't want a Bastion Rokh? Makes a lot more sense than trying to twist the Raven/Golem into it.
Veng3ance
Imperial Academy
Amarr Empire
#836 - 2013-08-30 18:14:52 UTC  |  Edited by: Veng3ance
Honestly this is all pretty worthless without a damage increase from the bastion module.

They will just get blapped super fast by any sized fleet and the benefit of having extra range and tracking is NOT going to make it worth using.
B33R
Shadow State
Goonswarm Federation
#837 - 2013-08-30 18:19:11 UTC
this include npc ewar?
Gabriel Karade
Coreli Corporation
Pandemic Legion
#838 - 2013-08-30 18:19:12 UTC
Hope the feedback on webs is being noted, its really quite simple:

Kronos=Duvolle
Duvolle=Blasters
Blasters=webs

If you fit blasters to a battleship hull 'damage projection' is not about using Null (tough break for non T2 guns eh?)... its quite simply about pinning a target in place (90% web) and smashing it to pieces with max damage ammo - this was the beauty of the blasterthron of old; pile into the enemy(s) at point blank and do or die.

If you remove the web bonus from the Kronos you delete the last pure-bred Gallente blasterboat.

X

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Lixia Saran
Perkone
Caldari State
#839 - 2013-08-30 18:19:40 UTC
Jessica Danikov wrote:

Who doesn't want a Bastion Rokh? Makes a lot more sense than trying to twist the Raven/Golem into it.


Golem with the Rokh hull? YOU HAVE MY VOTE!

seriously, the Rokh needs a faction / Tech 2 hull. Scorpions and Ravens already have their multiple versions.
Zor'katar
Matari Recreation
#840 - 2013-08-30 18:24:02 UTC
B33R wrote:
this include npc ewar?


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.