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[Rubicon] Marauder rebalancing

First post First post First post
Author
Mr Ignitious
Lifeline Industries
#3121 - 2013-09-07 18:26:35 UTC
MeBiatch wrote:
Mournful Conciousness wrote:
MeBiatch wrote:
Ager Agemo wrote:
either way the bastion mode its a dead sentence, having friends wont help because they cannot even heal or boost you.



yes for 60 seconds... and how ehp does that kronos have? how much can it rep? ever heard of a target spectrum breaker...

i am glad most of you pubbies think the mod is useless makes it even better for me


TSB takes up a midslot of course. That's going to cost you a tracking computer.

In any case, if you're in null or w-space, you'll be inside an interdiction field.

I would advise you against using bastion mode in w-space or null. But if you do, please be so kind as to let me know where you are...


cool thing about the interdiction feild is that the mjd will still work.

so yes i will be using these quite often in stain doing lev iv missions. also for pve i more then likely will not have a tsb on but for pvp i will.

if you think you can find me by all means.

and honestly i dont mind loosing a mid slot. if it means i will survive.

i would envision PL taking advantage of these ships...

Titan Brige them in... go into siege and proceed to kill everything.

how much can a kronos tank anyways with a LAAR and faction tank? i would bet a bunch.



No large nullsec entity is going to use them. Make a fleet doctrine comprising of 1bil isk+ ships? No way. Capitals don't count because they can't be volleyed barring a DD. Active tanking in large fleets is absolutely pointless.

All I see for these things now is station ornaments. It gives "ewar immunity" but you're essentially pointed and 100% webbed while it's active. It's going to get neuted out immediately and then attempt to apply it's overwhelmingly subpar dps. It's still going to struggle to hit cruisers and below. I can see it now, fleet of 4 caracals kill marauder because it can't tank or hit them.

This is such a monumental waste of man power for CCP. You're producing a crap ship that has no advantages over ships that already exist. Who in their right mind would buy one of these instead of a mach or a vindi or nightmare? At least with those you can do high sec incursions and make more isk than you do doing plexes/anoms/level 4's.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#3122 - 2013-09-07 18:30:45 UTC
Cade Windstalker wrote:
Warlord Cybrid wrote:
luckily for me my gf plays a very good rapier pilot so i guess i must be spoiled in that department. again i rather lose a navy ship than a mara :) but i prefer bang for buck since i rather stay in the game longer than have to ragequit over isk issues.


I sort of assumed you were talking about PvE. Most people don't even take Navy Battleships into PvP


A lot of people do.

BYDI recruitment closed-ish

Warlord Cybrid
No Fuhks Given
#3123 - 2013-09-07 18:32:43 UTC
Cade Windstalker wrote:
Warlord Cybrid wrote:
luckily for me my gf plays a very good rapier pilot so i guess i must be spoiled in that department. again i rather lose a navy ship than a mara :) but i prefer bang for buck since i rather stay in the game longer than have to ragequit over isk issues.


I sort of assumed you were talking about PvE. Most people don't even take Navy Battleships into PvP



with the new mineral changes etc.. etc... blah blah blah the difference between t1 to navy is almost begging the user to go with a navy ship for a small isk investment into it compared to the regular t1 (this is barring the navy raven/scorp ofcourse since they seem to just keep going higher and higher but then again i don't use missiles in PVP.)
Cade Windstalker
#3124 - 2013-09-07 18:54:42 UTC
Mr Ignitious wrote:
No large nullsec entity is going to use them. Make a fleet doctrine comprising of 1bil isk+ ships? No way. Capitals don't count because they can't be volleyed barring a DD. Active tanking in large fleets is absolutely pointless.

All I see for these things now is station ornaments. It gives "ewar immunity" but you're essentially pointed and 100% webbed while it's active. It's going to get neuted out immediately and then attempt to apply it's overwhelmingly subpar dps. It's still going to struggle to hit cruisers and below. I can see it now, fleet of 4 caracals kill marauder because it can't tank or hit them.

