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[Rubicon] Marauder rebalancing

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Author
Ralina Foley
Legio Praetorio
#1081 - 2013-08-31 11:38:03 UTC
These, uh, sound like mini-dreadnaughts...minus the tank, potential damage, and applications. Honestly, it just made them even more PvE, and it still seems like faction is the better way to go. I mean, what are you going to do? Bring a ship that cost as much as a dreadnaught(but isn't) to a PoS bash? Nope. Perhaps WHs will use 'em, or missioners, but even then.... That is a miniscule market to be sending a rebalance at. Nullsec or lowsec is just asking for a hotdrop. Heck, a few nados or even catalsyt shooting through a hefty resist hole is asking to get ganked for missioners. 1 minute is more than enough to be scanned and properly ganked, even if you see the probes launch. And lacking the capacitor of a capital means this ship is lunch for a Baalghorn. This is just stupid.

On a different note, the Golem will be a beastly PvE ship. The bonus to the MJD is useless in this case. Who has EVER needed to warp 100km in this missions? I can think of only a few instances and even then, it'd be once or waaaay longer than the normal cool-down time, so still no point. Leave Bastion mode at home though, or you WILL get ganked.
Lloyd Roses
Artificial Memories
#1082 - 2013-08-31 11:39:09 UTC
Mr Floydy wrote:
Cade Windstalker wrote:
Someone has pointed out a rather interesting and possibly disturbing set of conditions where a Vargur with the use of cargo-expanders and ASBs could potentially fit a cap-independent tank greater than any single sub-capital's DPS and maintain that tank for about half an hour...


A Vargur can already do that. 2 XL-ASB, 2 Invulns and two T2 resist rigs already gives you over 2000dps tank if you have a damage control. Chuck in a pair of boost amps and that's approaching 4k dps. It's going to be an utter monster with this planned Bastion module, it'll be out tanking Siege/Triage Dread/Carriers but with significantly less buffer.
Golem is even more insane due to extra mids.

ASBs really, really need to be locked to only being allowed a single one fitted. Either that or make the Anciliary Armour reps not be locked down to a single one. The Paladin and Kronos can't even get close to the tank the Vargur and Golem can pull off.


This. A Vargur has - without extenders and stuff - only some 10k shields, and a single ASB use (like you could fitting a vargur with 1400s, 2 TCs, SeBo and Mjd) boost you ~4k each pulse. Imagining a scenario being shot by a dread, you could tank him probably, but odds are you're bleeding armor+structure like no tomorrow.

On the armorside, looks a lot more smooth. Given links, you can realise some 18k buffer with asingle plate - while the 4k rep output of your favored AAR or C-type repper (which I'd believe would be worth the investion) only pushes your armorbar for a quarter, making it easier on reactiontimes. Repoutput is on a slightly lower, much more capefficient level though. (targeting plate, LAR, DCU, EANM, explorig as tank, 3 lows/2 mids for damagemods)
hmskrecik
TransMine Group
Gluten Free Cartel
#1083 - 2013-08-31 11:42:36 UTC
Lloyd Roses wrote:
hmskrecik wrote:
"What I could do with this ship" but "What if 1000 Goons fielded that ships against me" question. This question boils to, do you still want them to be as kickass as you say?


Atm: *Phew, could've been actual battleships*

Nice. I'm always for good laugh. Now give them 5th gun, siege-dps-bonus, tracking bonus, full drone bay, and whatever else have been proposed here and tell me please, how hard you're laughing this time?
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#1084 - 2013-08-31 11:44:53 UTC
I think the 30% resist bonus from the Bastion will give them a fairly notable buffer. I'm not sure how to work out the exact maths though, but based on the fact they don't have a stacking penalty with anything bar a DC2 for shield fits I'd expect to see over maybe 85-90% resists perhaps?
Cade Windstalker
#1085 - 2013-08-31 11:46:17 UTC
Ganthrithor wrote:
You're ********-- pre-nano nerf, ALL T2 webs were 90% webs... web strength bonii have only become useful *since* the nano nerf. Furthermore they don't cause balancing problems between ship sizes-- they work as intended to make webbing-specialized ships a lethal threat to things that speed-tank, which is pretty much their whole gimmick.


