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[Rubicon] Marauder rebalancing

First post First post First post
Author
sten mattson
Red Sky Morning
The Amarr Militia.
#4481 - 2013-09-30 22:47:18 UTC
what i find weird is that you already boost the paladin's capacitor by ~40% (2375/5625) but still you keep the godawful capacitor amount bonus. Please replace it with a tracking bonus so it comes inline with all the other marauders.

Paladin:
capacitor amount bonus
Dmg + optimal range bonus
Armor boost bonus


Golem:
missile velocity + explosion velocity + TP effectiveness bonus
Shield boost bonus


Kronos:
Dmg + falloff + tracking bonus
Armor boost bonus


Vargur:
RoF + falloff + tracking bonus
Shield boost bonus

All marauders have a range + tracking + damage or rof + a tanking bonus save for the paladin that has only a range and dmg bonus, but no tracking bonus on a ship that tracks already horribly compared to other weapon systems. The only compensating factor to this before the rebalance was the web velocity factor bonus , but it has been stripped away.

The golem gets no damage bonus , but it gets a double damage application bonus (yes TP effectivenes can be counted as a dmg application bonus), wich is another pet peeve of mine



IMMA FIRING MA LAZAR!!!

Xequecal
Ministry of War
Amarr Empire
#4482 - 2013-09-30 22:53:25 UTC
The Djego wrote:
I even fit a MWD on my Navy Apoc that already got the optimal bonus, just to speed things up. Also it is 30km not 40km with conflag, with optimal ranges on popper fitted amarr ships(like the navy apoc, the only way to archive more is becoming competently static what is bad most of the time). You also never hit the gate in jump range with a mjd(have you ever tried it ingame?), a mwd is the better option(tested and used by me because of producing better results). Also I actually do group pve where machs are considered as sub par dps hulls and not used at all, this gangs completely consists out of marauders that combine extreme high dps and high optimal with 90% webs(read paladins).


The bastion module increases range. Also I can't possibly understand why being static is so bad, in incursions maybe, but in missions? Nothing in missions orbits past 45km so you only have to deal with rats being far away from the entry point, and MJD fixes that right up. And yes I have used MJD to jump to gates, two jumps gets you to any gate. It's hard to get it exactly perfect because you're estimating the angle but the acceleration gate radius is so big I can always land within 5km.

Note that the bastion Marauders might completely remove the need for logi at all in incursions, cap booster fits can local tank full site aggro on them and still have very high DPS.

Quote:
For C4 multi boxing 2 marauders and 1 Logi is miles better, for the simply reason that you relay on RR and cap chaining and you actually can fit max gank. C4 require about 1.3k halve way sustainable tank on a marauder(I know that because I have been there done it and a BS sized sig lets you take a heck more damage) and this is not archive able with plain T2 mods without gimping your fitting. L5 throw up to 2.5k dps at you, the key is to have a marauder+logi for cap/rr and ignore the neuting, since the neut towers are often re spawn triggers.


The new Paladin tanks 1200 omni-DPS in bastion with 1 repper, 2 EANM, and a nano pump rig. There's nothing preventing you from fitting max gank. It has 12,500 base capacitor, there's plenty of neut buffer since all you're running is 4 guns and 1 repper.

As for C5s.....was the 90% web somehow essential for running those? Because the 50m3 drone bay sure isn't the difference between amazing and useless in w-space where drones get popped really quickly.
Joe Risalo
State War Academy
Caldari State
#4483 - 2013-09-30 22:58:14 UTC
Quote:

The new Paladin tanks 1200 omni-DPS in bastion with 1 repper, 2 EANM, and a nano pump rig. There's nothing preventing you from fitting max gank. It has 12,500 base capacitor, there's plenty of neut buffer since all you're running is 4 guns and 1 repper.

As for C5s.....was the 90% web somehow essential for running those? Because the 50m3 drone bay sure isn't the difference between amazing and useless in w-space where drones get popped really quickly.


While that's not low tank, it seems kinda low considering bastion.

It that a perma tank with standard large rep or what?

Cause I can fit a golem currently with 960 dps tank at its weakest resist with an XL pith x.
Granted, with a cap booster it only lasts for 4 minutes, but still...

