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[Rubicon] Marauder rebalancing

First post First post First post
Author
Carnilion
Caldari Provisions
Caldari State
#3581 - 2013-09-12 08:30:12 UTC
Bastion Module: i think i could like it

but change the beloved shieldboostbonus (Golem) to a Webberbonus?!?
I mostly fight Sansha PvE so I'll have less repp-amount (without Bastion) and even a Meta 9 Webber only has 15 km range while my Sansha-rats hang around 20-30 km!
So i would say Web-bonus ist truly useless.

Also i heard Guristas like to hang at more than 15 km range.

So what is the Webber good for? Frigates? My drones will do that... or a large Smartbomb (not in Highsec in know) in the extra High
And what module should i change for a mostly useless Webber?
Tank? (uhh... no due to lost Shildboostbonus)
TP (no, i like to shoot BS with ragetorpedos while doing near full damage)
so any ideas?
Gazzine TunakTun
Caldari Provisions
Caldari State
#3582 - 2013-09-12 08:32:17 UTC
Guys, don't you have impression that DEVs have forgotten this topic long time ago ?
When was last response ?

Up to now story is like:
1. far from beeing perfect changes proposal
2. fix to changes makeing things even worse
3. silence ...

The third one is what worries me most.
I wonder if there will be anyone brave enough and patient to go through almost 200 pages of posts and make summary.

BR,
Debora Tsung
Perkone
Caldari State
#3583 - 2013-09-12 09:51:04 UTC  |  Edited by: Debora Tsung
Gazzine TunakTun wrote:
Guys, don't you have impression that DEVs have forgotten this topic long time ago ?

No, I think right now they're just a little bit sad, maybe even depressed.

They had this really cool and new Idea and for sub caps it was really unique and it would've given the marauder a totally new role, apart from it's previous occupation.

But all they received was 180 pages of nerd rage, whining and hate...

So I guess they'll be drunk and depressed for another week or so before they (hopefully) recover and get back to some marauder iteration that is closer to what they wanted to do before lots of guys clogged this thread with their "I wanna have a web bonus! Marauders are now crap because I can't use them in incursions anymore! I refuse any change at all!" whine threads.

Seriously, crying about a ship rebalance (repurpose?) just because it wouldn't have been top notch in incursions or solo roaming afterwards, or just because it had one single situational weakness after the rebalance... That's ridiculous.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Ralph King-Griffin
New Eden Tech Support
#3584 - 2013-09-12 10:35:35 UTC  |  Edited by: Ralph King-Griffin
Debora Tsung wrote:
Gazzine TunakTun wrote:
Guys, don't you have impression that DEVs have forgotten this topic long time ago ?

No, I think right now they're just a little bit sad, maybe even depressed.

They had this really cool and new Idea and for sub caps it was really unique and it would've given the marauder a totally new role, apart from it's previous occupation.

But all they received was 180 pages of nerd rage, whining and hate...

So I guess they'll be drunk and depressed for another week or so before they (hopefully) recover and get back to some marauder iteration that is closer to what they wanted to do before lots of guys clogged this thread with their "I wanna have a web bonus! Marauders are now crap because I can't use them in incursions anymore! I refuse any change at all!" whine threads.

Seriously, crying about a ship rebalance (repurpose?) just because it wouldn't have been top notch in incursions or solo roaming afterwards, or just because it had one single situational weakness after the rebalance... That's ridiculous.

How does that old saying go, " hell hath no fury like the wrath of an sp invested mmorpg community"
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3585 - 2013-09-12 10:37:49 UTC  |  Edited by: Wedgetail
first: except that it doesn't - marauders in PVP today already fight the way the bastion module tries to make them fight, so they don't need to use bastion unless they're already well and truly in a position where they're going to die and want to draw it out as long as possible. (which is why ccp tried to shoe horn the rep bonus onto bastion to offer some kind of advantage to using the module)


this meant that ccp stole from the PVE runners the primary reason(s) for owning a marauder in the first place, while simultaneously giving pvpers nothing they didn't already have in exchange for no longer being able to runaway form certain death.


in terms of a single situational weakness, that's a very big problem - one weakness means if these things ever became prevalent that only ever one counter move would be used - it stifles fleet creativity, peeps resort to only using the easiest way to do something as it is, and we want to make this worse by forcing a situation where players must use one doctrine to win? - the ships must have multiple weaknesses and multiple strengths that compensate, as bastion is now, it doesn't offer either.

