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[Rubicon] Marauder rebalancing

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Author
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#2081 - 2013-09-04 18:38:41 UTC
Dropping the 10x mass was very sensible. That was abusble in all kinds of ways, as was the 3x tank bastion effects - particularly on golems and vargurs.

T2 resists simply solves everyone's problem over survivability in all roles. That makes sense. removing the rep bonus is a consequence of that. You just can't have both (except on a HAC Blink )

The marauder as it stands is now better at hisec PVE, can survive wormhole and incursions with sufficient DPS to be useful and just about has a chance of getting through a nullsec gate without being blown to bits or trapped.

Whereas before it could not crawl back to gate while tanking, now it can. Then it can jump through, MJD the f*ck out of there and warp the f*ck off.

I'm happy to see the forums working - I might even train for marauders now :-)

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".

Ravasta Helugo
Republic University
Minmatar Republic
#2082 - 2013-09-04 18:38:44 UTC
Omnathious Deninard wrote:
Ravasta Helugo wrote:
Battle Cube wrote:
Silvetica Dian wrote:
some of us liked the 1st iteration more :(


the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps.

Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost.

Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount.

That's a significant difference.

It hurts the tank a bit more than you think.

Tank modules
1x LAAR
DC
RAH
1x ENAM II
Large Auxiliary Nano Pump I

Old Bastion Module Rep = 1873.35 EHP/s
New Bastion Module Rep = 1241.48 EHP/s

Not to mention the huge EHP hit the Pally is taking. Old Bastion with slaves and DCII would have meant almost 200k EHP.
TheFace Asano
Caldari Provisions
Caldari State
#2083 - 2013-09-04 18:40:15 UTC
Zeus Maximo wrote:
Ravasta Helugo wrote:
Zeus Maximo wrote:

fit propulsion

...


Fill the resist hole like you would with any other ship..... Buy modules


The new Marauders are better because we can fit modules to compensate for the nerfs... With all those extra slots they didn't give us.

The Version 1 Bastion was great because it allowed you to use more lows for tracking/damage mods without hurting survivability (Armor) and more projection/application mods without hurting survivability (shield). Now we need to fit MORE tank in the lows (to compensate for 37.5% tank nerf) and more prop in the mid (just to make these ships flyable.) Both of these mods will come at the expense of Tracking, Projection and Damage mods. Slowing down mission running, just to get the ship up to it's current survivability.


But with bastion mode you now get a 100% tank BUFF

100% is greater than 37.5%

If you want a better tank, use bastion mode.


in the first iteration bonus was 100% in bastion + the 37.5 on the hull. Now it is 100% only in bastion as the hull bonus was removed. The current ships look more compelling than the proposed changes.
Ravasta Helugo
Republic University
Minmatar Republic
#2084 - 2013-09-04 18:41:24 UTC  |  Edited by: Ravasta Helugo
Mournful Conciousness wrote:


The marauder as it stands is now better at hisec PVE


How? How is a Paladin made better by these changes? The tank has been reduced by over a third, and it's mobility cut by over a quarter. It's EHP against the only damage type that matters in Amarr space is the exact same. EDIT: Oh, excuse me, it's less, because of the HP reduction.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#2085 - 2013-09-04 18:42:50 UTC
Ravasta Helugo wrote:

Pirate BS's range from 450 million to 1 billion. Marauders are around 1.25 billion each. And why should I have to wait until something is 12km away before I can track it. Putting on my (admittedly rather shabby) PvP hat, how the hell am I supposed to get within 12km of anything when my base speed is 100m/s?
Demonstrating why you are in no position to comment on web bonuses on a blaster hull....

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

Ager Agemo
Rainbow Ponies Incorporated
#2086 - 2013-09-04 18:43:31 UTC
people don't understand that Native T2 resist affect indirectly the efficiency of repair modules, why are this kind of players even allowed to post?

the only 2 things I disagree with now, are the MJD stuff that should be replaced with MWD speed, and the target painter bonus on the golem which is already a bit too squeezed in the mid slots.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#2087 - 2013-09-04 18:44:01 UTC
Ravasta Helugo wrote:
Mournful Conciousness wrote:


The marauder as it stands is now better at hisec PVE


How? How is a Paladin made better by these changes? The tank has been massively reduced by over a third, and it's mobility cut by over a quarter. It's EHP against the only damage type that matters in Amarr space is the exact same. EDIT: Oh, excuse me, it's less, because of the HP reduction.


Why do you claim that it's tank has been reduced by a third? It now has T2 resistances. Resistances contribute to local tank just like local rep bonuses.

That's just simple mathematics.

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".

Battle Cube
Cube Collective
#2088 - 2013-09-04 18:44:04 UTC  |  Edited by: Battle Cube
Ravasta Helugo wrote:
Battle Cube wrote:
Silvetica Dian wrote:
some of us liked the 1st iteration more :(


the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps.

Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost.

Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount.

That's a significant difference.


Now you get tank reduction? But doesn't it get a higher tank due to t2 resists?

