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[Rubicon] Marauder rebalancing

First post First post First post
Author
Chainsaw Plankton
FaDoyToy
#6561 - 2013-10-23 04:00:17 UTC
Arthur Aihaken wrote:
What's the point, really. There's been almost zero interaction from the devs and almost 6,000 odd posts later we're back at a slightly modified version of the first iteration. This has been the case for almost every rebalancing effort, ie: what you first see is more or less what you're going to end up with.

Which I'm fine with. But let's dispense with the guise that this actually provides an opportunity to have any kind of real input or interaction with CCP devs. This is a basically an announcement forum for changes that are more or less already carved in stone, with the "features and ideas" aspect basically here for us to entertain ourselves with.

This isn't our game - we're merely tourists.



to be fair most of the posts were pretty ******.

@ChainsawPlankto on twitter

Chainsaw Plankton
FaDoyToy
#6562 - 2013-10-23 04:00:43 UTC
baltec1 wrote:
Arthur Aihaken wrote:

• Increase the speed (not necessarily "Mach" fast, but faster than each Faction equivalent by 5-10 m/s)
• Retain the MJD feature/bonuses and give them full T2 resists already
• Turn Bastion into a performance-based module with the following bonuses (per) Marauder level: +10% sensor strength, +10% scan resolution, +10% cooling and +5% to shield/armor/hull resistances

By tying Bastion into the Marauder skill, it actually justifies training it and rewards those players who already made the commitment. With the higher T2 resists and no longer being stationary, Bastion bonuses have been adjusted down, removed or replaced entirely. Because Bastion still runs in 60-second increments, effectively managing the overheating and cooling aspects of Marauders will prove to be a challenging skill to master. However, it does offer some interesting scenarios:

• Engaging Bastion to allow for an attempted escape (overheating a MWD to get clear to initiate a MJD)
• Engaging Bastion to allow for short-range offense (overheating webs, scrams and weapons, increasing sensor strength and providing increased defense against EW)
• Engaging Bastion to allow for rapid engagements (overheating an afterburner or MWD to close range to targets)
• Engaging Bastion as a limited tank (base resistance increase; overheating active resistance and increasing the boost/repair rate while reducing cycle times)


You just invalidated every other BS.


but I have every bs 5 and marauders 5. I DESERVE an I win button!

@ChainsawPlankto on twitter

Barrogh Habalu
Imperial Shipment
Amarr Empire
#6563 - 2013-10-23 04:38:02 UTC  |  Edited by: Barrogh Habalu
Arthur Aihaken wrote:
Ralph King-Griffin wrote:
We are back here with the first iteration for a reason.

Yeah, because certain elements were always set in stone.

Or because second iteration was rubbish trying to fit even more heavily contested niche roles than what we have now. Current proposal may or may not in the end find its place, but at least it won't force anything off into obscurity (or suffer the same fate, but without even testing any waters).
Kagura Nikon
Native Freshfood
Minmatar Republic
#6564 - 2013-10-23 07:31:29 UTC
baltec1 wrote:
Arthur Aihaken wrote:

• Increase the speed (not necessarily "Mach" fast, but faster than each Faction equivalent by 5-10 m/s)
• Retain the MJD feature/bonuses and give them full T2 resists already
• Turn Bastion into a performance-based module with the following bonuses (per) Marauder level: +10% sensor strength, +10% scan resolution, +10% cooling and +5% to shield/armor/hull resistances

By tying Bastion into the Marauder skill, it actually justifies training it and rewards those players who already made the commitment. With the higher T2 resists and no longer being stationary, Bastion bonuses have been adjusted down, removed or replaced entirely. Because Bastion still runs in 60-second increments, effectively managing the overheating and cooling aspects of Marauders will prove to be a challenging skill to master. However, it does offer some interesting scenarios:

• Engaging Bastion to allow for an attempted escape (overheating a MWD to get clear to initiate a MJD)
• Engaging Bastion to allow for short-range offense (overheating webs, scrams and weapons, increasing sensor strength and providing increased defense against EW)
• Engaging Bastion to allow for rapid engagements (overheating an afterburner or MWD to close range to targets)
• Engaging Bastion as a limited tank (base resistance increase; overheating active resistance and increasing the boost/repair rate while reducing cycle times)


You just invalidated every other BS.