- only removes the positive strengths of the hulls in both environments for the sake of a laughable MJD dependent role idea that no one uses as it is (despite having the option to do so with the current marauders, or even standard battleships)

mentioned this before, but the ships are not what's broken, they have a role and they're good at it - what's broken are the various game mechanics the ships need to use in order to do what they do - that's the part that's resulting in the appearance that the hulls are unbalanced. (also, the single purpose views of the people that fly said ships - 100 missioners cry that the ships are no good cuz it doesn't do the same thing and all of a sudden ccp gets the impression the ship's broken)

"when i fit armor tank and shield tanks to the same ship why does the shield one always seem better for incursions?"

'cuz armor fits are better at using mid slot subversion and projection modules you don't need in incursions and so you falsely believe that armor is some how deficient, despite both doctrines being capable of the same damage outputs, try fitting low slot mods damage and rig damage on your armor tanks..see what happens'

"why are my marauders only good for missions and not for pvp?"

'cuz you're thinking to fly them the same way you do in missions when you try to use them in pvp....you can't tank against players the same way you tank rats..players hurt more - therefore you must adapt your doctrine for the different environment you'll be facing - even if it means discarding your beloved tractor beam and shield boost bonus'

when you look at balancing a ship in eve, a game where ships can be fit to use almost any role, you have to think of the fittings that sit on the hull before you think of the hull itself - then you build the ship around the kinds of fits you want to work better than others, cuz the fittings you want to use determine good ship skill bonuses, determine PG and CPU values, determine fitting slot layouts.
Ralph King-Griffin
New Eden Tech Support
#3586 - 2013-09-12 10:55:49 UTC
Wedgetail wrote:
first: except that it doesn't - marauders in PVP today already fight the way the bastion module tries to make them fight, so they don't need to use bastion unless they're already well and truly in a position where they're going to die and want to draw it out as long as possible. (which is why ccp tried to shoe horn the rep bonus onto bastion to offer some kind of advantage to using the module)


this meant that ccp stole from the PVE runners the primary reason(s) for owning a marauder in the first place, while simultaneously giving pvpers nothing they didn't already have in exchange for no longer being able to runaway form certain death.


in terms of a single situational weakness, that's a very big problem - one weakness means if these things ever became prevalent that only ever one counter move would be used - it stifles fleet creativity, peeps resort to only using the easiest way to do something as it is, and we want to make this worse by forcing a situation where players must use one doctrine to win? - the ships must have multiple weaknesses and multiple strengths that compensate, as bastion is now, it doesn't offer either.

- only removes the positive strengths of the hulls in both environments for the sake of a laughable MJD dependent role idea that no one uses as it is (despite having the option to do so with the current marauders, or even standard battleships)

mentioned this before, but the ships are not what's broken, they have a role and they're good at it - what's broken are the various game mechanics the ships need to use in order to do what they do - that's the part that's resulting in the appearance that the hulls are unbalanced. (also, the single purpose views of the people that fly said ships - 100 missioners cry that the ships are no good cuz it doesn't do the same thing and all of a sudden ccp gets the impression the ship's broken)

"when i fit armor tank and shield tanks to the same ship why does the shield one always seem better for incursions?"

'cuz armor fits are better at using mid slot subversion and projection modules you don't need in incursions and so you falsely believe that armor is some how deficient, despite both doctrines being capable of the same damage outputs, try fitting low slot mods damage and rig damage on your armor tanks..see what happens'

"why are my marauders only good for missions and not for pvp?"

