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[Rubicon] Marauder rebalancing

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Author
Ager Agemo
Rainbow Ponies Incorporated
#981 - 2013-08-31 01:10:46 UTC
blah blah blah, all this is useless, tanking is not the issue with marauders, its DPS application and projection, sure having super tanked ships is nice, but no matter how much tank I can drop, offensive modules will not make up for it, the idea of PVE is to maximize efficiency by killing as fast as possible.

Adding more tank will not help at all, not to mention in missions for example most of time you have to fly to mid range gates and such, so the mjd is useless.

On the golem side for the love of god, change the bonus from target painting to missile exp radius, you can EFT it or try it on the server, you need at the very least 3 target painters to make it do damage worth enough, and having to fiddle with those is a pain, even with the time reduction, because the server has this stupid 1second frequency update time which causes modules to do 1 extra cycle all the time.


overall, just disappointed, I don't need more tank... I want firepower. I would be happy with half the tank if I were to get 50% more firepower.
Ager Agemo
Rainbow Ponies Incorporated
#982 - 2013-08-31 01:12:40 UTC
Galphii wrote:
The term 'marauder' speaks of a fast, hit-and-run sort of vessel, not 'I'm going to sit here for a minute and be bait'.

Speed is far more valuable in a fight than protection, so I'd suggest forgetting about the stationary 'mini-dreadnought' thing you've got going at the moment and consider other options. Marauding options.

  • Drop the tractor beam and ewar options. They're not useful in the new role you're plotting out and there is also the Noctis.
  • Increase the sensor strength to normal BS levels.
  • Have the 'bastion' module disable warp drive and shunt power to weapons and conventional engines (speed+dps). Now that's useful for raiding. Combine that with the MJD and you've got a big, high damage ship that's a little fragile but highly mobile, perfect for hit and run.





even this guy gets it, we need application and damage, any ship can easily tank heavy sites with just some speed or specific tanks.
Rek Seven
University of Caille
Gallente Federation
#983 - 2013-08-31 01:14:17 UTC
If anything i think the proposed marauders need more dps and tank not less...

Just like a dread, marauders need to be able to survive in deployed mode against a typical fleet and be able to do a lot of dps while in that mode. Once out of deployed, the ship can receive reps from logi but with such a low sensor strength, it might not be doing any dps if the hostile have an ECM ship.
M1k3y Koontz
Speaker for the Dead
Stay Feral
#984 - 2013-08-31 01:17:39 UTC
White Bear Maricadie wrote:

yet another pirate troll hoping to see some noob trying to use this for anything other then PvE


Such a cynic. As a wormholer, you can be assured I'm not some lowsec pirate trying to get people to fly blinged out Marauders into my gatecamp, and I think Marauders will be an excellent addition to EVE.

They will have such a tank that they can outlast most gang, and with their EWar immunity falcons won't be an issue, in fact Falcons will be fearing Marauders more than the other way around.

A Vargur, with L5 skills, standard blue pill, crystals, will be boosting ~5k HP per cycle (every 5 seconds), and with the boosted resists of Bastion, and one invuln and one damage control, A dual ASB Vargur will be quite a beast.

Your cynicism is making you blind to what an oplolpwnmobile these ships will be.

How much herp could a herp derp derp if a herp derp could herp derp.

Serendipity Lost
Repo Industries
#985 - 2013-08-31 01:45:04 UTC
I'm still waiting for an answer on if it can jump through a wh while in bastion mode. That's a real game changer in wh space.

Hellooooooooo? anyone?
Skydell
Bad Girl Posse
#986 - 2013-08-31 01:45:48 UTC
M1k3y Koontz wrote:
White Bear Maricadie wrote:

yet another pirate troll hoping to see some noob trying to use this for anything other then PvE


Such a cynic. As a wormholer, you can be assured I'm not some lowsec pirate trying to get people to fly blinged out Marauders into my gatecamp, and I think Marauders will be an excellent addition to EVE.

They will have such a tank that they can outlast most gang, and with their EWar immunity falcons won't be an issue, in fact Falcons will be fearing Marauders more than the other way around.

A Vargur, with L5 skills, standard blue pill, crystals, will be boosting ~5k HP per cycle (every 5 seconds), and with the boosted resists of Bastion, and one invuln and one damage control, A dual ASB Vargur will be quite a beast.

Your cynicism is making you blind to what an oplolpwnmobile these ships will be.


He's right 99% of the time. I'm sure PL will have some sort of Marauder doctrine and they will have a killmail or ten to justify the ISK but this ship was always an elitist ship and that hasn't changed.
James Amril-Kesh
Viziam
Amarr Empire
#987 - 2013-08-31 01:53:00 UTC
So were titans.

