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[Rubicon] Marauder rebalancing

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chaosgrimm
Synth Tech
#5081 - 2013-10-08 16:33:57 UTC
TheFace Asano wrote:
Hanna Cyrus wrote:
TheFace Asano wrote:


I did check in game and the falloff increased to almost 100km falloff.


I got with 2 TC (T2 with range script) and EMP L - 74 km falloff in Bastion mode and without 69 km
i got with 2 TC (T2 with range script) and Barrage L - 116 km falloff in Bastion mode and without 106 km

And still i get the weapon timer, everytime i use the Bastion mode. That makes it impossible to use a gate or dock...


Yup that looks about right on the ranges.

Weapons timer was in the original proposal. That is on purpose.


Is it possible to tank w just 2 mids + bastion and add a 3rd tc? Like:

Bastion
800mm II x4

TC x 2
TC / AB
Invuln
SB
MJD

Gyro x 3 or 4
TEs / DC / inert / nano
MeBiatch
GRR GOONS
#5082 - 2013-10-08 16:40:22 UTC
ok 3 changes that need to be made to the ship to make them fun.

1. give them the old field command ship tech II resistance profile (reduce the 30% resist for shield and armor in bastion mode to be the same as a DCU II)

This will give the ship utility in non bastion mode but not make it op like full tech II resist would

2. remove the tractor beam bonus and replace with a heat bonus (not a bonus to reduces heat buildup but one that makes heat more effective)

3. make the bastion module scripted. have one long range script that adds range bonus (make it un stacked) and have a close range script that adds damage.

4. i know i said 3 but 4 just came to mind. not sure they even need the 8th high slot perhaps changing a high slot for a mid or low depending on the ship... like the kronos could really use that 5th mid slot.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Joe Risalo
State War Academy
Caldari State
#5083 - 2013-10-08 16:42:33 UTC
chaosgrimm wrote:
TheFace Asano wrote:
Hanna Cyrus wrote:
TheFace Asano wrote:


I did check in game and the falloff increased to almost 100km falloff.


I got with 2 TC (T2 with range script) and EMP L - 74 km falloff in Bastion mode and without 69 km
i got with 2 TC (T2 with range script) and Barrage L - 116 km falloff in Bastion mode and without 106 km

And still i get the weapon timer, everytime i use the Bastion mode. That makes it impossible to use a gate or dock...


Yup that looks about right on the ranges.

Weapons timer was in the original proposal. That is on purpose.


Is it possible to tank w just 2 mids + bastion and add a 3rd tc? Like:

Bastion
800mm II x4

TC x 2
TC / AB
Invuln
SB
MJD

Gyro x 3 or 4
TEs / DC / inert / nano


I would say on the Vargur go

High
800mm II x4
Bastion
Tractor
maybe salvage or other utility

Mid
TCx2
AB/MWD (not MJD)
2xinvuln
SB

low
4x gyro
And then whatever else you want
MeBiatch
GRR GOONS
#5084 - 2013-10-08 16:44:26 UTC
oh and can someone explain why my math is wrong.

afaik 60% resists multiplied by 30% resists should end up being

0.6 * 1.3 = 0.78 or 78% resistance


but in the game the Resistance for hull is 73%

i just want to know how to correct my math please and thank you.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Thaddeus Eggeras
Urkrathos Corp
#5085 - 2013-10-08 16:46:52 UTC
All I'm saying is missiles need a bit more boost too like gunnery is getting. And the tank is worthless against anyone who neuts, and in PvP
Joe Risalo
State War Academy
Caldari State
#5086 - 2013-10-08 16:47:49 UTC
MeBiatch wrote:
ok 3 changes that need to be made to the ship to make them fun.

1. give them the old field command ship tech II resistance profile (reduce the 30% resist for shield and armor in bastion mode to be the same as a DCU II)

This will give the ship utility in non bastion mode but not make it op like full tech II resist would

2. remove the tractor beam bonus and replace with a heat bonus (not a bonus to reduces heat buildup but one that makes heat more effective)

3. make the bastion module scripted. have one long range script that adds range bonus (make it un stacked) and have a close range script that adds damage.

4. i know i said 3 but 4 just came to mind. not sure they even need the 8th high slot perhaps changing a high slot for a mid or low depending on the ship... like the kronos could really use that 5th mid slot.



After playing with it..
Golem could go for another low or mid as opposed to a high.
Right now i have two empty high slots cause I don't have enough CPU and PG to fill them.

