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[Rubicon] Marauder rebalancing

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Author
Isinero
Perkone
Caldari State
#3821 - 2013-09-18 13:41:54 UTC
I counted and with 86000 lowest efective HP (EM and thermal will be aproximately same ) . If I will count phased plasma it will be 89000 hp
Unfortunately its hard to get it higher
If I will count around 14000 per shot of tornados .... its at least 7 shots to instantly kill me. Its nothing cheap if you take in account that ship is expensive but mods cost less than 1 billion it wont be very profitable to shoot me down:-) (but can do it just for fun. But even then its not very expensive if you compare it to other ships which needs to invest much more to have same result...)

Of course there is a possibility to shot more shots in lower sec .... or use other ships.
Joe Risalo
State War Academy
Caldari State
#3822 - 2013-09-18 14:13:49 UTC
Jasper Blanch wrote:
Joe Risalo wrote:
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.



I got two likes on the quoted posts, but people really need to realize that liking a comment doesn't keep it as part of the conversation...
Sure, like a comment, but if you like it, you need to be talking about it, even if it's just saying "hey, i like this".
It's enough to keep it as part of the conversation.

Edit:
Also, what I mean by "unlock" is the turrets are offlined until you go into bastion mode.
If you're one of those that wants your utility for salvage, well, you have to give up something for utility.
In this case it would be these small turrets/launchers.
However, when bastioned I think you should have the same bonuses as a noctis.
This won't obsolete the noctis, as many people like myself feel that the noctis is still way faster if you like to salvage and loot entire rooms.


How do you propose to differentiate between 'small turret hardpoints' and 'large turret hardpoints'? to the best of my knowledge, there isn't nor should there be a mechanic to differentiate here. This just invites somebody to stack 7 large weapons on their marauder.


I've thought about that being an issue as well.
Firstly, if you did fit more large weapons, you wouldn't have nearly enough CPU/grid to fit all 7 and tank, damage mods, utility, and whatever else.
However, if you did fit a full rack of 7 large weapons, then 3 of them wouldn't be usable outside of bastion mode, as per my suggestion.
This means that you would bastion, be locked in place, with low tank, low utility, and even if you had extremely high dps, you would get pwned by a couple of t1 frigs, if even more than one.

However, I'm not entirely sure that a bad design goal.
Go ahead and allow people to fit out like this.
This would it give us a high sec POS basher with long range and high dps, but easily countered if you wish to defend.

Personally, I like the idea of doing just what you're suggesting.
It adds a lot of spice to the marauder and they'll be be much more designs out there, instead of a one size fits all fitting design.

So, hull gives bonus to large weapons, bastion gives bonus to small weapons, tractors, and salvagers.
This allows for several different fits just in the high slots alone.


However, if you don't like that possibility, then it's easy for CCP to fix it so 7 large isn't possible.
Give golem 3 turret hard points and bonus to small hybrids.
Vargur gets bonuses to small launchers.
And someone else can figure out what to do with the Pali and Kronos.
Joe Risalo
State War Academy
Caldari State
#3823 - 2013-09-18 14:18:54 UTC
Oh, and one other thing.

I'm still quite keen on my idea of balancing the resists on marauders.

So, like I said with the golem.
Instead of mixed resists the would be
34em, 34therm, 35 kin, 34 exp.
This is the same amount of relative points into resists and the golem currently is, only balanced.

This would be unique to marauders, fit the intent and description of marauders, and if we kept in t2 resists, would be much more balanced across the board.
So people could stop complaining about fairness of resist profiles.
If you did balance resists I don't know that you would need t2 resists.
2 or 3 Invulns and you're set
Isinero
Perkone
Caldari State
#3824 - 2013-09-18 14:46:58 UTC
if there will be balanced ressists it would be much much much better. But I dont think that they will introduce anything like that.

