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[Rubicon] Marauder rebalancing

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Author
marVLs
#4921 - 2013-10-07 20:58:11 UTC  |  Edited by: marVLs
By testing:

- Paladin can at least fit what You want, have superb cap (don't even try to nerf it), and that great range, but it have the worst damage type ammo and bad tracking compared to others

- Kronos definitely needs another med slot

- Vargur suffer the most because of bastion stacking ranges, it's not worth anything now when compared to others

- Golem, just a missile ship, range bonus on bastion is too damn low! and no other missile bonuses...

Bastion itself:

- tanking bonuses are cool but it's useless in PVE (at least in such big amount)
- ewar immunity that's the only useful bonus
- range bonuses... WTF CCP???!!! why its getting stacking penalized?
- it should buff sensors
- it should give no heat damage when overheating high slots or something else because that useles overtanked bonuses with stacking penalized range bonuses are not worth it to be immobilized


They need something more useful (when Rubicon hitting) in PVE than that tractor range (tractor structure makes that bonus useless).
8th high slot need to go away for something better like 3rd rig slot with veeery big calibration (600? would be cool Blink )

All of marauders are too slow, and i mean not only their speed but terrible allign time and low warp speed (buff them buff them!)

All of them are no use in IncursionsAttention
In lvl4 missions:

  • Paladin may be better option than Nightmare for EM rats (that range, capacitor , both MJD and MWD fitted, ewar immunity)
  • Kronos is more or less the same as Vindi in terms of effectiveness vs serpentis etc when fitting rails. Vindi is faster, more agile and got web bonus, Kronos can laught at these damps. No clear winner here
  • Golem well... still RNI better because it's faster, more agile, half the price and with tractor structure golem loose it's trump card
  • Vargur seems bad, because of no full range bonus in bastion, and nerf to speed in every aspect
Joe Risalo
State War Academy
Caldari State
#4922 - 2013-10-07 21:03:19 UTC
marVLs wrote:
By testing:

- Paladin can at least fit what You want, have superb cap (don't even try to nerf it), and that great range, but it have the worst damage type ammo and bad tracking compared to others

- Kronos definitely needs another med slot

- Vargur suffer the most because of bastion stacking ranges, it's not worth anything now when compared to others

- Golem, just a missile ship, range bonus on bastion is too damn low! and no other missile bonuses...

Bastion itself:

- tanking bonuses are cool but it's useless in PVE (at least in such big amount)
- ewar immunity that's the only useful bonus
- range bonuses... WTF CCP???!!! why its getting stacking penalized?
- it should buff sensors
- it should give no heat damage when overheating high slots or something else because that useles overtanked bonuses with stacking penalized range bonuses are not worth it to be immobilized


They need something more useful (when Rubicon hitting) in PVE than that tractor range (tractor structure makes that bonus useless).
8th high slot need to go away for something better like 3rd rig slot with veeery big calibration (600? would be cool Blink )

All of marauders are too slow, and i mean not only their speed but terrible allign time and low warp speed (buff them buff them!)

All of them are no use in IncursionsAttention
In lvl4 missions:

  • Paladin may be better option than Nightmare for EM rats (that range, capacitor , both MJD and MWD fitted, ewar immunity)
  • Kronos is more or less the same as Vindi in terms of effectiveness vs serpentis etc when fitting rails. Vindi is faster, more agile and got web bonus, Kronos can laught at these damps. No clear winner here
  • Golem well... still RNI better because it's faster, more agile, half the price and with tractor structure golem loose it's trump card
  • Vargur seems bad, because of no full range bonus in bastion, and nerf to speed in every aspect


Agreed with almost everything, but the uber tank is more for other uses as opposed to lvl 4 missions.

Quote:
They need something more useful (when Rubicon hitting) in PVE than that tractor range (tractor structure makes that bonus useless).


This is assuming the tractor structure is worth a crap
Cassius Invictus
Viziam
Amarr Empire
#4923 - 2013-10-07 21:15:05 UTC  |  Edited by: Cassius Invictus
Joe Risalo wrote:
Edora Madullier wrote:
Lair Osen wrote:
To test Bastion on SiSi, goto Moveme channel and type bastion to get skills for all marauders and bastion.

On the Bastion Module. please ensure the range bonuses are non-stacking, since they're half the reason to use the modules and they don't seem to be ATM.