'cuz you're thinking to fly them the same way you do in missions when you try to use them in pvp....you can't tank against players the same way you tank rats..players hurt more - therefore you must adapt your doctrine for the different environment you'll be facing - even if it means discarding your beloved tractor beam and shield boost bonus'

when you look at balancing a ship in eve, a game where ships can be fit to use almost any role, you have to think of the fittings that sit on the hull before you think of the hull itself - then you build the ship around the kinds of fits you want to work better than others, cuz the fittings you want to use determine good ship skill bonuses, determine PG and CPU values, determine fitting slot layouts.


ill pull you up on one thing


I don't feel that ccp are trying to shoehorn anything, I'd say its an attempt to accentuate their current doctrine in pve and hopefully give some role in peeeeevpeeeee, how effective have they been? Well, nearly 200 pages of bickering obout that hasn't gotten us any closer to an answer .
Wedgetail
Sebiestor Tribe
Minmatar Republic
#3587 - 2013-09-12 11:00:18 UTC
Ralph King-Griffin wrote:


ill pull you up on one thing


I don't feel that ccp are trying to shoehorn anything, I'd say its an attempt to accentuate their current doctrine in pve and hopefully give some role in peeeeevpeeeee, how effective have they been? Well, nearly 200 pages of bickering obout that hasn't gotten us any closer to an answer .



aye, though the 200 pages are kinda normal - am thankful there have been a few around that are trying to refine ideas they make as they go - and more importantly help refine other people's

i used shoehorn cuz that's honestly what it feels like they're doing - "well this first idea didn't quite fit lets throw it back into the furnace and belt it a few times and maybe that'll fix it, won't matter if the metal becomes brittle"..rather than getting an entirely new block and starting again.

CanI haveyourstuff
Native Freshfood
Minmatar Republic
#3588 - 2013-09-12 11:06:44 UTC
Debora Tsung wrote:
Seriously, crying about a ship rebalance (repurpose?) just because it wouldn't have been top notch in incursions or solo roaming afterwards, or just because it had one single situational weakness after the rebalance... That's ridiculous.


No... U !

because then explain me why bother with so long training time and pricetag.

crying is 100% legit and rightful.
Ralph King-Griffin
New Eden Tech Support
#3589 - 2013-09-12 11:14:03 UTC
Wedgetail wrote:
Ralph King-Griffin wrote:


ill pull you up on one thing


I don't feel that ccp are trying to shoehorn anything, I'd say its an attempt to accentuate their current doctrine in pve and hopefully give some role in peeeeevpeeeee, how effective have they been? Well, nearly 200 pages of bickering obout that hasn't gotten us any closer to an answer .



aye, though the 200 pages are kinda normal - am thankful there have been a few around that are trying to refine ideas they make as they go - and more importantly help refine other people's

i used shoehorn cuz that's honestly what it feels like they're doing - "well this first idea didn't quite fit lets throw it back into the furnace and belt it a few times and maybe that'll fix it, won't matter if the metal becomes brittle"..rather than getting an entirely new block and starting again.



I don't feel they needed to though, but you're more or less on the ball with how the seacond one felt.

I think iteration 2 was more of a stoke than a genuine proposal, if so it feckin worked. Can't wait to see what it ends up as
Ralph King-Griffin
New Eden Tech Support
#3590 - 2013-09-12 11:22:33 UTC  |  Edited by: Ralph King-Griffin
CanI haveyourstuff wrote:
Debora Tsung wrote:
Seriously, crying about a ship rebalance (repurpose?) just because it wouldn't have been top notch in incursions or solo roaming afterwards, or just because it had one single situational weakness after the rebalance... That's ridiculous.


No... U !

because then explain me why bother with so long training time and pricetag.

crying is 100% legit and rightful.



€60ish worth of sp + anywhere between €60 - €80ish for the hull + that again in modsShocked. Completely legitimate rage. I genuinely feel for Ye who feel disenfranchised with this, which is why its soooooooo dame entertaining.
Debora Tsung
Perkone
Caldari State
#3591 - 2013-09-12 11:41:11 UTC  |  Edited by: Debora Tsung
CanI haveyourstuff wrote:
Debora Tsung wrote:
Seriously, crying about a ship rebalance (repurpose?) just because it wouldn't have been top notch in incursions or solo roaming afterwards, or just because it had one single situational weakness after the rebalance... That's ridiculous.


No... U !

because then explain me why bother with so long training time and pricetag.

crying is 100% legit and rightful.


Irony?

Anyways, so what?!

In a few days I'll have completely maxed out all the marauder support skills, do you see me complaining about the marauder update? The first marauder iteration would've been super awesome! One of the coolest things I've ever seen in this game, regarding ship rebalancing / updates.

All that whining was totally pointless, all everyone saw was how the marauders used to be and how they wanted them to be and once it was clear CCP wouldn't give them exactly what some guys had imagined them to be in their heads the thread turned into one giant "Y u no giv uberboat?!" tardfest. Roll

Really, it's just ridiculous.

