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[Rubicon] Marauder rebalancing

First post First post First post
Author
Ersahi Kir
Brutor Tribe
Minmatar Republic
#3221 - 2013-09-08 19:37:53 UTC
Dave Stark wrote:
Lair Osen wrote:
Well folks, he's won an all-expenses-paid trip... back to the drawing board.


that's probably the best place to continue the marauder rebalance from.

it's clear that with the current proposal CCP have no idea what they want marauders to do.


It's clear that all the players want to make marauders into their own personal solopwn boat. CCP needs to make these ships do into something more well defined and stop trying to make everyone happy with a ton of bonuses that are just a mishmash of legacy and new ideas shoved together. I would even say refund the skill points put into marauders with the update so people will stop whining about "I invested skill points and they're wasted."

Redefine the ship, don't try to please everyone, allow people to invest skillpoints training for it if the ship meets their needs. It really sounds like the easiest way when a ship needs to get redefined.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#3222 - 2013-09-08 19:41:50 UTC
James Sunder wrote:
Benny Ohu wrote:
This is my third post on the topic, so I'm going to sound like a broken record, but

1) Does anyone think the 5% cap bonus on Amarr Battleships for the Paladin is useful or should stay?

2) Can anyone think of why the Paladin should only have three bonuses?

And if you don't like it, and haven't said so, can you say so now?
There are many ships that are screwed over by a bonus that should be rolled into the hull/mod or a bonus that can only be used in active tanking and not both active and passive for example. As we know this is in no way balance. But if I have to get over such bonuses, everyone else should also.
That's bitter! But it appears you agree it's a bad bonus
Ralph King-Griffin
New Eden Tech Support
#3223 - 2013-09-08 19:46:33 UTC  |  Edited by: Ralph King-Griffin
Rowells wrote:
James Sunder wrote:
Benny Ohu wrote:
This is my third post on the topic, so I'm going to sound like a broken record, but

1) Does anyone think the 5% cap bonus on Amarr Battleships for the Paladin is useful or should stay?

2) Can anyone think of why the Paladin should only have three bonuses?

And if you don't like it, and haven't said so, can you say so now?
There are many ships that are screwed over by a bonus that should be rolled into the hull/mod or a bonus that can only be used in active tanking and not both active and passive for example. As we know this is in no way balance. But if I have to get over such bonuses, everyone else should also.


Ravasta Helugo wrote:
The 1 sec crystal ammo change is offset by the fact that lasers can only deal EM/Therm damage.
So tell me why hybrid weapons have a 5 sec ammo change when they only do Kin/Therm.

Very short range

**** loads of dps though
But yes it should be rolled into the hull like the t1
Marco Uvex
Brutor Tribe
Minmatar Republic
#3224 - 2013-09-08 20:11:56 UTC
Ersahi Kir wrote:
Dave Stark wrote:
Lair Osen wrote:
Well folks, he's won an all-expenses-paid trip... back to the drawing board.


that's probably the best place to continue the marauder rebalance from.

it's clear that with the current proposal CCP have no idea what they want marauders to do.


It's clear that all the players want to make marauders into their own personal solopwn boat. CCP needs to make these ships do into something more well defined and stop trying to make everyone happy with a ton of bonuses that are just a mishmash of legacy and new ideas shoved together. I would even say refund the skill points put into marauders with the update so people will stop whining about "I invested skill points and they're wasted."

Redefine the ship, don't try to please everyone, allow people to invest skillpoints training for it if the ship meets their needs. It really sounds like the easiest way when a ship needs to get redefined.



Yeah... and if I had known that a marauder don't meet my expectations today I never had skilled gunnery. Do you understand? Where you wanna stop with the refund? Blink

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

DSpite Culhach
#3225 - 2013-09-08 20:21:09 UTC
These seems to be sticking points, I want to spell them out.

* A cost of over a Billion for the hull.
* They have insane skill requirements.
* They normally get another billion of bling to bring them up to a solid PvE ship. Just look at lossmails.

