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[Rubicon] Marauder rebalancing

First post First post First post
Author
Kane Fenris
NWP
#7181 - 2013-11-02 23:18:56 UTC
Mer88 wrote:
Kane Fenris wrote:
Mer88 wrote:
heavy missiles got exp velocity of 150m/s ?? no sure but it is nothing compare to 2000m/s cruiser.



clearly you have no clue of missile mechanics i strongly advise you to read and understand the link i posted few pages ago...


if its so clear then say it shouldnt be that hard to explain. what i observe is what it is. i dont use formulas im sorry



you only compare explosion velocity and velocity....but the damage modifiyer is dependent on 4 values

ship veloocity
ship signature
missile explosion velocity
missile explosion radius

you neglect 2 of the 4 ...and to those are applied :

mwd 500% malus
bonused target painters
and probably rigor rigs

so there it will be the other way arround leading to a not so big advantage on side of the cruiser (those 4 values are calculated into one a*b/(c*d)^c )
Arthur Aihaken
CODE.d
#7182 - 2013-11-02 23:20:47 UTC
Anize Oramara wrote:
Because the Golem was the premier small gang pvp ship right?

Because the RNI will be able to utilize RHMLs to run circles around the Golem in L4s.

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

Anize Oramara
WarpTooZero
#7183 - 2013-11-02 23:23:56 UTC  |  Edited by: Anize Oramara
Arthur Aihaken wrote:
Anize Oramara wrote:
Because the Golem was the premier small gang pvp ship right?

Because the RNI will be able to utilize RHMLs to run circles around the Golem in L4s.

Ah see you completely misunderstood what I jsut said there :)

Is the Golem CURRENTLY the premier small gang PvP ship?

No it is not

Thus this changes nothing. It is no nail in the coffin of the golem. Stop being melodramatic.

Also why in the heck would you want to use RHM in Lv4 missions?!

That makes absolutely no sense. The majority of rats in Lv4s are Battleships. Why would you want to use heavy missiles instead of actual battleship weapons on them?

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Arthur Aihaken
CODE.d
#7184 - 2013-11-02 23:41:12 UTC
Anize Oramara wrote:
Ah see you completely misunderstood what I jsut said there :)
Is the Golem CURRENTLY the premier small gang PvP ship?

No it is not

Thus this changes nothing. It is no nail in the coffin of the golem. Stop being melodramatic.

Also why in the heck would you want to use RHM in Lv4 missions?!

That makes absolutely no sense.

No, I simply choose to ignore it... The vast majority of Golem owners have invested in the time and training for PvE, and this seriously curtails it's ability against cruisers and frigates. So that means running rigors instead of field extenders to even approach the base damage application of a cruise missile-outfitted RNI. You know, on those L4 missions that feature numerous cruiser/battlecruiser class NPCs. The only thing melodramatic here are your replies. Go back on your meds or get them to increase the dosage...

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

Anize Oramara
WarpTooZero
#7185 - 2013-11-02 23:43:09 UTC
Arthur Aihaken wrote:
Anize Oramara wrote:
Ah see you completely misunderstood what I jsut said there :)
Is the Golem CURRENTLY the premier small gang PvP ship?

No it is not

Thus this changes nothing. It is no nail in the coffin of the golem. Stop being melodramatic.

Also why in the heck would you want to use RHM in Lv4 missions?!

That makes absolutely no sense.

No, I simply choose to ignore it... The vast majority of Golem owners have invested in the time and training for PvE, and this seriously curtails it's ability against cruisers and frigates. So that means running rigors instead of field extenders to even approach the base damage application of a cruise missile-outfitted RNI. You know, on those L4 missions that feature numerous cruiser/battlecruiser class NPCs. The only thing melodramatic here are your replies. Go back on your meds or get them to increase the dosage...

Defense field extenders...

wat

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Anize Oramara
WarpTooZero
#7186 - 2013-11-02 23:48:04 UTC
Arthur Aihaken wrote:
Anize Oramara wrote:
Ah see you completely misunderstood what I jsut said there :)
Is the Golem CURRENTLY the premier small gang PvP ship?

No it is not

Thus this changes nothing. It is no nail in the coffin of the golem. Stop being melodramatic.

Also why in the heck would you want to use RHM in Lv4 missions?!

That makes absolutely no sense.

No, I simply choose to ignore it...

You um... QUOTED me because you chose to ignore me?

I um...