So I am happy with at least T2 ressist which I get instead of 37,5 % repair amount :-) (active tank is same, but I have also bonus to passive tanking which is nice)

Tlat Ij
Hedion University
Amarr Empire
#3825 - 2013-09-18 14:48:54 UTC
Apo Lamperouge wrote:
A tech 2 ship should be specialized, not watered down to being a "little bit of this, a little bit of that".
Absolutely, since that was supposed to be the how things were rebalanced. as CCP Ytterbium himself stated in the first devblog on rebalancing back on June 3 last year. And in this post, CCP Ytterbium insinuates that CCP does care somewhat about flavor text concerning T2 manufacturers (although he does have a disclaimer about it) and all of the marauders are made by companies that favor all out damage over anything else, indicating that the marauders should have higher damage than any other subcap ship, and in order to be balanced there would need to be sacrifices in other areas. Like not being able to apply that damage AND be mobile, or not be able to receive RR while being able to obliterate everything, which is essentially what the bastion module does.

Quite simply any suggestion that would make the ship viable in PVP would mean a nerf to tank/damage in order to not be OP. Trying to take a ship designed to be the best at PVE and make it viable in PVP is only going to make it a useless mess.
Zarnak Wulf
Task Force 641
Empyrean Edict
#3826 - 2013-09-18 15:09:17 UTC
Still waiting on my 'Rebalance EAS' thread CCP Rise and Fozzie. Evil
Gargantoi
Deep Core Mining Inc.
Caldari State
#3827 - 2013-09-18 15:22:18 UTC  |  Edited by: Gargantoi
Isinero wrote:
if there will be balanced ressists it would be much much much better. But I dont think that they will introduce anything like that.

So I am happy with at least T2 ressist which I get instead of 37,5 % repair amount :-) (active tank is same, but I have also bonus to passive tanking which is nice)


U dont say ! t2 resists are **** ..giving them 10% more resist to theire curent resists ..what those ships need is to be left as they are ..rep 37.5 % ..have the 10% web and boost dps a little bit more ..because lets face it ..except the current kronos that can deal 1.6k dps the others barelly deal 800 - 900 dps ..and the tank is the only thing making them acceptable ..u say ...yeah i got 900 dps but at least i got tank so u go for it ..if ccp removes the current rep bonus and doese stupid things like ..webs on golem ..they will go to **** ..check market for instance ..they announced first proposition of changes ..prices went up a lil bit ..now they anounced this one ..prices droped as hell so ..no one wants a web nerfed to 7.5% no one wants the rep bonus to be removed .. ..they should just introduce a new line of marauders..same hull diferent collor or "tier3" hull ..and new unique color and modify those into stupid pos shooting machines ..then no one would complain ..also ccp stop listening to guys who are posting with alts / npc corp etc ..or carebears with 2012 chars who barelly got pvp experience and theire best "pvp" encounter was in a worlds colide mission ..srsly
Joe Risalo
State War Academy
Caldari State
#3828 - 2013-09-18 15:51:41 UTC
Gargantoi wrote:
Isinero wrote:
if there will be balanced ressists it would be much much much better. But I dont think that they will introduce anything like that.

So I am happy with at least T2 ressist which I get instead of 37,5 % repair amount :-) (active tank is same, but I have also bonus to passive tanking which is nice)


U dont say ! t2 resists are **** ..giving them 10% more resist to theire curent resists ..what those ships need is to be left as they are ..rep 37.5 % ..have the 10% web and boost dps a little bit more ..because lets face it ..except the current kronos that can deal 1.6k dps the others barelly deal 800 - 900 dps ..and the tank is the only thing making them acceptable ..u say ...yeah i got 900 dps but at least i got tank so u go for it ..if ccp removes the current rep bonus and doese stupid things like ..webs on golem ..they will go to **** ..check market for instance ..they announced first proposition of changes ..prices went up a lil bit ..now they anounced this one ..prices droped as hell so ..no one wants a web nerfed to 7.5% no one wants the rep bonus to be removed .. ..they should just introduce a new line of marauders..same hull diferent collor or "tier3" hull ..and new unique color and modify those into stupid pos shooting machines ..then no one would complain ..also ccp stop listening to guys who are posting with alts / npc corp etc ..or carebears with 2012 chars who barelly got pvp experience and theire best "pvp" encounter was in a worlds colide mission ..srsly


If you look up a bit at the conversation we were having about weapons and resists, you may like what you see.
Ranger 1
Ranger Corp
Vae. Victis.
#3829 - 2013-09-18 17:28:25 UTC
Just as long as Bastion Mode does not end up being synonymous with Pinata Mode.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Apo Lamperouge
#3830 - 2013-09-18 17:29:35 UTC
Gargantoi wrote:
Isinero wrote:
if there will be balanced ressists it would be much much much better. But I dont think that they will introduce anything like that.

