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[Rubicon] Marauder rebalancing

First post First post First post
Author
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#4601 - 2013-10-01 18:46:10 UTC
Joe Risalo wrote:
Garviel Tarrant wrote:
Joe Risalo wrote:
Garviel Tarrant wrote:
Why are lvl 4 scrubs still pretending you need tank to do lvl 4 missions?


Because it's true.

If you wish to fit short range weapons in lvl 4's, then you're not able to engage targets until they can engage you.
When you do this, you take a lot of damage, more so than a sniper fit.

However, the advantage of using close range weapons is that you can clear targets faster, thus clearing the mission faster.
In order for this to be effective you need to draw a lot of agro, so that you're not sitting around waiting for targets to come into range.

Since marauders have large sigs, they take a even more damage than other ships.
So, with close range weapons you're taking more damage, from more targets...

I've flown missions that a torp Golem couldn't tank, but I was able to kite them in a drake...

Smash the supplier is one that I can think of off the top of my head.
I've successfully completed that mission in everything but a Marauder.


Yea.. MJD + range = you really don't need a tank proper man.


These ships will work nicely as counter snipers.
t3 bc's and bs's fitted for sniping have always been a pain for people to deal with..
With marauders you can either MJD right on top of them, or you can just bastion and tank them while sniping right back at them...
Currently, there's not really anything to counter t3 bs and bc snipers... iteration 1 will change this, and Marauders will still be countered by brawlers due to tracking issues.


Edit... granted... marauders are expensive, so them being used in pvp at all is pretty slim....

With that in mind, why do we really care so much about pvp funtionality if we're all well aware that they're too pricey to bring to a fight?
Some people will use them at times, but even if they had a hard pvp centric design, they still wouldn't get used much...
Just look at blops...


Blops are **** though so thats a bad comparison.

And price isn't an issue really, most of the bigger low sec alliances regularly field fleets with an average ship cost around a bill. Its just a question of power and survivability.

BYDI recruitment closed-ish

Joe Risalo
State War Academy
Caldari State
#4602 - 2013-10-01 18:49:41 UTC
The Djego wrote:

How about 3 painters, mwd, 3 slot tank and requesting a fast and agile torp Golem instead of the brick it is already? Am I really the only person that wants the Golem actually useful with torps again(reasonable fast, with a bigger velocity bonus to increase range and with explosion velocity bonus instead of the active tanking one) instead of being geared to towards being the lazy mans L4 ship? The golem needs a fix for torps and it needs it here and now with the changes to marauders instead betting your cards on a torp buff(given CCPs record a CM nerf is far more likely).


Honestly, I don't see why we can't have both..
the ONLY reason for the hull nerfs, instead of hull buffs is specifically to force bastion and MJD onto Marauder Pilots.

While I love bastion for the tank and spank of PVE, i do NOT agree with the hull itself being nerfed.

It wasn't Necessary.

CCP could have left the hulls alone other than the needed buffs to make it valid.. Then, added a MWD bonus and possibly still retain the MJD bonus as you probably wouldn't be able to fit both at once.

The issue with the torp Golem isn't the Golem's fault, but rather the fault of torps.

I have said many times that while iteration 1 was way better, there was no purpose to hull nerfs other than forcing modules.

If CCP would have balanced the hulls the way I just suggested, then we'd have a decent hull that wouldn't help nor hender bastion.
The bastion module essentially changes the ships in a way that would suggest the nerfs to the hulls were unnecessary.

Quote:


It is but stop pretending the changes would free slots or make them more useful for pve, they don't if you use your marauder in a effective manner(like with the suggested tank numbers).


It does help them in pve.
With my Golem, i can drop a tank module to fit a MJD/MWD... That helps me doesn't it?
I might even be able to drop another tank Mod and fit another tp, or a web if I see fit, or whatever you think you might need.
TheFace Asano
Caldari Provisions
Caldari State
#4603 - 2013-10-01 19:59:53 UTC
Joe Risalo wrote:
The Djego wrote:

How about 3 painters, mwd, 3 slot tank and requesting a fast and agile torp Golem instead of the brick it is already? Am I really the only person that wants the Golem actually useful with torps again(reasonable fast, with a bigger velocity bonus to increase range and with explosion velocity bonus instead of the active tanking one) instead of being geared to towards being the lazy mans L4 ship? The golem needs a fix for torps and it needs it here and now with the changes to marauders instead betting your cards on a torp buff(given CCPs record a CM nerf is far more likely).


