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[Rubicon] Marauder rebalancing

First post First post First post
Author
Jack C Hughes
State War Academy
Caldari State
#2301 - 2013-09-05 00:51:51 UTC
Changes are becoming more and more interesting.

It seems that short range web is not consistance with the idea of long range damage.
But it might becomes a life savour for those zero velocity small dreads.
To avioid situations when those ships being tackled in short range and die due to tracking problems

It seems that ccp is trying to push it into small fleet combat.
The process would be warp to the field on distance, go into bastion, tank for 60 seconds. In the same time, using web and guns to finish ships with scrams. After that 60s, MJD away, fill your ASB or ARR if needed.

prefer 30% resist on the Bastion module though.
With T2 resist there are some critical shortage.
For example the 0 em on golem and 10 exp on Kronos.
That makes them extremly good when dealing with some damage type but extremly bad when dealling with the others, even fitted with em or explotion hardener.
That simply makes Paladin and Vagur better.

These changes might provide an interesting way of fighting.
But considering the cost of those shiny ships...
Not expecting them to be used in Pvp frequently.
Caleb Seremshur
Commando Guri
Guristas Pirates
#2302 - 2013-09-05 00:52:10 UTC
Doed wrote:

I'm sorry but both of these fits are absolutely terrible, esp the RNI one. damage application vs anything smaller than a BS is horrid. doesn't matter if you do 1100 dps if you can only apply half of it vs cruisers.

So before you start calling others terrible, get a clue yourself.


Hello,

2x fully bonused target painters with cruise missiles.

Come back tomorrow thanks.
hmskrecik
TransMine Group
Gluten Free Cartel
#2303 - 2013-09-05 00:56:47 UTC
Cade Windstalker wrote:
Yes, the problem is that you're condemning two of the four to having to fit more mods against most rats, where as with T1 hulls it's much more even and entirely based on what resist type you're tanking on. If a Paladin wants to make use of its explosive resists it need to be fighting Rogue Drones (which pay poorly overall) or Angels where the two best damage types to deal are the ones it can't deal.

The Vargur is in a somewhat better place by being able to swap damage types fairly freely but still has to fit more mods against most rats than either the Gallente or Caldari do.

I do not condemn. I have just given my interpretation of present state. From you comment of choosing damage I guess you're talking about running anoms, where Paladin seems to be indeed at disadvantage. During missions damage chooses you, so it's where Paladin has an advantage, and in incursions and wormholes you omni tank anyway, advantage again.

Also this "more even" T1 profile is because it's much weaker to begin with! I remind you that we're talking about 1 to 3 hardeners on T2 vs. obligatory 3 or even 4 on T1.
Omnathious Deninard
University of Caille
Gallente Federation
#2304 - 2013-09-05 00:56:57 UTC
Ravasta Helugo wrote:
Mournful Conciousness wrote:
Omnathious Deninard wrote:
The ships still need a way to not become a 1b+ KM every time they enter low sec.


Solve this and suddenly they'll sell like hot cakes...

+2 Warp strength.

While I think that is a bit to generalized of a bonus it is the only one that will help the ships get to where they need to go.

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

Anabella Rella
Gradient
Electus Matari
#2305 - 2013-09-05 01:00:33 UTC
Why in the world would I choose a Marauder with the newly revised bonuses/stats vs. a pirate or faction BS with significantly lower costs in terms of training and isk? For that matter now that the T1 BS have been buffed I don't see these updated Marauders being anywhere near worth the enormous premium for a bit more DPS, a semi-questionable tank, a bizarre web bonus and a now nerfed gimmick module.

The originally presented concept was innovative and fresh. It probably needed some refinement but, at least it was consistent and made sense. What's on the table now is just schizophrenic and makes Marauders less useful in either NPC or player combat scenarios.

When I trained all the requirements to be able to fly a Vargur I looked forward to a mission runner that would be a major upgrade over the Raven I'd been using or the CNR or Tengu I was considering. If Marauders go through in the currently proposed state there's no way in hell I'd consider a Marauder because they'd be horrible ships in terms of both usefulness and isk value.