You mean, just like the HACs can defeat their T1 coutnerpart the absolute majority of time?


There is nothgin wrong on t2 beign stronger. And they should be. As long as they are not vaqslty stronger against ALL

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

Arthur Aihaken
CODE.d
#6565 - 2013-10-23 08:25:17 UTC  |  Edited by: Arthur Aihaken
Chainsaw Plankton wrote:
to be fair most of the posts were pretty ******.

Enough were bang-on, though.

Barrogh Habalu wrote:
Or because second iteration was rubbish trying to fit even more heavily contested niche roles than what we have now. Current proposal may or may not in the end find its place, but at least it won't force anything off into obscurity (or suffer the same fate, but without even testing any waters).

Not really. The new model was set in stone, the animation and Bastion were tied together and set in stone and the MJD features unique to the Marauder class were also set in stone. The only thing that really changed was the extent of nerfing.

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

baltec1
Bat Country
Pandemic Horde
#6566 - 2013-10-23 08:51:40 UTC
Arthur Aihaken wrote:
Chainsaw Plankton wrote:
to be fair most of the posts were pretty ******.

Enough were bang-on, though.

Barrogh Habalu wrote:
Or because second iteration was rubbish trying to fit even more heavily contested niche roles than what we have now. Current proposal may or may not in the end find its place, but at least it won't force anything off into obscurity (or suffer the same fate, but without even testing any waters).

Not really. The new model was set in stone, the animation and Bastion were tied together and set in stone and the MJD features unique to the Marauder class were also set in stone. The only thing that really changed was the extent of nerfing.


Which as it turns out isnt a nerf but a big boost in capability.
Kagura Nikon
Native Freshfood
Minmatar Republic
#6567 - 2013-10-23 09:23:00 UTC
Another thing i find funny ( because I would be moderated if I used to intended word) is..
why 3 of the marauders lost 5 ms of max speed, while the vargur lost 20 ?


WHy this damm homogenixation? Why this huge effort to make everything bland and equal?

Why dont we make them exact same ship s then and just change the weapons?

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

Arthur Aihaken
CODE.d
#6568 - 2013-10-23 09:26:49 UTC
baltec1 wrote:
Which as it turns out isnt a nerf but a big boost in capability.

Iteration 3 was "nerf lite" compared to Iteration 1.

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

Debora Tsung
Perkone
Caldari State
#6569 - 2013-10-23 09:32:15 UTC
Kagura Nikon wrote:


Why dont we make them exact same ship s then and just change the weapons?


I guess it's easier.

You can create 4 balanced ships in a few weeks if all of those 4 ships are mostly the same.

You'd need a lot more time if those four ships were completely different but still balanced to each other AND their T1 counterpart.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Kagura Nikon
Native Freshfood
Minmatar Republic
#6570 - 2013-10-23 09:49:11 UTC
Debora Tsung wrote:
Kagura Nikon wrote:


Why dont we make them exact same ship s then and just change the weapons?


I guess it's easier.

You can create 4 balanced ships in a few weeks if all of those 4 ships are mostly the same.

You'd need a lot more time if those four ships were completely different but still balanced to each other AND their T1 counterpart.



aa i was under the impression that CCP employees were PAID to do their job. If I proposed to my boss doing a horrible work just because that way woudl be easier.. I would loose my job...

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

Debora Tsung
Perkone
Caldari State
#6571 - 2013-10-23 10:02:46 UTC  |  Edited by: Debora Tsung
Kagura Nikon wrote:

aa i was under the impression that CCP employees were PAID to do their job. If I proposed to my boss doing a horrible work just because that way woudl be easier.. I would loose my job...

there's only a minority of people that think that the work they did was horrible.