Any changes to the hulls should reflect that. Why on god green earth are people going to jump in this things when much cheaper stuff that does the job within a 10% margin is available?

I wanted to max out a rattler, so BS V in two races and AWD was a no brainer anyway, but the current status of Marauders seems ... rushed.

Hell, right now I'd take massive overburn duration with the penalty of not being able to repair my modules EVER over current ideas. Heck, massive overburn duration as long as your modules are faction or better. This way we can guarantee people will come after us all the time.

I still dream of mounting T3 subsystems on one of these things.

I apparently have no idea what I'm doing.

Ralph King-Griffin
New Eden Tech Support
#3226 - 2013-09-08 20:25:24 UTC
DSpite Culhach wrote:



I still dream of mounting T3 subsystems on one of these things.

With the amount of people calling for a scripted bastion module I doubt your alone
Battle Cube
Cube Collective
#3227 - 2013-09-08 20:27:45 UTC
Ralph King-Griffin wrote:
DSpite Culhach wrote:



I still dream of mounting T3 subsystems on one of these things.

With the amount of people calling for a scripted bastion module I doubt your alone


i think really the only reason people want it to be scripted is as an alternative to the current design... people know ccp is unlikely to completely 180 their design so they want to offer a compromise XD
Cassius Invictus
Viziam
Amarr Empire
#3228 - 2013-09-08 21:00:36 UTC  |  Edited by: Cassius Invictus
Before you propose any new ideas CCP should think about few things:

1) Do you really want to force players to use certain modules on hulls (mjd, web, active rep)?

2) If u consider marauder rebalancing in relation to Pirate BS do you consider that Pirate BS will also get rebalanced (so for example adding dmg to maruaders can be countered by adding even more dmg to Pirate BS's)?

4) The same as above but with Black Ops?

3) do you want the bastion to be an essential module (like on dreads) or do you want it be just an optional module (the whole effort with hull transformation seems to suggest the latter).

4) do you really think that improving marauders in some ways has to come up at the cost of adding some drawbacks (less hp, less speed, more mass etc.)

5) Do you want marauders to be solo or fleet ships?

6) Can u really justify the whole thing with low sensor strenght?

7) Does the increased effectiveness in PvE has to come at a price of screwing the ship for PvP?

8) Do you have to put marauders in line with other ships (like giving standard T2 resists for their race even though they screw certain ships for PvE) or can make them unique?

9) Have you considered making a bastion do something opposite than it does now:

a) removing rep bonus, adding resists bonus and allowing rr (few marauders making a spider tank in bastion would be probably OP, but still balance that out by prolonging the bastion cycle). This would actually justify their immobile nature.

or

b) instead of making them mini dreads make them mini carriers: bastion would allow rr and it would give a 100% both to active repairer (for PvE) and to RR (for PvP and Incursions). Than keeping range bonuses and not increasing dps would actually fit well with that role. But they should be allowed only to fit one rr not to overalp with logis.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3229 - 2013-09-08 23:11:43 UTC
Ersahi Kir wrote:
Dave Stark wrote:
Lair Osen wrote:
Well folks, he's won an all-expenses-paid trip... back to the drawing board.


that's probably the best place to continue the marauder rebalance from.

it's clear that with the current proposal CCP have no idea what they want marauders to do.


It's clear that all the players want to make marauders into their own personal solopwn boat. CCP needs to make these ships do into something more well defined and stop trying to make everyone happy with a ton of bonuses that are just a mishmash of legacy and new ideas shoved together. I would even say refund the skill points put into marauders with the update so people will stop whining about "I invested skill points and they're wasted."

Redefine the ship, don't try to please everyone, allow people to invest skillpoints training for it if the ship meets their needs. It really sounds like the easiest way when a ship needs to get redefined.