Honestly, I don't see why we can't have both..
the ONLY reason for the hull nerfs, instead of hull buffs is specifically to force bastion and MJD onto Marauder Pilots.

While I love bastion for the tank and spank of PVE, i do NOT agree with the hull itself being nerfed.

It wasn't Necessary.

CCP could have left the hulls alone other than the needed buffs to make it valid.. Then, added a MWD bonus and possibly still retain the MJD bonus as you probably wouldn't be able to fit both at once.

The issue with the torp Golem isn't the Golem's fault, but rather the fault of torps.

I have said many times that while iteration 1 was way better, there was no purpose to hull nerfs other than forcing modules.

If CCP would have balanced the hulls the way I just suggested, then we'd have a decent hull that wouldn't help nor hender bastion.
The bastion module essentially changes the ships in a way that would suggest the nerfs to the hulls were unnecessary.

Quote:


It is but stop pretending the changes would free slots or make them more useful for pve, they don't if you use your marauder in a effective manner(like with the suggested tank numbers).


It does help them in pve.
With my Golem, i can drop a tank module to fit a MJD/MWD... That helps me doesn't it?
I might even be able to drop another tank Mod and fit another tp, or a web if I see fit, or whatever you think you might need.

The Golem can't be looked at without examining the weapon systems used.

One thing that I see as a problem is that we are in the same position with Cruise missiles as heavy missiles were pre-nerf. No real reason to fit HAMS before the nerf. Now Torps are a different animal than HAMS, firstly because they can be fielded on Stealth Bombers. Balancing must be done carefully. I also do not feel that Cruise need a nerf. They are in a great place right now. Torps need a slight buff, or something that differentiates them from cruise. Right now they do barely more damage to really large non moving targets and that is it. Rage Torps do quite a bit more damage, but they really can't hit anything sub-cap, so you won't be applying all that damage. Torp range is too low as well, and they get to target slower than cruise. RHML are going to be really attractive as well, and we cannot discard the high level of applied damage they will create.

The Golem isn't that attractive to me past the CNR. It saves ammo, and thats about it. The tank would be really nice for pvp, but I am not going to fly it there (mostly because I don't have time to pvp), and I can lose 5 or so cruise Raven's for every one Golem. At 70km fury cruise is a beast, and you don't have to count volleys at that range either. You are also out of range of most incoming damage there as well.
Xequecal
Ministry of War
Amarr Empire
#4604 - 2013-10-01 20:23:14 UTC
The Djego wrote:
It is but stop pretending the changes would free slots or make them more useful for pve, they don't if you use your marauder in a effective manner(like with the suggested tank numbers).


You know, most people don't multibox multiple alts to run PvE with, which is the only way they could conceivably be worse.
Arthur Aihaken
CODE.d
#4605 - 2013-10-01 20:43:07 UTC
TheFace Asano wrote:
Torps need a slight buff, or something that differentiates them from cruise.

Really all they need is a slight increase to rate of fire, drastically increase the acceleration and reduce the flight time.

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

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#4606 - 2013-10-01 20:49:39 UTC
What torp needs is an increased capacity for the launchers, they don't need a buff at all. We can't just buff cruise, then buff torps, then buff cruise.

If something gets overbuffed it should be nerfed back. Everything else shouldn't be buffed to catch up.

BYDI recruitment closed-ish

DSpite Culhach
#4607 - 2013-10-01 21:05:09 UTC
Ok, hmm ... I see something here. Marauders will be the best hisec mining ship, Let's see:

* No bumping people off belts in Bastion mode.
* Players need billions in isk to alpha gank your Bastion tank
* Sit in Bastion and put webs on other friendly mining ships to help them align and warp faster.
* Are Mining Lasers "large turrets" so people can get 25% more range? No? Damn. Oh well.

