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[Rubicon] Marauder rebalancing

First post First post First post
Author
Roime
Mea Culpa.
Shadow Cartel
#1321 - 2013-09-01 14:24:44 UTC
Ager Agemo wrote:

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.


Except a Kronos does significantly more dps than the Hype with equal tank, but with significantly better tracking and range, while being immune to rat ewar.

hth

.

Tobias Hareka
Republic Military School
Minmatar Republic
#1322 - 2013-09-01 14:25:38 UTC  |  Edited by: Tobias Hareka
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..


Some already have TWC trained to level 5. It would give advantage to certain players.

Also it doesn't use fuel so training that skill would be pointless.
fenistil
Federal Navy Academy
Gallente Federation
#1323 - 2013-09-01 14:28:48 UTC  |  Edited by: fenistil


Looks like the proposed changes will make Marauders pretty heavy tankers. In this situation:

  • Kronos with
  • EOS Boosting Armor with Mindlink
  • Standard Exile booster
  • Anci + C-Type LAR, Imperial Navy EANM, Dmg Controll II, C-Type Explo Hard
  • 2xAug Pump rigs
  • All LVL5

A Kronos can tank 8353 non-OH DPS and 10 357 DPS OH.

Proof:
Quote:
---- Anci Repper ---
3333,13/8.33 - 400,13/sec
---- C-Type Repper -
2440,86/8.33 - 293,02/sec
---- Armor / Sec ---
693,15 / sec -> 173,28/resist/sec

--- CURRENT TANK ----
EM 562,36
Therm 495,46
Kin 576,96
Explo 631,65
TOTAL 2923 DPS Tank

---- New Resists ----
EM 83,41
Therm 81.17
Kin 83,83
Explo 85.23
AVG 83,41
TANK 4176,9
W 100% 8353

.

fenistil
Federal Navy Academy
Gallente Federation
#1324 - 2013-09-01 14:35:01 UTC  |  Edited by: fenistil
Turret Stats - Long Range Ammo


Armor ships have 1 TC II and Vargur has 2 TE II. Each ship fitted with 2 Faction Damage Mod. And the result is:

Kronos: 17,5/43,125 - 830 Turret DPS
Vargur: 9/95 - 649 Turret DPS !!!!!!!!
Paladin: 66.25/16,25 - 677 Turret DPS

95 KM FALLOFF for Vargur! Sniper with 800 ACs.
Kronos is the looser for damage projection.
Paladin is nice, can deal that 677 DPS up to 66.25 KM. That is a WIN I think.
While falloff for Vargur is HUGE and can deal decent damage up to 100 KM, it operates in falloff thus after certain range Paladin DPS > Vargur.
In close range, up to about 24-25km, Kronos DPS is biggest then it goes down really quick.

Question 1: should not they also receive a Damage Bonus? The 25% Falloff/Optimal is nice for damage projection but a bit of boost to DPS would be also nice. As you can see, they are not dealing that huge amount of DPS especially at range. If I fly a ship worth close to 1 billion ISK, I would like to have a decent 1k DPS. 25%?

.

Cade Windstalker
#1325 - 2013-09-01 14:37:36 UTC
Roime wrote:
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.


Ah, apparently Ctrl+Click in Firefox (which should be doing just that) was not working. Odd.

Regarding the battles themselves, 2 wings on each side for one, and 2 wings for PL on the other. Not quite the "full fleets" people were talking about but definitely significant.

Two points though, T3s are still cheaper than Marauders, even back then, and between those two battles only 23 T3s died. Somehow I don't think we would be looking at those sorts of numbers for any high value battleship hull across two major fleet fights when they were deployed in those numbers, and I mean that as strategically valuable, not in terms of ISK value.

Ager Agemo wrote:
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.


I actually do "get it".

The Golem ends up with a rather unique problem in that it doesn't have Tracking Computers or Tracking Enhancers to fit that will improve its damage application. If missile ships get damage application mods as Rise has hinted then this changes and you can improve your completion times by favoring damage application and dropping tank mods to compensate for Bastion where you can.

The other ships don't have this problem though and gain the ability to more easily pop Frigates and Cruisers through better damage application which speeds up mission times.

Finally you can reach that 50km gate through two MJD hops, one up at about a 60 degree angle and then another down toward the gate. This may take a little practice to get right but if you hop, start killing from range, and then hop again when finished you should get good completion times and completely avoid the burn time between gates.