My fit currently is

High
4x Cruise II
Bastion
Tractor II

Mid
2x PWNAGE
MWD prototype(can't fit t2 and not buying ded for testing)
large Cap booster II
Pith x XL booster
2x Invuln II

Low
4x BCU II

Rigs
Damage rig
exp radius rig


No CPU or PG left to fit even a salvager in the two empty highs
Joe Risalo
State War Academy
Caldari State
#5087 - 2013-10-08 16:49:09 UTC
MeBiatch wrote:
oh and can someone explain why my math is wrong.

afaik 60% resists multiplied by 30% resists should end up being

0.6 * 1.3 = 0.78 or 78% resistance


but in the game the Resistance for hull is 73%

i just want to know how to correct my math please and thank you.


It's based on the hull without skills or modules.
That's probably where your math is whacked out.
Vinyl 41
AdVictis
#5088 - 2013-10-08 16:51:09 UTC
now it would be a good time for CCP to finaly show their presence here im sure we could come with smt rly good for the marauders instead of all that blap bla about how bad this or that iteration is :] rubi is supposed to go live in 1 month :/
Joe Risalo
State War Academy
Caldari State
#5089 - 2013-10-08 16:51:44 UTC
Thaddeus Eggeras wrote:
All I'm saying is missiles need a bit more boost too like gunnery is getting. And the tank is worthless against anyone who neuts, and in PvP



Cruise missiles get 40+km more with bastion.
Torp get close to nothing....So that sucks...

Myself and others have mentioned cap immunity, as they can't receive cap, same as logistics.

The tank is nice in pvp for certain situations.

I'm thinking these ships are too expensive in low/null where you might get hotdropped, but in lower class WH and in high sec where capitals can't go, these ships will probably get used quite a bit in pvp...
chaosgrimm
Synth Tech
#5090 - 2013-10-08 16:52:46 UTC  |  Edited by: chaosgrimm
Joe Risalo wrote:


I would say on the Vargur go

High
800mm II x4
Bastion
Tractor
maybe salvage or other utility

Mid
TCx2
AB/MWD (not MJD)
2xinvuln
SB

low
4x gyro
And then whatever else you want


The only drawback I see is that this is kinda what they run already (although personally I go dmg specific) so the current iteration is just a straight nerf to that fit. I am wondering if it is poss to tank say, AE bonus room, with inuln, sb, bastion, such that a mid is freed.
Joe Risalo
State War Academy
Caldari State
#5091 - 2013-10-08 16:55:35 UTC
chaosgrimm wrote:
Joe Risalo wrote:


I would say on the Vargur go

High
800mm II x4
Bastion
Tractor
maybe salvage or other utility

Mid
TCx2
AB/MWD (not MJD)
2xinvuln
SB

low
4x gyro
And then whatever else you want


The only drawback I see is that this is kinda what they run already (although personally I go dmg specific) so the current iteration is just a straight nerf to that fit. I am wondering if it is poss to tank say, AE, with inuln, sb, bastion, such that a mid is freed.


Well, considering you still have lows left over, you can fit a DCU and remove an invuln.
That would free up a mid and make almost no change to your tank...
chaosgrimm
Synth Tech
#5092 - 2013-10-08 17:01:43 UTC
Joe Risalo wrote:
chaosgrimm wrote:
Joe Risalo wrote:


I would say on the Vargur go

High
800mm II x4
Bastion
Tractor
maybe salvage or other utility

Mid
TCx2
AB/MWD (not MJD)
2xinvuln
SB

low
4x gyro
And then whatever else you want


The only drawback I see is that this is kinda what they run already (although personally I go dmg specific) so the current iteration is just a straight nerf to that fit. I am wondering if it is poss to tank say, AE, with inuln, sb, bastion, such that a mid is freed.


Well, considering you still have lows left over, you can fit a DCU and remove an invuln.
That would free up a mid and make almost no change to your tank...


Interesting, ty for the replies. Imma get around to getting sisi setup and testing... One of these days xD
Elfi Wolfe
University of Caille
Gallente Federation
#5093 - 2013-10-08 17:03:56 UTC
MeBiatch wrote:
oh and can someone explain why my math is wrong.

afaik 60% resists multiplied by 30% resists should end up being

0.6 * 1.3 = 0.78 or 78% resistance


but in the game the Resistance for hull is 73%

i just want to know how to correct my math please and thank you.


60% resistance. 40% left. 30% of 40% is 12% 60%+12% = 72%.

"Please point to the place on the doll where the carebear touched you."

Joe Risalo
State War Academy
Caldari State
#5094 - 2013-10-08 17:05:08 UTC
chaosgrimm wrote:
Joe Risalo wrote:
chaosgrimm wrote:
Joe Risalo wrote:


I would say on the Vargur go

High
800mm II x4
Bastion
Tractor
maybe salvage or other utility

Mid
TCx2
AB/MWD (not MJD)
2xinvuln
SB

low
4x gyro
And then whatever else you want


The only drawback I see is that this is kinda what they run already (although personally I go dmg specific) so the current iteration is just a straight nerf to that fit. I am wondering if it is poss to tank say, AE, with inuln, sb, bastion, such that a mid is freed.