Another minority has already tested the new marauders and think they're awesome and the other 99% of EVE players simply don't care.

EDIT: Think about it, if you found 100 people that dedicated 30 Minutes of their time, each day to this thread with the aim of defending iteration one. It would look like 95% of all players would want iteration one.

Right now we've got maybe 10 people that are constantly bitching around how they don't like the new marauders. Can't be more.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

The Djego
Hellequin Inc.
#6572 - 2013-10-23 10:14:46 UTC  |  Edited by: The Djego
Ravasta Helugo wrote:
Incursionbear's whinings over webs that have **** all to do with the rest of the hull were eventually ignored, and they should have been.


Except that a lot of pvp people also complained about it. Anybody with a clue about pvp should realize that the only real application where the hulls would be worth the price tag is jumping into a low sec gate camp or station games, where the shield marauders are miles better by her far higher tanking numbers, by ASBs, being far less affected by neuting and pushing out more dps. The armor marauders without the web bonus have no place in the meta game here. This is why pvp players complained. Beside the reason why Inc players use them is because most that organize and put together fleet concepts know ships fairly well and how to utilize her strengths, and they all will drop marauders with the changes, because they become garbage outside of mjd and bastion use(both completely useless in RR environments). They are even a lot worse for PVE after the changes, at least to people that actually utilized them properly, because they have no use for mjd, no use for bastion and the speed, dps and web nerf really hurts them.

Ravasta Helugo wrote:
The feedback from this thread has gotten the speed increased, agility increased, a very sizable EHP bump, and the Drone bay back where it should be. And it got the disaster that was the 2nd version thrown into the trash heap. That's a justification of this thread's existence if I ever saw one.


Guess what people complained about the speed, agility, drones and EHP? Exactly the people that actually fly marauders instead of the guys that post that they need zero speed because of mjd and a single set of light drones is enough because they can't figure out how to utilize the drone bay halve way decent.

That brings me back to my question, that I raised a couple of times so far, for the simply reason that I still have zero use for marauders with the changes:

The Djego wrote:
Since I still didn't get a answer on it yet, how likely it is to just keep the old marauders ingame and make them a 2. hull type that uses the marauder skills? I don't really care if you actually fix them or not.

- the old marauders are not game breaking or created any kind of issue in the game during her 6 years
- in many scenarios they perform better than the new ones
- in certain scenarios(like RR gang or Incs) bastion, active tanking and mjd provide nothing
- people get her new toy that they can sell again after 3 months when the shiny is gone and other people can still be happy with the marauders they use since years
- more choice to the player and choice is good in my opinion
- a opportunity to actually fix the old marauders in a way where they provide a very good alternative to pirate BS hulls(by improving the RR focus, adding utility and giving them unique features like posted a couple of times so far)


Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Arthur Aihaken
CODE.d
#6573 - 2013-10-23 10:44:03 UTC  |  Edited by: Arthur Aihaken
The Djego wrote:
Guess what people complained about the speed, agility, drones and EHP? Exactly the people that actually fly marauders instead of the guys that post that they need zero speed because of mjd and a single set of light drones is enough because they can't figure out how to utilize the drone bay halve way decent.

This. As I indicated, the role change of the Marauders (not unlike the recent changes to HACs) was predetermined in Interation 1 before this thread even began. Iteration 2 with toned-down webs was an attempt to pacify those players affected most, but really didn't please anyone - which leaves us at Iteration 3: basically Iteration 1 with less nerfing (screw those affected).

I neither like nor dislike the new Marauders, I just think it was a class that had lot of potential and this will end up being a missed opportunity. I run L4s, and I didn't need the old Marauders to run L4s - and the new Marauders certainly won't improve on that any. In fact, they'll be slower with less DPS. And most of the Faction and Pirate battleships apply damage more effectively.

