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Marauders and drones...

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Author
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#61 - 2013-10-13 00:00:13 UTC  |  Edited by: Katrina Oniseki
m3talc0re X wrote:
Katrina Oniseki wrote:
m3talc0re X wrote:
That's the point. I don't want to drop something at the end of the mission. I want to tractor/loot/salvage while doing the mission. Marauders do get a damage application bonus. Webs and TPs.

Does anyone have the stats page or any info about that deployable structure? I remember reading about it, but can't remember where. I know you can drop it and it'll tractor and loot for you, but that's about it.


No stats released yet, unfortunately.

Would you be okay with a special "deployable bay" for the structure? Wouldn't it be easier to drop it during the mission and let it do its work while you kill, reducing micromanagement (assuming it isn't shot by NPCs)? I'm honestly curious why you would prefer to manage several more modules on top of the rest of your ship instead of leaving it to an automated structure.

I suppose I can understand your concern that the auto-looter can be attacked by other players and destroyed (and probably looted) without CONCORD intervention.

Web bonuses have been removed on Marauders and will not be coming back. CCP Ytterbium has confirmed that. Only the Golem gets a TP bonus.


I think they meant the bastion web bonuses. I haven't looked at them on sisi to know though.


Bastion never gave web bonuses. It gives optimal/falloff bonuses, and missile velocity.

The web bonuses were on the ships, removed for the first iteration, brought back for the second (at the expense of active tanking bonus), and removed on the rollback to the 1st iteration.

Again, the web bonuses will not be coming back.

Katrina Oniseki

Serge SC
The Valhalla Project
#62 - 2013-10-13 05:44:15 UTC
After extensively using the Vargur and the Paladin on the test server yesterday and today, here's my insight on how the ship handles.

I feel like the ships have decent to above average sustainability. However, in order to survive, using Bastion is somewhat required, but out of Bastion they feel a bit on the weak side. For a T2 hull, the Vargur in particular lacks a lot of buffer - adding that to the vulnerability out of Bastion, and their fleet usage seems a bit limited (no RR allowed in Bastion, low tank out of Bastion).

Actually, no RR in Bastion feels like a good thing, coupled with the MJD, flying one feels quite tactical. A proper positioning is harder to achieve and the ship gets easily punished if a mistake is done. Bastion+MJD cooldown give a 1 to 2 minutes of complete inability to escape from an incoming ship.

Bastion mode works rather well. Not being able to move is cool, as the ship becomes a stationary long range platform. However, Bastion stacking with other range mods puts the bonus to shame, adding little to nothing in real usage. The extra resists are nice, but they'd be better be native of the hull...proper T2 resists on the hull, and a bonus to buffer. The rep bonus is extremely useful, and works well with the lack of RR and ewar immunity (marauders are way too easy to jam, particularly annoying against Guristas for mission runners).

My main issue is that the ship feels a bit on the useless side outside of Bastion. They're powerful, but the slow speed, the slow align and speed up, coupled with a small buffer, regular resists and delay on the MJD, puts them on the "screw up and die" side of things. It's not a bad thing to be hard to fly, but not unforgiving.

The current ship bonuses feel rather good. Most seem geared towards snipers, which is only a good thing. Only thing would be give us the ability to chose the range of the jump with the MJD, like 10-30-50-70-100. Marauder chasing marauder feels like who can click the MJD faster, cycle Bastion to rep, get out, jump, rinse and repeat. Mostly, the only change would be to either make them less sluggish or give them a larger base buffer (or proper T2 resists instead and Bastion giving the buffer).

Also the dronebay should be a bit larger 50/50 on a Vargur feels a bit too slow.

Serge SC Le Frenchman Friendly FC

m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#63 - 2013-10-13 12:30:40 UTC
Katrina Oniseki wrote:


Bastion never gave web bonuses. It gives optimal/falloff bonuses, and missile velocity.

The web bonuses were on the ships, removed for the first iteration, brought back for the second (at the expense of active tanking bonus), and removed on the rollback to the 1st iteration.