This is such a monumental waste of man power for CCP. You're producing a crap ship that has no advantages over ships that already exist. Who in their right mind would buy one of these instead of a mach or a vindi or nightmare? At least with those you can do high sec incursions and make more isk than you do doing plexes/anoms/level 4's.



We had this discussion about... 70 pages or so back?

The two counters to this are the T3 fleets which ran about 1bil per hull with fittings back when they first started up and at one point a null-sec fleet was running Navy Tempests and only stopped because the fleet doctrine was too easy to counter.

It's not that Null can't afford to run these expensive ships if it's worth it, it's that it's not worth it. If you make a ship good enough they'll use masses of them no matter what the cost. The biggest barrier for Marauders is training time but even that's not too bad compared to swapping to another race's battleship.

Also you can definitely alpha a carrier or dread with Battleships, you just need a lot of them. Null has a *lot* of Battleships.
Wolfgang Achari
Morior Invictus.
#3125 - 2013-09-07 18:56:13 UTC
Cade Windstalker wrote:
MBizon Osis wrote:
Base resists for a Paladin are in game EM50 EX40 KIN34.3 THR35 and the T2 resists are Armor resists: 50% EM / 80% EX / 62.5% KIN / 35% THERM. Not seing a down side to the T2 resists here.


For PvP sure, the problem is that these are primarily PvE ships at the moment...

Wolfgang Achari wrote:
It's not unreasonable to expect that in some areas the ship will be nerfed slightly so that the overall design goal can be reached. Especially considering that this design goal is to make them more viable in PvP. Likewise, there is no reason why the ships have to use the standard racial T2 resist profile either.


and making them less viable for PvE than Navy or Pirate battleships would shoot their primary competency in the foot.

I certainly agree with Ytterbium that designing for a specific niche is not good way to design for an emergent game like Eve. However, it's also important not to invalidate months of training time when there are available solutions that meet the stated design goals without doing so.

I am not arguing against T2 resists on the ships, though I am a little worried about the potential EHP values such resists could provide, I am saying that T2 resists do not replace the local repair bonus if your intent with the ships is any sort of Mission or Scan-Site based PvE activity.

Yes, Bastion provides an excellent local repair bonus, but I would prefer not to see the hulls inextricably tied to the module the same way Dreadnaughts are tied to their Siege Module. I'd rather be given a choice other than "Fit Bastion for Missions" or "Train a pirate battleship" Ugh


Correct me if I'm wrong, since it's been a while since I've done missions, but last I checked you don't need a 1000dps tank to solo L4 missions. The few places you do need a greater tank than that are meant to be run by multiple people/accounts anyways. Likewise, T1 resists are more than adequate to run the ships respective racial missions without issue. This truly isn't as big of an issue as many people are making it out to be. After all, remote repping isn't the only reason resist bonuses were nerfed recently. ;)
CanI haveyourstuff
Native Freshfood
Minmatar Republic
#3126 - 2013-09-07 19:19:53 UTC
Wolfgang Achari wrote:
Correct me if I'm wrong, since it's been a while since I've done missions, but last I checked you don't need a 1000dps tank to solo L4 missions. The few places you do need a greater tank than that are meant to be run by multiple people/accounts anyways. Likewise, T1 resists are more than adequate to run the ships respective racial missions without issue. This truly isn't as big of an issue as many people are making it out to be. After all, remote repping isn't the only reason resist bonuses were nerfed recently. ;)



all lvl4-s are doable with very little tank and if you use MJD then in half cases you even dont need to tank at all.
hellcane
Never Back Down
#3127 - 2013-09-07 19:41:13 UTC
3-400 omni tank with 1k DPS can clear any mission without warping, unless you are stupid with it
Omnathious Deninard
University of Caille
Gallente Federation
#3128 - 2013-09-07 20:09:21 UTC
hellcane wrote:
3-400 omni tank with 1k DPS can clear any mission without warping, unless you are stupid with it

Now if you will kindly move your attention to high end cosmic signatures you will notice a substantial increase in the tank needed.