OK: as they are NOW marauders can already perform the role ccp's pinning the bastion module to them in order to force them to do, what bastion gives marauders is: it takes away any range bonus they may have had, bolts it to the bastion mod,

so marauders lose their damage projection and mobility combos they already have,

replaces it with a web bonus (this is the job of the supporting fleet, which with bastion you'll STILL NEED to stop your tagrets 100km away simply leaving)

IT REMOVES RR AID so i cannot use my utility high slots for RR mods, which is the most powerful utility a marauder has,

so i have these ships in game now, called marauders, that can strike out (some of them) to near odd 100km effectively with close range weapons, can move whenever they want, AND offer each other aid - at the cost of weak targeting speed and sensor strength, they are also MJD compatible being battleships,

and...you've gone and given me what i already had.....just forced me to bolt my self in one spot to do it...JUST so you could pretend to want to make the MJD work with the ship?

you want me to use the MJD give me the ability to set the range i can move otherwise i'll just position warp points which are far more useful, and don't require me to sit naked in front of my opposition.

you're doing the same thing to the marauders and the MJD you seemed to want to do with the active repair ships and the ASB's and that is force people to fit them to bloody everything just cuz you thought the idea was cool - i said this in my earlier posts... stop.


marauders as they are work fine in fleets when people can afford to use them and go through the effort to properly support them with sensors and tackle ((if you MUST have a tourney match where they did well to look at so you can go "oooo ahhh pretty ship tactics" HUN showed you last year most of how it's done.) - your rules disabled the RR part)

you force this and the golem and vargur become worthless, having spent all their mid slots trying to support the guns and being unable to fit tank (need at least 5 slots to tank mods) - being unable to receive aid or move on top of this is just lunacy.

the armor marauders can work with this, but again, lost their strength of mobility, lost the aid of their allies, they're going to die 800m + isk wasted just so you could see one or two jump drives spool.

if you wanna see marauders in pvp make em cheaper to use, they already do everything that needs to be done =/ i don't mind your fitting requirements changes but the rest of it is just..no (web bonus makes tracking bonus redundant - worked on the kronos cuz of its range but the other three don't need it - support fleets are support fleets for a purpose)
Cade Windstalker
#3230 - 2013-09-09 00:44:22 UTC
Eridon Hermetz wrote:
the problem with the bastion module is that make you immobile and eazy to blap
so i don't understand why they want make their immobile , he was not really fast in fact without bastion XD

i just want to say , why they don't make it like a new line of black ops ships , the description are saying , sneak&attack beyond the ennemy line ...



You seem to be inserting words into the description, nothing here suggests a sneak-attack. Also the Marauders *still* have nothing to do with cloaking. I suggest you wait for the Black-Ops rebalance to start suggesting cloaky battleship ideas.

As for the "easy to blap" argument, just don't Bastion next to Dreadnaughts with Target Painter support...

Contrary to popular believe not everyone in Low and Null is waiting to drop Dreads and Carriers on you.

Also this is something of a moot point with me because if you missed it I've been arguing for Bastion to not be a required module for the ship to function.

Roime wrote:
Making marauders better can't cure L4 runners or the missions and it's clear that straightforward buffs won't make marauders worse for L4s (it might force L4 runners to rethink, refit and adapt, which seems to be a major issue) but it can expand their use to other areas, and possibly even encourage L4 runners to something else for a change.

As it's been said numerous times, any T1 ship can run L4s efficiently- they should not be used as a yardstick for high performance ships. I'm personally eyeing marauders in PVE context as the default option for C3/4s and L5s, as well as plexing. The rationale behind is this- if you can solo content more efficiently than T3s with the same price tag, it's worth the risk, and if you can solo content where a carrier is viable, it's certainly less risky to use a battleship.


You seem to be missing a few facts. First, any T1 battleship does not, infact, make a good L4 mission ship. There are a few T1 Battleships that make good L4 mission ships, these are basically limited to the Raven and the Dominix, everything else just has a flat harder time of it and doesn't compete with Pirate Battleships or Marauders where they are currently.