When the world is running down, you make the best of what's still around.

Sabriz Adoudel
Move along there is nothing here
#2306 - 2013-09-05 01:01:31 UTC
Looking forward to this 82.5% webbing. 90% is over the top, but 82.5% is fair while still effective.

I support the New Order and CODE. alliance. www.minerbumping.com

m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#2307 - 2013-09-05 01:02:36 UTC
Seriously, stop f***ing suggesting to remove the tractor bonuses. If anything, they need increased. Solo play, ie: not using a small army of alts, to do ****, the tractor bonuses are great in the marauders. They're more effective than flying back and grabbing a noctis then making your way back to the area.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2308 - 2013-09-05 01:03:11 UTC  |  Edited by: Tyberius Franklin
Caleb Seremshur wrote:
No I'm not missing the point.

The point is: to gain an advantage you need to make a sacrifice. A one slot omni tanking module that is more powerful than t2 resists is stupid. That's why people hated the original design.

Lowgrade crystals, faction BCS, etc etc... yeah so what? It's a ship worth nearly a bil on its own. Without the LG's it tanks 390/160 which is still enough considering - and here's the kicker - that as you kill stuff the incoming dps decreases. The added bits to the fit aren't really that important, I used to run level 4's in a drake. If you need something that tanks as much dps as a dread to win at level 4's you have serious problems.

I *did* post a 2 slot tanking golem. If the basis of your complaint is that without bastion the marauders will now be worse than before well that's CCP's design failures not the actual modules fault huh..

Never said anything about the BCS's. What I have said and will continue to say is that the tanking advantage, using fewer slots to do the same, is the primary advantage of the Marauders. They have similar damage to faction BS's, which are cheaper, and fall behind their pirate counterparts. The added utility of webs is of limited use and with a pirate alternative that will do it better. These have no advantage in PvE as currently proposed.

And the Bastion does make a sacrifice in it's total lack of mobility. I won't argue that it wasn't overpowered as originally proposed, it was. But that was the point of the Bastion, or so we thought, to significantly reenforce a ship, either for massive solo tank should the situation require or allow fitting to shift towards other aspects as allowed.

But the compensation went to far, effectively gimping the one thing on the hulls themselves which gave them some distinction, their tank. This spread of bonuses also ruins any aspect of cohesion the bonuses had. These ships are all over the map and worse for any particular application for it. They are similarly poor for PvP as the cost don't justify the benefits, and the bastion as it currently is offers nothing to offset that.

Also no, you posted a 3 slot tank Golem if we exclude the rigs, which we shouldn't.

And lastly, CCP's designs as of this last iteration are exactly what we have been posting about. That's why we are saying the T2 resists were a poor substitute for the rep bonus. You were the one who took this the direction of, "Just fit a hardner." That's why you're missing the point which it seems at the end of your post you finally got. Yes, our issue is with the latest design iteration.
Doed
Tyrfing Industries
#2309 - 2013-09-05 01:03:25 UTC
Caleb Seremshur wrote:
Doed wrote:

I'm sorry but both of these fits are absolutely terrible, esp the RNI one. damage application vs anything smaller than a BS is horrid. doesn't matter if you do 1100 dps if you can only apply half of it vs cruisers.

So before you start calling others terrible, get a clue yourself.


Hello,

2x fully bonused target painters with cruise missiles.

Come back tomorrow thanks.


You need 3 to 2 volley decent bounty elite cruisers. and your RNI which I pointed out as the worst has one. one unbonused TP.
NextDarkKnight
Storm Chasers.
Pandemic Horde
#2310 - 2013-09-05 01:04:48 UTC  |  Edited by: NextDarkKnight
Will we get a separate drone bay for Salvage drones? Seriously, Is it possible to only nerf drones while the new module is fitted?

