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[Rubicon] Marauder rebalancing

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Zand Vor
OpSec.
Wrong Hole.
#5421 - 2013-10-13 02:43:15 UTC
Sobaan Tali wrote:
The Djego wrote:
CCP Ytterbium is it really so much to ask for to apply the bastion mod idea to a 2. marauder hull(same hull, you can change slightly the paint job, even the same one would do) and keep marauders as they are(or better yet fix the biggest issues)?

Most T2 ship already got 2 variants, one more geared towards projection and dps and one more focused on tank and utility. So keeping this in mind we could just add 4 new ships focused around bastion and give the old ones a different bonus instead of the active tanking one(since it is already highly situational and wasted where they shine the most, in gang focused pve).

Marauders do fill a few niches today:

The CNR can't really fit active tank + torps well, the golem however can and just needs a lot more speed and a explosive velocity bonus to polish it as dedicated torpedo platform. The Kronos can be very good, as rail+sentry platform(where the Vindicator got issues) that is very mobile(1100m/s) extreme flexible with the range(utility slots for drone links), can cover close range with rails and sentry's with the web bonus and can also shine when you need the utility mods for other stuff(like RR in RR gangs or smart bombs/nos for pvp). What the Kronos needs is 125/275 drone bay(2 sentry sets for different ranges + lights) and the optimal/tracking bonus of the domi for drones. The Vargur simply needs the ability to fit artillery and a optimal bonus to become a more focused medium range artillery platform. The Paladin is mostly fine, and a tracking bonus instead of the optimal one would be cool.

Also a bit more scan resolution and sensor strength would be nice, also a cap use bonus for mwd and a cpu fitting bonus for the Golem and Vargur for shield transporters, similar like on logis.


They (CCP) don't want PVE only battleships. If they are at all still useful in PVE by the end of this (which I will admit it still has some use I suppose), then I gueass we should consider that luck.


+1
I love the new Golem look but the overall hull nerf hurts me more than anything. I have no use for the Bastion module (as I run Incursions), and the loss of significant cap and speed to where it is worse than the Navy ships really hurts.

If the nerfs needs to stay, can we transfer some of the penalites applied to the hulls more to the Bastion module? I know Tech2 is supposed to be a "specialized" ship, but this seems overkill to me.

Please fix wormhole combat sites: c1 20mil - c2 40 mil - c3 80 mil - c4 160 mil - c5 320 mil - c6 640 mil

Arthur Aihaken
CODE.d
#5422 - 2013-10-13 03:02:54 UTC
Zand Vor wrote:
I love the new Golem look but the overall hull nerf hurts me more than anything. I have no use for the Bastion module (as I run Incursions), and the loss of significant cap and speed to where it is worse than the Navy ships really hurts.

I'm fine with the changes (mostly because it's unlikely to change at this point). When I finish training for a Golem I'm going to park it in a 0.5 asteroid field, load the auto-target heavy missiles and light Bastion. Should be good for some anti-ganking laughs.

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

Daishan Auergni
Federal Navy Academy
Gallente Federation
#5423 - 2013-10-13 03:11:23 UTC
Sobaan Tali wrote:
Mioelnir wrote:
Sobaan Tali wrote:
They (CCP) don't want PVE only battleships. If they are at all still useful in PVE by the end of this (which I will admit it still has some use I suppose), then I gueass we should consider that luck.

And yet the main attribute that was put on them intentionally upon release to explicitly make them PVE battleships - the low sensor strength - is kept.


Glad I'm not the only one who noticed this. Imagine that...


Yes, that's right. LOW sensor strength that can be easily jammed was the primary hindrance CCP gave the marauder class so that they wouldn't be used in PvP. Times change. CCP figures (I assume) that giving them e-war immunity makes low sensor strength moot with respect to PVP. It's also a nice gimme against Sansha, Guristas and Serpentis NPC's, and some Incursion jamming frigs.