I would think bastion gives another 100% to boost amount.. So that's at least another 500 dps... Then the additional resists from bastion... I would think upwards of 2k dps tank at my weakest resists...
Aglais
Ice-Storm
#4484 - 2013-09-30 22:58:20 UTC
Zeus Maximo wrote:
Yet to see how these changes benefit PVP.


They don't.

These changes barely benefit Marauders. If anything, they're zero-sum: where improvements were made, other areas were nerfed.
Joe Risalo
State War Academy
Caldari State
#4485 - 2013-09-30 23:03:56 UTC
Aglais wrote:
Zeus Maximo wrote:
Yet to see how these changes benefit PVP.


They don't.

These changes barely benefit Marauders. If anything, they're zero-sum: where improvements were made, other areas were nerfed.


Base hulls were nerfed unnecessarily, but there's no way that anyone can honestly say that marauders will be worse after iteration 1 than they are now....


Marauders are currently the least used ships in pve, even amongst high SP players.


Sure, this change won't go directly towards pvp, but it helps... At least they'll have some pvp capability.
On live right now, the only pvp capability they actually have is A.T....
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4486 - 2013-09-30 23:05:29 UTC
Joe Risalo wrote:
Quote:

The new Paladin tanks 1200 omni-DPS in bastion with 1 repper, 2 EANM, and a nano pump rig. There's nothing preventing you from fitting max gank. It has 12,500 base capacitor, there's plenty of neut buffer since all you're running is 4 guns and 1 repper.

As for C5s.....was the 90% web somehow essential for running those? Because the 50m3 drone bay sure isn't the difference between amazing and useless in w-space where drones get popped really quickly.


While that's not low tank, it seems kinda low considering bastion.

It that a perma tank with standard large rep or what?

Cause I can fit a golem currently with 960 dps tank at its weakest resist with an XL pith x.
Granted, with a cap booster it only lasts for 4 minutes, but still...

I would think bastion gives another 100% to boost amount.. So that's at least another 500 dps... Then the additional resists from bastion... I would think upwards of 2k dps tank at my weakest resists...

Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well.
Typhu5
Viziam
Amarr Empire
#4487 - 2013-09-30 23:13:05 UTC
CCP Ytterbium wrote:
Hey people,

We've been away from this thread for a while to let things cool down a bit.

With Rubicon coming to Singularity soon, we've decided to revert Marauders to the original design for now, as we want to see how they actually fare in practice within player hands before committing to the version 2 change. We will let you know if and when we move to version 2 again. We’ll most likely open a new thread when they appear on Singularity as this one has become quite convoluted.

That means:


  • Shield, armor and hull resists in Bastion Mode only
  • Keep the 37.5% tank bonus on the Marauders, no web bonus


We are also aware this won't please everyone here - regarding their comparison with Pirate Battleships, especially the Machariel, please remember we have stated many times Pirate hulls were due for a rebalance, with Angel Cartel being on the front line for tuning changes.

Thanks for your time.


I like this version more. Repair bonus is much better on these ships and if someone wants to use a web, he can still use it, just not with any bonus. And like you said, to kill frigs or drones, your ship has drones. A web bonus looks for me more like "You get a web bonus... now use that damn thing".

So plz. Go with this first version.
Joe Risalo
State War Academy
Caldari State
#4488 - 2013-09-30 23:14:14 UTC
Tyberius Franklin wrote:
Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well.


There's no way that bastion only provides a 400 dps buff in omni tank.

My nightmare fit has almost 700 dps at its weakest when omni fitted.
However, it receives no rep or resists...

So, hull bonus means 37.5% higher...
Bastion is 100% higher, and with more resists.


We're talking easily 1500 dps tank at its weakest on my golem fit.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4489 - 2013-09-30 23:20:08 UTC  |  Edited by: Tyberius Franklin
Joe Risalo wrote:
Tyberius Franklin wrote:
Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well.


There's no way that bastion only provides a 400 dps buff in omni tank.

My nightmare fit has almost 700 dps at its weakest when omni fitted.
However, it receives no rep or resists...