In all seriousness, I joined this game to fly pretty ships around. I've been training a Marauder and I will damn fly it regardless of how gimpy weird they get, I'll probably just cry a lot while doing so, but /shrug.

Anyway. I already fly around in a Rattlesnake for missions as my net was flaky (better now, I was monitoring it with an app called JD Auto speed tester, and a 1-2 months ago it was HORRIBLE from 8pm to 2am).

I don't currently see flying a Marauder improving things. I'm not worried about extra damage or tank, I was hoping for more convenience/fun. If I had to once again make up random stuff that would make me park the Rattlesnake and jump into say, a Golem, I might if I could:

* Mount a CovOps cloak
* Salvage/tractor better
* Dial-up range MJD
* Use Bastion Mode like a Death Blossom, meaning short duration, penalty to gun ranges, but high spike DPS, that could actually make me MORE vulnerable to damage for short periods - say it syphons from other systems - ie the reverse of now.

Seems like Bastion is a mode where you turn it ON because if you don't, the DPS will kill you, yet it locks you in place. It's like putting on a suit or armor hoping that the guy with a knife won't find a gap to stab you, and that he gets bored and leaves.

I'd rather throw off my armor, pick up a second battleaxe and charge the bastard. If I make a mistake in my abilities now, at least it's a more interesting death.

I apparently have no idea what I'm doing.

TheFace Asano
Caldari Provisions
Caldari State
#4608 - 2013-10-01 21:17:51 UTC
Garviel Tarrant wrote:
What torp needs is an increased capacity for the launchers, they don't need a buff at all. We can't just buff cruise, then buff torps, then buff cruise.

If something gets overbuffed it should be nerfed back. Everything else shouldn't be buffed to catch up.


That would be fine with me. Something extra, and reduce the fitting costs, as they have the same backwards fitting that HAMS used to have.
Arthur Aihaken
CODE.d
#4609 - 2013-10-01 21:51:37 UTC
DSpite Culhach wrote:
Ok, hmm ... I see something here. Marauders will be the best hisec mining ship...

Good one. And yeah, they'll pretty much be ungankable. They might even be the best low-sec mining ships. :D
"I spent a year training a Golem so I could mine ore!"

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

Kinis Deren
Mosquito Squadron
D0GS OF WAR
#4610 - 2013-10-01 22:33:27 UTC
Desert Ice78 wrote:
My thoughts: When they were introduced after Trinity, the purpose of the marauder class battleships was PvE, and PvE only. The high price, the horrible sig radius, and terrible sensor strength; all for the purpose to make them useless in combat (with the notable exception of some Alliance Tournements.)That was their role, and since then, they have done their job, when and where expected.

So I fail to understand CCP's current charge in trying to force these adequately preforming ships into new or additional roles, a move which looks dangerously like it will end with these ships trying to multi-task, but end up preforming in none. If I want to field a billion ISK ship, I'll bring my carrier. Capital tank, capital dps, and capital fleet.

My golem exterminates rats, and it works just fine.


Just a thought - was CCP's intention to provide a hi sec customs office eating machine since the capitals you mentioned would obviously not be allowed into hi sec?
Battle Cube
Cube Collective
#4611 - 2013-10-01 22:35:39 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.


ಠ_ಠ
Yeah i am a bit disappointed in these changes, and even angered as i was when it was first posted....

Please answer this question, this question that all the eve players interested in the ship are asking even if in not the same words....

My only question is What is this ships intended purpose? What is its role? Where is the situation where it would make sense to use this ship over any other given its massive skill and isk costs? I understand it may not be "straight up better" than any other ship, but given its massive costs it needs to have a use.

Ive heard theories that it will be a great pvp sniper for small gangs, and that it will be great for nullsec pve solo, if its something like that then at least we have an answer, even though that would be a disappointing purpose for the ship.

