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[Rubicon] Marauder rebalancing

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JetCord
Science and Trade Institute
Caldari State
#3181 - 2013-09-08 12:02:31 UTC
not happy with the rep bonus being removed and being put into the bastion mode - some of us actually want to pvp without being a sitting duck (figuratively) and pls retained the original drones bay and bandwidth.

why not removed the MJD bonus and retained the marauder old bonuses

and can you guy tell us exactly what you want with the bastion mod? coz from where i stand it like a cross between and siege and triage

why not make it into a mini siege mod - retain the large weapon range bonuses and give it dps bonus
at least this will make pos / poco shoot less PITA for small gang
Kat Ayclism
Republic Military School
Minmatar Republic
#3182 - 2013-09-08 12:13:51 UTC  |  Edited by: Kat Ayclism
Marco Uvex wrote:
It looks to me as if Marauders going to be an expensive PvP tool?

Just a guess:
a) CCP could create a new line of Bs. PvP Specialised with web bonus. Cool

b) On the other hand CCP could improve the Tank of Black Ops and give them web bonuses (or warp disruption bonuses). I play EvE now for more than two years and from my experience this are less used ships at the moment. It could be an advantage for Black Ops ships (Question) which have no meaning in PvE.


This change may not be a welcome gift for the Marauder communitie (especially in Highsec). PvP is a big part of EvE but why transforming PvE in PvP? Please be more creative.

They aren't useful for PVP with the altered change proposal.

Now you have an expensive BS hull that either has normal weapons ranges, t2 resists, and a generous amount of utility highs or you have a sitting duck (unremote reppable, unmoving) but long ranged ship. Now, they *might* be usable as the first but then you've forced players to forego the bastion mechanic altogether in order to use them effectively for pvp. And as the second they are really, really unimpressive- no mobility, no remote reps, and the lack of a significant bonus to local reps means these things are just going to die even with the ranges they can engage in while bastioned. There is realistically only so much positioning you can gain even with a mjd because you will be still for an entire minute where your enemies will most likely not be.

This makes the price point vs ship utility rather skewed to the point that you probably don't want to use them at all for pvp. The resist profile from t2 resists is only so useful when your engagement range is so limited, that you may as well use a t1 hull that can outrange them and effectively trade ship for ship against them. And being a near exclusively local rep tanker with range but no mobility just means you'll be eaten alive while in bastion.

With the first round changes they were indeed insane for pve, but also had high potential for small and medium gang pvp- obviously large scale pvp and local reps don't really go together. Now the only place they'll be all that useful for pvp will be in alliance tournament-like environments.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3183 - 2013-09-08 12:29:24 UTC
Kat Ayclism wrote:
Marco Uvex wrote:
It looks to me as if Marauders going to be an expensive PvP tool?

Just a guess:
a) CCP could create a new line of Bs. PvP Specialised with web bonus. Cool

b) On the other hand CCP could improve the Tank of Black Ops and give them web bonuses (or warp disruption bonuses). I play EvE now for more than two years and from my experience this are less used ships at the moment. It could be an advantage for Black Ops ships (Question) which have no meaning in PvE.


This change may not be a welcome gift for the Marauder communitie (especially in Highsec). PvP is a big part of EvE but why transforming PvE in PvP? Please be more creative.

They aren't useful for PVP with the altered change proposal.

Now you have an expensive BS hull that either has normal weapons ranges, t2 resists, and a generous amount of utility highs or you have a sitting duck (unremote reppable, unmoving) but long ranged ship. Now, they *might* be usable as the first but then you've forced players to forego the bastion mechanic altogether in order to use them effectively for pvp. And as the second they are really, really unimpressive- no mobility, no remote reps, and the lack of a significant bonus to local reps means these things are just going to die even with the ranges they can engage in while bastioned. There is realistically only so much positioning you can gain even with a mjd because you will be still for an entire minute where your enemies will most likely not be.

This makes the price point vs ship utility rather skewed to the point that you probably don't want to use them at all for pvp. The resist profile from t2 resists is only so useful when your engagement range is so limited, that you may as well use a t1 hull that can outrange them and effectively trade ship for ship against them. And being a near exclusively local rep tanker with range but no mobility just means you'll be eaten alive while in bastion.