Well, considering you still have lows left over, you can fit a DCU and remove an invuln.
That would free up a mid and make almost no change to your tank...


Interesting, ty for the replies. Imma get around to getting sisi setup and testing... One of these days xD



It's pretty easy...
All you have to do is copy/paste your game file into a new file and create a shortcut to that.
Then, on the shortcut you just add another command.

Google Eve online Test server and go to the Wiki.
There should be a link off there that will tell you exactly what to do.

Once you've done that, and patched, then add the in game chat channel Move Me.
Type bastion in that chat channel and they'll give you bastion and Marauders lvl 5.
Kagura Nikon
Native Freshfood
Minmatar Republic
#5095 - 2013-10-08 17:32:48 UTC
marVLs wrote:
And what about that statement that You (CCP) want them to be better at damage application?

Well it's bullsh...

  • stacking penalized range and probably tracking (didn't check that yet) bonuses won't helping in that ffs...
  • standing still wont help at damage application
  • overall it's even nerf to damage application lol


Terrible changes, CCP decide role for them, fast agile BS's or DPS monsters, because they don't have any useful role now, and pirate BS's have all... speed, drones, agility, buffer, deeps, ewar, application bonuses etc. and don't tell me they will get rebalance because You know You wont nerf them that much, maybe only taking them tracing bonuses, so still they will be superior in every aspect.

I suggest remove active tanking bonus from bastion, make 20% omni resists, allow remote reps, cut speed by 70%, range bonuses non-stacking penalized, bring T2 Bastion with 50% speed reduction, 30% omni resists and 40% range bonuses. With unnerfing speed of base hulls, or allow range selection for MJD (from 20km to 100km with cool range choose slider)



Bastion is useless just that. The CURRENT marauders can run missiosn better than the upcommign ones.

And both are useless at PVP.

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

baltec1
Bat Country
Pandemic Horde
#5096 - 2013-10-08 17:37:06 UTC
Kagura Nikon wrote:



Bastion is useless just that. The CURRENT marauders can run missiosn better than the upcommign ones.

And both are useless at PVP.


The new one is rather good fun in PvP.
Joe Risalo
State War Academy
Caldari State
#5097 - 2013-10-08 17:37:18 UTC
Kagura Nikon wrote:
marVLs wrote:
And what about that statement that You (CCP) want them to be better at damage application?

Well it's bullsh...

  • stacking penalized range and probably tracking (didn't check that yet) bonuses won't helping in that ffs...
  • standing still wont help at damage application
  • overall it's even nerf to damage application lol


Terrible changes, CCP decide role for them, fast agile BS's or DPS monsters, because they don't have any useful role now, and pirate BS's have all... speed, drones, agility, buffer, deeps, ewar, application bonuses etc. and don't tell me they will get rebalance because You know You wont nerf them that much, maybe only taking them tracing bonuses, so still they will be superior in every aspect.

I suggest remove active tanking bonus from bastion, make 20% omni resists, allow remote reps, cut speed by 70%, range bonuses non-stacking penalized, bring T2 Bastion with 50% speed reduction, 30% omni resists and 40% range bonuses. With unnerfing speed of base hulls, or allow range selection for MJD (from 20km to 100km with cool range choose slider)



Bastion is useless just that. The CURRENT marauders can run missiosn better than the upcommign ones.

And both are useless at PVP.


that's a flat out LIE.

I've flown the Golem on live and test, with and without ewar.

Bastion Golem outperforms by leaps and bounds.
Elfi Wolfe
University of Caille
Gallente Federation
#5098 - 2013-10-08 17:39:25 UTC
My notes on Maruaders using 1st version (ie resistance in bastion, +37.5% repair/boost)

Tested using short ranged weapons and long ranged weapons.
Break point does not include bastion mode.

Golem 1040 dps 27km Torp
Golem 768 dps 177km Cruise
Break point 27km (in bastion mode and one large rocket fuel cache partition I rig for Torp)

Paladin 564 dps 26-42km pulse to 235 dps 85-100km pulse
Paladin 520 dps Optimal 58km fallout 96... to 220dps 188-226km.. Beam
Break point 25km

Kronos 642 dps 6-40km to 320 dps 17-51km blaster
Kronos 488 dps 46-115km to 244 dps 131-199km Rails
Break point 22km

Vargur 556 dps 4-68km to 230 dps 13-78 km
Vargur 430 dps 38-138km to 178 dps 124-224 km
Break point 38km

So 2 ways to use.
Long ranged weapons and use bastion mode for the increased ranged.
Short ranged weapons using the MJD to jump out at an angle and then jumping back in to land on top of target. Bastion mode used for tanking and when you have enough targets in range that you do not have to chase them.