When Bastioned, the thing could have a sensor strength of 1 and it can't be jammed. I'm not saying the Bastion module is the end-all, be-all of PvP, obviously the accompanying immobility has its drawbacks, but I can see Bastion mode being employed in niche situations.

For missions like Worlds Collide, Berserker, Blockade, Vengeance, I plan on using it. When it makes sense to use mobile ships, I'll use others. Efficiency is key to making isk and Bastion puts another tool in the toolbox.
Chainsaw Plankton
FaDoyToy
#5424 - 2013-10-13 03:31:05 UTC
Desert Ice78 wrote:
Tyberius Franklin wrote:
While the ripping apart small gangs thing is up for debate, that still leaves the stated advantages of the ship and bastion combo that weren't really countered there. So I guess the question of what regarding those aspects you still find less than sufficient still remains.


  1. They cost a billion ISK
  2. 18 seconds to align. That's the same as a hulk. Speed and mobility is king in warfare.
  3. It gets even better; "ripping apart small gangs", that's in bastion mode, where they are not even moving at all. Of course all small gangs are then going to stop moving as well, just to make things fair?
  4. The bastion module - one fatal flaw. All its bonuses are defensive. No one wins a fight by defending. I can happily suicide fleets of tackle while getting a cyno and dread into position, and still win the ISK war handsomely.
  5. MJD? If a marauder uses a MJD, it means it has lost and is running away (which, ultimately, it won't be able to do) and whatever support it had is now dead or dying.
  6. Did I mention they cost a billion ISK?


I'll give you a case in point: the best (and most expensive) PvP battleship is the Bhaalgorn. In four years I've seen it once in nul-sec. See them all the time in WH's thought. The reason why - the mechanics of WH's severely hamper the ability of FC's to escalate any conflict. Those restraints don't exist in nul-sec or indeed in empire.

I'm sure the salvage will be quite good though.



so now we call it escalation and not blobbing, I must have missed the memo

@ChainsawPlankto on twitter

Kusum Fawn
Perkone
Caldari State
#5425 - 2013-10-13 03:43:22 UTC
Daishan Auergni wrote:
Sobaan Tali wrote:
Mioelnir wrote:
Sobaan Tali wrote:
They (CCP) don't want PVE only battleships. If they are at all still useful in PVE by the end of this (which I will admit it still has some use I suppose), then I gueass we should consider that luck.

And yet the main attribute that was put on them intentionally upon release to explicitly make them PVE battleships - the low sensor strength - is kept.


Glad I'm not the only one who noticed this. Imagine that...


Yes, that's right. LOW sensor strength that can be easily jammed was the primary hindrance CCP gave the marauder class so that they wouldn't be used in PvP. Times change. CCP figures (I assume) that giving them e-war immunity makes low sensor strength moot with respect to PVP. It's also a nice gimme against Sansha, Guristas and Serpentis NPC's, and some Incursion jamming frigs.

When Bastioned, the thing could have a sensor strength of 1 and it can't be jammed. I'm not saying the Bastion module is the end-all, be-all of PvP, obviously the accompanying immobility has its drawbacks, but I can see Bastion mode being employed in niche situations.

For missions like Worlds Collide, Berserker, Blockade, Vengeance, I plan on using it. When it makes sense to use mobile ships, I'll use others. Efficiency is key to making isk and Bastion puts another tool in the toolbox.



Interesting that a billion isk ship is good for four, possibly ten missions out of the hundred plus, is an ok re-balance (of the ship class intended to be the PvE king) in your mind.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

baltec1
Bat Country
Pandemic Horde
#5426 - 2013-10-13 03:52:05 UTC
Mioelnir wrote:
Sobaan Tali wrote:
They (CCP) don't want PVE only battleships. If they are at all still useful in PVE by the end of this (which I will admit it still has some use I suppose), then I gueass we should consider that luck.

And yet the main attribute that was put on them intentionally upon release to explicitly make them PVE battleships - the low sensor strength - is kept.