Arthur Aihaken
CODE.d
#4612 - 2013-10-01 22:36:09 UTC  |  Edited by: Arthur Aihaken
Kinis Deren wrote:
Just a thought - was CCP's intention to provide a hi sec customs office eating machine since the capitals you mentioned would obviously not be allowed into hi sec?

POCO shooter, POS shooter, Miner2048er...

Battle Cube wrote:
My only question is What is this ships intended purpose? What is its role? Where is the situation where it would make sense to use this ship over any other given its massive skill and isk costs? I understand it may not be "straight up better" than any other ship, but given its massive costs it needs to have a use.

It's purpose is to serve as a warning to others in providing feedback...

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#4613 - 2013-10-01 22:42:28 UTC
Joe Risalo wrote:
Kagura Nikon wrote:

If they are powerful they will be used. See vindicators and amcahriels. Just give us a reason to brign a marauder to the field and we shall do it. But current bastion idea is not useful , not for pvp neither for PVE (again overtanking is useless)



yes, overtanking is useless, however, using a module that allows you to reduce the amount of tank modules you need, plus more range, plus ewar immunity is very nice in PVE....

Having bastion help to reduce tank mods gives us the ability to fit other items like webs, tp's, tcs, ect. ect..

You don't HAVE to overtank in bastion mode....



Even a pair of Anciliary boosters is already oveertankign with basion mode :P

"If brute force does not solve your problem....  then you are  surely not using enough!"

MuntadaralZaidi
Caldari Provisions
Caldari State
#4614 - 2013-10-01 22:56:07 UTC
If marauders have to be changed to one iteration or another, I would rather have the first. First iteration leaves ship bonuses that actually work together intact. That is the most important thing, a ship that feels and handles like it has a unity of purpose, rather than trying to shoehorn sniping bonuses and short-range web bonuses onto a single hull. Marauders would've needed web range bonuses like the Arazu has point bonuses if you wanted webs to be viable for a long-range ship (which is what the MJD bonuses told the players you were trying to do).

Still nitpicky about a couple things, but now that marauder hulls can keep their unity of purpose, I can do what EVE pilots do and adapt. Drone bay nerf for one seemed wholly unnecessary but I noticed with changes to drone aggro that happened when I was gone, I seldom use anything bigger than lights anyway--blap all frigates in room, deploy lights for supplemental dps and in the unlikely event something does aggro, they're fast enough to get back to drone bay. So will prolly keep around 7 lights (2 spares) with the balance salvage drones.

One big thing, however, and it is a big thing:

I've reacted to the propulsion nerf not by going from AB fit to MJD fit as you state clearly in the first post you would like to encourage, but rather going from AB fit to MWD fit. 100km all-or-nothing jumps is a no-go for hulls that work with 70km falloff (could use barrage ammo instead of RF fusion, i guess, but would lose selecting damage type vs. non-angels). And I don't want to re-visit math classes ten years ago forgotten to position my ship (yeah, I appreciate mechanics involving math like sig/speed tanking, angular velocity vs. tracking, etc. but I *WILL NOT* crack open a trig textbook just to get from Point A to Point B). MWD is enough to preserve acceptable mobility for my needs even after velocity nerf and "trading in" my AB for a MWD got me a MWD with a manageable instead of tank-busting cap penalty.

If you want to encourage MJD use on marauders, give marauders a role bonus that makes MJD distance at least semi-selectable.

Even a small handful of selectable jump distances (say 25, 50, 75, 100 km) would be acceptable to encourage MJD use.

Also with the addition of deployable tractor beam platforms (what is the range on those btw?), marauder role bonus to tractors is now WHOLLY redundant (unless maybe bonus applies to the deployable as well). Change tractor bonus to salvage bonus plz.
Arthur Aihaken
CODE.d
#4615 - 2013-10-01 23:53:05 UTC
50km or 100km. Anything less than 50km just doesn't seem that overly beneficial.
A previous suggestion that's been made is to cause a MJD abort to default to 50km instead of 100km. No scripts, and not really a lot of development or programming effort required.