So I am happy with at least T2 ressist which I get instead of 37,5 % repair amount :-) (active tank is same, but I have also bonus to passive tanking which is nice)


U dont say ! t2 resists are **** ..giving them 10% more resist to theire curent resists ..what those ships need is to be left as they are ..rep 37.5 % ..have the 10% web and boost dps a little bit more ..because lets face it ..except the current kronos that can deal 1.6k dps the others barelly deal 800 - 900 dps ..and the tank is the only thing making them acceptable ..u say ...yeah i got 900 dps but at least i got tank so u go for it ..if ccp removes the current rep bonus and doese stupid things like ..webs on golem ..they will go to **** ..check market for instance ..they announced first proposition of changes ..prices went up a lil bit ..now they anounced this one ..prices droped as hell so ..no one wants a web nerfed to 7.5% no one wants the rep bonus to be removed .. ..they should just introduce a new line of marauders..same hull diferent collor or "tier3" hull ..and new unique color and modify those into stupid pos shooting machines ..then no one would complain ..also ccp stop listening to guys who are posting with alts / npc corp etc ..or carebears with 2012 chars who barelly got pvp experience and theire best "pvp" encounter was in a worlds colide mission ..srsly


Personally, I'm quite happy with the repair bonus on my Paladin, with a Deadspace large repper, I'm getting 1700 armor hp per cycle. Using mission specific hardeners raising my resists to the 80%+ range, that means that my repairs are more efficient; i use it less. But being the game wrecking carebear that I am, that doesn't work for the REAL players out there. P
I'm kidding...no really

It's all a question of play style I suppose. I rarely use a web on the Paladin, unless I'm in an Incursion fleet. I'd rather use the Micro Jump Drive and get range. You say potato...six of one...blind in one eye...allegories ensue.

Sometimes a knife right through your heart is exactly what you need.

Apo Lamperouge
#3831 - 2013-09-18 17:43:27 UTC
Lloyd Roses wrote:
Apo Lamperouge wrote:

Please do not force me to be choosing one gun type like some Pirate Battleships (Vindicator I'm talking about you. Nightmare you CAN put pulses on...but why?). Let's face it; the Marauder is a PVE ship. It's role is specialized in that. What moron brings tractor beams and a salvage unit to a fleet fight (on a battleship)? Come on, leave it a PVE ship. Fix blops as PVP if you need to do that.


I have the feeling you judge those ships from a pure pve-pov. Yeah, railvindis and tachnightmares are a *thing* in incursions or anomalies, yet they were flown a lot with various fittings. Same potentially for the most pvp-prominent marauder, the kronos. Though they are fitted sometimes rails, sometimes blasters for pve, they are near always fitted for blasters+webs+buffer to serve as a dirtcheap substitute for Vindiwebs.

The giant thing you apparently overlooked was the very generous fittings buff, which allowst them to fit a rack of heavy utility mods, i.E. pvp.

Apo Lamperouge wrote:

Frankly, I'm getting a little worried that this "rebalance" is going to screw them up totally. So Marauders are a little OP for PVE..so what? They suck donkey balls in pvp. I would never think of bringing one into pvp, the ease of which you get your ass handed to you by any ewar is re-donkulous. I have "a lot" of isk, and a lot of skill time invested in my Paladin. If I want to pvp in a battleship, I will use blops or a navy faction battleship if i want to spend money. HAC's or T1 battleships if I don't. There's a reason that all the Fleet Doctrine I've seen is T1 or Navy battleships.


Most fleet doctrines are based on t1/navy cause every scrub can fly those, and they are cheap within limits. Unlike most smallscale engagements, dumping boatloads of ISK to get a few extrapercent performance isn't worth it when you're one of 200 f1-lemmings.

The complete ewar-problematic is mostly abolished by the introduction of the bastion-module. Being unable to receive RR luckily also disqualifies it for fleet usage. If you're just looking at the raw hull without the bastionmodule, you get a battleship with t2 resists and 4 extrahighs over other battleships, while suffering from (as of now) only low sensor strength.

