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[Rubicon] Marauder rebalancing

First post First post First post
Author
RTSAvalanche
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#1301 - 2013-09-01 12:30:32 UTC
oh one more thing..


..there goes CCP again, removing all hope for ::SOLO:: pvp..



..scrubs
Tobias Hareka
Republic Military School
Minmatar Republic
#1302 - 2013-09-01 12:31:11 UTC  |  Edited by: Tobias Hareka
NiteNinja
Doomheim
#1303 - 2013-09-01 12:34:33 UTC
Heres another idea... instead of going for some off the wall skill to use the "Bastion" module, just make it require Tactical Weapon Reconfiguration IV if you really want to build a stepping stone for the capital ships (Just like how the Widow requires Jump Drive Calibration IV).

EDIT: Black Ops in General, gah the curse of flying Caldari.
Cade Windstalker
#1304 - 2013-09-01 12:38:19 UTC
NiteNinja wrote:
Heres another idea... instead of going for some off the wall skill to use the "Bastion" module, just make it require Tactical Weapon Reconfiguration IV if you really want to build a stepping stone for the capital ships (Just like how the Widow requires Jump Drive Calibration IV).

EDIT: Black Ops in General, gah the curse of flying Caldari.


Better that it require level 4 of a Rank 5 skill than of a Rank 8 one, especially since not everyone training this thing is going to end up flying Dreadnaughts.



Neither of those contain anything :| (insert joke about cloaky T3 fight here)
Josilin du Guesclin
Aliastra
Gallente Federation
#1305 - 2013-09-01 12:45:39 UTC
Meyr wrote:

Unless you're going to revamp the gate-to-gate footprint of half of the mission maps, your proposed changes are worse than useless. Micro Jump Drives will put you 40 kilometers PAST the gate, decreased mobility makes getting to the next gate an even more lengthy proposition (but I'm guessing you're okay with that, since it gives the mission gankers more time to scan down and kill those evil mission runners), you take away the drone bays (REALLY? ONE flight of Medium Drones for a Gallente battleship? At long last, have you no shame?), no added CPU (meaning that your gankers will still get sexy drops), and you expect the mission-running player base to be happy?

Learn trigonometry. Two MJD jumps lets you lend anywhere within 200km of your start point. If the gate is 60km away, jump out at an angle to the line between your position and then back onto the gate. It'll take a bit of practice to get the angles right, but this is EVE and it's supposed to require player skill, right?
Tobias Hareka
Republic Military School
Minmatar Republic
#1306 - 2013-09-01 13:03:54 UTC
Cade Windstalker wrote:
Neither of those contain anything :| (insert joke about cloaky T3 fight here)


Now that you have seen at least one battle report with a lot of Tengus it's not enough. You want to see battle reports with 100 cloaky Tengus?
Ralph King-Griffin
New Eden Tech Support
#1307 - 2013-09-01 13:10:42 UTC
Tobias Hareka wrote:
Cade Windstalker wrote:
Neither of those contain anything :| (insert joke about cloaky T3 fight here)


Now that you have seen at least one battle report with a lot of Tengus it's not enough. You want to see battle reports with 100 cloaky Tengus?

id want to see that
baltec1
Bat Country
Pandemic Horde
#1308 - 2013-09-01 13:15:08 UTC
Cade Windstalker wrote:


Interesting


Its the rep bonus that makes the package. Remember reps are also getting buffed so these things will be getting a monster of a tank while in stand your ground mode.
Tobias Hareka
Republic Military School
Minmatar Republic
#1309 - 2013-09-01 13:17:15 UTC
Ralph King-Griffin wrote:
Tobias Hareka wrote:
Cade Windstalker wrote:
Neither of those contain anything :| (insert joke about cloaky T3 fight here)


Now that you have seen at least one battle report with a lot of Tengus it's not enough. You want to see battle reports with 100 cloaky Tengus?

id want to see that


You can start with those PL reports.

For those who don't know how to read them: click Battle Overview
Roime
Mea Culpa.
Shadow Cartel
#1310 - 2013-09-01 13:17:47 UTC
Cade Windstalker wrote:

baltec1 wrote:

A group of 3 to 5 of these fitted with a sebo and a few tackle frigates will be a good small gang. A 55km blaster mega sounds very interesting to me.