With the first round changes they were indeed insane for pve, but also had high potential for small and medium gang pvp- obviously large scale pvp and local reps don't really go together. Now the only place they'll be all that useful for pvp will be in alliance tournament-like environments.



which is why they're used so infrequently now, blops have high survivability, marauders not so high - while utility makes them amazing for gangs as they are now they take effort to fit fly and support, add to this the hull cost and you'll get an unappealing combination - peeps will use the greatest reward to risk ship they have - most of these are t1's cheap and effective and why t3 battlecruisers are so prevelant (high damage, low cost, ) and blops - (high damage, high survivability high offset cost)

the ships themselves, are perfectly functional and can be fit to adapt to combat of any scale, can have fleet stratagems built around them - the question is always is it cost effective to do this? (for marauders this answer's always no - no point spending 800-1Bn on a hull that'll do the same thing as a 100 mil hull)

as for incursion fleets marauders >> pirate battleships BUT harder to skill into, trickier to support, and so less prevelant - they are however the most powerful of battleship hulls that can be fielded in that environment.
CanI haveyourstuff
Native Freshfood
Minmatar Republic
#3184 - 2013-09-08 12:38:17 UTC  |  Edited by: CanI haveyourstuff
Wedgetail wrote:
as for incursion fleets marauders >> pirate battleships BUT harder to skill into, trickier to support, and so less prevelant - they are however the most powerful of battleship hulls that can be fielded in that environment.


Hmm... do I understand that marauders ">> as in better >>" than pirate battleships but harder to skill into?

well, there are rarely any marauder in incursion fleet tho because faction / pirate bs-es are just alot better and new changes will not make marauders more wanted in incursions either.
Lephia DeGrande
Luxembourg Space Union
#3185 - 2013-09-08 12:44:57 UTC
I would love to see that:

T2 -> Needs more Skills but more Fun mechanics
Faction -> "Boring" Classic Combat Vessels with little Bit more Fighting Abilities.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3186 - 2013-09-08 12:45:36 UTC
CanI haveyourstuff wrote:
Wedgetail wrote:
as for incursion fleets marauders >> pirate battleships BUT harder to skill into, trickier to support, and so less prevelant - they are however the most powerful of battleship hulls that can be fielded in that environment.


Hmm... do I understand that marauders ">> asin better >>" than pirate battleships but harder to skill into?

well, there are rarely any marauder in incursion fleet tho because faction / pirate bs-es are just alot better and new changes will not make marauders more wanted in incursions either.



marauders are better than the pirate battleships - this is due to their versatility and damage projection ability, pirate battleships are t1.5 marauders - thus do not require the t2 skill prerequisites, while he multiple race skills do attribute to evening this out, they aren't the same thing - costs are very different when comparing the two.

they also handle very differently, marauders sport vast amounts of utility that the pirate hulls simply don't have, personally i despised marauders for incursions until the point that I learnt how to adapt to them and make em do what they're good at, and I have not been out classed by any pilot in a faction battleship since. marauder's prime is in versatility, once you've got a handle on that it's the keenest sword you'll ever own
CanI haveyourstuff
Native Freshfood
Minmatar Republic
#3187 - 2013-09-08 12:52:54 UTC  |  Edited by: CanI haveyourstuff
Wedgetail wrote:
marauders are better than the pirate battleships - this is due to their versatility and damage projection ability, pirate battleships are t1.5 marauders - thus do not require the t2 skill prerequisites, while he multiple race skills do attribute to evening this out, they aren't the same thing - costs are very different when comparing the two.

they also handle very differently, marauders sport vast amounts of utility that the pirate hulls simply don't have, personally i despised marauders for incursions until the point that I learnt how to adapt to them and make em do what they're good at, and I have not been out classed by any pilot in a faction battleship since. marauder's prime is in versatility, once you've got a handle on that it's the keenest sword you'll ever own


man... for incursions, no.

Do you even fly in incursion fleets?

The best shield fleet comp is 10 vindis, 10 machs, 10 nm's, 6ish logis and ogb-s give or take +/- mixup.

marauders get taken if there is absolutely no more vindi mach or nm to pick from all ppl who want to get in fleet.

marauders have worse tracking, worse dmg application, worse utility, weaker tank... maybe not in armor fleets but yeah.
thats the sad reality tho.