I really do not understand how those are bound exclusively to pve. They have been in the past with their craptastic fittings and lack of HP or RR-efficiency, but apparently they are going to change that finally.



Don't get me wrong, I see where you are coming from. And i think you proved my point. Why send in big shiny ships that are expensive to replace on SRP when you can give everyone cheap ass Blasterthrons, Slowcats, or Arty Abby's? You can replace 5 of those for about the price of one Marauder (especially if you build them..yes I'm exaggerating, but you get my point).

But I find it hard to believe that you can use "dirt-cheap" and "Kronos" in the same sentence. Vindi and Kronos hulls are invariably comparably priced. It's the fittings that make them stupidly priced. The price difference right now in Jita is 100 million... unless I misunderstood your posting.

However, you are right that I do speak from a PVE standpoint. I haven't run PvP in like a year now, I don't find it that appealing unless it's big fleets. Probably yes because I suck at it. Bad.

Sometimes a knife right through your heart is exactly what you need.

chaosgrimm
Synth Tech
#3832 - 2013-09-18 17:55:13 UTC
A few more cents from me:

Undo the speed/navigation nerfs. It seems that was only done to push ppl to the mjd, which isn't enough justification IMO. Maybe a bonus affecting all prop mod.

Up the tractor beam bonus to compensate for the weapon range increases and stationary bastion mode. 200% ish? Would still be inferior to the noctis but significantly better.

Possibilities instead of webs:
Kill mjd role bonus, give diff hauls diff prop related bonuses.
Add heat reduction bonus to hull and bastion mod such that marauder V + thermal dynamics V + bastion active = no overload penalty.
Dare I say retain old bonuses? Change the bastion module instead.
Cade Windstalker
#3833 - 2013-09-18 18:38:07 UTC
Lloyd Roses wrote:

- 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 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.

....

- 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)


The mass was also something of a concern for bumping people, since you could get up to speed and then activate the module to hell-bump someone, a 20x mass increase would just make this worse.

I don't see how tackling a ship coming out of Bastion is much of a concern. You're going to have to get back up to speed to warp and even the MJD has a 9 second cycle time. Plus you can't dock or jump for 60 seconds after leaving the mode. Not sure what the issue here is.

Remember the flat HP increase from extenders and armor-plates is going to end up being a lot more significant on HACs and Command Ships than it is on these. Sure they can potentially get some pretty high EHP values, but not while still dealing even half decent DPS. Realistically they're not going to be doing anything that resist-bonused T1 Battleships can't already do, give or take about 20-40%.

Streya Jormagdnir wrote:
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.


These are unlikely to let you solo C5s, maybe C4s but you're going to have trouble with neuting.

Also Cap Capacity does increase your regen, it just also gives you more total capacitor.

Xequecal wrote:
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.


Then fit two webs, I'd rather have Battleships have a little trouble with NPC frigates than have it be swatting player-frigates like flies. Also you can manipulate NPC frigate traversals to get solid hits on them with just one web because they're bricks dumb.

The T3s are up for a re-balance later on and besides, the Tengu is only able to do that by speed tanking and it takes forever. They can't even break the tank on everything in some of the sites if I recall correctly. Saying that a big, bulky battleship should be able to do everything a T3 cruiser can do in PvE when it does that stuff through speed-tanking is a little silly and is going to lead to these being horribly over-powered in PvP.

James Amril-Kesh wrote:
I wouldn't get too hung up on the way things look now, because frankly right now they look awful.

Not too enthusiastic about having both the 30% resist bonus removed from bastion and the repair module bonus removed from the ships. I really doubt giving them full T2 resists makes up for that. I'm also not happy with that latter bonus being replaced by a web strength bonus. I think the web strength is fairly useless for this ship in its intended role. It smacks right up against the MJD and the damage application bonuses.


That's the point, the first round proposals was too tanky, the T2 resists are intended to make more people in more play-styles happy, not completely make up for the removal of both the resists bonus and the repair bonus.

Personally I'd like the repair bonus back on the hulls, but I also don't think a single Vargur should be able to tank the entire first wave of a Vanguard Incursion site, that's a bit ridiculous Straight
Cade Windstalker
#3834 - 2013-09-18 19:12:41 UTC
Aimee Maken wrote:
The shore up the weakness bit is only really considered when you add in the low scan res of the ship, it should never be used in pvp because of that fact and if you do, you need a lot of SEBOs and other support just because of the lumbering nature of the battleships.