Interesting maybe, but I'm going to have to see it in action before I'll view it as more than a gimmick that can be done just as well if not better for cheaper. For a start a Rokh with a few Tracking Computers can hit almost that far in Optimal + Falloff with Null.


But not as far, and not nearly as hard, and not with the tracking bonus, can't MJD as fast and has nothing close to that active tank. But yeah, it's cheaper.

.

Caleb Seremshur
Commando Guri
Guristas Pirates
#1311 - 2013-09-01 13:33:37 UTC
baltec1 wrote:
Cade Windstalker wrote:


Interesting


Its the rep bonus that makes the package. Remember reps are also getting buffed so these things will be getting a monster of a tank while in stand your ground mode.


CCP are brute force changing the meta for fleet fights away from big logi gangs over to cap unstable locally repped ships. In a certain way of speaking this will heal many wounds that have been opened over the years but it will promote alpha fleets more than ever OTOH.

Expect to see fleets of armageddons and maelstroms supplemented by damping recons. Combination of factors when inckuding the changes to defensive strategies I can only envisage this benefitting big alliances the most. At least now smaller entities will have an slightly easier time thanks to increasing vulnerability to cap warfare and generally lower ehp values
Vtra
The Scope
Gallente Federation
#1312 - 2013-09-01 13:50:00 UTC
High Energy Physics... seriously? How about not screwing up my "no Indy" Train and make High Energy 4 - Logistics 4.....


Thoughts?
stoicfaux
#1313 - 2013-09-01 13:50:19 UTC
CCP Ytterbium wrote:
Just another quick update.

[list]
  • 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.


  • 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.

    So... why not just require Tactical Weapon Configuration? Marauders already require AWU 5 which is TWC's prereq. TWC is the siege module skill. TWC is a needed stepping stone for all dreads. Etc..

    /full_circle

    Granted, High Energy Physics requires Science V which many people will have for +5 implants, but if you're increasing the powergrid on Marauders, Engineering V isn't needed except for Capital Shield/Energy systems. So you're basically screwing over armor dreads and people who use HEP research agents? Disclaimer: this was after a quick scan of Evemon, I may have missed critical items that make Science V and Engineering V "mandatory."

    Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

    Roime
    Mea Culpa.
    Shadow Cartel
    #1314 - 2013-09-01 14:04:11 UTC
    stoicfaux wrote:

    Granted, High Energy Physics requires Science V which many people will have for +5 implants, but if you're increasing the powergrid on Marauders, Engineering V isn't needed except for Capital Shield/Energy systems. So you're basically screwing over armor dreads and people who use HEP research agents? Disclaimer: this was after a quick scan of Evemon, I may have missed critical items that make Science V and Engineering V "mandatory."



    Graviton Physics (DIC and HIC bubbles, now HICs themselves) and Jump Drive Operation (caps) have Science V as prerec.

    Engineering V is a fundamental fitting skill and as such mandatory for all combat ships starting from frigs, as well as a prerec for Thermodynamics, another mandatory combat skill.



    .

    Josh Cox
    FC Build 'n Trade
    #1315 - 2013-09-01 14:06:55 UTC
    Having never flown any Marauders before but being very interested in them and having a hard time justifying getting into one given all the training time needed vs. their utility, I welcome the changes (especially for the Vargur). That being said, I've read a bunch in the past about how the are used and quite a few posts in this thread, and I figured I give my two cents.

    #1: Stuff that I liked:
    - fitting changes (esp. power grid)
    - the concept of mode, though it'll have to be tweaked
    - MJD changes, given the hit and run idea that comes mind with "marauder"
    - I don't really like the decrease in defense stats, but I suppose it's fair to keep them from being OP

    #2: They are T2 battleships, designed for marauding (to roam and raid in search of plunder)
    - give them T2 resists, scan strength/resolution, etc.
    - increased agility and speed for the 'raiding'
    - basically make them what HACs are to T1 cruisers in terms of base stats

    #3: They are (or were) targeted towards PvE, and I believe lots of people used them for solo mission running (I'll cover incursions in my bastion mode section)
    - tractor beam bonus to be ~130%, keeps them fairly capable of working solo without a noctis, but still leaves the noctis very useful if you have one close by
    - web bonuses continue to apply to ships that had them
    - at a minimum, revert drone changes back to current stats. Drones are very useful to those who work alone, esp. those hulls that don't have web bonuses