The issue is not straight buffs, the issue is things that actually do make them worse for L4 running, like taking the repair bonus off the hull. Don't want to use Bastion? Woops, can't do L4s effectively anymore.

Onictus wrote:
Than why are pirate BSs with straight out PVP bonuses better mission runners for two out of four of the pirate ships.

Mauraders main advantage is ammo saving and a monster cargohold.

Boring.


Actually their main advantage is having to use less modules on tanking and repair compared to the Pirate Battleships. The original concept built off of this, which was good and actually made them better than the Pirate Battleships for missions. The current iteration I like less and I dislike the idea of Bastion being required for the ships to mission effectively as a whole.

CanI haveyourstuff wrote:
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.


I somewhat disagree here. Full T2 resists is a pretty big buff to them as incursion ships, so is the web bonus (probably a bit too much so in this case)

The problem is that it comes at the expense of a lot of their other PvE utility.

CanI haveyourstuff wrote:
nice words aligned up one after another... tons of jibrish.

take kronos and vindi - put them next to eachother, compare bonuses/slots/numbers
if you make out that vindi is t1.5 compared to it then uhmm... good luck.

I dont care about your achievements and whatnot... and I asked because I hoped that you will at least be arsed enough to open attribute windows for different pirate bs and marauders - maybe you'd understand the point yourself. Nothing more.

this situation is not like "i have an opinion and I think that this is better" it's just facts.

but on the matter of proposed changes - your opinions are welcome and appreciated ofcourse.


The Kronos is actually only 12.5% lower DPS than the Vindi, has utility high slots, and better resists while having the same web bonus and tracking. The only reason the Vindi is "better" is because of the web bonus. If you remove that the Kronos just in its first proposal version is better for incursions.

With full T2 resists it can probably out-DPS the Vindi in assaults and HQs by being able to fit one more damage mod due to better resists.
Cade Windstalker
#3231 - 2013-09-09 00:51:15 UTC
Benny Ohu wrote:
Shantetha wrote:
This is kinda duh at this point, which is prob why people haven't answered you.

yeah. this is why i'm trying to get more people to say "this is bad", because i don't believe anyone could possibly think this bonus is any good.

but there's not much talk of it, which makes it seem like a minor issue.

i'd like everyone who doesn't like it to say so, to make it very clear how bad this bonus is


Cassius Invictus wrote:
Second it. Wrote that myself few times. But surprisingly Paladin seems to hold its own (only in PvE) even with two useless bonuses (cap and web). Still it should be changed to something more useful (hell, even -10% bonus on turrets cap use would work better though I hate that bonus altogether ).


It already has better cap regen than any of the other Marauders, so it's more likely you'd only gain a bit more beyond what it already has and lose the rest of the bonus.

Also it already has a 50% cap use bonus, it's called 4 guns that do the damage of 8.
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3232 - 2013-09-09 01:10:01 UTC
Massive Post Alert: Will try to format better (want table format codes!)

I've spent some time this afternoon working out some real numbers for the Paladin comparing the tanking capabilities of v1 and v2 of the rebalance proposals. I started with a 4 slot armor tank including a DCU2, 2x EANM2, and a repair module. This fit only leave room for 3 sinks in the lows, but can be made up for by fitting a T2 damage rig. I realized that you might want to run a 5 slot tank that includes a T2 nano pump to max repair amount. Those numbers are included for each repair module in the Repair Potential section of each fit.

Below are the first version numbers for the above fit with bastion not active. You'll see that the overall armor resists aren't too shabby even without T2 resists (EM/75,TH/68,KN/68,EX/70). The repair potential even for a LAR2 is well within tolerances for any level 4 mission and the DCU2 provides a healthy EHP total. However, when not in bastion you will still be popped quite easily by even a small group if you don't flee immediately.

