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[Rubicon] Marauder rebalancing

First post First post First post
Author
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#3781 - 2013-09-17 04:11:25 UTC
The 60-second cycle time for Bastion is a bit too long... cut it to 15 seconds at the most to at least give Marauders a chance in PvP. Or offer different Bastion modules with different cycle times / resource usages.
Cade Windstalker
#3782 - 2013-09-17 04:37:57 UTC
Nyancat Audeles wrote:
The 60-second cycle time for Bastion is a bit too long... cut it to 15 seconds at the most to at least give Marauders a chance in PvP. Or offer different Bastion modules with different cycle times / resource usages.


Two problems with this.

One, the Bastion Module doesn't have a resource cost, it just is. The rooting in-place is supposed to be a trade-off so shortening the cycle time would mean far less bonus. In general it shouldn't be shortened to the point where the fact that you can't move for a period of time doesn't come into your calculations on whether or not to use it.

Two, very short cycle times could cause animation problems.
Xequecal
Ministry of War
Amarr Empire
#3783 - 2013-09-17 06:35:39 UTC
Ganthrithor wrote:
James Amril-Kesh wrote:
You know what would really be awesome?
Take what you're trying to do with webs (which is a terrible idea because of the limited range of webs on what's supposed to be a longer-ranged platform) and instead give the Marauders a bonus to target painter strength.
Target painting will give a similar damage application bonus to webs and it'll also work at a much wider variety of ranges.


This man is right. For PvE, painters would be preferable.

You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs.
raawe
Imperial Shipment
Amarr Empire
#3784 - 2013-09-17 07:25:37 UTC  |  Edited by: raawe
WoW Sensor strength 12


***edit 11-14

***looks at Vengeance's sensor str (14) Shocked
Joe Risalo
State War Academy
Caldari State
#3785 - 2013-09-17 07:39:27 UTC
Xequecal wrote:
Ganthrithor wrote:
James Amril-Kesh wrote:
You know what would really be awesome?
Take what you're trying to do with webs (which is a terrible idea because of the limited range of webs on what's supposed to be a longer-ranged platform) and instead give the Marauders a bonus to target painter strength.
Target painting will give a similar damage application bonus to webs and it'll also work at a much wider variety of ranges.


This man is right. For PvE, painters would be preferable.

You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs.



Ya know, I had an idea once that might just be crazy enough to work.

When in bastion mode you unlock 3 turret/launcher hard points specifically for small weapons.
Bastion would give a damage and tracking bonus to those small weapons.

Some people might think this is OP, but look at it closely.

Small ships die at short range, large ships die at med/long range.
How do you take one down?

Easy, get small ships out at long range orbiting out of traversal, get big ships under it tanking the small guns and out traversing the large guns.

This would change things up a bit and the big ships would have to play tackle.
This would also mean that there major weakness would be heavy brawlers, with good agility.
Cade Windstalker
#3786 - 2013-09-17 09:08:32 UTC
Joe Risalo wrote:
Ya know, I had an idea once that might just be crazy enough to work.

When in bastion mode you unlock 3 turret/launcher hard points specifically for small weapons.
Bastion would give a damage and tracking bonus to those small weapons.

Some people might think this is OP, but look at it closely.

Small ships die at short range, large ships die at med/long range.
How do you take one down?

Easy, get small ships out at long range orbiting out of traversal, get big ships under it tanking the small guns and out traversing the large guns.

This would change things up a bit and the big ships would have to play tackle.
This would also mean that there major weakness would be heavy brawlers, with good agility.


Besides removing utility highs for tractor beams and salvagers this also doesn't work unless you can somehow refit while in Bastion, which would be hilariously OP. I don't even want to think about what would be required on CCP's end to have an active module add turret slots in space.
Xequecal wrote:

You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs.


Then fit a web or two. These are NPC frigs, they don't really try to actively speed tank you, they just burn in with a MWD and then orbit.