    #4: Bastion mode tweaks, taking into account all of the above:
    - drop Bastion resist bonus to ~20% to accommodate for higher (T2) resists from above
    - local rep bonus: make it 25-35% instead of 100%, and allow remote repping. People flying solo can usually tank L4 missions pretty reasonably and if the have trouble they can MJD out, deploy, rep and build cap while picking off rats from a far (same goes for solo/small gang PvP unless they are prevented from jumping). Allowing remote reps keeps these ships viable in incursions and fleet activity. 100% bonus to local reps and disallowing remote reps makes these ships OP (tank wise) for solo PvE (and PvP perhaps) while making them not all that useful in group situations (esp. small gang and incursions, and remember, these are primarily PvE ships)
    - give a damage bonus to Bastion mode, say 20-30%. That way these ships behave more like mini-dreads (which many believed they are being designed like) while still leaving the pirate BS's as the premier damage platform. As it stands in incursions, there's basically 0 benefit to Bastion mode because there aren't tanking or damage application problems for the most part (which are the problems Bastion mode solves) while not solving the problem of increasing damage output. Similar situation applies to PvP and solo PvE: Bastion mode basically provides breathing room which doesn't make a huge difference in either (solo PvE because you can already tank everything, solo PvP because once you can't warp or jump there's a decent chance you're screwed anyways once your opponent is under your guns)
    - please don't make the Bastion skill requirements horrendously long, as this ship already takes tons of training. OR:
    - make the tactical weapon reconfiguration skill the prerequisite for the bastion module and have the modules bonuses depend on the level of this skill. I'd make my proposed numbers the equivalent approximate of TWR IV (TWR IV provides slightly less than those numbers would probably be better) and it can act as a stepping stone to dreads.

    #5: Slot layout:
    - give each ship a mid slot instead of high (except maybe Golem... an extra low might be more useful there). I realise you're trying to preserve the high utilities since the Bastion module will take a high, but this game is all about trade-offs. Maybe even leave the slots as they are and make it so that fitting the Bastion modules opens up the extra mid or low (although that sounds kinda stupid even to me, but whatever... food for thought).

    So those are my thoughts for now. Feel free to rip them to shreds, because I'm sure I'm not right about everything and missing some stuff.
    Cade Windstalker
    #1316 - 2013-09-01 14:10:54 UTC
    stoicfaux wrote:

    So... why not just require Tactical Weapon Configuration? Marauders already require AWU 5 which is TWC's prereq. TWC is the siege module skill. TWC is a needed stepping stone for all dreads. Etc..

    /full_circle

    Granted, High Energy Physics requires Science V which many people will have for +5 implants, but if you're increasing the powergrid on Marauders, Engineering V isn't needed except for Capital Shield/Energy systems. So you're basically screwing over armor dreads and people who use HEP research agents? Disclaimer: this was after a quick scan of Evemon, I may have missed critical items that make Science V and Engineering V "mandatory."



    Science 5 is required for Graviton Physics (HICs, Dictors, and bubbles). Also anything to do with Jump-Drives. Science 4 is needed for Thermodynamics though, which everyone at this level of play should at least have to 1.

    Tobias Hareka wrote:

    You can start with those PL reports.

    Vtra wrote:
    High Energy Physics... seriously? How about not screwing up my "no Indy" Train and make High Energy 4 - Logistics 4.....


    Thoughts?


    Breaks the (very good) rule about unrelated ships being required for other ships/ship modules.

    I think I'd rather just take the ~5 day train and free data-cores. It's a new and powerful module, we shouldn't all just have access to it from skills everyone trains anyway.

    For those who don't know how to read them: click Battle Overview


    I know how to read them, I'm telling you that when I click those links to look at them they're completely blank. No ships shown on either side.

    The cloaky-tengu joke was literally a joke about there not being anything to see in those battle-reports...

    Caleb Seremshur wrote:

    CCP are brute force changing the meta for fleet fights away from big logi gangs over to cap unstable locally repped ships. In a certain way of speaking this will heal many wounds that have been opened over the years but it will promote alpha fleets more than ever OTOH.

    Expect to see fleets of armageddons and maelstroms supplemented by damping recons. Combination of factors when inckuding the changes to defensive strategies I can only envisage this benefitting big alliances the most. At least now smaller entities will have an slightly easier time thanks to increasing vulnerability to cap warfare and generally lower ehp values


    I have no idea where you're getting this. The thread says at the start:

    CCP Ytterbium wrote:
    Of course, their high price, low mobility will always ensure their role remains a niche one, but we at least can make that purpose more appealing than a simple "jam me now and forever" target dummy.