Enjoying the rain today? ;)

Just Lilly
#988 - 2013-08-31 02:01:42 UTC

Commandship bonuses will make these things kind of scary imo
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nahjustwarpin
SUPER DUPER SPACE TRUCKS
#989 - 2013-08-31 02:12:42 UTC
Just Lilly wrote:

Commandship bonuses will make these things kind of scary imo


why scary, they still have pathetic dps
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#990 - 2013-08-31 02:18:24 UTC
My issue is that the module is trying to be two things at once. If used for it's sniping benefits, the tank isn't as useful. However, if put into a brawler the tank becomes a huge bonus but the range would be better served as an application bonus instead. There's also the problem of MJD being useless for the brawler archetype.

What I'd like to see would be either two separate modules or a scripting capability. If I want to snipe, I MJD out of the fray, bastion up, and start raining hell from beyond. If I want to brawl, I MJD (man I wish I could pick distance even if it was in 25K or 50K increments) to the center of the pack, bastion up, and start melting hulls up close and personal like.

Shield Tanking - Why armor tanking can't have nice things.

Traedar
InterStellar Trading Syndicate
#991 - 2013-08-31 02:20:04 UTC

There are a lot of question about this change but I think a big one is: why more than double the tanking ability of the Marauder and then only give 25% boost to weapon range (and tracking for turrets)? Maybe there should be more/bigger damage application bonuses too.

EW immunity is interesting, this doesn't include neuts does it? But it does include both ECM and tracking disruption I take it.

It will be interesting to see what the Kronos with Null ammo will be able to do. This is the first (and only) Hybrid BS with a bonus to falloff. Looks like with 2 Tracking Comp 2 the current Kronos gets optimal 15km and falloff 30 which means the new Kronos will have Optimal+Falloff of about 60km or more. That's with 900+ DPS.

Note that this Kronos Blaster range is well short of the 100km range created by the MJD making the Kronos' falloff bonus less relevant. Other short range weapon systems such as Torps will have the same issues, as will target painters.

Anyway it's an improvement over the current Marauder with and I think the tanking bonuses will make it the I Win button for Level 4 Missions. But, well, it costs 900M so maybe it should be.

M1k3y Koontz
Speaker for the Dead
Stay Feral
#992 - 2013-08-31 02:47:33 UTC
Skydell wrote:
M1k3y Koontz wrote:
White Bear Maricadie wrote:

yet another pirate troll hoping to see some noob trying to use this for anything other then PvE


Such a cynic. As a wormholer, you can be assured I'm not some lowsec pirate trying to get people to fly blinged out Marauders into my gatecamp, and I think Marauders will be an excellent addition to EVE.

They will have such a tank that they can outlast most gang, and with their EWar immunity falcons won't be an issue, in fact Falcons will be fearing Marauders more than the other way around.

A Vargur, with L5 skills, standard blue pill, crystals, will be boosting ~5k HP per cycle (every 5 seconds), and with the boosted resists of Bastion, and one invuln and one damage control, A dual ASB Vargur will be quite a beast.

Your cynicism is making you blind to what an oplolpwnmobile these ships will be.


He's right 99% of the time. I'm sure PL will have some sort of Marauder doctrine and they will have a killmail or ten to justify the ISK but this ship was always an elitist ship and that hasn't changed.



And then BL dropped 50 tracking dreads and two-shots each marauder.

The solution to a big gun is an even bigger one.

nahjustwarpin wrote:
Just Lilly wrote:

Commandship bonuses will make these things kind of scary imo


why scary, they still have pathetic dps


1000 DPS is pathetic? Bit hard to impress aren't you.

How much herp could a herp derp derp if a herp derp could herp derp.

Ranger 1
Ranger Corp
Vae. Victis.
#993 - 2013-08-31 02:51:13 UTC
Ares Zhin wrote:
so i wasted all that time training for marauder? Please don't do this bastion!! Its ********, just give it a tech 2 profile, keep the web bonuses, KILL THE TRACTOR BEAM or atleast give it a 500% bonus to range and speed.

ADD more armor/shield HP

Keep the drones cuz when frigs get to close what are you going to do then???

For the kronos id love another mid slot so it would be comparable to the vindicator.

ADD MORE SENSOR STRENGTH cuz lets face it, a set of light ecm drones can keep you perma jammed.

If you do these proposed fixes i think it will do well in PVP as well as in PVE if not even better.


Your proposal does NOTHING to fix or help the ship AT ALL. I mean mini- dreads lol, i guess the next thing will be mini-titans.


Please fix the issues before you create new ones!!



You realize that all of the downsides you mentioned don't really exist when in Bastion mode right?

It gets a huge tanking bonus, far more than T2 resists would provide.
It has a couple of flights of light drones to deal with frigates, as well as plenty of high slots for large neuts.
It is immune to EW.