They are keeping it as a drawback to justify the E-war immunity of bastion.
Joe Risalo
State War Academy
Caldari State
#5427 - 2013-10-13 04:28:49 UTC
Just to stop all the QQ.

Rebalance Marauders without bastion, so that people can QQ that they trained for however long for a pve boat, that is now worthless.

Then, create and new class.

The class can simply be referred to as Bastions and the module can be wrapped into the ship, as too many people will QQ if you try to establish bastions being usable on any other ships.


Make them out of the tier 3 BS's but keep the Caldari as a Missile boat.

For the sake of creating more QQ, please give them more dps than existing marauders.
Arthur Aihaken
CODE.d
#5428 - 2013-10-13 04:33:56 UTC
Joe Risalo wrote:
Just to stop all the QQ.

Question: What's QQ?

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

stoicfaux
#5429 - 2013-10-13 05:22:25 UTC
Arthur Aihaken wrote:
Joe Risalo wrote:
Just to stop all the QQ.

Question: What's QQ?

Google it. Which leads to: http://www.urbandictionary.com/define.php?term=QQ

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Daishan Auergni
Federal Navy Academy
Gallente Federation
#5430 - 2013-10-13 05:38:03 UTC  |  Edited by: Daishan Auergni
Kusum Fawn wrote:
Daishan Auergni wrote:
Sobaan Tali wrote:
Mioelnir wrote:
Sobaan Tali wrote:
They (CCP) don't want PVE only battleships. If they are at all still useful in PVE by the end of this (which I will admit it still has some use I suppose), then I gueass we should consider that luck.

And yet the main attribute that was put on them intentionally upon release to explicitly make them PVE battleships - the low sensor strength - is kept.


Glad I'm not the only one who noticed this. Imagine that...


Yes, that's right. LOW sensor strength that can be easily jammed was the primary hindrance CCP gave the marauder class so that they wouldn't be used in PvP. Times change. CCP figures (I assume) that giving them e-war immunity makes low sensor strength moot with respect to PVP. It's also a nice gimme against Sansha, Guristas and Serpentis NPC's, and some Incursion jamming frigs.

When Bastioned, the thing could have a sensor strength of 1 and it can't be jammed. I'm not saying the Bastion module is the end-all, be-all of PvP, obviously the accompanying immobility has its drawbacks, but I can see Bastion mode being employed in niche situations.

For missions like Worlds Collide, Berserker, Blockade, Vengeance, I plan on using it. When it makes sense to use mobile ships, I'll use others. Efficiency is key to making isk and Bastion puts another tool in the toolbox.



Interesting that a billion isk ship is good for four, possibly ten missions out of the hundred plus, is an ok re-balance (of the ship class intended to be the PvE king) in your mind.


'PvE king'?

Whose? Not mine.

PvE efficiency for me is a pair of tachyon Nightmares with four IN heat sinks, three tracking computers and minimal tank WITH a third toon in a Noctis. This makes a ton more ISK than my TQ marauders (I have several. And multiple toons with Marauder V.)

People who only fly TQ marauders for their missioning are not being efficient. Or they have one toon. But if so, there's some clear benefits for them in the new marauders.

Something like Assault (Guristas) or Blockade (Sansha) is a pain in the ass for a solo pilot, regardless of ship (sentry drone boats are doable, but meh dps).

A pair of Nightmares or Vindis or Machs (depending on the rat) will blitz missions WAY faster and I have those too. I use Dramiels for Recon 2 of 3 and 3 of 3 and Cargo Delivery. I also do my missioning in a double lvl-4 security station and I have 8 toons that can get missions, so out of 16 possible missions I get to cherry pick what to run (I tend to pick those missions that get me 8000+ LP per mission and very little travel.)

Marauders will get a small part of that in my Eve day. Like I said, one more tool in the toolbox.

If I want to run incursions, I'll fire up four computers and with the new marauders I'll be able to field four dps ships (two self-tanking Paladins, a VIndi and a Bhaal instead of three NM's that I run now.) Win? A billion isk for a few hours of work ain't bad.