    These are not meant to be the new null-sec meta. For the same price you can get a Navy or Pirate battleship fleet with lower skill requirements, better damage, and better effective tank when supported by even a moderate number of Logi, T1 or T2.

    Yes, these things can fit a good local tank, but it makes them very vulnerable to alpha-strikes because they don't have the buffer that allows Battleships with logistics support to survive long enough for reps to take effect.

    If you buffer tank them then they have absolutely no ability to stay on field and will die in any decent sized fleet-fight before their Bastion cycle is over. Overall you'd probably be better off fielding Command Ships which can fit a similar if not greater buffer and still be remote repaired.
    Roime
    Mea Culpa.
    Shadow Cartel
    #1317 - 2013-09-01 14:17:08 UTC
    Cade Windstalker wrote:


    I know how to read them, I'm telling you that when I click those links to look at them they're completely blank. No ships shown on either side.

    The cloaky-tengu joke was literally a joke about there not being anything to see in those battle-reports...


    R-click, open in a new tab, just like every kb link on these forums.

    .

    Ager Agemo
    Rainbow Ponies Incorporated
    #1318 - 2013-09-01 14:18:19 UTC
    baltec1 wrote:
    Cade Windstalker wrote:


    Interesting


    Its the rep bonus that makes the package. Remember reps are also getting buffed so these things will be getting a monster of a tank while in stand your ground mode.



    you dont get it do you? the problem is we marauder pilots DO NOT! need more tank... from our point of view we are already running sites without jumping out and at the peak efficiency of what the weapons fitted will allow.

    put it this way, what good for a golem makes having more tank, if my fit is already using 3 target painters? adding a 4 or 5th one wont help a bit in the end

    I need to do more damage, otherwise the isk efficiency its the very same as before, meaning it will top at 25 or so mill per click.


    being able to run harder sites does not help for nothing at all for the simple reason, that I will just still be killing for 25 mill per click.

    PVP wise, marauders DPS is not high enough for the risks of going into bastion, a golem or kronos got the highest DPS (which btw its the very same DPS a normal hyperion or raven,cnr or CNS gets) so you could just as well overtank any of those ships for 1/10 of the price, and achieve the same result.

    the damage projection bonus wont help, because in the game you never get to that situation.

    and last, what I m going to do with a MJD if my next accel gate is 50kms away? 25? 75? I need a MWD not a MJD.
    Cade Windstalker
    #1319 - 2013-09-01 14:21:12 UTC
    Josh Cox wrote:

    #2: They are T2 battleships, designed for marauding (to roam and raid in search of plunder)
    - give them T2 resists, scan strength/resolution, etc.
    - increased agility and speed for the 'raiding'
    - basically make them what HACs are to T1 cruisers in terms of base stats


    Battleship sized HACs is a horrible idea. You would basically end up with 1 Battleship to rule them all because Battleships are, at their core, DPS and tank machines. If you let one Battleship class do it all there's not much room left for any sort of specialization. You are basically saying "give me a god battleship" that's got about as much chance of happening as I have of getting elected to the CSM (and if I were I'd make sure it didn't happen).

    Josh Cox wrote:
    #3: They are (or were) targeted towards PvE, and I believe lots of people used them for solo mission running (I'll cover incursions in my bastion mode section)
    - tractor beam bonus to be ~130%, keeps them fairly capable of working solo without a noctis, but still leaves the noctis very useful if you have one close by
    - web bonuses continue to apply to ships that had them
    - at a minimum, revert drone changes back to current stats. Drones are very useful to those who work alone, esp. those hulls that don't have web bonuses


    The tractor beam bonus being adjusted upward slightly has been suggested several times.

    The web-bonuses are over-powered, as evidenced by the popularity of the ships that had them in roles where they were otherwise hampered by their poor sensor suite and lower DPS than comparable ships. The web bonus is essentially a license to be immune to short-range anything because you can hold someone down and hit them until they explode.

    Yes, drones are very powerful, the bay should probably be larger because it's helpful for missions but they don't need more drones on field, that would risk making them too strong against smaller more maneuverable ships which are the natural counter to a big ball of hitpoints that can't move.