Personal abuse not withstanding you are mostly incorrect, the bonuses were increased when the Nano-Nerf went into effect way back in 2008 but it was basically a line-item at the time. A sort of "oh, yeah, that". The arguments from the time still apply to current 90% webs.

The other part of this is that these aren't on specialized ships, they're on high DPS, fairly tanky Battleships. The Vindicator has the highest DPS of any ship in the game right now and a 90% web bonus to go with it. This hardly makes it a "specialized and lethal" threat, it's a threat to anything within web-range and if you do get in web range you'll only be there as long as it takes 11 effective turrets of blaster damage (and probably a full flight of Sentries) to peel back your hull.

This is hardly a "whole gimmick". You can, in most situations, achieve a similar effect but at greater trade-offs by simply fitting two webs or using two different webbing ships but this never reaches quite the level of ridiculousness that bonused webs do because of stacking penalties.

I think that if CCP didn't believe that the web bonus was over-powered they wouldn't be taking it off both of these ships and this supports the idea that it's likely going to be completely phased out of the game or relegated to crusier hulls either during the Recon rebalance or the Vigilant when they do pirate-cruisers.
Cade Windstalker
#1086 - 2013-08-31 11:50:50 UTC  |  Edited by: Cade Windstalker
Mr Floydy wrote:
I think the 30% resist bonus from the Bastion will give them a fairly notable buffer. I'm not sure how to work out the exact maths though, but based on the fact they don't have a stacking penalty with anything bar a DC2 for shield fits I'd expect to see over maybe 85-90% resists perhaps?


You *might* be able to get as high as 90% but it would be highly impractical. A Vargur with 2 CN Invul fields, T2 EM Rig, DC2, and Bastion gets average resists of ~83-84% with the lowest being just above 80 and the highest being Explosive at ~87.

You could probably bump this a bit with more resist specific modules but you'd be better off with shield extenders or boosters and Deadspace invulnerability fields would only boost that by another 1-3%. Officer would probably get you close to 90% across the board but at that point we're out of the realm of theory-crafting and into the realm of "I have more money than I know what to do with and I am bored".

Lloyd Roses wrote:
Mr Floydy wrote:

A Vargur can already do that. 2 XL-ASB, 2 Invulns and two T2 resist rigs already gives you over 2000dps tank if you have a damage control. Chuck in a pair of boost amps and that's approaching 4k dps. It's going to be an utter monster with this planned Bastion module, it'll be out tanking Siege/Triage Dread/Carriers but with significantly less buffer.
Golem is even more insane due to extra mids.

ASBs really, really need to be locked to only being allowed a single one fitted. Either that or make the Anciliary Armour reps not be locked down to a single one. The Paladin and Kronos can't even get close to the tank the Vargur and Golem can pull off.


This. A Vargur has - without extenders and stuff - only some 10k shields, and a single ASB use (like you could fitting a vargur with 1400s, 2 TCs, SeBo and Mjd) boost you ~4k each pulse. Imagining a scenario being shot by a dread, you could tank him probably, but odds are you're bleeding armor+structure like no tomorrow.

On the armorside, looks a lot more smooth. Given links, you can realise some 18k buffer with asingle plate - while the 4k rep output of your favored AAR or C-type repper (which I'd believe would be worth the investion) only pushes your armorbar for a quarter, making it easier on reactiontimes. Repoutput is on a slightly lower, much more capefficient level though. (targeting plate, LAR, DCU, EANM, explorig as tank, 3 lows/2 mids for damagemods)


I don't think the dread comparison even factors into things.

You could certainly alpha even a Tripple ASB Vargur off the field with enough Tornadoes (probably about 6-8 or the fit I saw) but the situation of contention is that a single ship can basically sit next to any other battleship in the game and soak DPS more or less until that ship runs out of ammo.

Obviously this doesn't apply to a drone-boat but I don't think "Deploy drones and go have lunch" should be listed as a counter to anything except boring level 4 missions :|
Lloyd Roses
Artificial Memories
#1087 - 2013-08-31 12:01:20 UTC
Cade Windstalker wrote:


You could certainly alpha even a Tripple ASB Vargur off the field with enough Tornadoes (probably about 6-8 or the fit I saw) but the situation of contention is that a single ship can basically sit next to any other battleship in the game and soak DPS more or less until that ship runs out of ammo.


All the current fits doing that normally have no mobility and/or tackle. Those marauders surely do not have mobility while tanking.