Lastly CCP is probably not particularly interested in the ship rebalancing greatly increase the ISK/hour of high sec mission runners, or even site runners. They are trying to differentiate the various hulls so that they all have a role and unique properties to take advantage of, not raise the average wallet tick of Marauder users to 35mil per tick.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#1326 - 2013-09-01 14:45:21 UTC
The lack of a tracking bonus on the paladin is going to suck pretty hard.
Cade Windstalker
#1327 - 2013-09-01 14:47:13 UTC  |  Edited by: Cade Windstalker
fenistil wrote:


Looks like the proposed changes will make Marauders pretty heavy tankers. In this situation:

  • Kronos with
  • EOS Boosting Armor with Mindlink
  • Standard Exile booster
  • Anci + C-Type LAR, Imperial Navy EANM, Dmg Controll II, C-Type Explo Hard
  • 2xAug Pump rigs
  • All LVL5

A Kronos can tank 8353 non-OH DPS and 10 357 DPS OH.

Proof:
Quote:
---- Anci Repper ---
3333,13/8.33 - 400,13/sec
---- C-Type Repper -
2440,86/8.33 - 293,02/sec
---- Armor / Sec ---
693,15 / sec -> 173,28/resist/sec

--- CURRENT TANK ----
EM 562,36
Therm 495,46
Kin 576,96
Explo 631,65
TOTAL 2923 DPS Tank

---- New Resists ----
EM 83,41
Therm 81.17
Kin 83,83
Explo 85.23
AVG 83,41
TANK 4176,9
W 100% 8353


Mind posting the full fit, because I'm getting something that's not remotely cap-stable. Also did you take into account the nerf to resists from command links in the 1.1 patch?

(Like, so cap-unstable it would probably be better off buffer fit because it'll be out of cap before the buffer tank would have died)
baltec1
Bat Country
Pandemic Horde
#1328 - 2013-09-01 14:49:13 UTC
fenistil wrote:


Looks like the proposed changes will make Marauders pretty heavy tankers. In this situation:

  • Kronos with
  • EOS Boosting Armor with Mindlink
  • Standard Exile booster
  • Anci + C-Type LAR, Imperial Navy EANM, Dmg Controll II, C-Type Explo Hard
  • 2xAug Pump rigs
  • All LVL5

A Kronos can tank 8353 non-OH DPS and 10 357 DPS OH.

Proof:
Quote:
---- Anci Repper ---
3333,13/8.33 - 400,13/sec
---- C-Type Repper -
2440,86/8.33 - 293,02/sec
---- Armor / Sec ---
693,15 / sec -> 173,28/resist/sec

--- CURRENT TANK ----
EM 562,36
Therm 495,46
Kin 576,96
Explo 631,65
TOTAL 2923 DPS Tank

---- New Resists ----
EM 83,41
Therm 81.17
Kin 83,83
Explo 85.23
AVG 83,41
TANK 4176,9
W 100% 8353


I came.
fenistil
Federal Navy Academy
Gallente Federation
#1329 - 2013-09-01 14:53:56 UTC  |  Edited by: fenistil
Sure thing, and yes, I accounted for the boost modifications. I believe I wrote Eos boost.

Here is the fit:
Quote:
[Kronos, Ody 1.1 Bastille]
Large Ancillary Armor Repairer, Nanite Repair Paste
Corpus C-Type Large Armor Repairer
Imperial Navy Energized Adaptive Nano Membrane
Corpus C-Type Armor Explosive Hardener
Damage Control II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

Tracking Computer II, Optimal Range Script
Large Micro Jump Drive
Heavy Electrochemical Capacitor Booster I, Cap Booster 25
True Sansha Warp Disruptor

Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
[empty high slot]
[empty high slot]
[empty high slot]

Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I


In PVP you are never Cap stable. Obviously if this is getting neuted it's dead, just like any Active Tanking ship. Most likely though, I'll fly it with 1 repper and cap xfers or something smarter than that.

.

Xequecal
Ministry of War
Amarr Empire
#1330 - 2013-09-01 14:57:25 UTC
Onictus wrote:
Cade Windstalker wrote:
baltec1 wrote:
Null. We would fill at least two fleets with tengu (150 to 200 in each fleet not counting logi, booster, brave newbee rifters etc). We did this for years. T3 fleets are far from rare.


Color me somewhat skeptical. Got a battle-report or two to throw my way?

I also feel it's worth noting that T3s were at worst half the cost of Marauders and are currently running about 1/3rd to 1/4th the cost.

They're also being saved till last on the balancing chopping block which would indicate CCP find them to be a particularly thorny issue which is backed up by comments from CCP and the CSM.



I've seen both CFC and -A- fill multiple fleets with tengus..

...and yeah a normal fleet tengu runs right around 550mil


T3s aren't SP intensive. These are. To fly a tengu you just need Caldari Cruiser V, Offensive Subsystem V and your missile type of choice to V. That's it. Training a specific missile type doesn't require backtraining all the smaller missile types.