Again, the web bonuses will not be coming back.


I meant the changes they were doing with the Bastion mode. I was thinking they just reverted the marauders bonuses to what they were before. Meh. I use my web on my Paladin, I hate seeing that go, but an optimal range bonus isn't too bad I don't guess. It could be better... but oh well. So they're not specifically damage application bonuses, but at least they're getting projection bonused. I think I would prefer tracking over range, but I guess (in the Paladin) that would step on the Nightmare's toes anyway. The range increase is nice though, even more so stacked with the bonus from the bastion module active.

As for the Golem, I'd love to see the TP bonus done away with in favor of an exp radius bonus like the CNR.
Alxea
Unstable Pirate Sharks Of The Damed Sea
#64 - 2013-10-13 13:27:29 UTC
TheFace Asano wrote:
Nevyn Auscent wrote:
With reference to the hull nerfs.
Relooking at the T2 resists to make the hulls more viable outside Bastion would be a useful thing. These hulls should not be reliant on using Bastion to be effective. The speed nerf would also be worth looking at a bit. They don't need to be the fastest attack battleships out there, but base speed equivalent to the combat battleships would be reasonable, especially given they will be stopping any time they use Bastion so need to get speed back up again afterwards.

The web bonus staying away I agree with as it makes no sense given the range projection of these ships with increased range.

Finally, addressing the tractor range would be worthwhile. Either via full removal if the tractor structure is good enough (in which case additional cargo bay is required) or increasing it.


The extra resists in bastion is one of the best features the mode has. T2 resists would make this overpowered.

Every T2 combat ship has T2 resists. Command ships and T3 ships have T2 resists, AF, HIC, HAC, and so forth. Why should a combat T2 ship not have any T2 resists like a marauder? Makes no sense. At least bastion mode should have T2 resists.
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#65 - 2013-10-13 19:22:43 UTC
Alxea wrote:
At least bastion mode should have T2 resists.


Bastion mode gives you better than T2 resists. 30% increase on every resistance, across every tank type, without stacking penalty.

Katrina Oniseki

Alvatore DiMarco
Capricious Endeavours Ltd
#66 - 2013-10-13 20:16:36 UTC
Katrina Oniseki wrote:
Alxea wrote:
At least bastion mode should have T2 resists.


Bastion mode gives you better than T2 resists. 30% increase on every resistance, across every tank type, without stacking penalty.


With a moderate tank and a DCU II (yes even on armor ships) you can achieve an amazing resist profile while in Bastion.
Estella Osoka
Cranky Bitches Who PMS
#67 - 2013-10-13 20:30:26 UTC
Some of the people in here are talking about how the Bastion mode works with Incursion running, while others are talking about how it does in regular missions.

Incursion runners would like the bonused webs because they need them with those spedy incursion frig rats. Regular incursion rats don't go as fast, so missioners really don't care that much.

My main problems are the small drone bay and the crappy scan res.

To you people thinking of losing the tractor beam bonus in favor of a specialized bay for the auto-looters is a good idea, think about this; you are giving mission gankers/ninja looters even more incentive to hunt you down.
Jasmine Assasin
The Holy Rollers
#68 - 2013-10-13 20:35:24 UTC  |  Edited by: Jasmine Assasin
Estella Osoka wrote:


My main problems are the small drone bay and the crappy scan res.



And in this thread they already mentioned the drones and the scan res is actually not bad. I think I had 130ish (golem) on Sisi. With a sig amp on live my SNI doesn't even have 100. Sensor strength is less, but scan res is actually pretty good and since bastion mode makes you ewar immune the sensor strength penalty is balanced IMHO.
Vulfen
Imperial Academy
Amarr Empire
#69 - 2013-10-14 07:01:12 UTC
Alvatore DiMarco wrote:
Katrina Oniseki wrote:
Alxea wrote:
At least bastion mode should have T2 resists.


Bastion mode gives you better than T2 resists. 30% increase on every resistance, across every tank type, without stacking penalty.


With a moderate tank and a DCU II (yes even on armor ships) you can achieve an amazing resist profile while in Bastion.