I'm not saying that flaws don't exist, but none of them are the ones you pointed to.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

To mare
Advanced Technology
#994 - 2013-08-31 02:52:53 UTC
i would add a 5th turret/launcher
Mina Sebiestar
Minmatar Inner Space Conglomerate
#995 - 2013-08-31 02:53:46 UTC
-1000 DPS is pathetic? Bit hard to impress aren't you.-

Considering ze shitiest t1 bs can do same or a lot more while being mobile why are you impressed?

You choke behind a smile a fake behind the fear

Because >>I is too hard

Ranger 1
Ranger Corp
Vae. Victis.
#996 - 2013-08-31 02:55:04 UTC
Fruitfly Three wrote:
James Amril-Kesh wrote:
Kirin Xaxos wrote:
Why would the Kronos and Paladin loose their web bonus if the Golum keeps its TP bonus? both web and TP are meant to allow the marauder to maximize his dps, that change would clearly make the kronos and paladin much weaker choices for PvE. and PvP.
i have noticed a lot of people in support of these changes for pvp, who i can only imagine are trolling and trying to seed misinformation on the mechanics of the MJD, in hopes of finding some PvP noob who doesn't know any better. the MJD is not a magical saving grace, a simple scram shuts it off, having extra range means nothing to a skilled tackler who keeps his Transversal up he can come right for you and your guns will gloriously miss. even if your in bastion all he has to do is orbit at close range and kill your small amount of drones waiting for his buddy in a neuting cruiser or Battle Ship to show up and then you die a slow painful death. all the while your bastion and range mean NOTHING.

Gee it's almost as if ships have weaknesses.


its almost like he was pointing out the glaring weaknesses that are presented with this change, that many had not thought of.

If the tackler has a scram (which he will have to have to stop you) he is well within large neut range.
You will have 3 free high slots.
Do the math. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

To mare
Advanced Technology
#997 - 2013-08-31 02:57:00 UTC
M1k3y Koontz wrote:

nahjustwarpin wrote:
Just Lilly wrote:

Commandship bonuses will make these things kind of scary imo


why scary, they still have pathetic dps


1000 DPS is pathetic? Bit hard to impress aren't you.

yes 1000 dps for a T2 BS its kind of pathetic

and since gank is the tank for mission thats why ppl dont use them very often
M1k3y Koontz
Speaker for the Dead
Stay Feral
#998 - 2013-08-31 03:04:40 UTC  |  Edited by: M1k3y Koontz
To mare wrote:
M1k3y Koontz wrote:

nahjustwarpin wrote:
Just Lilly wrote:

Commandship bonuses will make these things kind of scary imo


why scary, they still have pathetic dps


1000 DPS is pathetic? Bit hard to impress aren't you.

yes 1000 dps for a T2 BS its kind of pathetic

and since gank is the tank for mission thats why ppl dont use them very often


1000 DPS with a tank that no other subcap has? I think that's a fair...

Gank is the tank of mission runners, and since Bastion gives an increased tank, more slots are opened up for gank (tracking computers, webs, target painters, damage mods, tracking enhancers).


Edit:
A balance of gank and tank is required, and given their potential tank, average gank is to be expected

How much herp could a herp derp derp if a herp derp could herp derp.

Ranger 1
Ranger Corp
Vae. Victis.
#999 - 2013-08-31 03:11:53 UTC  |  Edited by: Ranger 1
M1k3y Koontz wrote:
To mare wrote:
M1k3y Koontz wrote:

nahjustwarpin wrote:
Just Lilly wrote:

Commandship bonuses will make these things kind of scary imo


why scary, they still have pathetic dps


1000 DPS is pathetic? Bit hard to impress aren't you.

yes 1000 dps for a T2 BS its kind of pathetic

and since gank is the tank for mission thats why ppl dont use them very often


1000 DPS with a tank that no other subcap has? I think that's a fair...

Gank is the tank of mission runners, and since Bastion gives an increased tank, more slots are opened up for gank (tracking computers, webs, target painters, damage mods, tracking enhancers).


Edit:
A balance of gank and tank is required, and given their potential tank, average gank is to be expected

Very true. I think people keep thinking of their current fits and forget that for most missions these Marauders will need next to no tank fittings. Nearly everything can be devoted to offense. Not to mention excellent range even from their most powerful short range weapons.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Mina Sebiestar
Minmatar Inner Space Conglomerate
#1000 - 2013-08-31 03:18:12 UTC  |  Edited by: Mina Sebiestar
Edit:
A balance of gank and tank is required, and given their potential tank, average gank is to be expected[/quote]
Very true. I think people keep thinking of their current fits and forget that for most missions these Marauders will need next to no tank fittings. Nearly everything can be devoted to offense. Not to mention excellent range even from their most powerful short range weapons.[/quote]

I don't think you realize that if you doing marauders with more than hardener and booster you are doing it wrong bastion module don't change that it only provide more tank on already sufficient one.

But you will need to fit mjd and mwd if you plan to go to ac gate in this century ab is of the table.

You choke behind a smile a fake behind the fear

Because >>I is too hard