Good ******* luck finding 200 pilots that all have the same Racial Battleship V, T2 guns to go with that racial type, AWU V, EGU V, Marauders V, etc.
baltec1
Bat Country
Pandemic Horde
#1331 - 2013-09-01 15:00:31 UTC
I would dump the point for another cap booster and slap a firework launcher in a high.
baltec1
Bat Country
Pandemic Horde
#1332 - 2013-09-01 15:02:11 UTC
Xequecal wrote:
Onictus wrote:
Cade Windstalker wrote:
baltec1 wrote:
Null. We would fill at least two fleets with tengu (150 to 200 in each fleet not counting logi, booster, brave newbee rifters etc). We did this for years. T3 fleets are far from rare.


Color me somewhat skeptical. Got a battle-report or two to throw my way?

I also feel it's worth noting that T3s were at worst half the cost of Marauders and are currently running about 1/3rd to 1/4th the cost.

They're also being saved till last on the balancing chopping block which would indicate CCP find them to be a particularly thorny issue which is backed up by comments from CCP and the CSM.



I've seen both CFC and -A- fill multiple fleets with tengus..

...and yeah a normal fleet tengu runs right around 550mil


T3s aren't SP intensive. These are. To fly a tengu you just need Caldari Cruiser V, Offensive Subsystem V and your missile type of choice to V. That's it. Training a specific missile type doesn't require backtraining all the smaller missile types.

Good ******* luck finding 200 pilots that all have the same Racial Battleship V, T2 guns to go with that racial type, AWU V, EGU V, Marauders V, etc.


Dread pilots. We have lots of them.
Cade Windstalker
#1333 - 2013-09-01 15:07:08 UTC  |  Edited by: Cade Windstalker
fenistil wrote:
Sure thing, and yes, I accounted for the boost modifications. I believe I wrote Eos boost.

In PVP you are never Cap stable. Obviously if this is getting neuted it's dead, just like any Active Tanking ship. Most likely though, I'll fly it with 1 repper and cap xfers or something smarter than that.


Yup, just wanted to make sure. I'm just not sure this is a practical fit. Even without neuts it lasts ~6 minutes, requires an entire extra ship (which likely will have to be on-grid when Winter hits), and costs quite a bit, to put it mildly (pretty sure this is ~4-5 billion without factoring in the Eos and its fit). Also no idea why you didn't do T2 armor rigs.

baltec1 wrote:

Dread pilots. We have lots of them.


There's a bit of a difference between "lots of dreads" and lots of any sub-capital. For a start Dreads can be insured for a decent return. Second, Asakai has 43 dreads lost, and the side that lost them seems to have had about 50-60 dreads present during the fight.

This was the largest commitment of caps in Eve history and there were all of 50-60 dreads from one side. Compared to the number of sub-caps that's hardly "lots" and those pilots are almost always going to be more valuable bringing those dreads to the field rather than running around in Marauders. If you can make a case for why this would not be the case then by all means lets hear it.
DSpite Culhach
#1334 - 2013-09-01 15:21:44 UTC
I was actually expecting the Marauder changes to add more ... flexibility to the hulls. I kinda feel that putting them in "Siege mode" is going the other way, I already do a siege mode of sorts by sitting in a Rattlesnake and putting sentries out, sitting there shooting like mad, usually with MJD uses to get to the next gate.

If a siege mode was added I actually would have also expected numbers to go the other way. For example, have cruise missiles fly much shorter range (like an overburn) but hit much harder as a balance, cause you'd turn it on when you are surrounded, in trouble and getting pounded, or boost radius to Smartbombs, or Gallante to actually get MORE drone options like faster flying, harder to hit drones, etc etc.

Since this hull has not been touched in many many years, I'm sort of scared that when the new changes stick, it will probably not get touched again, like, ever. Would be nice if we get a large majority happy with changes, hence I would prefer this suckers stay on SiSi only until they get tested to death. I've been trying to skill up just for this, but multiple BS V's and support/weapon skills take a ... while.

If players have gone this long without Marauder changes, I'm sure a BIT longer won't kill them.

I apparently have no idea what I'm doing.

Caleb Seremshur
Commando Guri
Guristas Pirates
#1335 - 2013-09-01 15:23:44 UTC
and yet I could use this marauder in null after shipping it there and make considerably even more? What about wormholes?

Fwiw my golem can do almost 1100 with just cruise missiles alone before drones so I dont think dps is the key issue here... 25% velocity increase sees cruises pulling what. .. 15 - 20 km per second? The main thing that hurts the golem especially is the target painter falloff and lack of a hull bonus to missile explosion radius.

If it were my choice I would swap the flight time bonus for a 20% radius bonus therefore giving the golem 20% radius + 25% explosion velocity + 25% missile velocity at max skills.
Xequecal
Ministry of War
Amarr Empire
#1336 - 2013-09-01 15:28:00 UTC
fenistil wrote:
In PVP you are never Cap stable. Obviously if this is getting neuted it's dead, just like any Active Tanking ship. Most likely though, I'll fly it with 1 repper and cap xfers or something smarter than that.