Also:
Rattlesnakes currently can soak up another BS's or two's or three's dps all day. Don't know who would complain, as it surely doesn't kill you.
A Tengu can be fitted to do exactly the same, yet the 100mns with small tank are the dangerous ones.

And lots of other Battleships (navy scorp, normal scorp, paladin etc. etc.) can all be fitted to tank multiple Battleships constantly, sometimes even while applying tackle. And all never got stated as problematic.

But for marauders to do that and ONLY that, it is....
SOL Ranger
Imperial Armed Forces
#1088 - 2013-08-31 12:07:15 UTC
CCP Ytterbium wrote:
We are also reducing their drone bays as they are primarily meant to deliver damage through their main weapon system.

...
PALADIN
Drones (bandwidth / bay): 25(-50) / 50(-25)

GOLEM
Drones (bandwidth / bay): 25(-50) / 50(-25)

KRONOS
Drones (bandwidth / bay): 50(-25) / 50(-75)

VARGUR
Drones (bandwidth / bay): 50(-25) / 50(-25)



These are top of the line T2 Battleships, supposed to survive for long durations behind enemy lines yet apparently they are unable to replace a single flight of medium drones nor can they carry alternatives to them; These are ships supposed to have unsurpassed longevity.


To follow the design context of Marauders I need to urge you to scrap the idea of these minuscule drone bays; These ships should be able to carry multiple(4+) flights of drones.
Going down from the currently already very small drone bays to even smaller feels like a huge step in the wrong direction, even if the proposed bandwidth is set in stone please consider larger drone bays.


What I'm asking for is something similar to this:

PALADIN
Drones (bandwidth / bay): 55 / 220

GOLEM
Drones (bandwidth / bay): 45 / 180

KRONOS
Drones (bandwidth / bay): 75 / 300

VARGUR
Drones (bandwidth / bay): 65 / 260

The Vargur requires launcher hardpoints, following tempest tradition.

Cade Windstalker
#1089 - 2013-08-31 12:07:51 UTC
Lloyd Roses wrote:

All the current fits doing that normally have no mobility and/or tackle. Those marauders surely do not have mobility while tanking.

Also:
Rattlesnakes currently can soak up another BS's or two's or three's dps all day. Don't know who would complain, as it surely doesn't kill you.
A Tengu can be fitted to do exactly the same, yet the 100mns with small tank are the dangerous ones.

And lots of other Battleships (navy scorp, normal scorp, paladin etc. etc.) can all be fitted to tank multiple Battleships constantly, sometimes even while applying tackle. And all never got stated as problematic.

But for marauders to do that and ONLY that, it is....


My issue is less with the whole "tank another BS" thing and more that it can do so completely cap independently for an absurd length of time.

As I said in the original comment though, this may not be an issue, either with ASBs or with the Vargur or Marauders.

You are certainly correct that there are better bait ships (I've gotten a small ear-full recently about how people keep biting on Bait Rattlesnakes in Null) and that isn't really my concern. I'm simply concerned that this could lead to less than desirable gameplay in some niche situations. I'm not claiming it's going to be super prevalent or terribly effective, just very very annoying for whatever poor solo pilots decides to try and kill the blasted thing.

At the end of the day it's up to CCP whether or not this is an issue, I've done my bit by bringing it up. They have more data than I have access too (especially about use-rates of ASB Vargurs I'm sure) and more time to devote to this than I can without being paid for it Blink
Adwokat Diabla
WeebFleet
Tsundere Triad
#1090 - 2013-08-31 12:10:23 UTC
These will be:

-broken for pve, especially plexing, and probably whing
-impossible for any small gang to break
-medium/large fleets will just scram and probably alpha through any self-given reps

These just don't seem like a good addition to the game.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#1091 - 2013-08-31 12:14:53 UTC
Cade Windstalker wrote:
Officer would probably get you close to 90% across the board but at that point we're out of the realm of theory-crafting and into the realm of "I have more money than I know what to do with and I am bored".