Show me what marauder can outdps vindi Big smile
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3188 - 2013-09-08 13:03:55 UTC
CanI haveyourstuff wrote:
Wedgetail wrote:
marauders are better than the pirate battleships - this is due to their versatility and damage projection ability, pirate battleships are t1.5 marauders - thus do not require the t2 skill prerequisites, while he multiple race skills do attribute to evening this out, they aren't the same thing - costs are very different when comparing the two.

they also handle very differently, marauders sport vast amounts of utility that the pirate hulls simply don't have, personally i despised marauders for incursions until the point that I learnt how to adapt to them and make em do what they're good at, and I have not been out classed by any pilot in a faction battleship since. marauder's prime is in versatility, once you've got a handle on that it's the keenest sword you'll ever own


man... for incursions, no.

Do you even fly in incursion fleets?

The best shield fleet comp is 10 vindis, 10 machs, 10 nm's, 6ish logis and ogb-s give or take +/- mixup.

marauders get taken if there is absolutely no more vindi mach or nm to pick from all ppl who want to get in fleet.

marauders have worse tracking, worse dmg application, worse utility, weaker tank... maybe not in armor fleets but yeah.
thats the sad reality tho.



go look at the concord notification for the first incursion beaten in eve, and the first name you'll see is mine, the reason your fleet commanders now do what they do is because those that worked at the same time i did, taught them to fly the way they do, and after all this time, your fleet compositions have not changed, pilots like phattecia and mikkaras handed you every thing you needed, pilots like hardin, ammzi, stephonUK and vendetta made it readily accessible, and all of you that took advantage of their work? well....haven't improved upon it much since - you're getting better ever so slightly at doing that single thing you do though, so i can credit you with that :)

just answer this: how often do you use compositions that aren't what you describe? how often have you seen people trying to refine what's being done? and do you know why? - I'll find the answers interesting....anyway,


my point being, I'm not making these statements without a basis in experience, I've been keeping an eye on fleet compositions and pilot behavior (in incursions particularly) for a long time. doing anything less, speaking with any less knowledge, would be a discredit to the efforts being made to expand our game - eve's development's worth far more effort than what i think ccp's put into compiling these recent hull changes, and my intention here, was to put forward points of consideration i think ccp skipped.
CanI haveyourstuff
Native Freshfood
Minmatar Republic
#3189 - 2013-09-08 13:17:11 UTC  |  Edited by: CanI haveyourstuff
I couldnt give a flying **** even that you were first person to take down incursion really... couldnt care less

things change and ppl get better, ppl learn more

it's time for you to come and see any active incursion community and learn why pirate/faction bs-es are alot better than marauders.
there are alot of reasons and they are all valid also.


but sir.. atm you are talking nonsence.

if you say that vindi is t1.5 BS compated to kronos... theres smth wrong with you Big smile no offence
Marco Uvex
Brutor Tribe
Minmatar Republic
#3190 - 2013-09-08 13:22:06 UTC
I'm wondering a litle bit about the short cycle time of the bastion mode. And if the bastion mode should use fuel... will a Marauder get a fuel hangar?

Until you wake up Brother .... I' ll fight for you!

Ralph King-Griffin
New Eden Tech Support
#3191 - 2013-09-08 13:28:56 UTC
Marco Uvex wrote:
I'm wondering a litle bit about the short cycle time of the bastion mode. And if the bastion mode should use fuel... will a Marauder get a fuel hangar?

Already stated in the op that fuel probably wouldn't happen
Ryuu Shi
School of Applied Knowledge
Caldari State
#3192 - 2013-09-08 13:30:51 UTC  |  Edited by: Ryuu Shi
If Marauders are going to bridge the gap between sub capitals and capitals then you should include Advance Spaceship Command Level 4 to be included has a skill requirement and allow the extra agility of that skill be applied ONLY for the Marauder class hull.

Also the EHP is some what lacking considering it supposed to be a 'Mini-Dread', all hulls need an increase to health stats or else you still won't see much pvp (if any!) action out of this... besides the one or two ganks per week inside High Sec.Roll

_**Noob **_isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.