Thanks! My Tachyon Paladin has 69km range with Multifrequency. I think the range bonuses of the Bastion Mode do indeed stack with my two TC II.
The concept is not as awesome as I thought it would be, since you cannot MJD on the Acceleration Gate, warp through it and then instantly MJD again to take distance. But the fact that I cannot be TD'ed, damped, jammed is pretty awesome, and the LAR II giving me 25% armor every cycle is pretty amazing too.

I'm pretty satisfied atm. Gonna test Kronos and Vargur too, maybe even Golem, even if my Torpedoes skill is not at V.


Though I haven't used it yet, i'm not sure I like MJD bonus as we're still to slow to close the leftover distance.


Can't see the application for MJD. Have run a few missions and MWD or AB seem to be much better. With Paladin range bonus for most missions you don't need bastion at all. It will be handy in just few harder missions.

Speed nerf hurts. A lot.

I can now fit 4 dmg mods for my Paladin (about 850 dps with scorch without drones), 2 IN EANM for 81/75/75/77 omni tank with bastion. Thats more than enough for any mission.

Fitting a web is actually a good idea now, since u don't need cap rechargers. It will help to deal with close orbiting cruisers and u can still fit propulsion and 1 TC.

Summary:

Bastion is meh. Immobility cancels out any bonuses it gives. Only ewar immunity is great.

MJD is totally useless (IMHO).

Tractor bonus does not correspond with range of guns and is next to useless now.

With bastion and drone nerf the ship could actually use a huge bonus to drones (like 10% dmg, hp, tracking) since it can only deploy lights. It would massively help dealing with elite frigs.

Speed nerf was done to force us into MJD. Sorry CCP I still wont use this module.

60 seconds cooldown on bastion is tragic. In most cases u sit 30 sec on grid while everything is dead and than u have to align. Before u could align while the last rat was dying.

Keep you marauder in hangar for 4-5 hardest missions. For the rest use a tengu or something.
Allandri
Liandri Industrial
#4924 - 2013-10-07 21:43:10 UTC  |  Edited by: Allandri
marVLs wrote:
By testing:
- Golem, just a missile ship, range bonus on bastion is too damn low! and no other missile bonuses...


With max missile skills the Golem will reach out to 38 km with Rage torps, 57 km with Javelin torps, 208km with Fury cruises, and 138km with Precision cruises. That is a lot of range options available
Allandri
Liandri Industrial
#4925 - 2013-10-07 21:45:14 UTC
Joe Risalo wrote:
Allandri wrote:
I really think the Bastion module needs another penalty besides immobility and no remote assistance. Decreased cap regen or an actual cap use to the module seems like it would balance out the positives


Are you special Ed?


Stop thinking about PvE limitations
baltec1
Bat Country
Pandemic Horde
#4926 - 2013-10-07 21:57:27 UTC
Allandri wrote:
Joe Risalo wrote:
Allandri wrote:
I really think the Bastion module needs another penalty besides immobility and no remote assistance. Decreased cap regen or an actual cap use to the module seems like it would balance out the positives


Are you special Ed?


Stop thinking about PvE limitations


Its all they doStraight
Vulfen
Imperial Academy
Amarr Empire
#4927 - 2013-10-07 22:02:24 UTC
Allandri wrote:
Joe Risalo wrote:
Allandri wrote:
I really think the Bastion module needs another penalty besides immobility and no remote assistance. Decreased cap regen or an actual cap use to the module seems like it would balance out the positives


Are you special Ed?


Stop thinking about PvE limitations


a bs immobile in pvp is enough, sitting duck full damage to be taken, all it will take is a couple stealth bombers. the current iteration of the bastion module drawbacks is fine
Hanna Cyrus
Spessart Rebellen
#4928 - 2013-10-07 22:08:18 UTC
Have you tested it and compared to Tranq? I don't think so. I think that not many misssion runners would really use this mode, maybe as a oh **** button, but not more. I like the animation, but what get i for?

After testing the Kronos and the Vargur, i say no thanks bastion. I\m faster without the bastion mode. The too long cycle time and the other little things like, warpspeed, speed, cap recharge, ehp, dps (drone Bandwith) nerf compared to TQ makes this version bader, than it is at the moment.