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

Wizzard117
Wizzard117 Corporation
#3129 - 2013-09-07 20:10:43 UTC
How to rebalance marauders, Wizz style ^^

Version 1

Role: specialized to work under "unsafe" conditions. Can do stuff in PvE due to damage application bonuses.

Role bonus:
100% to damage
25% damage absorbed by overheating modules
25% reduction to nanite paste consumption while repairing modules
20% bonus to modules repair speed while using nanite paste

Racial BS skill bonuses (both indirect damage application of primary weapon system)
+7.5% expl radius
+7.5% expl velocity
or
+7.5% tracking speed to respective turret type
+5% faloff and optimal

Marauders skill bonuses
+7.5% primary tanking type boost amount
+5% bonus to overheated module primary effect *
*Non-overheated AB gives for example 200m/s, overheated 250, overheated with Marauders5 200+(250-200)*(1+0.05*5) = 262.5

Fits into: survivability in hostile space. Requires a careful selection of what to overheat and when thus requires high piloting skills. t2 resist profile and repair bonus, making it imba sustainable tank, but intentionally left prone to alpha

CCP, tell me u just didn't said u have not enough imagination ^^
Pi Selina
Midnight Oil Irregulars.
#3130 - 2013-09-07 20:51:28 UTC
CanI haveyourstuff wrote:
Golem FIX

250% torp max velocity, -250% flight time.
100% cruise max velocity, -100% flight time.

Suddenly this ship got fixed and is now useful for incursions and a bit more in pvp.

golem does not need any explo rad/vel buff, it is good as is...

While the percentages are a little whack, this basically was my thoughts on the buff to all large missile range ala the proposed Bastion Module.

I understand that a buff to Cruises will help with instant-application and no wasted volleys, it is already 80+km without rig adjusts, and max range is practically grid range anyway. All a velocity bonus does is attempt to make missiles into slow moving gunnery turret ammo.

Whereas with torps, 45km is a generous range (I've been hit and miss at a range of 40km), so a 25% bonus falls into the "meh" category. Probably around 50ish kilometres on paper, so 45km in game, ironically what it says I should be getting now.

If anything, mayhaps a bonus to cruise explosion radius/bonus to torp velocity.


As an aside, is there anyway we can JUST focus on the hulls? The Bastion module when activated could remove, modify or override any inherent hull bonus anyway right? Why noy focus just on the current hulls, perhaps each hull having their own thread, and THEN we can hash out the Bastion after? I want Starblazers meets Macross as much as the next person, but I'd much rather focus on what I know I have in hand, rather than a pile of variables.
Rowells
Blackwater USA Inc.
Pandemic Horde
#3131 - 2013-09-07 20:53:21 UTC
Omnathious Deninard wrote:
hellcane wrote:
3-400 omni tank with 1k DPS can clear any mission without warping, unless you are stupid with it

Now if you will kindly move your attention to high end cosmic signatures you will notice a substantial increase in the tank needed.

I think you need to say it a little louder, nobody seems to see the implications of this. Especially since you're now out-tanking almost every subcap PVE ship with all of their bling, with just a single module.
Ralph King-Griffin
New Eden Tech Support
#3132 - 2013-09-07 21:08:44 UTC
Wizzard117 wrote:
How to rebalance marauders, Wizz style ^^

Version 1

Role: specialized to work under "unsafe" conditions. Can do stuff in PvE due to damage application bonuses.