Oh yeh, don't get me wrong. Never suggested it would be practical! :D

@SOL Ranger - Agreed on more drone space. Seems a bit counter intuitive, I'm not going to object to only having 25mb bandwidth hugely, but not having the cargo for more is ********.
Ralina Foley
Legio Praetorio
#1092 - 2013-08-31 12:20:17 UTC  |  Edited by: Ralina Foley
PvE, its a gank fest, with a stationary marauder watching the Tornados come in. In PvP, it'll be hotdrop o'clock. That is, if it isn't just overwhelmed to begin with. For the price, I really don't see it justifying itself. It won't have the buffer to live on the PvP field while trying to act like a mini dread. All in all, not too useful.
Tobias Hareka
Republic Military School
Minmatar Republic
#1093 - 2013-08-31 12:22:05 UTC
Danica Fox wrote:
energy grid upgrades is another 5 u need @x2


Important support skill.

Quote:
and adv weapon upgr @ 5 is a x6 skill


Another important support skill.
CCP, allow us to train this to level 6. Pretty please. Big smile
Phinger
Trantor Mentalics
#1094 - 2013-08-31 12:26:43 UTC
Problem with a maruaders

1. Expensive just to get them at a reasonable missson equilavence with pirate bs, nor want to risk them in low or null
2. have little role in pvp with poor sensor strength, and thin tanks so can easily be alphaed off the field


So what has CCP done...."without" factoring bastion module at this point.

Negative
a. they have nerfed there overall dps by reducing drone bays, they already suffered against pirate bs
b. they havent changed any bonus for mission runners like tractor beam range or speed.....so best still to use a noctis trawling behind...some players are screaming for this to be even removed.
c. they reduced the ehp, reduced their cap, even reduced their agility

pluses
a.they gave was a new high utility
b.improved the fittings a big plus for vargur and artillery
c. and a MJD utility....which is debatable.....you jump 100 miles shoot stuff then you cant tractor the stuff you shot at range.

maybe i missed something here but they havent improved the ships in any meaningful way in their current role.

THE MJD isnt being used much so CCP thought hey give it a bonus and make this device useable and attractive....yeah bit plain. I have some BS I have tried MJD and I jump once....shoot stuff and being able to jump in 54 seconds...means nuthing to my BS. It suits some missions but again I point to ....well whats thepoint of my 48km tractor beam?

But ccp introduced these nerfs to counter what they wanted to broaden their appeal and make them grow into new role by this bastion module.

The Bastion module.

Its sounds cool, and it changes shape and it gives these massive tanking bonuses.....but YOUR static and you dont receive remote reps. So far I see no real reason to use it mission running in level 4s....already can tank ok in maruaders, will u se it in null or low sec? well maybe for level 5 missions or maybe DED complexes. Wormholes maybe.

So its looking very NICHE and not the broadening of its uses. It doesnt improve its pvp roles as players throwing around numbers at the moment its cost still really not much less than a dread. As for incursions.....not sure in bastion mode it would be able to tank beyond a vanguard site.....so it might be interesting having a all dps fleet now using local reps in bastion mode. but you wont probably be able to haul into a HQ or assault. and factor in the drone dps nerf as well.....again the ships feel less than a pirate bs.



....but please dont use a new skill and keep with it being a intro to dreads etc by using the current skill tree.


So lets all get past the oohhh and ahhh novelty issue here, I appreciate the thought CCP has given, but you have missed the mark.

Improve its current role dont nerf it to be less than a pirate BS in pve content.

Bastion- you have to either let it move,receive remote rep, but reduce the tanking ability and make it blap more





Nosum Hseebnrido
Interregnum.
#1095 - 2013-08-31 12:31:20 UTC
CCP Ytterbium wrote:
[list]

  • Increases shield and armor repair amount by 100%

  • Why not hull?

    http://eveboard.com/pilot/Nosum_Hseebnrido

    Cyrus Mierre
    The Forsaken Legion
    #1096 - 2013-08-31 12:38:20 UTC
    I must say, I think people seem to have the wrong idea about the mjd in missions. They seem to claim that you would mjd 100km away from the ships, blow them up at range, then not salvage because of the 48km tractor range. Isn't that completely backwards?

    If the npcs are on top of you, great! kill, tractor, salvage. The problem used to be the ships that spawned at range; these would be killed at range, then not salvaged (or done later with noctis). However with the MJD I would use it offensively; if npcs spawn 100km away then use the MJD to jump to within optimal range of them, kill, loot, salvage, then jump back onto the acc gate.