  • Sun Tzu
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3193 - 2013-09-08 13:33:33 UTC  |  Edited by: Wedgetail
CanI haveyourstuff wrote:
I couldnt give a flying **** even that you were first person to take down incursion really... couldnt care less

things change and ppl get better, ppl learn more

it's time for you to come and see any active incursion community and learn why pirate/faction bs-es are alot better than marauders.
there are alot of reasons and they are all valid also.


but sir.. atm you are talking nonsence.

if you say that vindi is t1.5 BS compated to kronos... theres smth wrong with you Big smile no offence


if you don't care then why ask? and you yourself professing to having such experience and not sharing? It would seem you've reached the limits of your patience or knowledge or both? you won't be able to discredit my view by simply stating your dislike for my background, you'll need more of an effort than that - but i'll understand if you're not willing to exert the effort required.



as for the bastion mod I'm curious also - but more in terms of the logic behind using a module that destroys mobility in the first place, as in combat it's mobility that causes you to kill or be killed, I'm thinking ccp needed a simple enough draw back to using such a module and copy pasted the logic behind siege and triage? for what reason are they depriving a supposedly pvp orientated sub cap ship *of the one thing that'll keep it alive?
Rexxorr
Perkone
Caldari State
#3194 - 2013-09-08 13:43:46 UTC  |  Edited by: Rexxorr
Tractor beam bonus plz :-) does not have to be as good as noctis, but a bit better.

Hmm pvp, how about this as a suggestion:
Modules takes 50% less damage when over heated in bastion mode.
Kusum Fawn
Perkone
Caldari State
#3195 - 2013-09-08 14:58:33 UTC
I just want to point out that just because the second iteration is bad doesn't make the first iteration any better then it was.

Two bad ideas are still two bad ideas.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

hellcane
Never Back Down
#3196 - 2013-09-08 15:05:27 UTC
True, it is good that they have time to unscrew things, potentially at least
BFE
Shadow Flight
#3197 - 2013-09-08 15:12:36 UTC
I just want this change included on Sisi, like NOW! I wann try it out, see how my it's diffrent levels are affected by my skills.
rock ape
ABC Warriors
#3198 - 2013-09-08 15:43:33 UTC
Agreed it's a good idea to rebalance Marauder's resists more in-line with other T2 ships...

and the Bastion mode concept sound like a fun way of breathing new life into the Marauder ship class...

>> however <<

please don't make them better for PvP at the expense of their PvE capabilities. Many people spent a long time training to fly Marauders with the understanding that they're geared towards PvE. They don't want to suddenly find they are now totally useless for it.

the idea of making Marauders MJD specialisits when in 'regular' [non-bastion] mode is terrible.., not practical for local travel, ie. navigating say, 50km to an object on-grid. It would lead to nasty dual-propulsion MJD+MWD ships that waste vital mid-slots.

Most impotantly of all, please don't remove all tanking bonuses on the Marauders hulls [as the latest update suggests], a boost to webs doesn't compensate for the removal of decent active tank when fighting multiple BS.

Hopefully any changes made to Marauders are more sympathetic and subtle then is currently being put forward.

Maybe a compromise can be reached by giving Marauders some sort of bonus to tanking, webs and damage output when in bastion mode at the expense of manouverability and the inability to warp or be remote-assisted, a kind of compromise between the first and second ideas that have been put forward by the devs.

It would be a shame to brutally shred it's original role and mutate / repurpose it into a new untested PvP niche. (there's enough PvP ships out there as it is)
DSpite Culhach
#3199 - 2013-09-08 15:47:08 UTC
Rexxorr wrote:
Tractor beam bonus plz :-) does not have to be as good as noctis, but a bit better.

Hmm pvp, how about this as a suggestion:
Modules takes 50% less damage when over heated in bastion mode.


It would actually seem kinda more logical if Marauders actually had something that allowed far longer overheating, it would make more sense then Bastion mode, to me, at least.

I apparently have no idea what I'm doing.

Shantetha
Brutor Tribe
Minmatar Republic
#3200 - 2013-09-08 15:54:03 UTC
i still still don't get why remote reps need to be locked out even when you give a bonus to local reps and resists. The marauder in any of the mentioned states current, vlossmail1, vabomination2 are not so powerful that remote reps should be locked out even given the 60 ew immunity. It doesn't have the HP to make the lockout reasonable like the dreads do, and it's cap drainable so 1 heavy neut = dead armor reper.

Leave RR in and lets see how it gets used if it's op and everyone starts using it with local and remote reps then put in a negative remote rep modifier.


again the entire problem is the XLASB x2.

Can we just make ASB a 1 per ship fitting rule already. Oversized ASBx2 on any ship makes it broken, and AAR aren't even comparable in effectiveness due to the 1 per ship rules.