Role bonus:
100% to damage
25% damage absorbed by overheating modules
25% reduction to nanite paste consumption while repairing modules
20% bonus to modules repair speed while using nanite paste

Racial BS skill bonuses (both indirect damage application of primary weapon system)
+7.5% expl radius
+7.5% expl velocity
or
+7.5% tracking speed to respective turret type
+5% faloff and optimal

Marauders skill bonuses
+7.5% primary tanking type boost amount
+5% bonus to overheated module primary effect *
*Non-overheated AB gives for example 200m/s, overheated 250, overheated with Marauders5 200+(250-200)*(1+0.05*5) = 262.5

Fits into: survivability in hostile space. Requires a careful selection of what to overheat and when thus requires high piloting skills. t2 resist profile and repair bonus, making it imba sustainable tank, but intentionally left prone to alpha

CCP, tell me u just didn't said u have not enough imagination ^^

I like this , but I doubt itl fly
Ralph King-Griffin
New Eden Tech Support
#3133 - 2013-09-07 21:20:18 UTC
Rowells wrote:
Omnathious Deninard wrote:
hellcane wrote:
3-400 omni tank with 1k DPS can clear any mission without warping, unless you are stupid with it

Now if you will kindly move your attention to high end cosmic signatures you will notice a substantial increase in the tank needed.

I think you need to say it a little louder, nobody seems to see the implications of this. Especially since you're now out-tanking almost every subcap PVE ship with all of their bling, with just a single module.

I'm pretty shure that's why this thread has Soo much interest
Sal Awat
Emphatically Unaffiliated Industries
#3134 - 2013-09-07 22:14:45 UTC  |  Edited by: Sal Awat
Cade Windstalker wrote:
Sal Awat wrote:
**snip**


I agree mostly with your points about the hull making a few too many fitting decisions for you, also about the web bonus but for slightly different reasons (which I have stated enough times already).

I also roughly agree that you are correct about what various separate groups seem to want the hull to be. That said, I don't think they're all going to come away happy.

For a start the odds of a T2 Battleship hull being deployed without any support in a PvP environment are monstrously small. This isn't to say it won't ever happen, this is to point out that the hull would likely have to be ridiculously over-powered in almost every respect in order for this to be seen as a practical option for any statistically meaningful number of pilots, let alone the average Joe-Lowsec PvPer.

You are also forgetting that this is a mission ship currently first and foremost and to remove that capability from it would be a slap in the face of everyone who's already trained to use the ship for that purpose (I wouldn't say it's much of a stretch to say that this is the majority of pilots currently flying these ships)

I also recall either Soundwave or another designer saying when the T3s were released that they were never going to do a T3 Battleship. Personally, with where T3 Cruisers stand right now I hope they stick to this. Maybe after a rebalance of the existing T3s but as things stand that would be horrifically imbalanced.


Didn't know about the Tier 3 bits. Thanks for the info.

In regards to its current role as a pve pimpmobile? I don't see why it can't still be just as functional In regards to its performance in PvE. All the necessary pieces are still pretty much there, (though the loss of the tank bonus from the hull seems a bit disenfranchising in this regard.)

But as far as bringing it into the worth risking arena, I can still see ways that it can be balanced. For instance, if you take into account the fact its a ship designed with minimal support in mind, and its furthermore a Tech II specialized hull, its not that far out of the question to expect that it would get decreased benefit from warfare links in return for its huge innate tank and damage. Not enough to completely negate its use in a small gang/skirmish environment, but enough to make it not completely overshadow everything else.

I personally still see many ways that the unsupported battleship paradigm can be effectively implemented. T2 implies specialization. Specialization implies a constrained problemspace. Thusly, the hull should not be able to benefit as much from design forces outside of that design space.

My .02 isk at least.
Cade Windstalker
#3135 - 2013-09-07 22:39:58 UTC
Wolfgang Achari wrote:
Correct me if I'm wrong, since it's been a while since I've done missions, but last I checked you don't need a 1000dps tank to solo L4 missions. The few places you do need a greater tank than that are meant to be run by multiple people/accounts anyways. Likewise, T1 resists are more than adequate to run the ships respective racial missions without issue. This truly isn't as big of an issue as many people are making it out to be. After all, remote repping isn't the only reason resist bonuses were nerfed recently. ;)


Depends on the ship and the weapon systems. The greater the ship's innate ability to tank the more you can focus on other things like damage application and projection and the less tank you actually have to bring. Being able to perma-tank a mission is quite a nice luxury if you can't lower incoming DPS fast enough. Plus it's pretty fun watching ~1k of mission DPS splash off your tank with no red showing.