    As far as I can tell, the MJD drastically reduces the need for both long-range ammo and the noctis, and allows the marauders to use their high-damage ammo almost all of the time (particularly paladin conflag)
    Rek Seven
    University of Caille
    Gallente Federation
    #1097 - 2013-08-31 12:38:25 UTC  |  Edited by: Rek Seven
    I think the bonus to MJD call for a tech 2 version of the MJD. The T2 version should be able to load scripts to jump 50km or 100km and it should have reduced spool and reactivation timer.

    Also, there needs to be a visual indicator to show players when they can reactivate their MJDs again.
    bloodknight2
    Revenu.Quebec
    #1098 - 2013-08-31 12:44:39 UTC
    Adwokat Diabla wrote:

    -impossible for any small gang to break
    .


    They are mini carrier. Bring neut.

    Anyway, T2 battleship are meant for PVE.
    Cade Windstalker
    #1099 - 2013-08-31 12:44:49 UTC  |  Edited by: Cade Windstalker
    Rek Seven wrote:
    I think the bonus to MJD call for a tech 2 version of the MJD. The T2 version should be able to load scripts to jump 50km or 100km and it should have reduced spool and reactivation timer.

    Also, there needs to be a visual indicator to show players when they can reactivate their MJDs again.


    This is precisely the opposite of what these changes suggest is going to happen.

    bloodknight2 wrote:
    Adwokat Diabla wrote:

    -impossible for any small gang to break
    .


    They are mini carrier. Bring neut.

    Anyway, T2 battleship are meant for PVE.


    Half-right. The Marauders are primarily PvE ships and that isn't changing. The Black-Ops ships are going to be PvP focused though.
    Valenthe de Celine
    Center for Advanced Studies
    Gallente Federation
    #1100 - 2013-08-31 12:54:54 UTC
    SOL Ranger wrote:
    CCP Ytterbium wrote:
    We are also reducing their drone bays as they are primarily meant to deliver damage through their main weapon system.

    ...
    PALADIN
    Drones (bandwidth / bay): 25(-50) / 50(-25)

    GOLEM
    Drones (bandwidth / bay): 25(-50) / 50(-25)

    KRONOS
    Drones (bandwidth / bay): 50(-25) / 50(-75)

    VARGUR
    Drones (bandwidth / bay): 50(-25) / 50(-25)



    These are top of the line T2 Battleships, supposed to survive for long durations behind enemy lines yet apparently they are unable to replace a single flight of medium drones nor can they carry alternatives to them; These are ships supposed to have unsurpassed longevity.


    To follow the design context of Marauders I need to urge you to scrap the idea of these minuscule drone bays; These ships should be able to carry multiple(4+) flights of drones.
    Going down from the currently already very small drone bays to even smaller feels like a huge step in the wrong direction, even if the proposed bandwidth is set in stone please consider larger drone bays.


    What I'm asking for is something similar to this:

    PALADIN
    Drones (bandwidth / bay): 55 / 220

    GOLEM
    Drones (bandwidth / bay): 45 / 180

    KRONOS
    Drones (bandwidth / bay): 75 / 300

    VARGUR
    Drones (bandwidth / bay): 65 / 260


    My thoughts exactly. The depth of the drone bays is a huge factor in running anomalies in wormholes, and having your drones all killed means you no longer have enough means of dealing effectively with frigates. Less bandwidth cuts into DPS, but less bay just screams needing to dock and refill the drone bay every 5 minutes. That is the exact opposite of having the ability to endure long engagements, which was apparently something Marauders are supposed to do.

    An additional benefit of a very deep drone bay (lets talk 300 m3 or more) is that there could be cause to store a flight or two of combat utility drones for situation use, as well as a flight of salvage drones (how about some T2 versions able to salvage a sleeper BS or T2 hull?), so that even more versatility and utility can be afforded pilots while on grid, and not require us to MJD to escape scrams, then warp out to refill the drone bay. Combat utility drones are not often used as there are few reasons to tie up precious bay space with them, so why not extend drone bays instead of limiting them to at least allow the possibility?

    I was going to propose making smartbombs more usable for clearing off close flying frigs, like asking for a +100% area of effect bonus, but I figure this is way too powerful, but who knows? At least it would provide a foil to the loss of drones and webber bonuses, and it doesn't conflict with that whole "Bastion" idea, what with it having strong defenses and an ability to defend itself from enemies great and small...