For a high end pve ship, this would mean they are balanced around the pirate ships, rather than nerfing the pirates down to their level.

I personally envision the pirate ships to be like T2 ships but with a focus pvp capabilities and balance, their costs should be raised and they should not suffer from the scan res issue of the marauders. So then pirates would have better pvp, okay pve, and cost a ton (1.5-2.5 bil range). While Marauders would have excellent pve, **** pvp (SS), and cost slightly less while have a far larger skill train time.

On blops, I hope they rework the entire line. I wish for anti super use bomber, along with a super change that comps the current pilots as their nigh invincibility turns into just another tier of ship as per tiercide.

Again tho, the thing that you should take away is that they should make each marauder feel unique, and not have the class harmonized like some other T2 lines. They should feel racially matched, if not have the weakness compensated.


So, from the original ship balancing dev-blog and specifically this image the Pirate Battleships are more likely to end up as slightly above the Navy Battleships but without much specialization. Overall this probably means some of them are in for a nerf. From where the most popular of them are they seem likely to be turned into either something roughly fitting with the Attack Battleship theme or some fusion of Combat and Attack Battleships, judging from where the Navy ships went.

T2 ships on the other hand are meant to be more focused, with specialized bonuses not available to T1 and Faction ships. This means things like the Bastion Module and the MJD bonus. However it also means that they're not supposed to step all over the toes of Faction ships and that the reverse is also true. Also the cost of Pirate Battleships is mostly determined by site running in null-sec and demand, so it would be nearly impossible to see them shoot up to 2 bil per hull. Case and point, this is roughly the current production cost of a Mach hull and its more profitable to turn in your pirate LP for Ammo, Implants, or Cruiser and Frigate BPCs.

I highly doubt we're going to see Black-Ops worked into some kind of anti-capital platform. That doesn't fit with the class or the ships leading up to it and is too highly specialized for a ship that costs as much in training and ISK as a Dreadnaught anyway.

Also Tiericide refers to changing the tiers within a ship class, so no more Battleships that require BS 1 being far worse than the Battleships that require BS 3. Since there's only one Dreadnaught hull per race Tiericide doesn't apply to them. We can expect whatever changes happen to Dreadnaughts to be related heavily to whatever happens with the eventual POS and Sov rework.

Racial traits are supposed to be small bonuses, not overwhelming advantages. That just creates massive imbalance and leads to one ship being "the best" while the others sit and stagnate because that ship has a set of traits that are overall more desireable and they've been boosted to ridiculous levels.
Cade Windstalker
#3835 - 2013-09-18 19:29:23 UTC
chaosgrimm wrote:
A few more cents from me:

Undo the speed/navigation nerfs. It seems that was only done to push ppl to the mjd, which isn't enough justification IMO. Maybe a bonus affecting all prop mod.

Up the tractor beam bonus to compensate for the weapon range increases and stationary bastion mode. 200% ish? Would still be inferior to the noctis but significantly better.

Possibilities instead of webs:
Kill mjd role bonus, give diff hauls diff prop related bonuses.
Add heat reduction bonus to hull and bastion mod such that marauder V + thermal dynamics V + bastion active = no overload penalty.
Dare I say retain old bonuses? Change the bastion module instead.


No penalty to overheating would be horrifically OP, just no.

The nav/speed nerfs are a trade-off for the heavy tank and make the MJD bonus not over-powered.

They're not talking about making more Marauder hulls so I have no idea what you're talking about with "give different hulls different prop related bonuses". In general though speed-tanking a Battleship is impractical because you end up screwing your own traversal. If you want to kite then a one-minute MJD bonus is better than an AB or MWD bonus could ever be and still be balanced.
Apo Lamperouge
#3836 - 2013-09-18 21:52:00 UTC
chaosgrimm wrote:
A few more cents from me:

Undo the speed/navigation nerfs. It seems that was only done to push ppl to the mjd, which isn't enough justification IMO. Maybe a bonus affecting all prop mod.