Plus no one said these things needed to be able to solo a 10/10 DED complex.
chaosjj
Doomheim
#3787 - 2013-09-17 09:23:52 UTC
Barrogh Habalu
Imperial Shipment
Amarr Empire
#3788 - 2013-09-17 10:21:05 UTC  |  Edited by: Barrogh Habalu
Xequecal wrote:
You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs.

MJD is a good counter to NPC frigs in most cases, although I suppose that enemies like guristas in general can force you to focus something else than frigs first, considering that their DPS isn't really mitigated that much by range. Plus this post is irrelevant to Golem (which, admittedly, already has TP bonus and probably will have a web bonus if nothing will change)...
Capt Retard
Federal Navy Academy
Gallente Federation
#3789 - 2013-09-17 10:24:25 UTC
the one thing I dont like about the new marauders is the generic reworking.
All have the same bonuses - whats the choice? The Vargur (the one I fly)
becomes a jumped up Maelstrom - just another un-minmatar lump. Peronally I
love the vargur for its agility and speed, orbitting packs of rats while
pummeling. Its Tempest roots shine.

Now its just a very very expensive Mael.
Lloyd Roses
Artificial Memories
#3790 - 2013-09-17 10:52:16 UTC
I'd really be eager to find out how many people will build their paladin into a mini-archon, adressing a fit focused on 7 large RR-modules, CPRs and local tank. Should say I don't expect them to be used largeley outside of cynofree wh-space.
Or the Vargur/Golem as a shield-carrier :>

personal impressions (with explanation)

> Bastiontranformerthingy
I believe there is hardly anyone who doesn't like the thought of a module being avaiable to fit, turning your tech-II battleship into another immobile ewar-immune platform, just that
- (multi-ASB-bandaid) Repairamount should be considered to be worked into faster cycle times, maybe even more than 50% reduction with less capreduction, making one armor repper perform like 1.5 regarding both the output aswell as the capacitorneed. Main reasoning being the high per-cycle-amount and rather low basehp.
- Give back mass! Just this time, consider something like 20x multiplier to avoid wormhole activation with activated module. The option of going into *Drift-mode* was extremely promising in my opinion atleast, being unbumpable when bastioned at 0 speed is also an essential thing.
- If RR-marauder is an issue, maybe reduce max locks in bastion. If usage of an RR-marauder in the style of a not-interruptible carrier is welcomed, maybe consider giving those RR a slight rangebonus as was asked for strat-cruisers on several occasions, meaning a rangebonus of 25% to 100% or anything similiar.
- What about MJD also in bastion as only means of mobility? Could justify a reduction of the defensive boni even.
- If a bastioned ship cannot be ewar'ed, can they atleast be tackled? Else, dropping out of bastion would need an incredibly agile scramblebutton to apply within time. This obvioulsy strongly interacts with 'mass, or no mass'-dilemma above.
--- Overall I believe this Bastionmoduletransformerthingy to be a wonderful idea as it was sketched with EWAR-immunity and application bonus, as that basically makes for a second ship using the same hull.


> Marauders themselves
My biggest doubts towards the non-bastioned marauders is Sensor Strength, less as in it being an issue, but moreso it being an issue for Golem/Vargur, as shieldtanking and bonused mids make for a hard choice picking ECCM. While Kronos/Paladin are arguably okay with capinject, ECCM, MJD and a web - it will be a much tougher call for shieldtankers.
- I believe that amongst all weapon systems, torps are the only ones at a straight out disadvantage due to MJD'ing out of applicationrange by a huge margin. OP sounds like missile-tracking modules for lowslots, so shouldn't be an issue. Else, Cruises everywhere \o/
- Lowslot eccm should be more effective, or should work slightly differently to be still inferior (like +x sensor srength flat, as LG grail/jackal etc.), but amount of decreased efficiency somewhat being less of a hurdle for shieldtanked marauders.
- Base HP still seem a little high. Bufferstrats/HACs suffer from weak base-hp aswell, but see what plates and tech-II-resist do to their HP-pools. Would very welcome that concept of rendering the ship extremely sensitive to it's fittings, especially it's buffer to largely depend on LSEs and plates. Also to differentiate between lineships as *combat* BS with their 9000ish base, and those marauders with - say BC-base HP (+ tech-II resists)
- Especially structure HP, it's all joints and junctions anyways.