I don't care about Bastion because I barely use the tank on my Faction battleship as is (it's there for anti-gank). And if anything Bastion is going to make these more susceptible to ganks (not less) because players are going to rely on Bastion more and forget there's a reason for that tank in the first place.

MJD? Already use it, but not for this triangulation BS that people are floating around in an attempt to justify it. That's what MWD is for, and however good you are with trigonometry I'll wager I'll be well into the next stage of the mission while you're still screwing around or slowboating it to the gate.

These changes aren't going to see Marauders used in PvP, and from the sounds of it those who run Incursions are already looking at ditching them. Prices on Marauders have also dropped 10%, so I wonder if we're being sent a subtle message from the market? Who will use Marauders? New players that rely on Battle Clinic because they couldn't fit if their life depended on it. It really seems as though we're aiming for the shallow end of the gene pool with some of these changes here, but maybe that's the whole point.

I could point out that almost no one likes the changes to the new Golem model, and even some fan-based changes that were quickly cranked out have been more well-received. So again, this isn't a "discussion". These are the changes and this is the direction Marauders are going in. I'm not entirely sure why we've hung on to the notion that this was going to change in the last 6000 posts...

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

Arthur Aihaken
CODE.d
#6574 - 2013-10-23 11:05:26 UTC  |  Edited by: Arthur Aihaken
Here's another idea for Marauders. I think this is the best concept I've come up with yet, because it's relatively simple and allows Marauders to be used in either a short or long-range capacity.

• All original bonuses (including webs), slightly increased sensor strength
• Partial T2 resists, revised specifications and new MJD bonuses in Iteration-3
• Bastion provides the shield/armor/hull resistances (only) and a 25% reduction in capacitor use for MWD (none of this stationary crap). When active, optimal/falloff and missile flight time are reduced by 25%. No EM warfare immunity.

What you end up with is a class with improved (but not obscene) tanking, and has penalties for both movement and remaining stationary. Bastion thus becomes a double-edged sword: When stationary, it provides more tank but at the expense of weapons effectiveness. When moving, MWD is more efficient - but this negates the tank to some extent and the extra speed is again needed to compensate for reduced weapons range.

It would be nice for a change to actually "fly" some of these ships (as opposed to "turtling" them).

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

Shivanthar
#6575 - 2013-10-23 11:16:15 UTC  |  Edited by: Shivanthar
Debora Tsung wrote:

Another minority has already tested the new marauders...


Yep!

Debora Tsung wrote:

...and think they're awesome...


No!

Debora Tsung wrote:

Right now we've got maybe 10 people that are constantly bitching around how they don't like the new marauders. Can't be more.


Yes!

After testing, testing and more testing, I found new marauders no different than a sentry dominix + proposed bonuses.
Only difference is that now there is a button to change marauder into sentry domi to make it look like interesting.

I'm simply sad to see that people are buying it. Ofc, ccp won't be able to make me happy on this one, since they won't be able to satisfy whole crowd's needs, but at least I wanted to see something "interesting" for my playstyle in the iteration.

Still having hope until Nov 19th... Cry

_Half _the lies they tell about me **aren't **true.

Shivanthar
#6576 - 2013-10-23 11:33:46 UTC
Arthur Aihaken wrote:
Here's another idea for Marauders. I think this is the best concept I've come up with yet, because it's relatively simple and allows Marauders to be used in either a short or long-range capacity.

• All original bonuses (including webs), slightly increased sensor strength
• Partial T2 resists, revised specifications and new MJD bonuses in Iteration-3
• Bastion provides the shield/armor/hull resistances (only) and a 25% reduction in capacitor use for MWD (none of this stationary crap). When active, optimal/falloff and missile flight time are reduced by 25%. No EM warfare immunity.