A few Navy ships, are much cheaper, don't use so much training and perform better. I'm really disappointed.
Joe Risalo
State War Academy
Caldari State
#4929 - 2013-10-07 22:10:50 UTC
baltec1 wrote:
Allandri wrote:
Joe Risalo wrote:
Allandri wrote:
I really think the Bastion module needs another penalty besides immobility and no remote assistance. Decreased cap regen or an actual cap use to the module seems like it would balance out the positives


Are you special Ed?


Stop thinking about PvE limitations


Its all they doStraight


Why would I not think about the pve limitations in a ship designed for pve????
Joe Risalo
State War Academy
Caldari State
#4930 - 2013-10-07 22:12:24 UTC  |  Edited by: Joe Risalo
Hanna Cyrus wrote:
Have you tested it and compared to Tranq? I don't think so. I think that not many misssion runners would really use this mode, maybe as a oh **** button, but not more. I like the animation, but what get i for?

After testing the Kronos and the Vargur, i say no thanks bastion. I\m faster without the bastion mode. The too long cycle time and the other little things like, warpspeed, speed, cap recharge, ehp, dps (drone Bandwith) nerf compared to TQ makes this version bader, than it is at the moment.

A few Navy ships, are much cheaper, don't use so much training and perform better. I'm really disappointed.


Are you crazy?

I traded a golem for a freaking tengu cause it sucked so bad.
I will use the hell out of bastion....
Vulfen
Imperial Academy
Amarr Empire
#4931 - 2013-10-07 22:28:33 UTC
Joe Risalo wrote:
Hanna Cyrus wrote:
Have you tested it and compared to Tranq? I don't think so. I think that not many misssion runners would really use this mode, maybe as a oh **** button, but not more. I like the animation, but what get i for?

After testing the Kronos and the Vargur, i say no thanks bastion. I\m faster without the bastion mode. The too long cycle time and the other little things like, warpspeed, speed, cap recharge, ehp, dps (drone Bandwith) nerf compared to TQ makes this version bader, than it is at the moment.

A few Navy ships, are much cheaper, don't use so much training and perform better. I'm really disappointed.


Are you crazy?

I traded a golem for a freaking tengu cause it sucked so bad.
I will use the hell out of bastion....


if your mission does not have huge distances between gates n has big spawns then the golem is great u can fit it with a small booster and easily tank extravaganza final room
Wedgetail
Sebiestor Tribe
Minmatar Republic
#4932 - 2013-10-07 22:28:36 UTC
Cassius Invictus wrote:

Summary:

Bastion is meh. Immobility cancels out any bonuses it gives. Only ewar immunity is great.

MJD is totally useless (IMHO).

Tractor bonus does not correspond with range of guns and is next to useless now.

With bastion and drone nerf the ship could actually use a huge bonus to drones (like 10% dmg, hp, tracking) since it can only deploy lights. It would massively help dealing with elite frigs.

Speed nerf was done to force us into MJD. Sorry CCP I still wont use this module.

60 seconds cooldown on bastion is tragic. In most cases u sit 30 sec on grid while everything is dead and than u have to align. Before u could align while the last rat was dying.

Keep you marauder in hangar for 4-5 hardest missions. For the rest use a tengu or something.



pretty much what we've been telling them since they announced this =/ but good luck getting them to back pedal now.
Edora Madullier
French Kiss Singularity
#4933 - 2013-10-07 22:31:44 UTC
Joe Risalo wrote:
Though I haven't used it yet, i'm not sure I like MJD bonus as we're still to slow to close the leftover distance.


There is no leftover distance if you do it right. It's pretty easy given the large "hitbox" of the Acceleration Gates. Cargo containers with mission items is another story though, I guess.
Brib Vogt
Doomheim
#4934 - 2013-10-07 22:34:12 UTC  |  Edited by: Brib Vogt
Completely unsatisfied:

CNR > Golem

Macha > Vargur

Bastion gives a good tank, but it so hyped fall off bonus gives my vargur 3 km!! In words THREE KILOMETER!

Thats absolutely Crap. And my Macha is working better in any mission DPS wise.

A bit sad right now



MJD absolutely useless in missions. And a combination of MJD and MWD is not working PG wise...
Aglais
Ice-Storm
#4935 - 2013-10-07 23:06:32 UTC
Well it seems that Marauders are nearly invulnerable if you fit them right.