CCP should've kept the first iteration, it had the most complaints (which also means that it most probably was the best suggestion so far). Straight

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3592 - 2013-09-12 12:08:13 UTC  |  Edited by: Iome Ambraelle
Multi-post Warning! CCP Eterne wanted me to migrate my separate thread into this one. I bow to his authority. The original thread was here and includes some great feedback.

This proposal attempts to satisfy at least some of the groups here, but I fear it will be impossible to provide a ship class that meets everyone's goals without producing an abomination that would eclipse most other ships. I've formed this proposal around several design goals and tried to follow a consistent philosophy towards balance.

Design Goals

  • The base hull must be usable "as is" without fitting the Bastion Module
  • Maintain current PVE mission capabilities
  • Provide opportunities to expand roles into additional PVE scenarios
  • Enhance PVP effectiveness albeit in niche roles
  • Marauders should fit within the currently described framework of T2 "specialization"
  • Hull bonuses must be complimentary and not conflict with each other
  • Role Bonuses should reflect suggested use of the Marauder class
  • Special Abilities should enhance the general performance of the class outside of suggested role


Balance Philosophy

  • Hull bonuses should not require fitting modules that would not have been fit without them
  • Bastion Module must be roughly equivalent to any module it would replace
  • The Marauder class should be balanced within itself in that no one race is significantly better than the rest although they may lend themselves to one aspect over another in marginal ways
  • The Marauder class should not out damage comparable Pirate hulls in significant ways but may exceed Pirate hulls in application or projection in certain scenarios
  • The additional skill point investment should be recognized versus the T1 and faction hulls in clear but marginal ways


The current Marauder class has several attributes common to all races that together encompass the nature or essence of the class. The class description implies Marauders are efficient and semi-self sufficient hulls and these common attributes tend to lend themselves to that end through reduced ammo usage, enhanced tanking potential, better than average damage, and inherent damage application compared to the T1 and faction hulls.

  • 4 Turret/Launcher hard points
  • Role Bonus - 100% weapon damage
  • Role Bonus - 100% tractor beam range and velocity
  • Low Sensor Strength
  • 37.5% local repair bonus
  • 5%/level damage boost (Golem is an outlier in that it's boost is application and not raw damage)
  • 400 rig calibration but only 2 rig slots
  • 10%/lvl bonus to damage application modules (Vargur is an outlier in that its application bonus is a 7.5%/lvl direct tracking bonus)


The intent of this proposal is to preserve the current nature of the Marauder class. I've taken the thematic approach of concentrating on efficiency over raw power to ensure the general flavor of the Marauder class isn't lost. All Marauders would share the following attributes:

  • +1 High slot (total of 8)
  • 5 Turret/Launcher hard points
  • Special Ability - 75% weapon damage
  • Special Ability - 200% tractor beam range
  • Special Ability - 100% tractor beam velocity
  • T1 Sensor Strength
  • T2 Resist Profile
  • 5% bonus to local repair amount
  • 5%/lvl damage boost (Golem gains its explosion velocity elsewhere)
  • 400 calibration and 2 rig slots
  • Role Bonus - Built-in MJD (base stats for pilots without skill)
  • Role Bonus - 70% reduction of MJD reactivation delay
  • Role Bonus - Can select 50km or 100km for MJD distance

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

Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3593 - 2013-09-12 12:08:31 UTC  |  Edited by: Iome Ambraelle
There are three significant changes here to the common attributes of the current Marauder class. I'll try to explain my reasoning behind each one in detail before getting into the changes to each hull.

High Slots, Hard Points, and Weapon Damage Role Bonus
The most extreme change presented in this proposal by far compared to the current Marauders or the developer rebalancing is the addition of an 8th high slot that is also a turret/launcher hardpoint. The primary driver for this approach is to provide something of real value to balance the bastion module against. This change is paired with Bastion module requiring a turret/launcher hard point to be fit.