Also CCP, Will these new ships be allowed in Alliance tourneys?
Patrice Macmahon
Aliastra
Gallente Federation
#2311 - 2013-09-05 01:08:30 UTC  |  Edited by: Patrice Macmahon
MBizon Osis wrote:
Cade Windstalker

So do it right and put this on its own hull and don't pretend it's a re-balance.



I second this.

A Redesign is not a Reballance.

For all you guys TLDR -

Basically, CCP is wanting to completely redesign and change Muraders into something completely different that what they currently are.

The player base is forming two camps -

1) "OMG This idea is awesome, but is impossible to sort out the details" - Most players who don't use Muraders in the first place.
2) "Seriously? This has bad written all over it. Please Reballance the ship before you re-design it" - Most of these are players who have / do use muraders.

Problem CCP sees with Muraders: They are under utilized
Their solution to this is to give new "Wonky" "Sexy" roles to the ship and dismantle it in its current iteration.


**********************

A) They want to see more sniping long range combat, so they make these billion isk hulls MJD.

Problems with A : Semi-Spamable MJD use will re-create a semi "Pre-Nano" nerf style of combat, everyone plays chicken, everyone is frustrated. An existing FAR cheaper kiting ship already exists that put out the EXACT same damage and fills the EXACT same role, just without a MJD - Tier 3 Battle Cruisers. T3BC have 8 guns, range bonuses, and no rep bonuses. With a MWD they can dictate range very well and execute sniping - and are INCREADIBLY cheap in comparison to a Murader.

Summary: MJD'ing Muraders will be overshadowed by groups of Tier 3 battle cruisers by cost and effectiveness alone. Muraders will not be used in this fasion.

******************

B) They want to create an ultimate brawler so they will add a Siege / Triage Mode for a Murader.

Problem with B: Siege / Triage Modes are very situationally dependent. Because the Murader will have no Logistical bonuses or capabilities it is impossible to use as "Fortress" medic. Triage Carriers are used very seldomly in actual combat situations, and then only when they need to do POS repping, quickly and quietly, away from main combat.

Siege modules are used to SIEGE enemy posses. Again, this is rarely used in a practical combat situation, and more often then not, only utilized when there is no opposing fleet in the system to quickly remove Soverignty structures and pos's. The rule of thumb I have allways been told is that if you Siege It (Or Triage it) - You will loose it, so don't and just GTFO.

Considering the cost of Murader is easily over 1 billion (sometimes as high as 2-3 billion), why would I want to use one of these, with only battleship sized weapons, when for the same price, I can purchase a small Carrier, that can operate in low sec and accomplish the same thing, only better + fighters and situation specific drones? I get a jump drive, lots of cargo room... About the same training time.

Going into Triage mode will also immobilize the Murader. If they are long range fit, they will be dog piled. If they are short range fit, they will only kill what they have double webbed and scramed. A short range 9km web will not allow an immobile ship to become a "King" brawler.

Summary: The price of a Murader being equal to a small carrier - carriers do the triage mode the same only far better, for easier skill requirements and equivalent price. Is still usable in Null sec and Low sec (Opportunities for small gang combat are extremely limited in high sec now).


*****************

To re-balance the muraders in it's current iteration is simple:

Keep the Rep Bonus or move to T2 hull resistances, or something according to the "Flavor" CCP wants.

For a PVE re-balance - Change the Web Bonus to something else. Like additional tracking, or optimal fall off.

Give More fitting grid / cpu to the muraders that need it (Paladin / Vargur). [BIG POINT HERE]

Leave the drone bays alone. In PVE we are loosing our drones more frequently and on a semi consistant basis. Lower the bandwith yes, not the bay size. We need those to handle frigates or cruisers (Even with webs its hard to hit a frig).

*****************

To Re-Balance the Muraders so they are actually used in PVP:

Keep The Web Bonus

Simply give them T2 Sensor Strength (over 20). THIS IS THE PRIMARY REASON MURADERS ARE NOT USED.

This one little change will allow you to see Muraders deployed to Null Sec, Low Sec, and WH space with a great deal of frequency. They will still be on par / slightly less than Navy Faction Variants, but truly be ultimate brawlers at that point.

If you are worried about ultra tanking, cut the cargo bay size significantly to limit the number of cap boosters available.


********************


If the goal is to see Muraders Deployed in active PVP, then simply unleash it in its current iteration. THEN Rebalance it from there.

CCP - You are trying to do too much.

Move the Triage / MJD shinanigans to a "Cloned" hull, but let the current muraders off the chain. They will mesh and jive with current meta levels and meta game and will not be nearly as 'out of whack' as you are implying they are.


Re-Balance before Re-Design!

 "Much of this is crystallised in our philosophy, or as others call it "the Intaki Faith". We simply call it Ida - the literal translation is "to consider", and is a good description of the Intaki." 

Dolph Carebear
Adohivatal
#2312 - 2013-09-05 01:10:17 UTC
m3talc0re X wrote:
Seriously, stop f***ing suggesting to remove the tractor bonuses. If anything, they need increased. Solo play, ie: not using a small army of alts, to do ****, the tractor bonuses are great in the marauders. They're more effective than flying back and grabbing a noctis then making your way back to the area.


OTOH tractor beams on a battleship? Puh-lease. What next, salvagers on supercarriers?
Lloyd Roses
Artificial Memories
#2313 - 2013-09-05 01:15:40 UTC  |  Edited by: Lloyd Roses
With that resistanceshift over to the normal states, they really seem to be a great choice to fight RR-vexor/ishtar flights, as leaving out the for pvp not obligatory bastion lets you carry 4 large smartbombs and SR guns. Combine that with cruisersized beams/rails and you don't have to primarily worry about ships carrying ecm of sort on field to affect you.

The bastionmodule with not much but the range speaking in favor, has lost most appeal for any pvp-situation coming to my mind. The damage is totally fine, the range and tracking makes totally up for that - while you can still move. Just that little bit more of range won't encourage anyone to craft a pvp-scenario around that, so please stuff that void with the accidental tracking bonus the first version had, this time also applying to the explosion velocity of torps/cruises :>

As you can solve your eccm issues mostly by fitting for it (sacrificing mids, all strongly favoring the armortankers for pvp) - I doubt the use of a low sensor strength as a pvp-hurdle to limit their strength. If there would be such a feared overlap, should rather consider to equalize the base hp of the respective layers down to achieve similiar EHP to pre-resistbuff EHP of an unfitted hull.
Releasing any kind of battleship with full t2 resist can easily go the wrong way (see buffersub t3s, which have full t2 resist aswell), so by limiting the basetank and requiring multiple fitting slots to be devoted to plates/LSEs (possible XL-Shield extenders? *cough*) to push it to values that it can withstand the chosen confrontation, there offense/defense-ratio could be toned down a little.

Else, those things together with logi and smartbombs (like using a fleet of Kronoses with Oneiros support, carrying 4 large kinetic smartbombs each, MJD'ing around like crazy <.<) make for some astounding mass of utility for a given fleet.

I'm pretty sure a lot of people will verify some strats capitalizing on the marauders outstanding attributes, looking forward to see what it will take to dunk those :>
Patrice Macmahon
Aliastra
Gallente Federation
#2314 - 2013-09-05 01:18:05 UTC
m3talc0re X wrote:
Seriously, stop f***ing suggesting to remove the tractor bonuses. If anything, they need increased. Solo play, ie: not using a small army of alts, to do ****, the tractor bonuses are great in the marauders. They're more effective than flying back and grabbing a noctis then making your way back to the area.



Not to mention if we are blitzing - grabbing mission specifics.

And with the tractor range bonuses we can cherry pick battleship hulls as we shoot, not loosing any time to goin a little bit more in additional salvage in loot without increasing the time it takes to blitz a mission.

 "Much of this is crystallised in our philosophy, or as others call it "the Intaki Faith". We simply call it Ida - the literal translation is "to consider", and is a good description of the Intaki." 

Gorn Arming
Deep Core Mining Inc.
Caldari State
#2315 - 2013-09-05 01:28:41 UTC
You can tell whether someone's a PvEer or PvPer by whether they prick up their ears at the phrase "web bonus".
Merciful Deletion
Ministry of War
Amarr Empire
#2316 - 2013-09-05 01:29:11 UTC
Quote:
In deployed mode (we call it bastion), their hulls transform (they will have fancy visible animations like the Rorqual does when deploying)

Capital Tractor Beam II Note: this tractor beam can only be fitted on the Rorqual ORE Capital Ship

It would be nice to get Marauder Class Tractor beams or bonuses to them in Bastion, mine as well doing something productive if we can't move and have nothing left to kill.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2317 - 2013-09-05 01:36:05 UTC  |  Edited by: Tyberius Franklin
hmskrecik wrote:
Cade Windstalker wrote:
Yes, the problem is that you're condemning two of the four to having to fit more mods against most rats, where as with T1 hulls it's much more even and entirely based on what resist type you're tanking on. If a Paladin wants to make use of its explosive resists it need to be fighting Rogue Drones (which pay poorly overall) or Angels where the two best damage types to deal are the ones it can't deal.

The Vargur is in a somewhat better place by being able to swap damage types fairly freely but still has to fit more mods against most rats than either the Gallente or Caldari do.

I do not condemn. I have just given my interpretation of present state. From you comment of choosing damage I guess you're talking about running anoms, where Paladin seems to be indeed at disadvantage. During missions damage chooses you, so it's where Paladin has an advantage, and in incursions and wormholes you omni tank anyway, advantage again.

Also this "more even" T1 profile is because it's much weaker to begin with! I remind you that we're talking about 1 to 3 hardeners on T2 vs. obligatory 3 or even 4 on T1.

Most EM weak rats also deal EM, which means that your damage comes pared with your tank in missions as well as anoms. On the Paladin those are opposed. You have no "choice." You are either not hitting the targets weakness or reenforcing your own.
Just Lilly
#2318 - 2013-09-05 01:43:00 UTC
First draft looked somewhat ok

But there is no way to tell, until they end up on sisi and we can try the numbers out for ourselves
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Enduros
UK Corp
Goonswarm Federation
#2319 - 2013-09-05 01:50:34 UTC
Web bonus and T2 resists are looking good. Now you don't need to use the bastion thing to make use of the ship.

I would still like a mini-siege mod. Another version of the bastion perhaps? More dps at the loss of projection. Even more sexy would be if they weren't mutually exclusive. And maybe something to counter the 20sec align times, +2 WCS has been mentioned.

In null Pve a sentry-carrier still out-performs marauders as they are now, they have more projection and more dps. And funny enough with the bastion and align times you actually more safe in a carrier as it can run away better. I find this a little comical.

For Pvp the 60sec siege is questionable. Bastion also needs a damage variant, with reduced application as it's been mentioned. That way you really can use it as a mini-dread and 60sec is a reasonable time to commit.
Dinsdale Pirannha
Pirannha Corp
#2320 - 2013-09-05 01:51:34 UTC
Others have said it.
I will reiterate.

CCP, give the Marauder better scan res than it has today, and maybe T2 resists.
Don't touch the web bonuses.
Don't touch the drone bay.
Don't touch any other stat on the ship in fact.

You want a transformer class ship with all these fancy gizmos, (or at least some subset of them), the create another class of ship, or spin off a subclass of the Black Ops BS.
I imagine you can create some scary ships if the BLOP's had extended range on their weapons and/or a shorter MjD spool-up.
As for the Bastion mode, I don't know if anyone can find a use for it, on any ship, at least in its current form.
Now, if you made the cycle time 30 seconds, maybe you could get some null sec BLOPS guys interested, as long as they can hit and run.

But on the Marauder, anything that locks the ship in place for at least 60 seconds, and gimps the DPS (yeah, hammering the drone bay and webbers does gimp the DPS) will not fly.

Marauder pilots don't want he world.
Hell, the thing tanks well enough as it is. T2 resists are nice, but not a deal-breaker.
Just give us better lock times, and leave the ship alone.