I got nothing Roll

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Topher Basquette Dusch-shur
Montana Freedom Fighters
#7187 - 2013-11-03 05:22:40 UTC
So High Energy Physics or not? That's all I want to know.
Anize Oramara
WarpTooZero
#7188 - 2013-11-03 06:20:35 UTC
Don't know for sure yet. I trained it since I was in my int/mem map anyways

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Mer88
Royal Amarr Institute
Amarr Empire
#7189 - 2013-11-03 06:42:17 UTC
Kane Fenris wrote:
Mer88 wrote:
Kane Fenris wrote:
Mer88 wrote:
heavy missiles got exp velocity of 150m/s ?? no sure but it is nothing compare to 2000m/s cruiser.



clearly you have no clue of missile mechanics i strongly advise you to read and understand the link i posted few pages ago...


if its so clear then say it shouldnt be that hard to explain. what i observe is what it is. i dont use formulas im sorry



you only compare explosion velocity and velocity....but the damage modifiyer is dependent on 4 values

ship veloocity
ship signature
missile explosion velocity
missile explosion radius

you neglect 2 of the 4 ...and to those are applied :

mwd 500% malus
bonused target painters
and probably rigor rigs

so there it will be the other way arround leading to a not so big advantage on side of the cruiser (those 4 values are calculated into one a*b/(c*d)^c )


ok explain this to me. I was in test server in a golem using 2x t2 rigors, 5 target painters, cruise missiles 4x bcs. went rattling on null sec belt. fired a few volleys at an angel bs he was using mwd for speed of 600m/s to 700m/s my volley damage was around 1000. normally it is 3.8k to 4.4k . As soon as the BS got close to me and speed went back to 200m/s i was doing full damage.

so please explain to me how mwd doesnt reduce missile damage?



Dinsdale Pirannha
Pirannha Corp
#7190 - 2013-11-03 06:42:58 UTC
Anize Oramara wrote:
Don't know for sure yet. I trained it since I was in my int/mem map anyways



My position on the uselessness of the Bastion module is well-documented.

That being said, remember how CCP bent over backwards to ensure that anyone who could fly a command ship prior to the CS overhaul could fly one after?

Seems like CCP figures that even though they and their fanbois are trumpeting the Bastion module as pretty much mandatory to fly the hull class properly post Nov 19th, here we are, where every current Marauder pilot is facing 4-7 days new training, depending on their attribute distribution.

Yeah, that is totally fair, especially when compared to the command ship skill overhaul.
Players can go their entire pilot career avoiding industrial skills, but now if you want to fly a class of ships properly, you have to learn possibly 2 new industrial skills.
Kusum Fawn
Perkone
Caldari State
#7191 - 2013-11-03 07:09:30 UTC
Hmm.. Anize has still not posted TQ mission numbers.

wonder why that is.

TQ vargur can already run C3 and C4 without serious problems. solo
For c4 a rr pair is better though.

Btw, using links =/= solo

How can one like the new better then the old if one has never experienced the old?
you used three missions as your examples but have a stated tq time for only one. and one you have admitted to have never run on tq.

Its ok though, Its too late for CCP to want to revise it, bastion is was and still is a terrible idea.

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.

Arthur Aihaken
CODE.d
#7192 - 2013-11-03 07:15:00 UTC
Dinsdale Pirannha wrote:
That being said, remember how CCP bent over backwards to ensure that anyone who could fly a command ship prior to the CS overhaul could fly one after?

If Marauders were essential for fleet actions...

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

Anize Oramara
WarpTooZero
#7193 - 2013-11-03 07:42:47 UTC
Kusum Fawn wrote:
Hmm.. Anize has still not posted TQ mission numbers.

wonder why that is.

TQ vargur can already run C3 and C4 without serious problems. solo
For c4 a rr pair is better though.

Btw, using links =/= solo

How can one like the new better then the old if one has never experienced the old?
you used three missions as your examples but have a stated tq time for only one. and one you have admitted to have never run on tq.

Its ok though, Its too late for CCP to want to revise it, bastion is was and still is a terrible idea.

Well I can say that my bounty ticks are 4-5mill behind the bounty ticks I was getting on Sisi. Also they were 2-3mill behind WITH A DRAKE HELPING ME. It was a pretty low skilled drake to be fair but still, omg so slow. Problem is living in a wh I will need to make the time to do a thorough test as I did on Sisi. Problem is of course that I have far more bling on my Marauder on TQ since, you know, I don't want to lose it so is it really a fair test?