For reference if you fail to bring down incoming DPS there are Level 4 missions that do 1k DPS, give or take a little.

As for Level 5 missions, yes those are meant to be run by multiple people, however people figured out ages ago how to run them solo in a few select fits so they haven't really been serious multi-person content for years.

Sal Awat wrote:
Didn't know about the Tier 3 bits. Thanks for the info.

In regards to its current role as a pve pimpmobile? I don't see why it can't still be just as functional In regards to its performance in PvE. All the necessary pieces are still pretty much there, (though the loss of the tank bonus from the hull seems a bit disenfranchising in this regard.)

But as far as bringing it into the worth risking arena, I can still see ways that it can be balanced. For instance, if you take into account the fact its a ship designed with minimal support in mind, and its furthermore a Tech II specialized hull, its not that far out of the question to expect that it would get decreased benefit from warfare links in return for its huge innate tank and damage. Not enough to completely negate its use in a small gang/skirmish environment, but enough to make it not completely overshadow everything else.

I personally still see many ways that the unsupported battleship paradigm can be effectively implemented. T2 implies specialization. Specialization implies a constrained problemspace. Thusly, the hull should not be able to benefit as much from design forces outside of that design space.

My .02 isk at least.


Yup, about half my point is the loss of the tank bonus sucks for everyone currently missioning in one of these.

As for the whole warfare links idea, no. Having warfare links randomly not apply partly to a single ship class is unintuitive and bad balancing. If the ship needs such a specific nerf to remain "balanced" it probably isn't balanced for any situation where the enemy doesn't have that advantage.

For reference some warfare links don't affect capital ships in certain ways. If you asked the average player which ones I'd bet most of them would get it wrong Straight

As for what I was actually talking about when I said it would likely be OP, I mean that for most people to view them as cost effective they would have to be almost guaranteed to win or otherwise come back with their ship intact about five out of six times compared to a fifty fifty shot on a T1 Battleship, since that's about how much these hulls cost compared to a T1 Battleship.

Since this would essentially require these hulls to be 2-3 times better than a T1 battleship and I don't see that happening I don't think those people are going to be satisfied. Most of them seem to want Battleship sized HACs anyway, and that would be power-creep of the worst sort. The only reason the existing HACs lived through their rebalance is because they had enough history and existing uses that they couldn't justify completely changing them.
Mer88
Royal Amarr Institute
Amarr Empire
#3136 - 2013-09-07 22:58:44 UTC
Wizzard117 wrote:
How to rebalance marauders, Wizz style ^^

Version 1

Role: specialized to work under "unsafe" conditions. Can do stuff in PvE due to damage application bonuses.

Role bonus:
100% to damage
25% damage absorbed by overheating modules
25% reduction to nanite paste consumption while repairing modules
20% bonus to modules repair speed while using nanite paste

Racial BS skill bonuses (both indirect damage application of primary weapon system)
+7.5% expl radius
+7.5% expl velocity
or
+7.5% tracking speed to respective turret type
+5% faloff and optimal

Marauders skill bonuses
+7.5% primary tanking type boost amount
+5% bonus to overheated module primary effect *
*Non-overheated AB gives for example 200m/s, overheated 250, overheated with Marauders5 200+(250-200)*(1+0.05*5) = 262.5

Fits into: survivability in hostile space. Requires a careful selection of what to overheat and when thus requires high piloting skills. t2 resist profile and repair bonus, making it imba sustainable tank, but intentionally left prone to alpha

CCP, tell me u just didn't said u have not enough imagination ^^


Terrible for pve no trator beams? why would pves would fly a marauder if you cant have the bonus tractor beams? the navy version is better in every way. i believe most people who flys marauder today are for pve anyways
Xequecal
Ministry of War
Amarr Empire
#3137 - 2013-09-07 23:05:01 UTC
Cade Windstalker wrote:
We had this discussion about... 70 pages or so back?