What you end up with is a class with improved (but not obscene) tanking, and has penalties for both movement and remaining stationary. Bastion thus becomes a double-edged sword: When stationary, it provides more tank but at the expense of weapons effectiveness. When moving, MWD is more efficient - but this negates the tank to some extent and the extra speed is again needed to compensate for reduced weapons range.

It would be nice for a change to actually "fly" some of these ships (as opposed to "turtling" them).


Tried to mean this at least 5 times. Unfortunately, people find "turtling" or "sitting" more interesting than flying the ship actually. I never be able to understand this. I feel like I am seen as either a moron within the crowd, or just someone without brain.

- People will tell you "you won't have to fit in that way in order to do missions" - true. The only thing is, with the new iteration there is simply nothing new or "interesting" for me. I can do this already with sentry drone sniper BS. With 100km range, most of the npcs' ewars won't land on you anyway, which will also make ewar immunity useless in pve.

- People will tell you "this is interesting". I see nothing interesting for pve. Sitting and shooting? The big, happy uncle is upgrading your "F" key to "F1" ! Happy new year!

- People will tell you "you will have much better tank" - I have never needed that much tank in pve anyway, why add more? Unless, however, if ccp plans to put harder missions with greatly increased npc dps. Or, escalating lvl4 missions to give this buffed tanking a reason.

- People will tell you to use beam structure. So, why I trained for Marauder? How much cargo space that structure will take? Will it improve my tractor job? Will I have enough space to get all the loot after fitting this structure? Marauder's tractor beam range bonus is what was outdated at first place. I didn't see this was adressed. Still...

And so on...

_Half _the lies they tell about me **aren't **true.

Arthur Aihaken
CODE.d
#6577 - 2013-10-23 11:40:39 UTC
Shivanthar wrote:
Tried to mean this at least 5 times. Unfortunately, people find "turtling" or "sitting" more interesting than flying the ship actually. I never be able to understand this. I feel like I am seen as either a moron within the crowd, or just someone without brain.

- People will tell you "you won't have to fit in that way in order to do missions" - true. The only thing is, with the new iteration there is simply nothing new or "interesting" for me. I can do this already with sentry drone sniper BS. With 100km range, most of the npcs' ewars won't land on you anyway, which will also make ewar immunity useless in pve.

- People will tell you "this is interesting". I see nothing interesting for pve. Sitting and shooting? The big, happy uncle is upgrading your "F" key to "F1" ! Happy new year!

- People will tell you "you will have much better tank" - I have never needed that much tank in pve anyway, why add more? Unless, however, if ccp plans to put harder missions with greatly increased npc dps. Or, escalating lvl4 missions to give this buffed tanking a reason.

- People will tell you to use beam structure. So, why I trained for Marauder? How much cargo space that structure will take? Will it improve my tractor job? Will I have enough space to get all the loot after fitting this structure? Marauder's tractor beam range bonus is what was outdated at first place. I didn't see this was adressed. Still...

And so on...

Exactly! If you want to turtle, that's fine - but that type of gameplay shouldn't be forced on everyone! Why would you waste half a year training for Marauders... as has been pointed out, even capital ships training is less intensive. To use the quote, training for Marauders is a lot like masturbation without the payoff...

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

Debora Tsung
Perkone
Caldari State
#6578 - 2013-10-23 11:42:54 UTC  |  Edited by: Debora Tsung
Eh, ignore that post. Laziness and lack of attention led to stupidity an answer that was not directly related to the post I quoted.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

baltec1
Bat Country
Pandemic Horde
#6579 - 2013-10-23 12:14:42 UTC
Arthur Aihaken wrote:
baltec1 wrote:
Which as it turns out isnt a nerf but a big boost in capability.

Iteration 3 was "nerf lite" compared to Iteration 1.


What we are getting is much better than what we currently have.
The Djego
Hellequin Inc.
#6580 - 2013-10-23 12:25:16 UTC  |  Edited by: The Djego
Debora Tsung wrote:
So from what I can see so far, 0,0005% of all eve players do not like the new marauders... Sorry, but I#m not impressed.