---
Pretty much buff smallscale stuff, nerf fleetstuff for them. I actually do not see any issues with them being a near identical ship differing in nothing but type of weapon, kind of tank and a few slots - It's exactly what creates a balanced class, with - due to minor differences in tracking/range/dps/capacitor - greatly differing realized fittings and playstyles.

My 113 cents.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#3791 - 2013-09-17 15:41:14 UTC
raawe wrote:
WoW Sensor strength 12


***edit 11-14

***looks at Vengeance's sensor str (14) Shocked



As long as this ship class keeps this SS silliness you can give them funky transformer stuff, police sirens or dancing spot lights, they still be relegated to very few uses, extremely fragile and easy to counter for a bunch of rookie ships, hell a single 2weeks ibis pilot can already completely take one of these out of the field or force it in to "transformer" stuff to get killed, because it will get killed.


As said before, for this ship to be worth of something for pvp and actually fit the Marauder role it needs some points to be enhanced: Sensor, mobility, utility

Sensor: no need to explain it in latin, everyone already knows what this is about

Mobility: the MJD bonus to cycle is good, if they can code showing timer on this module that would also be a nice "feature"

Utility: 2 main points to study here

-racial Ewar: we have a problem with this oen, will minmatar get webs or painters? -you guys get the thing, must be a useful Ewar module helping the ship achieve its job

-bastion module: I do'nt really like it at all, its cool for videos, might be/look cool to kill structures but for pvp with a 60sec timer+timer to get in/out of bastion module makes it not really interesting.

Option: Bubble and disruption immunity = requires commitment or spec ship with scram 2 points or focused disruption (hic)

This single point would vastly increase this ship mobility on top of MJD, giving it a SS boost would also help it make the job with no further changes needed. A 3rd rig slot would look like the cherry on top of the cake.

removed inappropriate ASCII art signature - CCP Eterne

Streya Jormagdnir
Alexylva Paradox
#3792 - 2013-09-17 16:15:58 UTC
I'm really looking forward to these changes. I'm always looking for creative ways to run C4/C5 sites alone and I'm totally willing to fly a bling battleship around if it gets the job done.

Just a minor suggestion: why 5% capacitor capacity on the Paladin rather than a regeneration time reduction? I think swapping it with cap regen bonus would make it a little more robust against neuting NPCs without making it OP in a PvP scenario.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

Dredastttarm
0x31A9D8F2
#3793 - 2013-09-17 16:54:15 UTC
Webs are back baby, and on all of them, **** YEAH!

I approve epic webs, although they're not 90% webs, close enough.

I make YouTube videos and so on... Watch me do silly things here:

http://www.youtube.com/user/Internetzspacezshipz?

marVLs
#3794 - 2013-09-17 17:26:46 UTC  |  Edited by: marVLs
I want one thing from CCP: don't be afraid to buff them strongly Attention

They're T2 BS's ffs... they suppose to be powerfull and rule in their assumption without doubts.

I don't like this thinking "we don't want to make them more powerfull than pirate BS's"... so what's the sense skilling them and using, when everyone can get cheaper, a loooot less skill intensive and better pirate BS?

If You give them bonuses make them usefull not almost useless like so small tractor bonus especially with MJD bonus... it's just stupid.
Boost their sensors like hell, give them better slots layout instead of 8th HighSlot (again look at Vindi and Kronos...)

Pirate BS's are faster, more agile, have bigger DPS, bigger drone bays, better sensors, better slots layouts etc. I'm not saying nerf pirate BS's , because they should be powerfull (hell, every BS should be powerfull), but i'm saying Marauders should be especially in PVE better in every aspect.