How do you PvE?
cyndrogen
The Greatest Corp in the Universe
#5431 - 2013-10-13 05:44:15 UTC
DEAR CCP,

Please for the love of GOD do not change the Golem to look worse. I just saw the singularity version and the proportions are terrible, the ship looked better and now it looks awkward, the bent / straight wings don't work at all, the front of the ship is also badly proportioned to the back. The front also looks like a t3 tengu crashed into it upsidedown. It's terrible! Awful and I really think it STINKS! I HATE IT! Yes I said hate the new design.

The only improvement on the new Golem is removing the right side space tumor it previously had, but the wings, the front, everything about the new look is weak sauce X10.

I really really hope this is not the final version.

Every day in every way I improve my skills and get better.

Arthur Aihaken
CODE.d
#5432 - 2013-10-13 05:48:17 UTC
Maybe a Tengu did crash into it...

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

Nomen Clay
State War Academy
Caldari State
#5433 - 2013-10-13 06:00:34 UTC
Random thought : I wonder just how big a gang fleet in osmon area is going to have to be to actually knock a bastioned marauder out of orbit.
Henry Montclaire
Guild of Independent Pilots
DammFam
#5434 - 2013-10-13 06:02:52 UTC
Hey, I just spent all day playing with the Kronos on the test server, and let me just say, I LOVE IT. It's quite potent in PVE, though it does have some difficulty handling frigates, but that should be manageable, especially if CCP does decide to enlarge the marauder drone bays (which should happen). I found that with my set-up my tank was virtually unbreakable, even to the point where I was able to begin the process of soling a C5 wormhole site (until I ran out of cap boosters)! I only killed one sleeper battleship in that instance, and soloing them seems like a bad idea, but the fact that local reps can hold means that using two marauders in bastion might be a very effective way to burn through high class sleeper sites if you don't have any logi on standby or capitals in the area.

So, for PVE, it seems to work quite well. Throw in the space yurt and loot tractor and it should be very nice! Perhaps not as efficient as a standard dominix, but more resistant to untimely death.

Now, here's where it gets really fun. PvP. The marauder is a blast to PvP with, both solo, and in a gang. Of course milage will vary with the quality of your fit, and I haven't gotten to stress test my baby in a full range of scenarios yet, so take my experience with a grain of salt.

I was able to modify my PvE fit slightly and turn it into a very potent PvP ship. I dropped tractor beams for a heavy neut and a med neut, and I dropped a tracking computer for a warp scrambler, then voila, fully capable PvP ship.

The marauder as a brawling ship is unmatched. A well fit Kronos has double the tanking potential of the legendary duel-rep Hyperion, which is wondrously absurd. It also hits out much further. I also had the pleasure of battling a Paladin who was able to apply a significant amount of damage from 100kms up to point blank, and which I only defeated because I managed to cap him out and use my warp scrambler to keep him from jumping away from me. From what I can tell, the marauders seem to be well balanced against each other, and the timing and aiming of the micro-jump drive in marauder duels is a very engaging thing to practice.

Later, I got to fly in a small fleet of four marauders. We placed ourselves around the combat site and were able to catch a number of other ships through an interesting combination of jumps and warps, playing a sort of jump leapfrog to catch up to hostile ships.

After a good several hours of PvPing on the test server, I amassed a happy list of kills, drove a number of other ships off the field (unable to point them at range), and lost my ship 4 times. To dreadnoughts. Against anything my size of below, my Kronos was a worthy match. Sadly, bastion will make you a tasty target to any blap dreads that come your way. The chances of coming across a small fleet of wandering blap dreads on live however should be far fewer than on the test server however, so I suspect that in most engagements the vulnerability of bastioned marauders to dreadnoughts should not be too crippling, and if you can jump in under a dreadnought's guns then that vulnerability disappears.