Version 1 - Outside of Bastion

Resistances
Sheild EM TH KN EX
Base 0 20 47.5 62.5
DCU2 12.5 30 54.1 67.2

Armor EM TH KN EX
Base 50 35 34.4 40
DCU2 57.5 44.8 44.2 49
EANM2 68.1 58.6 58.2 61.75
EANM2 75 67.6 67.3 70

Hull EM TH KN EX
Base 0 0 0 0
DCU2 60 60 60 60

EHP Base EM TH KN EX
Shield 6300 7200 9000 13726 19207
Armor 8000 32000 24691 24465 26667
Hull 7700 19250 19250 19250 19250
Total 22000 58450 52941 57441 65124

Repair Potential
EM TH KN EX
LAR2 450/s 347/s 344/s 375/s
+ANP2 540/s 416/s 413/s 450/s
CorpusX 709/s 547/s 542/s 590/s
+ANP2 851/s 656/s 651/s 708/s
LAAR 760/s 586/s 581/s 633/s
+ANP2 912/s 703/s 697/s 760/s


The following set of numbers reflect the version 1 bastion module being activated. This is the version with 30% universal (non-stacking) resists and 100% rep bonus. Your armor resist profile and EHP improve accordingly (EM/83,TH/77,KN/77,EX/79). You'd have the rep power and EHP to ensure that only a serious group of gankers would want to play ball as you become an annoying target if not a deadly one.

The other major benefit I see here is with the gain in resistances, you could run with 1 less EANM2 while maintaining strong resists which would open up a low slot for a forth heat sink. This would also recover that rig slot for other uses. It also allows you to downgrade your repair module to something less gank desirable and still be very efficient while running missions.

Version 1 - Bastion Active

Resistances
Sheild EM TH KN EX
Base 0 20 47.5 62.5
DCU2 12.5 30 54.1 67.2
Bastion 38.75 51 67.87 77

Armor EM TH KN EX
Base 50 35 34.4 40
Bastion 65 54.5 54.15 58
DCU2 70.25 61.325 61.028 64.3
EANM2 77.69 70.99 70.77 73.23
EANM2 82.54 77.3 77.13 79.05

Hull EM TH KN EX
Base 0 0 0 0
DCU2 60 60 60 60
Bastion 72 72 72 72

EHP Base EM TH KN EX
Shield 6300 10286 12857 19608 27391
Armor 8000 45819 35242 34980 38186
Hull 7700 27500 27500 27500 27500
Total 22000 83605 75599 82088 93077

Repair Potential
EM TH KN EX
LAR2 1288/s 991/s 983/s 1074/s
+ANP2 1546/s 1189/s 1180/s 1289/s
CorpusX 2029/s 1560/s 1549/s 1691/s
+ANP2 2435/s 1872/s 1859/s 2029/s
LAAR 2176/s 1674/s 1661/s 1813/s
+ANP2 2611/s 2009/s 1993/s 2176/s


The numbers for the second version of the hulls and bastion module show how lackluster those changes are (at least for the Paladin). With the same number of tank slots allocated you wind up with slightly better resistances (EM/77,TH/71,KN/68,EX/83) but really only improved against Explosive damage with EM, Thermal, and Kenetic being nearly static. The problem is that as far as resistances go, you now HAVE to fit a 4 slot tank to fill the EM and Thermal holes in the T2 Amarr profile.

Another significant drawback to the second version is the new repair potential both outside of bastion and while it's active. You now must fit a LAAR or deadspace repair module to comfortably tank all level 4 missions/rooms. The T2 module is a little too light unless equiped along side a Nano Pump rig. You must enter bastion mode to obtain anywhere near the tanking power of the TQ version of the Paladin.

As far as fending off unwelcome guests, you are still quite vulnerable to even a small gang due to the reduced tank potential and also loss of EHP from the universal resists. The second version pretty much removes all fitting choses. Must have 4-5 slot tank. Must fit bastion module.