Ah nvm i see what you mean, the hull bonus to rep amount so going from 100%+hull bonus down to 100%. Well, for the purposes of self tanking, it probably could be more or less depending on fit due the change in resists. I havent run the numbers, but you may be right. Doubtless of course it is better at tanking when there is RR available.

But really, you are going from a tank so absurd the dev said it might be literally too op for highsec, or a new, slightly lower than originally stated, massive tank.
Battle Cube
Cube Collective
#2089 - 2013-09-04 18:46:19 UTC
Ranamar wrote:
Ravasta Helugo wrote:
Battle Cube wrote:
Silvetica Dian wrote:
some of us liked the 1st iteration more :(


the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps.

Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost.

Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount.

That's a significant difference.


To be fair, the increase in native resists somewhat makes up for the on-hull tanking nerf, given that the old T2 resists for it were 25%/12.5%, and the new ones are going to be 50/25 or 75/50 or something like that. That's going to give the Vargur and the Paladin really entertaining resist profiles.

@CCP Ytterbium: can you post the new resist profiles for the Marauders?

i believe he edited the OP
Jasper Blanch
School of Applied Knowledge
Caldari State
#2090 - 2013-09-04 18:46:25 UTC
Aeril Malkyre wrote:

CCP Ytterbium wrote:

We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons.
The ship is now loaded with bonuses that apply at wildly different ranges (webs at 10-12km, tractors at 40-48km, 100km MJD's, thus negating the need for the web bonus and overshooting the tractor bonus). Some will say versatility, others will say lack of focus. This is Typhoon Syndrome.

Absolutely this. I was looking forward to the new marauder changes, or at least reserved judgement until I could try it out. Now I've got an odd mix of bonuses that all work at different ranges and have traded a dearly beloved old bonus (shield rep amount) for something that I've never felt the need for on my marauder(webs).

Damage resist profile changed, sure. Web bonus - ugh.
Grarr Dexx
Blue Canary
Watch This
#2091 - 2013-09-04 18:47:00 UTC
Battle Cube wrote:
Ravasta Helugo wrote:
Battle Cube wrote:
Silvetica Dian wrote:
some of us liked the 1st iteration more :(


the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps.

Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost.

Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount.

That's a significant difference.


Now you get tank reduction? But doesn't it get a higher tank due to t2 resists?


Golem in an Amarr mission now is going to fare much worse than before. Since its racial resists are kin/therm, it'll now suffer in EM and Explo-heavy missions.
Maximus Andendare
Stimulus
Rote Kapelle
#2092 - 2013-09-04 18:47:10 UTC
Ager Agemo wrote:
people don't understand that Native T2 resist affect indirectly the efficiency of repair modules, why are this kind of players even allowed to post?
Native T2 resists aren't going to do anything if you're not fighting faction rats in the space that best utilizes those T2 resists. 30% flat increase to all resists would have applied to any faction rat.

Enter grid and you're already dead, destined to be reborn and fight another day.

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Cade Windstalker
#2093 - 2013-09-04 18:47:51 UTC
Zeus Maximo wrote:

On the live server they only have 37.5%

With these new changes it will be 100% with bastion

100% is greater than 37.5%

You got a massive buff!!! You mad that it almost got tripled? and not quadrupled?


Except that the ability to tank outside of Bastion went down and some people still wanted them to be useful for that.

The problem with T2 resists for a mission ship over the 30% resists is that it's only useful against specific rats and what rats its useful against varies wildly depending on what you got.

The vast majority of NPCs deal either Kinetic or Thermal as their primary damage type and every NPC type has Kinetic or Thermal as either its primary or secondary damage type.

This means that the Golem, with its mixed Kin/Therm T2 resist buff gets the largest effective bonus to tank followed by the Kronus with heavy Kinetic resists and a moderate Thermal increase. The Vargur and Paladin on the other hand, despite now having excellent resist profiles for omni-tanking PvP or Incursions are now only gaining a resists advantage against their enemy's pirate faction rats and their opponent's navy. Plus they're now dealing the wrong damage for that enemy type, though this affects the damage-locked Amarr more than the Minmattar who can still swap to EMP or Proton and only lose a bit of damage on the inherent kinetic of Projectiles.

I'm not really sorry to see the repair bonus go, but only as long as it was replaced with something that's still useful in Bastion. A Web-Velocity bonus is not terribly useful in Bastion.

Omnathious Deninard
University of Caille
Gallente Federation
#2094 - 2013-09-04 18:50:00 UTC
Battle Cube wrote:
Ravasta Helugo wrote:
Battle Cube wrote:
Silvetica Dian wrote:
some of us liked the 1st iteration more :(


the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps.

Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost.

Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount.

That's a significant difference.


Now you get tank reduction? But doesn't it get a higher tank due to t2 resists?

Tank modules
1x LAAR
DC
RAH
1x ENAM II
Large Auxiliary Nano Pump I

Old Bastion Module Rep = 1873.35 EHP/s
New Bastion Module Rep = 1241.48 EHP/s

Just for fun

Without Bastion Module on (old) 655.67 EHP/s
Without Bastion Module on (new) 620.74 EHP/s

If you don't follow the rules, neither will I.