Up the tractor beam bonus to compensate for the weapon range increases and stationary bastion mode. 200% ish? Would still be inferior to the noctis but significantly better.

Possibilities instead of webs:
Kill mjd role bonus, give diff hauls diff prop related bonuses.
Add heat reduction bonus to hull and bastion mod such that marauder V + thermal dynamics V + bastion active = no overload penalty.
Dare I say retain old bonuses? Change the bastion module instead.


I SAY THEE NAY!!! I like the mjd role bonus...it's a good thing!

Sometimes a knife right through your heart is exactly what you need.

chaosgrimm
Synth Tech
#3837 - 2013-09-18 23:42:02 UTC
Apo Lamperouge wrote:
chaosgrimm wrote:
A few more cents from me:

Undo the speed/navigation nerfs. It seems that was only done to push ppl to the mjd, which isn't enough justification IMO. Maybe a bonus affecting all prop mod.

Up the tractor beam bonus to compensate for the weapon range increases and stationary bastion mode. 200% ish? Would still be inferior to the noctis but significantly better.

Possibilities instead of webs:
Kill mjd role bonus, give diff hauls diff prop related bonuses.
Add heat reduction bonus to hull and bastion mod such that marauder V + thermal dynamics V + bastion active = no overload penalty.
Dare I say retain old bonuses? Change the bastion module instead.


I SAY THEE NAY!!! I like the mjd role bonus...it's a good thing!


not necessarily opposed to it, but i definitely oppose reducing the effectiveness of other forms of prop b/c of the MJD bonus
chaosgrimm
Synth Tech
#3838 - 2013-09-19 00:16:23 UTC
Cade Windstalker wrote:

The nav/speed nerfs are a trade-off for the heavy tank and make the MJD bonus not over-powered.
...
In general though speed-tanking a Battleship is impractical because you end up screwing your own traversal. If you want to kite then a one-minute MJD bonus is better than an AB or MWD bonus could ever be and still be balanced.

First I just want to point out that you make the base speed nerf sound like it is nothing and barely useful. If this is the case, why spend the time to nerf it in the first place? but on to addressing your points.

0 movement in bastion mode is a trade off when your tank gets heavy. Some of the tanks have actually gotten lighter outside of bastion mode b/c of the rep bonuses being removed.

Also, max speed is used for more than just tanking. Marauders current role is generally PvE based, so can affect travel time from gate to gate. If in falloff (esp an autocannon vargur), speed can be used to close the distance which = more dps. Lastly, although speed tanking is impractical, you can lower an enemy's angular with speed to increase applied dps.

We do agree though that the base speed was reduced b/c of the MJD bonus. This is what I question. What does a MJD have to do with speed esp on a BS, its not like they are going to dual prop. It only hurts ppl who decide to take a prop mod other than a MJD. I dont like that they are limiting these hulls just to force the MJD. It's not necessary.

Cade Windstalker wrote:

They're not talking about making more Marauder hulls so I have no idea what you're talking about with "give different hulls different prop related bonuses".

Golem 10% reduction in MJD cd, Paladin 5% reduction in cap use of prop modules, vargur 10% speed bonus to ab, etc. Grant it kinda contradicts a few of the points a made earlier, but still better than a web bonus xD

Cade Windstalker wrote:

No penalty to overheating would be horrifically OP, just no.

Honestly, this is a pretty mild buff all things considered.
First compare to other modules already in the game.
The Siege Mod II is similar in the sense that you take a movement penalty and immune to remote support + EW. I would assume CCP believed that this is a pretty big penalty, because the not only add the 100% rep bonus, but a -50% rep duration, and a 840% damage modifier.

Now granted, subcap is a different game. I dont believe that an 840% dmg modifier nor the -50% rep duration are acceptible for a BS, but i do believe a tanking and dmg bonus are in order. The nice part about using OL as a way to implement a dmg bonus is that it wont do more dps in the short term than it is already capable of delivering, the only thing that increases is sustained dps, and while sustaining dps, you cant be remote repped or escape. Also, there is a bit of a buffer for this bonus. Currently marauders can OL about a 1:30 (give or take). This means you really arent going to benefit from it unless you have already overloaded for 1:30 + enter bastion mode or enter bastion mode for at least 2 minutes.