It is important to note that the Weapon Damage special ability was also reduced from 100% down to 75%. Here's a comparison of effective weapons between the TQ Marauders, Pirate BS, and this proposal and the overall effect on raw damage potential:

  • Paladin TQ: 10
  • Paladin New: 10.9
  • Nightmare: 10 (I know, I don't like this either. More later)
  • Golem TQ: 8
  • Golem New: 8.75
  • Kronos TQ: 10
  • Kronos New: 10.9
  • Vindicator: 11
  • Vargur TQ: 10
  • Vargur New: 10.9
  • Machariel: 10.9


Overall the new Marauder sees a 9.375% increase in damage potential over their TQ versions with all 5 hard points occupied. For this added damage they expend more 25% more ammo and/or 25% more cap/s. The overall efficiency of running missions should be about the same with faster mission time through increased DPS but more frequent resupply.

There are 2 issues I see with this approach. First, as it stands without having any information about the Pirate rebalance direction, the Paladin will simply be about 10% higher damage than the Nighmare. However, the nightmare does have the advantage of being shield tanked, has 75mb drone bandwidth, and will likely have a 4th heat sink fitted while the Paladin will most likely only have 3. The comparison between the Vargur and Machariel is still in the Machariel's favor as it is far and away more maneuverable than the Vargur after initial engagement.

The other issue is that it might be compelling to remove the explosion velocity bonus from the Golem and replace it with a straight 5%/lvl damage bonus. For all targets, a 25% damage bonus is better than the explosion velocity bonus while the target's speed remains below 750m/s. Targets on approach will likely take roughly the same damage as before. However, once orbiting they would take more damage. It's a toss up really. I left the explosion velocity bonus in place for now.

Sensor Strength
The super low sensor strength is a wicked limitation in both PVE and PVP depending on your weapon systems and NPC targets. It almost single handedly precludes the Marauder class from being PVP viable outside the use of some special module like Bastion. Give these hulls T1 sensor strength and be done with it.

T2 Resists + 25% local repair
Anyone who has followed the developer thread knows that this has been the most hotly debated changed proposed by the developers. The Marauder class trades it's local repair bonus for their full T2 racial resist profile. I personally don't like the exchange as it makes some hulls better than others and hulls like the Paladin actually become worse in missions because of it. To alleviate some of the burdon, all Marauders have a 5%/lvl bonus to local repair instead of the 7.5%.

Miscelaneous Changes
Other notable changes include increasing the bonus to tractor beam range to 200% making them effective out to 72m. This guarantees they will reach anywhere within a mission space after at most 1 MJD use and most likely everywhere if positioned in the center of the pocket. Another change sees the hull get a special MJD built-in. This frees up a medium power slot for use and eliminates the loss of hull bonus if you didn't want to fit the module. You can still choose not to use it for whatever reason but your fitting options remain as flexible as they are today. With the very low base speed of these hulls, most will likely want to have a second prop module to the MJD even further limiting the fitting options. Just build the thing in. Make it non-functional for non-skilled pilots if you have to.

Overall I think these changes make the Marauder class widely useful in many aspects of EVE gameplay without requiring the Bastion module to be effective.

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

Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3594 - 2013-09-12 12:08:42 UTC  |  Edited by: Iome Ambraelle
Bastion Module
I've chosen to take the scripted approach that so many others have suggested including myslef in the developer thread. I think it's the only approach that will result in a balance between usefulness and consistency. The goal of this bastion module version is to specialize the Marauder class into the role of tactical deployment for use in long range engagements or establishing a beachhead. Since you are giving up an active turret/launcher to fit a Bastion module, it's base line power is balanced against losing roughly 20% of the hulls raw DPS potential.

Base Statistics

  • -1 turret/launcher hard point
  • 10 CPU
  • 100 PG
  • Duration 60s
  • One per ship
  • Immobile while active
  • Skill requirements: High Energy Physics (should change) & Energy Grid Upgrades 5


Weapon Stability Configuration (long range)

  • 50% reduction to MJD spool up time
  • +50mb Drone Bandwidth (75mb total)
  • 25% increase of turret optimal and falloff range
  • 25% increase to Cruise Missile and Torpedo velocity
  • 50% increase to Cruise Missile and Torpedo hitpoints
  • 25% increase to maximum targeting range
  • 100% increase to scan resolution
  • Immune to Tracking Disruption, Sensor Dampening, and targeted ECM
  • 100% increase to optimal range of Remote Sensor Boosters and Target Painters


This script is designed to enhance a remotely deployed Marauder's ability to apply damage, avoid disruption, and provide spotting capabilities for fleet/gang members. This script does NOT negate incoming remote assistance. The MJD spool up time reduction allows more breathing room if an enemy gets too close.