So, hull bonus means 37.5% higher...
Bastion is 100% higher, and with more resists.


We're talking easily 1500 dps tank at its weakest on my golem fit.

Not sure where you got a 400dps increase, the example above was a 750dps increase FROM a 400dps omni. My math comes to a ~185% increase in tank (if correct) compared to current, so apply that to whatever your current tank is.

This was based on my paladin so the 30% (I'm only at marauder IV) was already included.
Xequecal
Ministry of War
Amarr Empire
#4490 - 2013-09-30 23:20:56 UTC
Joe Risalo wrote:
Tyberius Franklin wrote:
Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well.


There's no way that bastion only provides a 400 dps buff in omni tank.

My nightmare fit has almost 700 dps at its weakest when omni fitted.
However, it receives no rep or resists...

So, hull bonus means 37.5% higher...
Bastion is 100% higher, and with more resists.


We're talking easily 1500 dps tank at its weakest on my golem fit.


Read it again. It turns a 400 dps tank into a 1150 dps tank, aka it triples the amount of DPS you can tank. I'm not sure why you brought up a Pith-X XLSB, that module is equivalent to 1.7 Centus-X LARs, it's got no relevance when I was talking about a single-LARII tank.
The Djego
Hellequin Inc.
#4491 - 2013-09-30 23:30:55 UTC
Xequecal wrote:
....


The jump range of a acceleration gate is 2500m, again pls try it before you suggest it. You want to move around in most L4 missions, because it increases the dps, you don't want to MJD around because it deceases applied dps. The cap is not enough to run tachs and active tank under neuts, I even use a med rep for L4, since the large one doesn't add much tank by the rather limited runtime(also for fitting reasons).

Active tanked marauders would be horrible for Incs because it gimps the dps and utility(both armor and shield marauders can one slot tank VGs). Logis can also add a lot of tracking/range to the fleet and beyond VGs the tank is not sufficient to keep you alive(nor is the static game play useful for assaults or bigger sites since they contain movement for all ships and you can't mjd yourself out of logi range).

I never used active armor tank rigs on any marauder because of the high calibration cost. You throw away the opportunity to capitalize T2 damage rigs and you need to be on cap booster live support(what is terrible in WHs). RR and extra cap with a logi is just a lot more effective(again all the changes are completely useless in RR environments). Also you want to use sentry's, not light drones, not because light drones can pop(what they do from time to time, if you actually use some) but because light drones vs frigs is horrible ineffective compared to utilizing 90% webbing.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Joe Risalo
State War Academy
Caldari State
#4492 - 2013-09-30 23:37:27 UTC
Xequecal wrote:
Joe Risalo wrote:
Tyberius Franklin wrote:
Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well.


There's no way that bastion only provides a 400 dps buff in omni tank.

My nightmare fit has almost 700 dps at its weakest when omni fitted.
However, it receives no rep or resists...

So, hull bonus means 37.5% higher...
Bastion is 100% higher, and with more resists.


We're talking easily 1500 dps tank at its weakest on my golem fit.


Read it again. It turns a 400 dps tank into a 1150 dps tank, aka it triples the amount of DPS you can tank. I'm not sure why you brought up a Pith-X XLSB, that module is equivalent to 1.7 Centus-X LARs, it's got no relevance when I was talking about a single-LARII tank.



Yeah... got ya... sorry guys.. misread/misunderstood.

That said, my current Golem fit will go from (assuming the 185% increase is fairly accurate) from 960 at its weakest resist, to 2736.. However, are you saying 185% above what I get in my Golem now, or are you saying 185% increase over a base tank with no bonuses?

Topher Basquette Dusch-shur
Montana Freedom Fighters
#4493 - 2013-09-30 23:38:50 UTC  |  Edited by: Topher Basquette Dusch-shur
There was a lot of fuss and crying about the first iteration, although it is a neat new toy. CCP wanted to get most of us to see how cool it was, but had to find a way to do so. Enter the terrible, terrible things they said they might do.

I like the little joke here. I can't find a link right now but I remember the story from high school about Caesar's marching orders. He needed his troops to march 1.5x (let x be their original speed) so he ordered them to march 2x for awhile. This was so they would love him when he let them slow down to 1.5x, instead of just despising him for ordering them to march 1.5x in the first place. Caesar expansion, Caesar mind game. Alea iacta est.

Nicely done CCP. I mean it.

Edit: Auto-correct was incorrect
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4494 - 2013-09-30 23:40:54 UTC  |  Edited by: Tyberius Franklin
Joe Risalo wrote:
Xequecal wrote:
Joe Risalo wrote:
Tyberius Franklin wrote:
Bastion should turn a 400dps sustained omni tank (which I run with T1 mods when feeling lazy) into a little under 1150dps tank. I don't know what their burst is, but I'm willing to bet that's the sustained number, on an armor ship as well.


There's no way that bastion only provides a 400 dps buff in omni tank.

My nightmare fit has almost 700 dps at its weakest when omni fitted.
However, it receives no rep or resists...

So, hull bonus means 37.5% higher...
Bastion is 100% higher, and with more resists.


We're talking easily 1500 dps tank at its weakest on my golem fit.


Read it again. It turns a 400 dps tank into a 1150 dps tank, aka it triples the amount of DPS you can tank. I'm not sure why you brought up a Pith-X XLSB, that module is equivalent to 1.7 Centus-X LARs, it's got no relevance when I was talking about a single-LARII tank.



Yeah... got ya... sorry guys.. misread/misunderstood.

That said, my current Golem fit will go from (assuming the 185% increase is fairly accurate) from 960 at its weakest resist, to 2736.. However, are you saying 185% above what I get in my Golem now, or are you saying 185% increase over a base tank with no bonuses?

185% over current Golem fitting now.
Zeus Maximo
Mentally Assured Destruction
#4495 - 2013-09-30 23:47:34 UTC
Joe Risalo wrote:
Aglais wrote:
Zeus Maximo wrote:
Yet to see how these changes benefit PVP.


They don't.

These changes barely benefit Marauders. If anything, they're zero-sum: where improvements were made, other areas were nerfed.


Base hulls were nerfed unnecessarily, but there's no way that anyone can honestly say that marauders will be worse after iteration 1 than they are now....


Marauders are currently the least used ships in pve, even amongst high SP players.


Sure, this change won't go directly towards pvp, but it helps... At least they'll have some pvp capability.
On live right now, the only pvp capability they actually have is A.T....



Actually the kronos was nerfed the most considering its web bonus is what made the ship useful. It already gets jammed out in a heart beat so now if its tank is failing you start bastion.... then the target burns out of your normal web.... End of story. The blasters needed the 90% web and now the ship is worthless. Would rather use a mega now.

There is less pvp capability with these ships. Only a fool will die to a ship that can't move.

"It is not possible either to trick or escape the mind of Zeus."

U-MAD Membership Recruitment

PoH Corporation Recruitment

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4496 - 2013-09-30 23:49:27 UTC
Zeus Maximo wrote:
Joe Risalo wrote:
Aglais wrote:
Zeus Maximo wrote:
Yet to see how these changes benefit PVP.


They don't.

These changes barely benefit Marauders. If anything, they're zero-sum: where improvements were made, other areas were nerfed.


Base hulls were nerfed unnecessarily, but there's no way that anyone can honestly say that marauders will be worse after iteration 1 than they are now....


Marauders are currently the least used ships in pve, even amongst high SP players.


Sure, this change won't go directly towards pvp, but it helps... At least they'll have some pvp capability.
On live right now, the only pvp capability they actually have is A.T....



Actually the kronos was nerfed the most considering its web bonus is what made the ship useful. It already gets jammed out in a heart beat so now if its tank is failing you start bastion.... then the target burns out of your normal web.... End of story. The blasters needed the 90% web and now the ship is worthless. Would rather use a mega now.

There is less pvp capability with these ships. Only a fool will die to a ship that can't move.