The two counters to this are the T3 fleets which ran about 1bil per hull with fittings back when they first started up and at one point a null-sec fleet was running Navy Tempests and only stopped because the fleet doctrine was too easy to counter.

It's not that Null can't afford to run these expensive ships if it's worth it, it's that it's not worth it. If you make a ship good enough they'll use masses of them no matter what the cost. The biggest barrier for Marauders is training time but even that's not too bad compared to swapping to another race's battleship.

Also you can definitely alpha a carrier or dread with Battleships, you just need a lot of them. Null has a *lot* of Battleships.


I've pointed it out before, but the skill requirements completely rule Marauders out as a possible large-scale fleet doctrine. It doesn't matter how strong they're made, you simply will never get enough pilots to fly even a 100-man fleet of them.

Lets say you want to make a Vargur fleet. According to eveboard, 14% of active players have Marauders trained and 19.3% are Minmatar pilots. That means, in a 10000 man alliance, you only have 270 potential Vargur pilots. Some of them will not have T2 large guns trained, so they're out. Of the maybe 200 potentials left, you now have to get enough of them to log on at once, join a fleet, and actually be able to afford a Marauder.

Quite simply, it will never ever work, no matter how overpowered the ship happens to be.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3138 - 2013-09-07 23:21:42 UTC
Xequecal wrote:

Quite simply, it will never ever work, no matter how overpowered the ship happens to be.


If you build it OP enough, they will come...

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".

Cade Windstalker
#3139 - 2013-09-07 23:29:29 UTC
Xequecal wrote:
I've pointed it out before, but the skill requirements completely rule Marauders out as a possible large-scale fleet doctrine. It doesn't matter how strong they're made, you simply will never get enough pilots to fly even a 100-man fleet of them.

Lets say you want to make a Vargur fleet. According to eveboard, 14% of active players have Marauders trained and 19.3% are Minmatar pilots. That means, in a 10000 man alliance, you only have 270 potential Vargur pilots. Some of them will not have T2 large guns trained, so they're out. Of the maybe 200 potentials left, you now have to get enough of them to log on at once, join a fleet, and actually be able to afford a Marauder.

Quite simply, it will never ever work, no matter how overpowered the ship happens to be.


You don't need a 100 man fleet of them, you just need a core of players trained into and flying them. Doesn't even need T2 large guns.

If you make something OP enough you will see people train for it. Yeah it'll take them one to two months to roll out the first fleets but they can definitely afford it and if it means winning pilots will train them.

I would also like to point out that Eve Board is only tracking a small fraction of pilots in the game. We know there are around 500,000 active accounts in the game and looking at data from the last published Quarterly Economic Report shows that there are around 2 characters per account. This means that Eve Board is tracking only around 7.8% of active pilots, and since it doesn't represent a random sampling (you have to volunteer to give it your character data) it's probably not a statistically valid source anyway, meaning the actual proportion of people able to fly Marauders or close to doing so could be much higher or lower.
Unforgiven Storm
Eternity INC.
Goonswarm Federation
#3140 - 2013-09-07 23:47:36 UTC
CCP Rise wrote:
Hey guys

Wanted to just drop and in and say that we're keeping up on feedback and appreciate all the input. We will probably slow down a bit here and look to wait awhile before sharing a new iteration with you. We want to do process a lot of the feedback, do some testing internally and have some more dialogue in the department and after that we'll come back here.

We're definitely running into some problems where these ships are showing potential for a wide range of applications which can lead to balance concerns for some things and obviously can lead to frustration about the ships not being strong enough for others. We want them to be awesome, just like you, and by the time winter comes I think we'll be in a good place.

In the mean time keep up the discussion and you'll hear from us again soon o/


I posted a couple of ideas for this re-balance, too big to fit inside the 5000 characters limit of a post, so here is the link.

http://thelazypilot.wordpress.com/2013/09/06/constructive/

its just one more idea.

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)