Long range.
Pro: less cap used for repairs. Once in place able to keep applying DPS constantly. Easier to hit small frigates at 100km as they burn right at you (no transversal velocity) easier to keep situational awareness
Con less DPS on paper. Long lock times at that range. 3 slots mid (MJD. Targeting Computer, Sensor Booster)

Short Range.
Pro: pew pew (ie more action than picking targets at range), Cap recharges during the 50secs between double jump, higher DPS during engagement
Con: not firing during the 50s in the middle of a double jump. Several NPC ships will move away as soon as you land and all move toward you when you jump out. 3-4 slots mid (MJD. Targeting computer(or target painter), afterburner to try and keep NPC in range). Short optimal range on paper (but the break point between when the short range weapons out damage the long range weapons is 22-38km) you have to pull out and figure out which way to jump to try and adjust range. Easier to lose situational awareness.

Easiest way to do a double jump. pull out bring up the tactical display and jump from 70-90 degrees, then use the 50s to fly away or toward the target to get range closer to 100km. align and jump on target. with a double jump you should land anywhere from 0 to 200km away from you in any direction in 50 secs.




Target


1st MJD target


You

Looking at v2
Resistance on ship and not bastion mode will help with the close in weapons during maneuver phase (but may take another slot for hardener. Web bonus will help short range ships by stopping the ship from getting away and making it easier to take out small targets. Web bonus will help long range ships as well if a ship gets inside 10km by making it easier to track that ship.

So with my skills and the way I fly. both short and long range weapons are viable.

"Please point to the place on the doll where the carebear touched you."

Kagura Nikon
Native Freshfood
Minmatar Republic
#5099 - 2013-10-08 17:41:57 UTC
Joe Risalo wrote:
Kagura Nikon wrote:
marVLs wrote:
And what about that statement that You (CCP) want them to be better at damage application?

Well it's bullsh...

  • stacking penalized range and probably tracking (didn't check that yet) bonuses won't helping in that ffs...
  • standing still wont help at damage application
  • overall it's even nerf to damage application lol


Terrible changes, CCP decide role for them, fast agile BS's or DPS monsters, because they don't have any useful role now, and pirate BS's have all... speed, drones, agility, buffer, deeps, ewar, application bonuses etc. and don't tell me they will get rebalance because You know You wont nerf them that much, maybe only taking them tracing bonuses, so still they will be superior in every aspect.

I suggest remove active tanking bonus from bastion, make 20% omni resists, allow remote reps, cut speed by 70%, range bonuses non-stacking penalized, bring T2 Bastion with 50% speed reduction, 30% omni resists and 40% range bonuses. With unnerfing speed of base hulls, or allow range selection for MJD (from 20km to 100km with cool range choose slider)



Bastion is useless just that. The CURRENT marauders can run missiosn better than the upcommign ones.

And both are useless at PVP.


that's a flat out LIE.

I've flown the Golem on live and test, with and without ewar.

Bastion Golem outperforms by leaps and bounds.


Maybe the galoem, but with the vargur i am right. Vargur main asset was how fast it moved and crossed gates.

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

TheFace Asano
Caldari Provisions
Caldari State
#5100 - 2013-10-08 18:02:23 UTC
chaosgrimm wrote:
TheFace Asano wrote:
Hanna Cyrus wrote:
TheFace Asano wrote:


I did check in game and the falloff increased to almost 100km falloff.


I got with 2 TC (T2 with range script) and EMP L - 74 km falloff in Bastion mode and without 69 km
i got with 2 TC (T2 with range script) and Barrage L - 116 km falloff in Bastion mode and without 106 km

And still i get the weapon timer, everytime i use the Bastion mode. That makes it impossible to use a gate or dock...


Yup that looks about right on the ranges.

Weapons timer was in the original proposal. That is on purpose.


Is it possible to tank w just 2 mids + bastion and add a 3rd tc? Like:

Bastion
800mm II x4

TC x 2
TC / AB
Invuln
SB
MJD

Gyro x 3 or 4
TEs / DC / inert / nano


I had dual XL ASB on mine, I haven't tested in combat because I was getting tired after I got one fitted. The tooltip had 2100 hp boost / cycle on the dual ASB setup before bastion. . With 2x invuls and bastion your resists are in a pretty good place. I would say for normal use 1x XL deadspace booster + 2x invuls would be plenty, then use a cap booster. I would pull a high and add a mid to the Vargur, pull a high with the Golem and add a low, probably the same on the Kronos / Paladin and it would be more useful, still leaving 2x utility highs..

I did have 2x empty highs with the dual ASB setup and a cpu mod in the low, though. without the second XL booster you should be fine on cpu.