From my subjective experience today, I'm totally and completely in love with the marauder as it feels right now. It could use a couple of tweaks, I think that buffing the base hull resists and slightly decreasing the bastion granted resists might help with the current imbalance between the ship as it bastioned, and the ship as it is mobile. Giving it a bigger drone bay would also help it be much more versatile and less impotent against NPC frigates. But the ship's concept, the bastion module itself, and the bonus to the micro warp drive is fantastic to play with and lends itself to all sorts of interesting play!

The two greatest drawbacks to the marauder in PvP that I can foresee is the fact that being cut off from remote reps will insure these ships never become a mainstay of large fleet operations. A small 15-25 man wing of marauders might have some innovative uses, but if they come up against 100+ rohks all firing on a single target at a time, bastion will be more of a hinderance than a help.

The second is that while this ship is an absolute beast to fly solo, and I suspect it will be able to smash its way through most weaker gate camps (a hunch which I look forward to testing), it cannot hold enemy ships in place. With clever use of the micro-jump drive it can certainly grab and hold a battleship or larger, and it may well be able to clear a cruiser off the field with a few well placed shots, but most ships will be able to run away and there won't be much your marauder can do to stop that. If you want to not just smash through a gate camp, but hunt down and murder every last one of the bastards (or to just prevent that drake from docking, replenishing his absurd buffer tank instantly, and warping back) you will need to bring support who can handle the tackling.

Anyway, in conclusion, as they exist right now on the test server, these marauders are like nothing else in EVE. They're interesting and potentially potent in PVE, and they're extremely exciting in PvP. I expect the high cost in skill points and isk will be a major deterrent to most people actually flying these things into hostile space, but those who do will have a lot of fun before they meat their inevitable fiery demise. I'm also looking forward to the sorts of maneuvers inventive FCs will be able to come up with.
Darling Hassasin
Parental Control
Didn't want that Sov anyway.
#5435 - 2013-10-13 06:05:35 UTC
[quote=Daishan Auergni]


pair of Nightmares or Vindis or Machs (depending on the rat) will blitz missions WAY faster and I have those too. I use Dramiels for Recon 2 of 3 and 3 of 3 and Cargo Delivery. I also do my missioning in a double lvl-4 security station and I have 8 toons that can get missions, so out of 16 possible missions I get to cherry pick what to run (I tend to pick those missions that get me 8000+ LP per mission and very little travel.)

Marauders will get a small part of that in my Eve dAay. Like I said, one more tool in the toolbox.

If I want to run incursions, I'll fire up four computers and with the new marauders I'll be able to field four dps ships (two self-tanking Paladins, a VIndi and a Bhaal instead of three NM's that I run now.) Win? A billion isk for a few hours of work ain't bad.

How do you PvE?
[/quote

Foa all that effort you are doing it wrong. If you are running 4x high SP chars at the same time you should look to at least quadraple your isk per hour with wh running or lvl5s... rly..
Nomen Clay
State War Academy
Caldari State
#5436 - 2013-10-13 06:05:43 UTC
cyndrogen wrote:
DEAR CCP,

Please for the love of GOD do not change the Golem to look worse. I just saw the singularity version and the proportions are terrible, the ship looked better and now it looks awkward, the bent / straight wings don't work at all, the front of the ship is also badly proportioned to the back. The front also looks like a t3 tengu crashed into it upsidedown. It's terrible! Awful and I really think it STINKS! I HATE IT! Yes I said hate the new design.

The only improvement on the new Golem is removing the right side space tumor it previously had, but the wings, the front, everything about the new look is weak sauce X10.

I really really hope this is not the final version.



-Signs alongside this post- +1
Dinsdale Pirannha
Pirannha Corp
#5437 - 2013-10-13 06:08:45 UTC
Seriana Merigold wrote:
And y not replace the mini-dread module by a mini-carrier module?