Some idea, want this bastion stationary thingy? So give every marauder 125mb drones bandwidth (gallente will get + drone damage bonus). And cut drones from pirate BS's.
Instead of stationary maybe manuverability mode? MWD cap consumption and sig bonus combined with better tracking and NOS immunity (well maybe in some big % only). etc

But still i think marauders should get biggest raw dps, 125mb drones, better sensors and manuverability
James Amril-Kesh
Viziam
Amarr Empire
#3795 - 2013-09-17 19:58:03 UTC  |  Edited by: James Amril-Kesh
Xequecal wrote:
Ganthrithor wrote:
James Amril-Kesh wrote:
You know what would really be awesome?
Take what you're trying to do with webs (which is a terrible idea because of the limited range of webs on what's supposed to be a longer-ranged platform) and instead give the Marauders a bonus to target painter strength.
Target painting will give a similar damage application bonus to webs and it'll also work at a much wider variety of ranges.


This man is right. For PvE, painters would be preferable.

You need a way to kill frigs. 5 lights isn't going to cut it in higher end PvE. Hell 10 or even 15 might not cut it in 10/10 plexes with 30+ of them or C3/C4 container sites and their swarms of super elite frigs.

As others have said, you can still fit a web, it just won't have that 10% per level extra effectiveness. If you really want to hit frigates up close, you can put a web and your bonused TP on them. You're not going to be doing stellar damage, but you'll hit them.

If you really want to dispatch the frigates, it's much easier to just use your MJD, bastion, and blap them at a distance. Bonused TP makes this an even more viable tactic (especially after the duration gets halved).

Enjoying the rain today? ;)

Xequecal
Ministry of War
Amarr Empire
#3796 - 2013-09-17 20:37:23 UTC  |  Edited by: Xequecal
Cade Windstalker wrote:
Then fit a web or two. These are NPC frigs, they don't really try to actively speed tank you, they just burn in with a MWD and then orbit.

Plus no one said these things needed to be able to solo a 10/10 DED complex.


The fact that they need to shoot frigs is why I said they needed to keep the web bonus. A single 60% web will not let large guns hit NPC elite frigs.

Also if they can't solo a 10/10 or a C4, that makes them pretty damn terrible for a 1bil PvE ship considering a Tengu can already do both.
William Darkk
Garoun Investment Bank
Gallente Federation
#3797 - 2013-09-17 21:14:33 UTC
125mb/175m3 dronebay seems like a good idea, or at the very least 50/150. Drones are very useful for popping smaller rats.
Rendiff
The Scope
Gallente Federation
#3798 - 2013-09-17 22:15:24 UTC
For the time it takes to train into a Marauder versus the time into a pirate BS, the Marauder should be much better than the Pirate and navy versions.

The way I see it the Marauder should be the most powerful sub capital ship in terms of base damage and tank ability.
James Amril-Kesh
Viziam
Amarr Empire
#3799 - 2013-09-17 22:40:36 UTC
William Darkk wrote:
125mb/175m3 dronebay seems like a good idea, or at the very least 50/150. Drones are very useful for popping smaller rats.

125 MB / 175 m3 would go really, really well with the immobile bastion mode.

Enjoying the rain today? ;)

Sgt Ocker
What Corp is it
#3800 - 2013-09-18 01:53:57 UTC
James Amril-Kesh wrote:
William Darkk wrote:
125mb/175m3 dronebay seems like a good idea, or at the very least 50/150. Drones are very useful for popping smaller rats.

125 MB / 175 m3 would go really, really well with the immobile bastion mode.

I would say from the way things look now, all will have either 50mb or 75mb drone bandwidth (bar the golem which in true caldari spirit will only get 25mb). The emphasis for this class will be on turrets, drones are only for those pesky close up frigates. So would not expect to see any with 125mb drone bandwidth

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.