    Josh Cox wrote:
    #4: Bastion mode tweaks, taking into account all of the above:
    - drop Bastion resist bonus to ~20% to accommodate for higher (T2) resists from above
    - local rep bonus: make it 25-35% instead of 100%, and allow remote repping. People flying solo can usually tank L4 missions pretty reasonably and if the have trouble they can MJD out, deploy, rep and build cap while picking off rats from a far (same goes for solo/small gang PvP unless they are prevented from jumping). Allowing remote reps keeps these ships viable in incursions and fleet activity. 100% bonus to local reps and disallowing remote reps makes these ships OP (tank wise) for solo PvE (and PvP perhaps) while making them not all that useful in group situations (esp. small gang and incursions, and remember, these are primarily PvE ships)
    - give a damage bonus to Bastion mode, say 20-30%. That way these ships behave more like mini-dreads (which many believed they are being designed like) while still leaving the pirate BS's as the premier damage platform. As it stands in incursions, there's basically 0 benefit to Bastion mode because there aren't tanking or damage application problems for the most part (which are the problems Bastion mode solves) while not solving the problem of increasing damage output. Similar situation applies to PvP and solo PvE: Bastion mode basically provides breathing room which doesn't make a huge difference in either (solo PvE because you can already tank everything, solo PvP because once you can't warp or jump there's a decent chance you're screwed anyways once your opponent is under your guns)
    - please don't make the Bastion skill requirements horrendously long, as this ship already takes tons of training. OR:
    - make the tactical weapon reconfiguration skill the prerequisite for the bastion module and have the modules bonuses depend on the level of this skill. I'd make my proposed numbers the equivalent approximate of TWR IV (TWR IV provides slightly less than those numbers would probably be better) and it can act as a stepping stone to dreads.


    Again, you're asking for a god-battleship. This is power-creep of the worst sort and a bad idea.

    Specifically, the Pirate Battleships are supposed to do mor DPS and the skill train is, at present, 5 days on an off-map plan ~4 on map assuming you have the pre-reqs for Marauders and Science 5.

    Josh Cox wrote:
    #5: Slot layout:
    - give each ship a mid slot instead of high (except maybe Golem... an extra low might be more useful there). I realise you're trying to preserve the high utilities since the Bastion module will take a high, but this game is all about trade-offs. Maybe even leave the slots as they are and make it so that fitting the Bastion modules opens up the extra mid or low (although that sounds kinda stupid even to me, but whatever... food for thought).

    So those are my thoughts for now. Feel free to rip them to shreds, because I'm sure I'm not right about everything and missing some stuff.


    Yes, this is a game about trade-offs. 4 Utility Highs is a very unique option for any ship, let alone a Battleship. Extra mid-slots on the other hand would be nothing new and add a ton more utility to ships that already get to replace ~2 tanking modules each with a high slot.

    RiiiiiiiiiiiiiiiiiiiiipBlink

    Seriously though, I appreciate creative ideas and some of these are certainly creative, I just don't think most of them would be good for Eve as a whole.
    baltec1
    Bat Country
    Pandemic Horde
    #1320 - 2013-09-01 14:24:29 UTC
    Ager Agemo wrote:
    baltec1 wrote:
    Cade Windstalker wrote:


    Interesting


    Its the rep bonus that makes the package. Remember reps are also getting buffed so these things will be getting a monster of a tank while in stand your ground mode.



    you dont get it do you? the problem is we marauder pilots DO NOT! need more tank... from our point of view we are already running sites without jumping out and at the peak efficiency of what the weapons fitted will allow.

    put it this way, what good for a golem makes having more tank, if my fit is already using 3 target painters? adding a 4 or 5th one wont help a bit in the end

    I need to do more damage, otherwise the isk efficiency its the very same as before, meaning it will top at 25 or so mill per click.


    being able to run harder sites does not help for nothing at all for the simple reason, that I will just still be killing for 25 mill per click.

    PVP wise, marauders DPS is not high enough for the risks of going into bastion, a golem or kronos got the highest DPS (which btw its the very same DPS a normal hyperion or raven,cnr or CNS gets) so you could just as well overtank any of those ships for 1/10 of the price, and achieve the same result.

    the damage projection bonus wont help, because in the game you never get to that situation.

    and last, what I m going to do with a MJD if my next accel gate is 50kms away? 25? 75? I need a MWD not a MJD.


    These changes are to make them better pvp ships not so you can earn more isk. The DPS is just fine for my needs in pvp.