- un-nerf the hull and keep the buff
- remove the MJD bonus to replace it with drones bonus (hp/dmg)
- add more drone bay/bandwith
- change the range bonus of the bastion module for a +25km drones range, add a bandwith bonus and and something like ''Can deploy 5 additionnal drones'' when active

Throwing 10 drones on frigs should be cool and it add to the overall dps



And the NPC AI, courtesy of the same guy who came from Pandemic Legion, and despises high sec, will chew up your 10 small drones just as fast, as the AI will recognize that drones are doing more damage than guns, and start attacking your 10 drones.

The Marauders have always been a PvE ship (Alliance Tourney notwithstanding) , because of the enormous cost of them, and their limited mobility, which is going to get a loss worse with the warp speed nerf to them.

The dev's in question, being of the "null sec and PvP is the only valid method of play" mentality, can't understand that the Marauder should remain a "PvE first" ship. There ARE other ways to play this game, other than PvP, but a small but highly influential sector of the player base, and a much larger sector of the developer base, can't grasp that concept.

CCP, you want to use this stupid Bastion module concept? Fine.
Give the bastion module all kinds of buffs, like TRACKING and RANGE, and give them a 125 bandwith drone bay, and defence, and web bonuses. The ship is still stationary, which is death in PvP.

Make the ship an uber PvE ship, and the stationary aspect of the bastion module guarantees them to be useless in PvP.
Do this as well: if the ship is shooting players, the bastion module stays on 2 minutes after the last player owned ship is targeted. Heck, make it 5 minutes. But for attacks against PvE, the Bastion effects, both positive and negative, turn off 15 seconds after the last NPC is shot at.

But will you even listen to a suggestion like this?
No, of course not, for the reasons I have already elaborated on..

Waiting for baltec and other cartel alts to flame away.
Henry Montclaire
Guild of Independent Pilots
DammFam
#5438 - 2013-10-13 06:12:18 UTC
I do have to wonder how much time the detractors have spent actually playing with the marauder as it is on the test server. I encourage anyone on the fence to give it a try. CCP's even granting all necessary skills to 5 for the use of marauders on the test server. Go ahead! If you play to their strengths, they're amazing!
Arthur Aihaken
CODE.d
#5439 - 2013-10-13 06:16:11 UTC
Henry Montclaire wrote:
Anyway, in conclusion, as they exist right now on the test server, these marauders are like nothing else in EVE. They're interesting and potentially potent in PVE, and they're extremely exciting in PvP. I expect the high cost in skill points and isk will be a major deterrent to most people actually flying these things into hostile space, but those who do will have a lot of fun before they meat their inevitable fiery demise. I'm also looking forward to the sorts of maneuvers inventive FCs will be able to come up with.

Thanks for the detailed writeup, appreciated. Would T2 resists make any difference?

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

Henry Montclaire
Guild of Independent Pilots
DammFam
#5440 - 2013-10-13 06:26:43 UTC
Arthur Aihaken wrote:
Henry Montclaire wrote:
Anyway, in conclusion, as they exist right now on the test server, these marauders are like nothing else in EVE. They're interesting and potentially potent in PVE, and they're extremely exciting in PvP. I expect the high cost in skill points and isk will be a major deterrent to most people actually flying these things into hostile space, but those who do will have a lot of fun before they meat their inevitable fiery demise. I'm also looking forward to the sorts of maneuvers inventive FCs will be able to come up with.

Thanks for the detailed writeup, appreciated. Would T2 resists make any difference?


It's been suggested that more of bastion's resists be baked into the base hull, and I think that would go a long way to making the ship more valuable in any fleet which fields remote reps, and probably make the ship a bit better overall.

Having T2 resists AND the bastion resist bonus as it exists right now would almost certainly be overpowered. As they exist on the test server the marauders have the potential to fit the most powerful subcap active tank in the game already. I think splitting the resists half and half would probably be best. Bastion would still be formidable and worth using, but it wouldn't be as mandatory as it currently is.

I'm also a fan of adding a tracking bonus to the bastion module, but that's just because I want to be able to shoot orbiting frigates with heavy neutron blasters, which . . . to be honest, probably shouldn't happen.