You're still using an ancillary rep to get those numbers, and they're pathetic compared to the Vargur.

I've already posted it before, but with these changes you can fit out a dual-XLASB Vargur that tanks 15000 DPS with blue pill and T2 mods, 20,000 DPS with crystals, and over 25,000 DPS with deadspace stuff. It uses no cap for anything besides the three heavy neuts you can also fit on it. If incoming DPS is half those numbers or less it can permatank it with no cap use due to the gigantic cargobay and being able to run one XLASB while reloading the other.

With faction EMP it's 1027 DPS and 0.101 tracking, faction uranium is 718 DPS and 0.13 tracking, all with 54km falloff. Hail is 1135 DPS and still has double the tracking of large pulse lasers. This ship and a resilient tackler alt could solo entire gangs.
Xequecal
Ministry of War
Amarr Empire
#1337 - 2013-09-01 15:30:32 UTC
baltec1 wrote:
Dread pilots. We have lots of them.


How many do you have? Remember just having 200 dread pilots isn't enough, you need 200 dread pilots of a specific racial type if you want to make up a fleet doctrine.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1338 - 2013-09-01 15:34:00 UTC  |  Edited by: Mournful Conciousness
fenistil wrote:
Sure thing, and yes, I accounted for the boost modifications. I believe I wrote Eos boost.

Here is the fit:
Quote:
[Kronos, Ody 1.1 Bastille]
Large Ancillary Armor Repairer, Nanite Repair Paste
Corpus C-Type Large Armor Repairer
Imperial Navy Energized Adaptive Nano Membrane
Corpus C-Type Armor Explosive Hardener
Damage Control II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer

Tracking Computer II, Optimal Range Script
Large Micro Jump Drive
Heavy Electrochemical Capacitor Booster I, Cap Booster 25
True Sansha Warp Disruptor

Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
[empty high slot]
[empty high slot]
[empty high slot]

Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I


In PVP you are never Cap stable. Obviously if this is getting neuted it's dead, just like any Active Tanking ship. Most likely though, I'll fly it with 1 repper and cap xfers or something smarter than that.


Vargur and golem will do this better. ~10,000 dps tank with alternate dual xl-asb, cargohold extenders will allow them to carry 10 million ehp-worth of cap boosters. Fit a NOS in the top slot for neut protection and you've got...

... a horrible game, breaking bait ship.

Cry

EDIT:
sorry mate, you got there before me:
Xequecal wrote:
fenistil wrote:
In PVP you are never Cap stable. Obviously if this is getting neuted it's dead, just like any Active Tanking ship. Most likely though, I'll fly it with 1 repper and cap xfers or something smarter than that.


You're still using an ancillary rep to get those numbers, and they're pathetic compared to the Vargur.

I've already posted it before, but with these changes you can fit out a dual-XLASB Vargur that tanks 15000 DPS with blue pill and T2 mods, 20,000 DPS with crystals, and over 25,000 DPS with deadspace stuff. It uses no cap for anything besides the three heavy neuts you can also fit on it. If incoming DPS is half those numbers or less it can permatank it with no cap use due to the gigantic cargobay and being able to run one XLASB while reloading the other.

With faction EMP it's 1027 DPS and 0.101 tracking, faction uranium is 718 DPS and 0.13 tracking, all with 54km falloff. Hail is 1135 DPS and still has double the tracking of large pulse lasers. This ship and a resilient tackler alt could solo entire gangs.


Is this really the game we want to play? Sad

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

fenistil
Federal Navy Academy
Gallente Federation
#1339 - 2013-09-01 15:35:42 UTC
It was a concept fit, to prove that it will be possible to have 10k tank marauders.

I am damn sure that WH folks will take advantage of this. Thwy are tight groups with decent pilots usually. Here comes the marauder fleet concept.

DSpite, have you ever seen solo 10 of 10s being done? Or actually havens and sanctums are kind of tough to do solo. Now you could sit in small haven at the spawn point in your Vargur with 100km rnage and destroy everything with a t2 medium shield booster providing all the tank you need.

.

Rroff
Antagonistic Tendencies
#1340 - 2013-09-01 15:39:28 UTC
DSpite Culhach wrote:
I was actually expecting the Marauder changes to add more ... flexibility to the hulls. I kinda feel that putting them in "Siege mode" is going the other way,


Thats what the description says and also what my understanding of a "Marauder" is - something that has a degree of versatility and can perform a variety of roles behind enemy lines.

While their main focus is looting/salvaging they do have a PVP element also - the whole idea of them is getting in, getting the job done and getting out without doing anything for even a second that would commit them to the battlefield - so MJD bonus = good, module that ties them down for 60+ seconds = bad.