T2 resists on the base hull would actually be slightly (only very slightly) better for ever ship apart from the paladin

The armour based ships can use 2 C-Type Energised and 1 DCU while in bastion to give an average resistance of 80% across the board (with links). If you wish/need a full buffer tank fit it is possible with O/H to hit 850,000 EHP with slaves and links
Caellach Marellus
Stormcrows
#70 - 2013-10-14 12:38:21 UTC  |  Edited by: Caellach Marellus
Mer88 wrote:

2) make it easier to return drones to drone bay. the radial dial was good idea but having to navigate the dial to get to the return drone option is TERRIBLE. Why is that option hidden in the secondary option?!?!



You mean you never set "return to dronebay" as a keybinding option? Wow.

Personally with both salvage drones existing, and the new deployable "tractor and loot all" module, I'm struggling to justify using my target slots on salvaging and tractoring myself when I can be shooting more things at once (especially with how fast long range boosted blasters are chewing through NPCs)

If the tractor bonus went tomorrow in favour of a deployable structure cargo bay, I wouldn't be upset. I'd just throw up two passive targeting modules for the extra number of target slots (already have a Drone Link in the third high for longer range on my salvagers) and carry on regardless.

Estella Osoka wrote:
To you people thinking of losing the tractor beam bonus in favor of a specialized bay for the auto-looters is a good idea, think about this; you are giving mission gankers/ninja looters even more incentive to hunt you down.


So you have to pay attention in missions to maximise your efficiency, something that CCP has been pushing for the last year since they changed NPC AI to kill off the AFK domi mission runners.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

TheFace Asano
Caldari Provisions
Caldari State
#71 - 2013-10-14 14:57:42 UTC
After some more testing this weekend I feel that the Golem and Paladin are both fairly strong, while the Vargur and the Kronos less so. The Kronos has cap issues and is much easier to nuet than the Paladin (Paladin was the only one I did not fly, I did however go against them). Vargur is really tight on CPU even with a mod it is hard to fit 2x XL ASB (Golem can do with 1 cpu mod) boosters and fill anything in the utility highs. I will be switching to a Golem for ratting, as with cruise it is pretty strong and can fit an effective tank with only a medium or large booster. The Paladin / Vargur will also be ships that I use for ratting purposes (training for large pulse for the Paladin atm).
Caellach Marellus
Stormcrows
#72 - 2013-10-14 15:00:41 UTC
The thing with the Kronos is while it's easy to drain (though you can comfortably fit a cap booster on it) it doesn't require a great deal of output. Beyond the guns and maybe a tracking computer in the midslots (and if you want to really be anal about it, the Damage Control II of "eff all cap use") you don't have any active modules running on a consistent basis. The LAR only needs pulsing every so often now thanks to the high resists and extreme amounts of repair per cycle.

The Vargur definitely seems the weakest of the bunch though, it just seems to lack.. something, maybe a midslot.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Daniel Plain
Doomheim
#73 - 2013-10-14 18:59:31 UTC
Dinsdale Pirannha wrote:
CCP Ytterbium wrote:
So far, what I can see based on the actual testing of those ships, is that the Bastion mode is good, but that the hulls were most likely nerfed a bit too much.

I agree with the drone flexibility - while I don't see them necessarily keep the TQ bandwidth, they can use moar dronebay.

Also considering reverting some of the other hull nerfs, will let you know when we have more details (we aren't going to change their role though). And sorry to say, but version 2 with web bonuses is not coming back, it just didn't fit that well with the role and Bastion mode.


Great, so any testing I am organizing on Sisi for Marauders will be ignored out of hand.
At first glance, these ships NEED web bonuses. The concept of giving them a larger drone bay so they can burn through millions of ISK of Hob II's per site is idiotic.

if only there was another way of killing elite frigates...

I should buy an Ishtar.

Nevyn Auscent
Broke Sauce
#74 - 2013-10-14 20:17:13 UTC
Katrina Oniseki wrote:
Alxea wrote:
At least bastion mode should have T2 resists.