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

MuntadaralZaidi
Caldari Provisions
Caldari State
#4616 - 2013-10-02 00:18:45 UTC
Arthur Aihaken wrote:
50km or 100km. Anything less than 50km just doesn't seem that overly beneficial.
A previous suggestion that's been made is to cause a MJD abort to default to 50km instead of 100km. No scripts, and not really a lot of development or programming effort required.


I threw out 25km increments for a reason. Lots of acceleration gates are in the ~25km range so a 25km MJ would be of use if you entered room, parked in bastion and shot it, then wanted to get near gate without cracking open trig book (assuming CCP listens to those who play the game for fun, not to relive boring high school trig classes).

Also dunno about the other three marauders as I fly Vargur, but 75km would be a pretty useful distance to MJ to as well when you need to blap a bunch of frigs within a larger mob. Enough range to frig blap at leisure (some missions with lots of frigs like Mordus Headhunters, 50km might be a bit too close), and by time you've gone through enough gun cycles to get all the frigs, the larger enemies are starting to trickle into your effective damage application range.

I know Iteration 1 of Bastion wants to turn 70km falloff into somewhere around 90 falloff, but still if you only need 75 km range to blap the frigs/kill higher dps rats before they get in range to effectively shoot back, why go out 100? That 25 km extra falloff is still an applied dps loss over what could be done, Bastion range bonus or not..
Joe Risalo
State War Academy
Caldari State
#4617 - 2013-10-02 00:19:04 UTC
Kagura Nikon wrote:
Joe Risalo wrote:
Kagura Nikon wrote:

If they are powerful they will be used. See vindicators and amcahriels. Just give us a reason to brign a marauder to the field and we shall do it. But current bastion idea is not useful , not for pvp neither for PVE (again overtanking is useless)



yes, overtanking is useless, however, using a module that allows you to reduce the amount of tank modules you need, plus more range, plus ewar immunity is very nice in PVE....

Having bastion help to reduce tank mods gives us the ability to fit other items like webs, tp's, tcs, ect. ect..

You don't HAVE to overtank in bastion mode....



Even a pair of Anciliary boosters is already oveertankign with basion mode :P


That's a problem with ASBs, not Marauders.
Arthur Aihaken
CODE.d
#4618 - 2013-10-02 00:29:36 UTC
MuntadaralZaidi wrote:
I threw out 25km increments for a reason. Lots of acceleration gates are in the ~25km range so a 25km MJ would be of use if you entered room, parked in bastion and shot it, then wanted to get near gate without cracking open trig book (assuming CCP listens to those who play the game for fun, not to relive boring high school trig classes).

I'm not trying to say you're lazy, but you're lazy. Lol

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

Battle Cube
Cube Collective
#4619 - 2013-10-02 01:19:04 UTC
Joe Risalo wrote:
Kagura Nikon wrote:
Joe Risalo wrote:
Kagura Nikon wrote:

If they are powerful they will be used. See vindicators and amcahriels. Just give us a reason to brign a marauder to the field and we shall do it. But current bastion idea is not useful , not for pvp neither for PVE (again overtanking is useless)



yes, overtanking is useless, however, using a module that allows you to reduce the amount of tank modules you need, plus more range, plus ewar immunity is very nice in PVE....

Having bastion help to reduce tank mods gives us the ability to fit other items like webs, tp's, tcs, ect. ect..

You don't HAVE to overtank in bastion mode....



Even a pair of Anciliary boosters is already oveertankign with basion mode :P


That's a problem with ASBs, not Marauders.


Well, i hope they nerf it, perhaps so only one asb, or just make them less powerful esp on marauder.

I would like to see the marauders tank get nerfed, they said themselves it might be "too powerful"
the only thing it has going for it is its tank, which has massive drawbacks, i am hoping they nerf even that so they can see the feedback for what they made.... you would think 200+ posts would be enough, but i guess we will see what happens after test server

goddamnit i really want to like this ship, and i want to use bastion mode, but its so... useless..............
Grarr Dexx
Blue Canary
Watch This
#4620 - 2013-10-02 01:20:32 UTC
hey, for my level 5s I actually need the MJD to get the **** away from the scorching damage, don't touch that **** yo