Version 2

Resistances
Sheild EM TH KN EX
Base 0 20 70 87.5
DCU2 12.5 30 74.5 89.4

Armor EM TH KN EX
Base 50 35 62.5 80
DCU2 57.5 44.8 68.1 83
EEMM2 77.4 44.8 68.1 83
ETHM2 77.4 70.7 68.1 83

Hull EM TH KN EX
Base 0 0 0 0
DCU2 60 60 60 60

EHP Base EM TH KN EX
Shield 6300 7200 9000 13726 19207
Armor 8000 35398 27304 25078 47059
Hull 7700 19250 19250 19250 19250
Total 22000 61848 55554 58054 85516

Repair Potential
Outside of Bastion
EM TH KN EX
LAR2 362/s 279/s 256/s 481/s
+ANP2 434/s 335/s 307/s 577/s
CorpusX 570/s 440/s 404/s 758/s
+ANP2 684/s 528/s 485/s 910/s
LAAR 611/s 471/s 433/s 812/s
+ANP2 733/s 565/s 520/s 975/s

Bastion Active
EM TH KN EX
LAR2 724/s 558/s 512/s 962/s
+ANP2 869/s 670/s 615/s 1155/s
CorpusX 1140/s 880/s 808/s 1516/s
+ANP2 1368/s 1056/s 970/s 1819/s
LAAR 1222/s 942/s 866/s 1624/s
+ANP2 1466/s 1130/s 1040/s 1950/s

I didn't really understand why the version 1 numbers were so amazing that they needed to be gutted until I started working the numbers for the shield tanked marauders. I'll post the same type of numbers for the Vargur after I finish them, but needless to say the shield numbers get quite rediculous. Shield tanking is why armor tanking can't have nice things.

Shield Tanking - Why armor tanking can't have nice things.

Cade Windstalker
#3233 - 2013-09-09 01:27:21 UTC
Iome Ambraelle wrote:
I didn't really understand why the version 1 numbers were so amazing that they needed to be gutted until I started working the numbers for the shield tanked marauders. I'll post the same type of numbers for the Vargur after I finish them, but needless to say the shield numbers get quite rediculous. Shield tanking is why armor tanking can't have nice things.


Actually you could get some pretty silly numbers out of Armor Marauders too, if you really tried.

The first gen numbers weren't bad, but people wanted full T2 resists for PvP and the resist bonus on Bastion would have been OP all by itself if combine with T2 resists so the resist bonus had to go if we wanted T2 resists.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3234 - 2013-09-09 01:33:48 UTC
Iome Ambraelle wrote:
Massive Post Alert: Will try to format better (want table format codes!)

I didn't really understand why the version 1 numbers were so amazing that they needed to be gutted until I started working the numbers for the shield tanked marauders. I'll post the same type of numbers for the Vargur after I finish them, but needless to say the shield numbers get quite rediculous. Shield tanking is why armor tanking can't have nice things.


tyvm for the effort : and yes it's indicating what it was I said in my earlier posts, "must fit ship one way or fail"

as for the shield marauders being uber for missions this is because of how ccp have structured armor and shield doctrines since eons ago, shields is focused more on self recovery, its repair modules are simply "better", faster.

armor was meant for attrition warfare, long drawn out fighting where it could use high resistances and large EHP to be effective when aided by other hulls.

this is why you have slave and crystal implant sets, but not equivalents for each tank doctrine, "shields are for rapid HP in small fights and armor are for long drawn out slug fests"

again, I'm trying to point out the issue's not with the ships, but with the methods ccp are making them use, any ship can be made to do anything (yay battlebadger) but you need the versatility of module fits - as it is my pvp marauders use 2 Large shield transfers, 1 large cap xfer, 4 800mm guns, pair of tracking comps and tank (this is a vargur) they completely discard the active rep and tractor bonuses...cuz i don't need them/can't reliably use them in pvp (other ships make up for the absence (logis etc))

i won't need the bastion module, cuz it's going to hurt me more than it helps, it ruins my ability to relocate

i won't need the MJD because i can't move in a way that's not easily predictable, using the MJD will cripple me by forcing me to act in a way the opponent can already see coming.