Bastion mode gives you better than T2 resists. 30% increase on every resistance, across every tank type, without stacking penalty.


The point is the hull should not be gimped outside of Bastion mode. If T2 resists on the hull mean weaker resists or no resist bonus from Bastion, so be it. But they should not be entirely reliant on one (Partly broken due to DC mechanics) super mod. They should actually be functional ships the rest of the time, and currently they are not.
Serge SC
The Valhalla Project
#75 - 2013-10-15 00:00:38 UTC
Here's a fun thing I noticed. To "master" a marauder you need so many drones skills, yet we can't carry many drones at all...what for?

Serge SC Le Frenchman Friendly FC

Caellach Marellus
Stormcrows
#76 - 2013-10-15 00:03:37 UTC
Those drone masteries tell you to get Amarr Drone Specialisation V.

That's probably one of the last skills I will ever train as long as Amarr combat drones remain as useless as they are now.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.

Minnie Ryder
Flippin DaBird Corporation 2
#77 - 2013-10-15 01:33:20 UTC
You also need to be able to run a t2 salvager - I'll never ever, under any circumstance, have a salvager on my marauder. Almost the same with tractors, those can be handy for mission objectives but would need more range to be of more use than the new tractor/loot structure.

As for the ninja/ganker threat, haul arse out of your comfy mission hub - there're countless agents with great LP stores that aren't camped 23.5/7 by such lowlifes.
Apo Lamperouge
#78 - 2013-10-16 09:22:37 UTC
CCP Ytterbium wrote:
So far, what I can see based on the actual testing of those ships, is that the Bastion mode is good, but that the hulls were most likely nerfed a bit too much.

I agree with the drone flexibility - while I don't see them necessarily keep the TQ bandwidth, they can use moar dronebay.

Also considering reverting some of the other hull nerfs, will let you know when we have more details (we aren't going to change their role though). And sorry to say, but version 2 with web bonuses is not coming back, it just didn't fit that well with the role and Bastion mode.


Thank fricking god. That's all I got to say about that.

Bandwidth you can lower, but we NEED NEED NEED room for two light flights, one salvage flight. There''s no question.

Sometimes a knife right through your heart is exactly what you need.

Mer88
Royal Amarr Institute
Amarr Empire
#79 - 2013-10-17 00:21:07 UTC
Caellach Marellus wrote:
Mer88 wrote:

2) make it easier to return drones to drone bay. the radial dial was good idea but having to navigate the dial to get to the return drone option is TERRIBLE. Why is that option hidden in the secondary option?!?!



You mean you never set "return to dronebay" as a keybinding option? Wow.

Personally with both salvage drones existing, and the new deployable "tractor and loot all" module, I'm struggling to justify using my target slots on salvaging and tractoring myself when I can be shooting more things at once (especially with how fast long range boosted blasters are chewing through NPCs)

If the tractor bonus went tomorrow in favour of a deployable structure cargo bay, I wouldn't be upset. I'd just throw up two passive targeting modules for the extra number of target slots (already have a Drone Link in the third high for longer range on my salvagers) and carry on regardless.

Estella Osoka wrote:
To you people thinking of losing the tractor beam bonus in favor of a specialized bay for the auto-looters is a good idea, think about this; you are giving mission gankers/ninja looters even more incentive to hunt you down.


So you have to pay attention in missions to maximise your efficiency, something that CCP has been pushing for the last year since they changed NPC AI to kill off the AFK domi mission runners.



sorry what i meant to say was if i want to return a single drone back not the whole group .there is no key bind for a single drone
Caellach Marellus
Stormcrows
#80 - 2013-10-17 11:24:56 UTC
Oh I agree on that. Drone UI has time and again been brought up and it's one of those things that will essentially require a large overhaul when the time and resources are available it seems.

For now, what limited binds we have and the menu wheel is likely all we're going to see before next year at least.

When your gut instincts tell you something is wrong, trust them. When your heart tells you something is right, ignore it, check with your brain first. Accept nothing, challenge everything.