The increase in range will roughly allow most weapons to use at least one tier better ammo, with some being able to jump two notches. This equates to roughly a 10-15% increase in damage application which negates a significant portion of the 20% dps loss from 1 less turret. The added missile and torpedo velocity and hitpoints should help to minimize the reduction of damage due to defender missile use.

The targeting range expands the engagement envelope to include most ranges that would result from a MJD activation regardless of initial target distance. The bonus to scan resolution should allow the Marauder to quickly lock targets in response to priority changes.

The EWAR immunity in this version is selective to include only targeted effects that would otherwise reduce the Marauder's ability to project and apply it's damage. While the increased range on Remote Sensor Boosters and Target Painters provides Marauders a specialized role in targeting support.

The idea is to ensure that a Marauder under WSC will win any fight in which its enemy chooses to stay at range while remaining vulnerable to CQ encounters. WSC truely specializes the ship's role while limiting it's use outside the designed engagement envelope. While long range weapons are greatly enhanced, the use of this script with short range weapons fails to reach parity with the loss of an active turret/launcher. A wing of these ships would be quite effective as they could each fit remote assist modules and repair each other as well.

Area Denial Configuration (beachhead)

  • 50% increase to local repair amount
  • 100% increase to maximum shield and armor hitpoints
  • 15% reduction of incoming energy drain and neutralizer effectiveness
  • 50% reduction of turret signature resolution
  • 20% reduction of Cruise Missile and Torpedo explosion radius
  • 20% increase of Cruise Missile and Torpedo explosion velocity
  • -25mb Drone Bandwidth (Deployed drones marked abandoned)
  • 50% reduction of maximum targeting range
  • Disrupts all remote assistance within 25km reducing effectiveness by 50%
  • Cannot be remote assisted


This script enables the Marauder to engage the enemy in close combat while disrupting thier supply lines. It is designed to be the first ship into the breach opening up a path for more to follow.

The increase in local repair amount coupled with the increased shield and armor hitpoints provide significant staying power. However, the hitpoints are added upon entering Bastion mode and are removed wholesale upon exiting. When the shield hitpoints are subtracted, any deficit between current sheild strength and removal will be subtracted from Armor prior to the armor buffer being removed. This continues onto the hull if there is still a difficiency. A sufficiently damaged ship will be destroyed upon exiting Bastion mode without enough health to repay the buffer.

The bastioned Marauder would be able to apply its damage very effectively even against smaller targets. The 50% reduction in turret signature resolution provides almost medium turret levels of tracking versus smaller targets, while the 20% bonuses to explosion velocity and radius do the same for missile platforms. The maximum targeting distance penalty ensure that this great application only applies within short range of the Marauder.

A beachhead Marauder would be able to significantly disrupt an enemy's logistics once engaged. It would likely be unwise for an enemy to enter the 25km range unless it's willing to meet the Marauder on its terms. Marauders employing this script would most likely carry nuetralizers or smart bombs in its utility highs under this model.

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

Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3595 - 2013-09-12 12:08:57 UTC  |  Edited by: Iome Ambraelle
Ship Specifics
I've chosen to maintain the basic ship statistics for fittings presented in the developer thread. Those can be assumed unless specifically mentioned in each ship's section.

Paladin
Amarr Battleship Skill Bonus:

  • 7.5% bonus to Large Energy Turret tracking
  • 7.5% bonus to Large Energy Turret optimal range

Marauder Skill Bonus:

  • 5% bonus to Large Energy Turret damage
  • 5% bonus to local repair amount

*Roll some or all of the capacitor bonus into the base hull

Golem
Caldari Battleship Bonus:

  • 10% bonus to effectiveness of target painters
  • 10% bonus to cruise missile and torpedo velocity

Marauder Skill Bonus:

  • 5% bonus to cruise missile and torpedo rate of fire
  • 5% bonus to local repair amount


Kronos
Gallente Battleship Bonus:

  • 7.5% bonus to Large Hybrid Turret tracking
  • 10% bonus to Large Hybrid Turret falloff range

Marauder Skill Bonus:

  • 5% bonus to Large Hybrid Turret damage
  • 5% bonus to local repair amount


Vargur
Minmatar Battleship Bonus:

  • 7.5% bonus to Large Projectile Turret tracking
  • 10% bonus to Large Projectile Turret falloff range

Marauder Skill Bonus:

  • 5% bonus to Large Projectile Turret rate of fire
  • 5% bonus to local repair amount


I organized the bonuses into application and projection for the always lvl 5 battleship skill while linking the best bonuses of damage and local repair to the longer train time of the Marauder skill.