All things considered 15% extra autocannon dmg after a min and a half isnt that over the top considering you cant move or be remote repped. If the tanking part is your concern, the bonus from the bastion module could be changed. This would shift more tanking responsibility over to the fit b/c of OL hardeners.


Topher Basquette Dusch-shur
Montana Freedom Fighters
#3839 - 2013-09-19 00:57:40 UTC  |  Edited by: Topher Basquette Dusch-shur
Well, I read though before making a post about this so, go me. Now let me say that my PVP experience is limited to getting podded early game, RVB and shooting flashies. My PVE experieance is more extensive in involves Frig, AF, Cruisers, HAC, T3, BS(of T1 navy and Pirate types) of all races but Amarr. I enjoy LVL 4s to fund some of my sillier alts and even a bit of wormhole fun.

With that out of the way let me express some confusion. I have been training up for the marauder for a LONG time, but luckily none of the skills I have trained are only for these ships. The first iteration would have made the training more than worth it, the second concerns me a little. I purchased a Golem out of optimism.

So here my perspective.

I would like you to leave the Marauders mostly as they are, but make three changes to the hulls:

  • Tractors reach out to kill range.
  • T2 resistances on the hulls.
  • Sensors strength could be averaged between current and the nearest navy equivalent. That would give the Golem, for example 21. 14 Golem now + 28 CNR /2 = 21, which is still 1 point less than the standard Raven.


If you leave everything else the way that they are then those who have trained into them or that are, like myself, just a couple days away will feel like they have gotten exactly what they have paid for.

Now for the bastion model. That thing sounded cool as expletive deleted at first. What if you adjusted the bonuses to work with the marauders in a more cohesive way (my ideas are bold):

Quote:
BASTION MODULE

Increases shield and armor repair amount by 62.5%Awesome
Extends all large turret falloff and optimal by 25% Awesome
Increases all large missile max velocity by 25%Awesome
While active all minimum shield, armor and structure resistances become 30%
Has a cycle time of 60 seconds. Fair Enough
When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way. fair enough, good trade-off and a last man standing idea.
When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp. Also receives a weapons timer that prevents station docking or gate jumping. Weapon time should not require the user to drop weapon safeties in high-sec (being investigated) Fair enough
Only one may be fitted per Marauder, cannot be deactivated before cycle endsFair enough
Uses 10 CPU and 100 powergrid to fitFair enough
Uses no specific fuel or capacitor - we were discussing the use of Heavy Water as fuel. However, it doesn't really provide any gameplay (as CCP Rise mentioned, capacitor is the main limiting factor in combat with those ships). Plus it adds more consumables to a class that already commonly uses charges for weapons, cap boosters and need to keep cargo for possible salvaging.Awesome
Skill requirements: High Energy Physics 4 and Energy Grid Upgrades 5


Reasons for these changes

  • This will make the 100% increased repair when added to the hull bonus, but not make the ships require remote repair just to operate as they will still have their 37.5% on the hull.
  • The resistance portion will help to ease the slightly unfair resistance profiles that we have heard so much about. While it is not as powerful as the first iteration it will help to even out their ability to omni-tank while still keeping racial flavor and not being overpowered with the original 137.5% rep.


The MJD is cool and all, but I would hate to see it forced onto the ships at the cost of any of the rest of this. If it is just added on so that they have some sort of propulsion bonus, sweet.

If anyone thinks this is way out of line please let me know, but I feel like this is the compromise that most of the almost 200 pages here is heading towards. It lets the armor tankers keep their webs, lets ships move and rep, keeps bastion (mostly) in check, smooths out the resistance argument and still keeps most of the other ideas in tact.

Edit: Error and word choice fixing.
Cade Windstalker
#3840 - 2013-09-19 02:42:49 UTC
chaosgrimm wrote:
First I just want to point out that you make the base speed nerf sound like it is nothing and barely useful. If this is the case, why spend the time to nerf it in the first place? but on to addressing your points.

0 movement in bastion mode is a trade off when your tank gets heavy. Some of the tanks have actually gotten lighter outside of bastion mode b/c of the rep bonuses being removed.


No, I'm not making this sound like it's nothing, I'm saying it's a trade-off. Eve is full of those.