Ravasta Helugo
Republic University
Minmatar Republic
#2095 - 2013-09-04 18:50:47 UTC  |  Edited by: Ravasta Helugo
I'll deal with all three of you at once:
Battle Cube wrote:


Now you get tank reduction? But doesn't it get a higher tank due to t2 resists?


Mournful Conciousness wrote:
Why do you claim that it's tank has been reduced by a third? It now has T2 resistances. Resistances contribute to local tank just like local rep bonuses.

That's just simple mathematics.


Ager Agemo wrote:
people don't understand that Native T2 resist affect indirectly the efficiency of repair modules, why are this kind of players even allowed to post?


Here it is fellas:

Amarr T1 Resists: Thermal: 35% EM: 50%

Amarr T2 Resists: Thermal: 35% EM: 50%

Guess what type of damage Amarr mission runners tank. Go on, guess.

Tech II resists are almost completely worthless in Amarr space. They increase our tank against NPC Minnies and Angels, neither of which should be engaged because they are hyper tanked against our EM/Therm lasers.

So, when I say that these changes nerf my tank by 37.5%, it's because that's exactly what it does.

EDIT: And Cade beat me to it. Again.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#2096 - 2013-09-04 18:51:19 UTC
Well now that you removed the bastion modes useful resits (30%) and instead gave the hull the only semi useful racial t2 resists, and removed the mass increase that would have made sliding in bastion possible. At this point just let bastion have RR and move.

You still could not warp or use prop mods but at least then bastion will be useful in pvp. Actually if you did that, limit the max speed to half so they can't warp off instantly after bastion.
Lunkwill Khashour
Ministry of War
Amarr Empire
#2097 - 2013-09-04 18:51:26 UTC
A small suggestion for the Paladin:

Swap the cap bonus with the damage bonus. That way all the marauders have their damage bonus on the battleship skill.
Maximus Andendare
Stimulus
Rote Kapelle
#2098 - 2013-09-04 18:52:32 UTC
Battle Cub wrote:
Now you get tank reduction? But doesn't it get a higher tank due to t2 resists?
T2 resists are only going to provide for stronger tanking if the rat's damage profile matches the increased T2 resist profile. Otherwise, you're losing any benefit provided by a T2 resist profile. The "old" 30% omni resist buff from Bastion 1.0 would have applied to any faction rat.

Enter grid and you're already dead, destined to be reborn and fight another day.

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TheFace Asano
Caldari Provisions
Caldari State
#2099 - 2013-09-04 18:52:39 UTC
Mournful Conciousness wrote:
Ravasta Helugo wrote:
Mournful Conciousness wrote:


The marauder as it stands is now better at hisec PVE


How? How is a Paladin made better by these changes? The tank has been massively reduced by over a third, and it's mobility cut by over a quarter. It's EHP against the only damage type that matters in Amarr space is the exact same. EDIT: Oh, excuse me, it's less, because of the HP reduction.


Why do you claim that it's tank has been reduced by a third? It now has T2 resistances. Resistances contribute to local tank just like local rep bonuses.

That's just simple mathematics.


The resists are nice by themselves, but depending on the incoming damage type this is a nerf or a buff with local tank.. I don't really mind that, but it makes the use of the bastion module itself less compelling. The original post allowed for more risk more gain which is what this game is all about right?

and again the web bonus doesnt fit with the current iteration of the bastion module.
Maximus Andendare
Stimulus
Rote Kapelle
#2100 - 2013-09-04 18:53:40 UTC
Omnathious Deninard wrote:
Battle Cube wrote:
Ravasta Helugo wrote:
Battle Cube wrote:
Silvetica Dian wrote:
some of us liked the 1st iteration more :(


the new version is almost identical to the original - the bastion mode still behaves the same still having high resists and great local tank. Only now, the regular mode isn't nerfed to compensate. Furthermore, in situations where you would attempt to leave bastion mode in order to get reped, your resists don't go down, meaning its a whole lot more possible to accept reps.

Before, pre-bastion your tank was the exact same as it is now. Same mods=same stats. Post bastion you got a flat 30% resist and 100% tank boost.

Now, pre-bastion you get a 37.5% tank reduction, with a very modest (and situationally useless) EHP boost. In bastion the tank is boosted to 45% higher than the current non-bastion amount.

That's a significant difference.


Now you get tank reduction? But doesn't it get a higher tank due to t2 resists?

Tank modules
1x LAAR
DC
RAH
1x ENAM II
Large Auxiliary Nano Pump I

Old Bastion Module Rep = 1873.35 EHP/s
New Bastion Module Rep = 1241.48 EHP/s

Just for fun

Without Bastion Module on (old) 655.67 EHP/s
Without Bastion Module on (new) 620.74 EHP/s
"Buff," isn't it Zeus?

Enter grid and you're already dead, destined to be reborn and fight another day.

>> Play Eve Online FREE! Join today for exclusive bonuses! <<