^in pvp i probably would need to drop my tracking comps to support the MJD, which means no decent long range guns, which means a dead battleship.


in PVE the vargur suffers horribly for capacitor, while you're right in saying that the repair amounts are absurd (they're by design supposed to be) I can't fit energy vampires that the other three marauders can to offset the burn, nor have the power grid to use a cap booster well, were it nor for the fact the vargur has such amazing tracking speed (can hit and kill enemies faster) the maelstrom would be a better option.

ccp needs to keep ships and their bonuses as general/broad as they can, they seem to have subscribed to the ideas that:

"there are PVE and PVP ships and no matter what you do a PVP ship can't do PVE and a PVE ship can't PVP"
when:
there are PVE fittings and PVP fittings, that when applied to a ship make it good at PVE or PVP, a ship can perform any task depending on the fitting you've given it."

they really have to start playing their game again....
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3235 - 2013-09-09 01:46:12 UTC
Cade Windstalker wrote:
Iome Ambraelle wrote:
I didn't really understand why the version 1 numbers were so amazing that they needed to be gutted until I started working the numbers for the shield tanked marauders. I'll post the same type of numbers for the Vargur after I finish them, but needless to say the shield numbers get quite rediculous. Shield tanking is why armor tanking can't have nice things.


Actually you could get some pretty silly numbers out of Armor Marauders too, if you really tried.

The first gen numbers weren't bad, but people wanted full T2 resists for PvP and the resist bonus on Bastion would have been OP all by itself if combine with T2 resists so the resist bonus had to go if we wanted T2 resists.


The spreadsheet I put together to generate these numbers are showing some pretty interesting things. Even with the second version, you can get better overall survivability out of only a 3 slot SHIELD tank even on the ARMOR hulls. My point was that most people will not drop an extra billion worth of faction/deadspace/officer modules onto the hull to reach those silly numbers for armor. Especially if you have to lock yourself in place for 60 seconds.

Being able to tank godly amounts of damage for minutes at a time can be fun. However for practical use, your cap boosters will eventually run out and the marauder class simply doesn't have enough DPS to be a huge threat while taking said damage.

What I'm trying to show by including real numbers of practical fits is that the exchange of T2 resists out of bastion doesn't necessarily gain you much in the way of tanking potential over the TQ version. The gain in effective health is tiny now that the base shield/armor/hull has been reduced overall. The T2 resists are partially cancelled out by that reduction. For example, the Vargur has significant gains in EHP against EM and Thermal but nothing for KN or EX. That only improves them against lasers and some specific ammunition types.

Shield Tanking - Why armor tanking can't have nice things.

Rowells
Blackwater USA Inc.
Pandemic Horde
#3236 - 2013-09-09 02:40:46 UTC
Iome Ambraelle wrote:
My point was that most people will not drop an extra billion worth of faction/deadspace/officer modules onto the hull to reach those silly numbers for armor. Especially if you have to lock yourself in place for 60 seconds
This is what excites me the most. Rather than spending more isk on faction mods than the hull is worth to get a decent tank, you can get an amazing tank and focus on other things instead. 60 seconds may be a risky situation but i think there will be some interesting tactics to come out of this to maximize it's potential.
Arthur Aihaken
CODE.d
#3237 - 2013-09-09 02:48:36 UTC
THESE STILL SUCK.

T2 resists = terrific. MJD = awesome.
Other than that, everything else is still a mixed bag of snakes.

I am currently away, traveling through time and will be returning last week.

Cade Windstalker
#3238 - 2013-09-09 03:30:58 UTC
Iome Ambraelle wrote:
The spreadsheet I put together to generate these numbers are showing some pretty interesting things. Even with the second version, you can get better overall survivability out of only a 3 slot SHIELD tank even on the ARMOR hulls. My point was that most people will not drop an extra billion worth of faction/deadspace/officer modules onto the hull to reach those silly numbers for armor. Especially if you have to lock yourself in place for 60 seconds.