Also, these are still currently the only Battleships with full T2 resists meaning they're still really tanky ships, more so than almost any other sub-cap. Also if you'll notice I'm generally against losing the rep bonuses on the hull.

chaosgrimm wrote:
Also, max speed is used for more than just tanking. Marauders current role is generally PvE based, so can affect travel time from gate to gate. If in falloff (esp an autocannon vargur), speed can be used to close the distance which = more dps. Lastly, although speed tanking is impractical, you can lower an enemy's angular with speed to increase applied dps.

We do agree though that the base speed was reduced b/c of the MJD bonus. This is what I question. What does a MJD have to do with speed esp on a BS, its not like they are going to dual prop. It only hurts ppl who decide to take a prop mod other than a MJD. I dont like that they are limiting these hulls just to force the MJD. It's not necessary.


All of the things you bring up for missions can be done quite easily with an Afterburner even with the reduced speed, or in two minutes flat with two Micro-Jump-Drive jumps since no mission has gates even close to 200km apart, let along further away than that.

Also if you're kiting in PvP it's quite possible that you would dual-prop fit the hull with a MWD or AB to further adjust your range in increments smaller than 100km. The ability to jump 100km and then speed off further dictating range is really really powerful on a long ranged and very tanky ship so it makes sense that they'd want to limit this ability somewhat.

chaosgrimm wrote:
Golem 10% reduction in MJD cd, Paladin 5% reduction in cap use of prop modules, vargur 10% speed bonus to ab, etc. Grant it kinda contradicts a few of the points a made earlier, but still better than a web bonus xD


Just no. One, these are supposed to be role bonuses and two every hull in a T2 class is supposed to have the same role bonus. Otherwise you're just going to end up making one over-powered. Also there's a reason prop-mod bonuses are handed out rather sparingly. Some of them are really really powerful and there are more balanced things to replace that bonus with.

chaosgrimm wrote:
Honestly, this is a pretty mild buff all things considered.
First compare to other modules already in the game.
The Siege Mod II is similar in the sense that you take a movement penalty and immune to remote support + EW. I would assume CCP believed that this is a pretty big penalty, because the not only add the 100% rep bonus, but a -50% rep duration, and a 840% damage modifier.

Now granted, subcap is a different game. I dont believe that an 840% dmg modifier nor the -50% rep duration are acceptible for a BS, but i do believe a tanking and dmg bonus are in order. The nice part about using OL as a way to implement a dmg bonus is that it wont do more dps in the short term than it is already capable of delivering, the only thing that increases is sustained dps, and while sustaining dps, you cant be remote repped or escape. Also, there is a bit of a buffer for this bonus. Currently marauders can OL about a 1:30 (give or take). This means you really arent going to benefit from it unless you have already overloaded for 1:30 + enter bastion mode or enter bastion mode for at least 2 minutes.

All things considered 15% extra autocannon dmg after a min and a half isnt that over the top considering you cant move or be remote repped. If the tanking part is your concern, the bonus from the bastion module could be changed. This would shift more tanking responsibility over to the fit b/c of OL hardeners.


So, first, the capitals are on their way to a rebalance a well and more or less exist in their own little world of balance which only touches on sub-caps at the moment, so I dislike any comparison that requires you to make a direct comparison to a Dreadnaught in order to justify it as balanced.

Second, over-heating is not a "small bonus" it's a 15-50% buff to nearly every active module in the game. it's also meant as a trade-off that lets you make quick decisions about when and what to overheat. Just eliminating heat damage completely eliminates that aspect of PvP while being a huge buff to every module that you can over-heat which includes:


  • Weapons
  • Remote Repairs, ETs, Neuts, NOS, and probably some other things I'm forgetting that go in the high slots.
  • Local repair and hardener modules.
  • Cap Boosters
  • All forms of Electronic Warfare
  • Probably other things I'm forgetting (yes, I know I ignored prop mods, that was intentional)


Also it completely removes the repair cost of modules or the cost of nanite paste (this is expensive) and lets you overheat whenever you want rather than making it a careful decision which is one of the core things to learn in PvP (when to overheat and how-much).

Plus Bastion really does not need a damage buff. This just creates DPS power-creep between the T2 battleships and Pirate battleships, and severely risks turning them into "Dread-blap Junior". Just no on all counts.