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

Dinsdale Pirannha
Pirannha Corp
#3596 - 2013-09-12 12:14:23 UTC
Debora Tsung wrote:
Gazzine TunakTun wrote:
Guys, don't you have impression that DEVs have forgotten this topic long time ago ?

No, I think right now they're just a little bit sad, maybe even depressed.

They had this really cool and new Idea and for sub caps it was really unique and it would've given the marauder a totally new role, apart from it's previous occupation.

But all they received was 180 pages of nerd rage, whining and hate...

So I guess they'll be drunk and depressed for another week or so before they (hopefully) recover and get back to some marauder iteration that is closer to what they wanted to do before lots of guys clogged this thread with their "I wanna have a web bonus! Marauders are now crap because I can't use them in incursions anymore! I refuse any change at all!" whine threads.

Seriously, crying about a ship rebalance (repurpose?) just because it wouldn't have been top notch in incursions or solo roaming afterwards, or just because it had one single situational weakness after the rebalance... That's ridiculous.


When my Redeemer starts looking like a viable comparison to my Paladin for most applications in Eve, then the proposed changes to the Marauder are beyond awful.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#3597 - 2013-09-12 12:34:24 UTC
Ms. Ambraelle has some interesting proposals, but I wonder: just how much of that stuff is codeable within current EVE engine without requiring massive code rewriting that can presumably take years.
Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#3598 - 2013-09-12 12:37:19 UTC  |  Edited by: Iome Ambraelle
Barrogh Habalu wrote:
Ms. Ambraelle has some interesting proposals, but I wonder: just how much of that stuff is codeable within current EVE engine without requiring massive code rewriting that can presumably take years.


The two major departures from know features are the 50/100km MJD and the hitpoint buffer of the beachhead version of the bastion mode. A third possible issue is the turret signature resolution reduction as I'm not sure that is a bonusable statistic currently.

To be honest, I'd be happy with the base hull and just the CWS version of bastion. The beachhead version of bastion might be better served as its own ship class. I just didn't want to leave the brawling or short range weapon users out in the cold for the Marauder class.

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

Debora Tsung
Perkone
Caldari State
#3599 - 2013-09-12 12:45:44 UTC  |  Edited by: Debora Tsung
Dinsdale Pirannha wrote:
When my Redeemer starts looking like a viable comparison to my Paladin for most applications in Eve, then the proposed changes to the Marauder are beyond awful.


No offence, bight now I'm looking for a polite synonym for the word idiotic... Straight

The Redeemer is a good ship, even for pve, unlike for example the widow. But, it's in no way comparable to a paladin or the golem, and with CCP's first marauder rebalance iteration the redeemer wouldn't have been able to hold a candle to the various marauder ships.

And don't you dare start with that incursion rubbish again. Incursions are not the only thing in high sec.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3600 - 2013-09-12 13:09:11 UTC
Iome Ambraelle wrote:
Barrogh Habalu wrote:
Ms. Ambraelle has some interesting proposals, but I wonder: just how much of that stuff is codeable within current EVE engine without requiring massive code rewriting that can presumably take years.


The two major departures from know features are the 50/100km MJD and the hitpoint buffer of the beachhead version of the bastion mode. A third possible issue is the turret signature resolution reduction as I'm not sure that is a bonusable statistic currently.

To be honest, I'd be happy with the base hull and just the CWS version of bastion. The beachhead version of bastion might be better served as its own ship class. I just didn't want to leave the brawling or short range weapon users out in the cold for the Marauder class.


In general, in my experience (20 years of large-scale highe performance client-server systems), anything involving just a server-side change is fairly straightforward. Anything involving client/server handshaking takes an order of magnitude longer.

Anything involving graphics, and you need to write a blank cheque...

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".