Being able to tank godly amounts of damage for minutes at a time can be fun. However for practical use, your cap boosters will eventually run out and the marauder class simply doesn't have enough DPS to be a huge threat while taking said damage.

What I'm trying to show by including real numbers of practical fits is that the exchange of T2 resists out of bastion doesn't necessarily gain you much in the way of tanking potential over the TQ version. The gain in effective health is tiny now that the base shield/armor/hull has been reduced overall. The T2 resists are partially cancelled out by that reduction. For example, the Vargur has significant gains in EHP against EM and Thermal but nothing for KN or EX. That only improves them against lasers and some specific ammunition types.


Overall they're not loosing much EHP by dropping raw hitpoints as long as they're gaining resists, either through T2 resists or Bastion or both. Rawr hitpoints don't matter very much for PvE though, and only matter marginally for PvP compared to the combination of raw hitpoints and resists values.

As for the shield vs armor debate, you can get pretty good tank out of armor due to better overall resists with less capacitor. Plus as you already pointed out, these ridiculous ASB tanking fits aren't terribly practical. Either way though the issue of ASBs vs AARs is only tangentially related to the Marauders. Maybe it deserves its own thread but that's up to CCP.

As for the T2 resists vs local repair bonus, I've mentioned that a good three or four times, specifically that it hurts the Vargur and Paladin for missions far more than the Golem or Kronos.
Ravasta Helugo
Republic University
Minmatar Republic
#3239 - 2013-09-09 03:42:20 UTC  |  Edited by: Ravasta Helugo
Cade Windstalker wrote:
Iome Ambraelle wrote:
I didn't really understand why the version 1 numbers were so amazing that they needed to be gutted until I started working the numbers for the shield tanked marauders. I'll post the same type of numbers for the Vargur after I finish them, but needless to say the shield numbers get quite rediculous. Shield tanking is why armor tanking can't have nice things.


Actually you could get some pretty silly numbers out of Armor Marauders too, if you really tried.

The first gen numbers weren't bad, but people wanted full T2 resists for PvP and the resist bonus on Bastion would have been OP all by itself if combine with T2 resists so the resist bonus had to go if we wanted T2 resists.

I think a fair compromise is to have T2 Resists, and then have Bastion give a further 20% unstacked bonus.

This simply replicates what many T2 ships have already: A 4% per level resistance bonus. However, this 20% would apply to shields, armor and hull at once.

T2 stays in place for incursions, but the EHP and more omni buff stays in place for Level 4 missions. And without introducing any ridiculous tank EFT-stats. Well, no more ridiculous than we see on current ships, anyway. I do like the idea of this ship being the only one that can get >60% resists in hull though (my proposal would max out hull resists at 68%.)

EDIT: And put back my damned 37.5% Rep boost!
Ravasta Helugo
Republic University
Minmatar Republic
#3240 - 2013-09-09 03:58:18 UTC
Ravasta Helugo wrote:

I think a fair compromise is to have T2 Resists, and then have Bastion give a further 20% unstacked bonus.

This simply replicates what many T2 ships have already: A 4% per level resistance bonus. However, this 20% would apply to shields, armor and hull at once.

T2 stays in place for incursions, but the EHP and more omni buff stays in place for Level 4 missions. And without introducing any ridiculous tank EFT-stats. Well, no more ridiculous than we see on current ships, anyway. I do like the idea of this ship being the only one that can get >60% resists in hull though (my proposal would max out hull resists at 68%.)

EDIT: And put back my damned 37.5% Rep boost!

To illustrate:

Paladin v2

Armor UnBast/Bast
Therm: 35% / 48%
Kin: 62.5% / 70%
Exp: 80% / 84%
EM: 50% / 60%

Shield UnBast/Bast:
Therm: 20% / 36%
Kin: 70% / 76%
Exp: 87.5% / 90%
EM: 0% / 20%

Hull UnBast/Bast:
Therm: 0% / 20%
Kin: 0% / 20%
Exp: 0% / 20%
EM: 0% / 20%