I don't really know anybody that currently uses marauders in a halve decent way that likes the changes, while you hear a crap load of useless feedback for people that are novice to the ship class or don't fly them at all.

You can see this in the arguments:

- A marauder got issues tanking L4 or higher level pve content, what is nonsense for L4(they can run with 2-3 slot tank) and they are actually extreme good in utilizing RR for bigger stuff.
- A marauder can active tank VGs, again a useless ability for people actually fly in marauder gangs in Incs, because they can spider tank them already while not wasting slots on active tank and can use tracking links.
- A marauder can do L5, again a Marauder can do them already if you pair it up with a logi(that saves you the cap booster and makes it super easy to tank by the split agro). Then again sentry carriers are better at it already.
- A marauder can solo C4 or even C5, same stuff as for L5 applies here.
- A marauder can do 10/10, then again a ship with a small sig is mostly suited better for thanking them, reaching them(if not all your locals are baby blue) and got a better chance to get back with the loot.
- A marauder will be very good for undock pvp and busting gate camps, yes I even agree here, but it is very predictable, similar as if you see a hype or maelstrom doing the same. Also it is very small niche application for pvp at best and the armor marauders, that lose the web bonuses will be far worse at it, because they offer a lot less tank(after drugs, asbs, links) while offer nothing interesting in return.
- They would be good as sniper BS, while people actually do pvp with sniper setups complain since ages that you will be probed out quicker then you can align in a BS, leave alone doing the same to a BS that sits there for a hole minute. If you don't use bastion, there is hardly any point why not to use a faction BS that is cheaper, got the higher mobility and in some cases also the better damage output.
- They would be generally good with bastion and mjd in pvp, what is nonsense. The arena where a active tank would matter is low sec and you have scrams on nearly every hull, rendering the mjd pointless, for bigger stuff in 0.0 the inability to get remote rep combined with the often bigger gangs means that active tank will not save you and the lack of mobility make you a easy target in a billion isk BS.


On the flip site you have:

- A fairly real drone bandwidth, speed and web nerf, that reduces the potential for nearly any application, for anybody that run with mwd and max gank already faster than the new bastion fittings for L4 and if you do Incs or use RR bastion and mjd offers nothing.
- A fairly big nerf to the Kronos and Paladin in specific pvp scenarios, where they are less obvious than the Vindicator and also can add utility like neuts, RR and smart bombs, what the Vindicator can't(it is a very one dimensional web and shoot the primary kind of ship).
- A dev that completely ignores any kind of flaw on the current marauders that actually would need addressing(since years), while applying a "one size, suits all" change that gives them a new niche while making them pointless for most of her old applications:

-> the Kronos needs a bigger drone bay and 5 sentry's since like 2007 and a sentry optimal/tracking bonus would finally make the hull more a fleshed out med range platform compared to the vindicator or navy mega
-> the Vargur isn't a bad ship, it is just worse in nearly every aspect compared to the mach, a optimal bonus would make it better with artillery at medium range, combined with a mwd cap use bonus(that every marauder should have) it would be more appealing if you do a lot of repositioning on the grid to for proper artillery use
-> the Golem really needs more speed(instead of less, what is hilarious bad) and a torpedo explosion velocity bonus(yes torps only) to become useful as the the dedicated torpedo platform that it used to be, again higher mobility and mwd cap use bonus makes it fairly different compared to the CNR and other missile platforms and a outstanding ship in her niche
- the Paladin is mostly fine, it is the best marauder, it could use a tracking bonus, because my results when I move around in my navy Apoc(also mwd fitted) are a lot better, regarding hitting stuff while being on the move

I could even live with the marauders as they are, since they are a lot more useful to me this way, but why not simply add a 2. marauder line. People that like the bastion idea get something out of it, people that don't got any use for it will still be able to fly at least the same ships they use since years.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread