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[Rubicon] Marauder rebalancing

First post First post First post
Author
FlinchingNinja Kishunuba
Crunchy Crunchy
#5481 - 2013-10-13 22:35:29 UTC
Why not increase the warp acceleration as an ability now, bring them up to cruiser speed.
Serge SC
The Valhalla Project
#5482 - 2013-10-13 22:40:39 UTC
After reading some comments and testing the Vargur especially (because eff hybrids and missiles), here is a small recollection of what people is asking.

1. Make the ship more mobile - the speed, mass and align time nerfs are making marauders a bit too slow and stationary, making sites slower.
2. Increase the usability of the ship outside of Bastion - buffer, resists, coupled with the low mobility, makes the ship rather weak outside of Bastion.
3. Bastion combat buff - have bastion apply extra tracking or any other buff that would allow better applied dps.
4. More drones - larger drone bay and extra bandwidth, or just the first one, as the ships have very limited drone capabilities.
5. Marauders are useless in PVP - hitting Bastion and then using MJD to escape is effectively 70 seconds of complete vulnerability to other ships
6. Paladin and Kronos are too vulnerable to neuts - so true, you get dried extremely fast and reps/guns and escape all rely heavily on the cap. Make marauders less vulnerable or immune to neuts while in Bastion.
7. Bonus to hull reppers as well as shield and armor reppers - this is actually not a bad idea. I tried a hull repping Kronos, foolishly thinking it would work. Long story short, it didn't.
8. The hull should not be useless outside of Bastion - have proper T2 resists and no resist bonus on Bastion or at least the prior T2 resists that command ships used to have and a buffer bonus. Other solution is to give marauders extra buffer (they have none basically) and let Bastion handle the bonus resists.

Honestly I see all marauders more like sniper platforms. Web bonuses make no sense on such a ship to be quite honest. However, as sniper platforms, they are extremely vulnerable to tacklers without a proper compliment of drones (at the very least 75m3 of drone bay). A smartbomb bonus would not fit on a PVE ship, as you'd get massively CONCORD'ed every time you use it lol.

As for PVP, I'm not much of a PVP'er, but this ship works well on a small gang or gate camp. Sit out of gate guns on low, or at your optimal in null, and just blast stuff away. However, the 70 seconds it takes to reposition the ship is a extremely long window of opportunity to take it down. While in Bastion, marauders tank awesomely well, but Bastion cycles, resists drop, and the slowness, little buffer and rather mediocre "T2" resists make it a prime target for others. 60 seconds of burning/jumping to it and positioning, and 10 second window to lock and scram so it doesn't go away. This either forces another 60 seconds of Bastion and stationary or slowboating away, which won't happen. RR immunity also doesn't help, the 1bill sniper platform is stuck there to die if caught.

As I said on other post, it feels like the marauders are now incredibly unforgiving for a bad position or piloting. Nothing bad with punishing bad decisions, but they get easily killed if caught out of position, no matter how many reps you have. The lack of buffer makes them melt pretty quickly out of bastion. On that note, I tried MWD+MJD on the Vargur, and although it worked well, I'm using 2 mids to achieve actually escape, on a shield ship.

These ships are mostly PVE oriented, and that;s fine, but not all sites are designed with 100km ranges for the MJD to actually work well. So options are either constant refit (loss of time), reshipping (expensive, wasteful) or slowboating based on each mission (loss of time). This basically means, slowboat to location, Bastion-up, and hit targets, wait for end of cycle, hit gate, rinse and repeat.

I feel like Bastion should not be a requirement on an already skill intensive ship (AWU5, battleship 5, T2 guns, marauders 5, high energy thingy 5, etc). Bastion should play more like a dive-into-role button. Forcing the ship to be immune to ewar, stationary and improving on the reps and range is all fine, but don't force Bastion to be the be-all-end-all solution to a rather weak ship. Marauders should be able to stand up on their own, alone, as decent ships without the aid of a dedicated module that either makes or breaks the ship.

Serge SC Le Frenchman Friendly FC

Serge SC
The Valhalla Project
#5483 - 2013-10-13 22:42:08 UTC
Chimpface Holocaust wrote:
Neut/Nos is technically Ewar so it should be covered by the Ewar immunity of the bastion module


Unfortunately it doesn't. My Paladin got neuted to hell and back by a Kronos (Henry Montclair's) while on Bastion. Lost it due to lack of cap to jump away, rep or shoot.

Serge SC Le Frenchman Friendly FC

Arthur Aihaken
CODE.d
#5484 - 2013-10-13 23:12:19 UTC
FlinchingNinja Kishunuba wrote:
Why not increase the warp acceleration as an ability now, bring them up to cruiser speed.

Good one! P

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

Mioelnir
Brutor Tribe
Minmatar Republic
#5485 - 2013-10-13 23:18:08 UTC
Serge SC wrote:
On that note, I tried MWD+MJD on the Vargur, and although it worked well, I'm using 2 mids to achieve actually escape, on a shield ship.

You are not supposed to make a fighting retreat. Leaving the extreme ewar vulnerability outside bastion makes that pretty clear.
Mer88
Royal Amarr Institute
Amarr Empire
#5486 - 2013-10-14 00:01:05 UTC
why do people want to make marauder OP? its not like ccp is making the marauder useless. chances are if you didnt like the marauder before, you wouldnt like it after bastion either. people who complaint about pvp well i doubt you were using a marauder in pvp before the bastion . So how can you say pvp will be useless when no one hardly ever use it for pvp to begin with?
Vorseger
Sebiestor Tribe
Minmatar Republic
#5487 - 2013-10-14 00:29:31 UTC
Serge SC wrote:


I feel like Bastion should not be a requirement on an already skill intensive ship (AWU5, battleship 5, T2 guns, marauders 5, high energy thingy 5, etc) [...]. Forcing the ship to be immune to ewar, stationary and improving on the reps and range is all fine, but don't force Bastion to be the be-all-end-all solution [...]. Marauders should be able to stand up on their own, alone, as decent ships without the aid of a dedicated module that either makes or breaks the ship.



This.
Arthur Aihaken
CODE.d
#5488 - 2013-10-14 00:44:29 UTC
Mer88 wrote:
why do people want to make marauder OP? its not like ccp is making the marauder useless. chances are if you didnt like the marauder before, you wouldnt like it after bastion either. people who complaint about pvp well i doubt you were using a marauder in pvp before the bastion . So how can you say pvp will be useless when no one hardly ever use it for pvp to begin with?

I don't think players necessarily want it OP, just more functional without Bastion.

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

Serge SC
The Valhalla Project
#5489 - 2013-10-14 02:27:54 UTC
Mer88 wrote:
why do people want to make marauder OP? its not like ccp is making the marauder useless. chances are if you didnt like the marauder before, you wouldnt like it after bastion either. people who complaint about pvp well i doubt you were using a marauder in pvp before the bastion . So how can you say pvp will be useless when no one hardly ever use it for pvp to begin with?


It's not about making it OP. It just feels like it's been improved in some areas while worsened in others. Awesome reps, but extremely vulnerable to gankers.

At the moment, I'm testing one for missions. It has 9000 shield h, great resists but I find myself having to MJD away, to the limit of my locking range 101km just so I can maximise the damage of my artilleries or get to a gate that's 57km away in a reasonable time, that's also forcing me, indirectly, to cycle Bastion at least twice to get the extra range to clear out stuff. I like it. My only main gripe is the lack of buffer. At the very least 10000 shield HP (I have 9000 with level 5 skills)! It's a 1bill boat and I trained for ages for it, I want it to at least survive the volley of 2 1400 tornados! It'll get ganked and exploded faster than a pod in Rancer otherwise.

Personally, I don't mind sitting stationary while shooting, I used to do that before anyways. But I'm a bit annoyed that if anything gets closer to 15km I become useless and rely entirely on a flight of light drones, because I can't carry hammerheads...

Serge SC Le Frenchman Friendly FC

joshua mckayne
Bubblewrap.
#5490 - 2013-10-14 02:49:51 UTC
I personally would like to see the paladin get something like

200% tractor beam range/speed
7.5% range
5% capacitor/ Level
10% rate of fire/Level
10% repair effectiveness

along with the MJD bonus and T2 resists and more HP would make it far more useful and more of a threat. and then modify bastion to make it not overpowered.

this is just an idea im throwing out there, exact bonus % could be modified to balance. i just want to see the Marauders become Large HACs and become a threat on the battlefield instead of a " oh free lunch" or an uber brick that cant kill crap.
Meldorn Vaash
State War Academy
Caldari State
#5491 - 2013-10-14 03:21:47 UTC
I think the speed decrease for all of them is a bit much. Maybe half of what was proposed should do it.
"Irony can be pretty ironic sometimes."
NexusWatcher
Perkone
Caldari State
#5492 - 2013-10-14 03:34:20 UTC
Serge SC wrote:
Chimpface Holocaust wrote:
Neut/Nos is technically Ewar so it should be covered by the Ewar immunity of the bastion module


Unfortunately it doesn't. My Paladin got neuted to hell and back by a Kronos (Henry Montclair's) while on Bastion. Lost it due to lack of cap to jump away, rep or shoot.



This.

Tested Kronos and Golem on lvl 5 missions and the energy towers sucked me dry no time flat. Bit pointless for the bastion at that point. This also leads to it being even more useless in PvP. Bastion up, get nueted, no more tank, die.

Neuts need to be reworked to be under EWar as opposed to it being categorized under engineering, but at the same time, wouldn't remote cap transfer work as well in theory? If not, then what's the damn point? I'll do some testing and post back.
Arthur Aihaken
CODE.d
#5493 - 2013-10-14 03:43:27 UTC  |  Edited by: Arthur Aihaken
Meldorn Vaash wrote:
I think the speed decrease for all of them is a bit much. Maybe half of what was proposed should do it.

The speed should've been left as is for the most part, to be perfectly honest.
Apocalypse - 113 m/s ... Apocalypse Navy - 120 m/s ... Paladin - 105 m/s
Raven - 113 m/s ... Raven Navy - 123 m/s ... Golem - 105 m/s
Megathron - 122 m/s ... Megathron Navy - 130 m/s ... Kronos - 120 m/s
Tempest - 127 m/s ... Tempest Fleet - 130 m/s ... Vargur - 130 m/s (this should probably drop to 125 m/s)

The only comparable battleships are the Imperial, State, Federate and Tribal issues - all of which have substantially more tank and DPS (not to mention being rare as sin).
Apocalypse - 94 m/s ... Raven - 94 m/s ... Megathron - 115 m/s ... ... Tempest- 120 m/s

I'm fine with the structure, armor and shield (these follow the other T2s, which are more than the T1s but less than faction) - but the Marauders need T2 resists. Not everyone is going to train or necessarily use Bastion.

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

baltec1
Bat Country
Pandemic Horde
#5494 - 2013-10-14 03:54:32 UTC
NexusWatcher wrote:
Serge SC wrote:
Chimpface Holocaust wrote:
Neut/Nos is technically Ewar so it should be covered by the Ewar immunity of the bastion module


Unfortunately it doesn't. My Paladin got neuted to hell and back by a Kronos (Henry Montclair's) while on Bastion. Lost it due to lack of cap to jump away, rep or shoot.



This.

Tested Kronos and Golem on lvl 5 missions and the energy towers sucked me dry no time flat. Bit pointless for the bastion at that point. This also leads to it being even more useless in PvP. Bastion up, get nueted, no more tank, die.

Neuts need to be reworked to be under EWar as opposed to it being categorized under engineering, but at the same time, wouldn't remote cap transfer work as well in theory? If not, then what's the damn point? I'll do some testing and post back.


There needs to be a way to shut these things down for smaller gangs rememberBlink
Joe Risalo
State War Academy
Caldari State
#5495 - 2013-10-14 03:56:35 UTC
NexusWatcher wrote:
Serge SC wrote:
Chimpface Holocaust wrote:
Neut/Nos is technically Ewar so it should be covered by the Ewar immunity of the bastion module


Unfortunately it doesn't. My Paladin got neuted to hell and back by a Kronos (Henry Montclair's) while on Bastion. Lost it due to lack of cap to jump away, rep or shoot.



This.

Tested Kronos and Golem on lvl 5 missions and the energy towers sucked me dry no time flat. Bit pointless for the bastion at that point. This also leads to it being even more useless in PvP. Bastion up, get nueted, no more tank, die.

Neuts need to be reworked to be under EWar as opposed to it being categorized under engineering, but at the same time, wouldn't remote cap transfer work as well in theory? If not, then what's the damn point? I'll do some testing and post back.



Unfortunately it doesn't work that way...
Because they specifically state in the OP

Quote:
• When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way


This means NOTHING can come in to assist you...
Not even cap...

Personally, if you can't receive it, they shouldn't be able to take it....


I've mentioned that they should be immune to everything except target painting and warp scram/disrupt so that they can't just un-bastion and get away free.
Joe Risalo
State War Academy
Caldari State
#5496 - 2013-10-14 03:58:05 UTC  |  Edited by: Joe Risalo
baltec1 wrote:
NexusWatcher wrote:
Serge SC wrote:
Chimpface Holocaust wrote:
Neut/Nos is technically Ewar so it should be covered by the Ewar immunity of the bastion module


Unfortunately it doesn't. My Paladin got neuted to hell and back by a Kronos (Henry Montclair's) while on Bastion. Lost it due to lack of cap to jump away, rep or shoot.



This.

Tested Kronos and Golem on lvl 5 missions and the energy towers sucked me dry no time flat. Bit pointless for the bastion at that point. This also leads to it being even more useless in PvP. Bastion up, get nueted, no more tank, die.

Neuts need to be reworked to be under EWar as opposed to it being categorized under engineering, but at the same time, wouldn't remote cap transfer work as well in theory? If not, then what's the damn point? I'll do some testing and post back.


There needs to be a way to shut these things down for smaller gangs rememberBlink



All you have to do is get under their guns.
Hence the removal of web bonus....

Their weakness is weak tracking...
You can get a pirate bs under their guns and orbit to reduce tracking and tank the all day long..


Edit...
Not to mention they're immobile...
If you can't take them down, just leave... they're not going anywhere...
baltec1
Bat Country
Pandemic Horde
#5497 - 2013-10-14 04:05:50 UTC
Joe Risalo wrote:



All you have to do is get under their guns.
Hence the removal of web bonus....

Their weakness is weak tracking...
You can get a pirate bs under their guns and orbit to reduce tracking and tank the all day long..


Edit...
Not to mention they're immobile...
If you can't take them down, just leave... they're not going anywhere...


Its the same justification used for triage carriers, all ships need a few weaknesses and neuts is one of them. Having a neut geddon dumped on you should hurt.
Arthur Aihaken
CODE.d
#5498 - 2013-10-14 04:06:00 UTC  |  Edited by: Arthur Aihaken
As this was brought up in another thread... since we're nerfing the warp speed of battleships in Rubicon, can we give them some kind of inherent warp strength so people will actually fly them out of high-sec? Give the T1s +1, Faction +2 and Marauders +3. I'd put a warp core on it but since CCP saw fit to give Marauders another high-slot instead...

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

Iome Ambraelle
Center for Advanced Studies
Gallente Federation
#5499 - 2013-10-14 04:25:11 UTC
I would still like Marauders to gain a role specialization that corresponds to the play style that is being encouraged through their hull bonuses and the Bastion Module. What I mean is that it's pretty obvious that the current iteration lends itself heavily towards the sniper style of play. The added range for damage projection along with the bonus to MJD reactivation align well with this play style. However, the total package falls short of providing a true role specialization within the sniper play style. There is simply no clear reason to select a Marauder for this role over another BS hull; there are just trade-offs.

Here are a couple of ideas I've had on how the base hull or Bastion module could be modified to promote role specialization within the sniper playstyle:

Marauder as Long Range Tactical Support

  • Bonus to maximum targeting range and sensor resolution
  • Bonus to Remote Sensor Booster optimal range and effectiveness
  • Bonus to Target Painter optimal and falloff range
  • MJD reactivation synchronization within 15 km

These bonuses together would make including at least one Marauder in your sniper wing beneficial. It would become the sensor platform for the wing and allow the remaining wing members to avoid fitting SeBos. The target painter range bonus allows the Marauder to provide spotting and target acquisition support to the entire group. The MJD synchronization would reset all friendly ship MJD reactivation timers within a 15 km range each time the Marauder's MJD reactivation timer completed. This way all sniper wing members would be able to relocate simultaneously without having to have the entire sniper consist of only Marauders. The overall effect would entice groups to include at least 1 Marauder without completely overshadowing all other BS hulls in that role.

Marauder as Safe Zone

  • Increased Remote Assistance effectiveness within 15 km range (still immune to RA itself)
  • Bonus against targeted EWar to all friendlies within 15 km range (still immune to EWar itself)
  • +2 (or more) warp strength to all friendlies within 15 km range (only while immobile in Bastion mode)

The Marauder would increase the overall safety and survive ability of those around it. Although the Marauder may be sacrificed, the remainder of the group would be able to escape nearly any situation. It wouldn't be very powerful but would at least provide an interesting flavor to possible engagements.

Ultimately I just want a well defined role for the Marauder class that leverages the play style the current hull favors. When considering group engagements I still don't see a compelling reason to include a single Marauder within a long range group other than marginally better damage projection. The local repair capability while amazing during solo play doesn't lend itself well to group activities. On the other hand, the bonuses only need to encourage the inclusion of a few Marauders and not require the entire group to consist of them.

Shield Tanking - Why armor tanking can't have nice things.

Serge SC
The Valhalla Project
#5500 - 2013-10-14 04:25:31 UTC  |  Edited by: Serge SC
I agree with what's said. If we're not allowing ANY assistance, why should we allow neuting? These ships have an extremely high reliance on their caps. When Bastion'ed, one is too vulnerable to neuts, tank requires cap to work, and in the case of the paladin and kronos, to shoot. Since we're immobile, it's quite a flaw that we can get capped out entirely and become sitting target practice...

After some more tessting with the Vargur, I like it, quite a bit. I'd just add some extra shield HP on it and -forcebly have to rely on bastion- or give me proper T2 resists. Most T2 hulls have good resistances, but low HP. Why do Marauders get ever-so-slightly extra resists and no HP? We're getting the worst of both worlds and compensating with yet another "gimmick", the Bastion module.

EDIT: Also, if Bastion is here to stay on it's current iteration, might as well give us a T2 version of it too, like Siege Modules! 40% resists accross, 40% to optimal and falloff, and 150% to shield boosting, while also giving the ship added tracking 15%? (other option is to make the hull usable standalone and Bastion as an added thing)

Serge SC Le Frenchman Friendly FC