I don't really know what to make of this.
Joe Risalo
State War Academy
Caldari State
#4936 - 2013-10-07 23:07:39 UTC
Edora Madullier wrote:
Joe Risalo wrote:
Though I haven't used it yet, i'm not sure I like MJD bonus as we're still to slow to close the leftover distance.


There is no leftover distance if you do it right. It's pretty easy given the large "hitbox" of the Acceleration Gates. Cargo containers with mission items is another story though, I guess.


yeah, but if i'm 60km from the gate when I hit the mission, it's not very likely that without geometry that i'll hit my first jump well enough to catch the second.
And if I just to a gate 60km away, i'll miss by at least 20km.
Xequecal
Ministry of War
Amarr Empire
#4937 - 2013-10-07 23:37:07 UTC
Joe Risalo wrote:
Are you crazy?

I traded a golem for a freaking tengu cause it sucked so bad.
I will use the hell out of bastion....


In L4s the only thing that matters is DPS, or, well, applied DPS. Bastion is useless here. You don't need tank anyways, and you can't dictate the range like you can in anoms where everything spawns in the same place.

The Marauders are mainly good for w-space and for nullsec anom running. Just do forsaken hubs and asteroid havens with something like this:

[New Setup 1]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II

100MN Microwarpdrive II
Gist C-Type Large Shield Booster
Fleeting Propulsion Inhibitor I
Cap Recharger II

Neutron Blaster Cannon II,Void L
Neutron Blaster Cannon II,Void L
Neutron Blaster Cannon II,Void L
Neutron Blaster Cannon II,Void L
Small Tractor Beam II
Small Tractor Beam II
Heavy Diminishing Power System Drain I
Bastion Mode I

Large Capacitor Control Circuit I
Large Hybrid Collision Accelerator II

MWD to center of spawn, activate bastion and immediately turn it red, shoot stuff, tractor in BS wrecks that have loot, have salvage drones going salvaging stuff for you. When bastion runs out, MWD to where the next spawn appears, repeat. Blaster tracking is good enough to hit frigates if you web them, and this tanks enough dps for Gurista/Serpentis anoms.
Joe Risalo
State War Academy
Caldari State
#4938 - 2013-10-07 23:38:48 UTC
The bastion transformations are crap....

Seriously?

4 little tiny pod things open on my Golem that you can't even really make out from the back.

Crappy transformations.
Edora Madullier
French Kiss Singularity
#4939 - 2013-10-07 23:46:33 UTC
Joe Risalo wrote:
Edora Madullier wrote:
Joe Risalo wrote:
Though I haven't used it yet, i'm not sure I like MJD bonus as we're still to slow to close the leftover distance.


There is no leftover distance if you do it right. It's pretty easy given the large "hitbox" of the Acceleration Gates. Cargo containers with mission items is another story though, I guess.


yeah, but if i'm 60km from the gate when I hit the mission, it's not very likely that without geometry that i'll hit my first jump well enough to catch the second.
And if I just to a gate 60km away, i'll miss by at least 20km.



I tried it in Worlds Collide. First MJD activation from the beacon led me to 96km from the gate, second one I was at 0. It's really not that difficult. The only real issue I can see is the time waiting for the cycle to end to then MJD to the gate and warp through it, but it can be solved by simply deactivating it when you know you'll kill the remaining NPCs in less than one minute.
Joe Risalo
State War Academy
Caldari State
#4940 - 2013-10-07 23:50:37 UTC  |  Edited by: Joe Risalo
Edora Madullier wrote:
Joe Risalo wrote:
Edora Madullier wrote:
Joe Risalo wrote:
Though I haven't used it yet, i'm not sure I like MJD bonus as we're still to slow to close the leftover distance.


There is no leftover distance if you do it right. It's pretty easy given the large "hitbox" of the Acceleration Gates. Cargo containers with mission items is another story though, I guess.


yeah, but if i'm 60km from the gate when I hit the mission, it's not very likely that without geometry that i'll hit my first jump well enough to catch the second.
And if I just to a gate 60km away, i'll miss by at least 20km.



I tried it in Worlds Collide. First MJD activation from the beacon led me to 96km from the gate, second one I was at 0. It's really not that difficult. The only real issue I can see is the time waiting for the cycle to end to then MJD to the gate and warp through it, but it can be solved by simply deactivating it when you know you'll kill the remaining NPCs in less than one minute.


My golem is going 106m/s on test... Is it supposed to go that fast?

If so, I can deal with that