If blasters needed a 90% web then the mega was useless to begin with, so why would you go to it?
Vrykolakasis
Sparrowhawks Corp
#4497 - 2013-10-01 00:20:40 UTC
While I do like iteration 1 over iteration 2, I found many of the ideas presented in this thread to be better. The biggest thing I don't like is the loss of already terrible damage - CCP has to be completely ignoring the stats on their rebalanced t1 battleships (as per my previous post) to justify reducing the already bad damage output that Marauders can field. People have babbled on here a lot about how higher damage projection means higher damage, but anyone who has flown a Maelstrom knows that it regularly lands shots with 1400mm *higher* than it's rated alpha striking potential - that's perfect projection, and more projection ability on a marauder isn't going to change the fact that, post-change, a Vargur will only field 1148 Maximum DPS with Faction Ammunition and Damage Mods while a Maelstrom fields 1251 with t2 damage mods.

125-150m3 drone bays with 100-125 bandwidth would allow some sentry or heavy drones to be fit, complimenting the stationary-inducing bastion module, not imposing too much on pirate faction BS territory in incursions (even if sentries became meta in incursions, PFBS would still out-dps marauders), allow a few options for fittings without any significant role modification (no drone bonuses), and appropriately balance marauder damage output with t1 battleships.

I suppose I'll stop posting now. There has been a heck of a lot of effort put forth by the playerbase in this thread - but it seems absolutely none of it has been taken into consideration in this "final" option. I don't intend to sound offensive here CCP, but I honestly do not know if any of our feedback was even read.
Vrykolakasis
Sparrowhawks Corp
#4498 - 2013-10-01 00:26:02 UTC
I lied, I'm posting. Sorry. Just had to.

Tyberius Franklin wrote:
Zeus Maximo wrote:
Joe Risalo wrote:
Aglais wrote:
Zeus Maximo wrote:
Yet to see how these changes benefit PVP.


They don't.

These changes barely benefit Marauders. If anything, they're zero-sum: where improvements were made, other areas were nerfed.


Base hulls were nerfed unnecessarily, but there's no way that anyone can honestly say that marauders will be worse after iteration 1 than they are now....


Marauders are currently the least used ships in pve, even amongst high SP players.


Sure, this change won't go directly towards pvp, but it helps... At least they'll have some pvp capability.
On live right now, the only pvp capability they actually have is A.T....



Actually the kronos was nerfed the most considering its web bonus is what made the ship useful. It already gets jammed out in a heart beat so now if its tank is failing you start bastion.... then the target burns out of your normal web.... End of story. The blasters needed the 90% web and now the ship is worthless. Would rather use a mega now.

There is less pvp capability with these ships. Only a fool will die to a ship that can't move.

If blasters needed a 90% web then the mega was useless to begin with, so why would you go to it?


I assume it's because the mega gets the same tracking bonus, has a larger drone bay and bandwidth, and you can buy ten hulls for the cost of one kronos?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#4499 - 2013-10-01 01:53:50 UTC
Vrykolakasis wrote:
I lied, I'm posting. Sorry. Just had to.

Tyberius Franklin wrote:
Zeus Maximo wrote:

Actually the kronos was nerfed the most considering its web bonus is what made the ship useful. It already gets jammed out in a heart beat so now if its tank is failing you start bastion.... then the target burns out of your normal web.... End of story. The blasters needed the 90% web and now the ship is worthless. Would rather use a mega now.

There is less pvp capability with these ships. Only a fool will die to a ship that can't move.

If blasters needed a 90% web then the mega was useless to begin with, so why would you go to it?


I assume it's because the mega gets the same tracking bonus, has a larger drone bay and bandwidth, and you can buy ten hulls for the cost of one kronos?

According to his logic the blasters still won't work so you would just lose 10 hulls for the cost of one. If drones are the deciding factor why not sidestep the whole blaster thing and get a domi. And since the Vindicator does and still will continue to do the job better for not too much more, why shoehorn the kronos into the same role.
TheFace Asano
Caldari Provisions
Caldari State
#4500 - 2013-10-01 02:19:35 UTC
I still think the bastion module should have a dps boost. I also think that people are underestimating what uses a 60 sec mjd will do for staying mobile.

I really can't wait to try one out on the test server, though. I do remember all the naysayers on the CNR and how it would suck after the changes, so lets give these a go then provide some real feedback!