Regardless It is far slower on TQ than on Sisi. That is what my numbers show.

Oh and regarding the links: Thats STANDARD C5 kit. Please learn to wh before making inane comments about it. Unless you are a WH guru then I'd like to know how YOU guys run C5s without them. when I say running C5 solo I mean with links.

The Marauders WILL be able to solo, without links, C1-4 BETTER than they can now because of increased range (C4) and increased tracking (C1-3). Heck they might even be able to solo the Gas and Ore sites in C5 (with ASB of course) without links but I will need to test that to be sure.

Incidentally I ran Serpentis extravaganza on TQ and the speed was slower, bounty ticks lower though by not a huge margin around 2-3mill because of the nature of serp rats (most of them like to close in).

Running Scarlet WITH a Drake buddy the bounty ticks was anywhere from 2mill to 5mill behind what I got on Sisi (YES I took into account the bounty was split) and we had to completely skip the one room with Guristas in and the last room had guristas as well.

But since you want everything spoonfed I will make a comprehensive study of missions as they become available to me and as I get the chance to get out of the wormhole.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Anize Oramara
WarpTooZero
#7194 - 2013-11-03 07:48:22 UTC  |  Edited by: Anize Oramara
Dinsdale Pirannha wrote:
Anize Oramara wrote:
Don't know for sure yet. I trained it since I was in my int/mem map anyways



My position on the uselessness of the Bastion module is well-documented.

That being said, remember how CCP bent over backwards to ensure that anyone who could fly a command ship prior to the CS overhaul could fly one after?

Seems like CCP figures that even though they and their fanbois are trumpeting the Bastion module as pretty much mandatory to fly the hull class properly post Nov 19th, here we are, where every current Marauder pilot is facing 4-7 days new training, depending on their attribute distribution.

Yeah, that is totally fair, especially when compared to the command ship skill overhaul.
Players can go their entire pilot career avoiding industrial skills, but now if you want to fly a class of ships properly, you have to learn possibly 2 new industrial skills.

Actually considering the balance of buffs and nerfs they are exactly the same as any other ship that got rebalanced. There are only minor differences between TQ and Sisi and as such you can still do EXACTLY THE SAME STUFF with it, without Bastion, as you can now on TQ. Bastion is not required to fly it and do lv4 missions in it. It does however make it better at those tasks and opens up possible niche PvP uses.

The only exception to note, probably, is the web thing but as you can see from this handy diagram:

http://tagn.files.wordpress.com/2012/07/eve-what-to-do.jpg

Incursions are but a tiny, NICHE, part of eve and there ARE alternatives.

Also since you need science for tractors and science 5 for T2s (TOTALLY worth ti btw) It's only lv4 of a single skill that you do not need to continue on as you have been.

And name calling? Really? I always take it when someone has to resolve to name calling that they've run out of legitimate arguments.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

hmskrecik
TransMine Group
Gluten Free Cartel
#7195 - 2013-11-03 08:48:29 UTC
Kusum Fawn wrote:
How can one like the new better then the old if one has never experienced the old?
you used three missions as your examples but have a stated tq time for only one. and one you have admitted to have never run on tq.

I did. I experienced both old and new, a report about which you ignored or just missed.

For your convenience, Kronos' performance (measured by time to complete or by ticks) on test server is almost as good as Machariel's on TQ. Vargur's improvement is marginal but it already was almost on par with Mach.

If you insist on numbers, during typical good mission my Kronos on TQ earned 10-12 mil ticks while on SiSi it gets in 15-16 mil range without breaking a sweat.
hmskrecik
TransMine Group
Gluten Free Cartel
#7196 - 2013-11-03 09:14:03 UTC
Dinsdale Pirannha wrote:
Seems like CCP figures that even though they and their fanbois are trumpeting the Bastion module as pretty much mandatory to fly the hull class properly post Nov 19th, here we are, where every current Marauder pilot is facing 4-7 days new training, depending on their attribute distribution.

1. You can fly Marauders without bastion pretty much the same way like before. Apart from web bonus lost on Kronos and Paladin, difference is pretty marginal. (kinda understatement with Sorch/Null range, but let it be).

2. So instead CCP should have introduced completely new skill for bastion like they did for Siege module, Triage and Industrial Core? Also bubble lanuchers and bubble projector require Science skill to operate. Your point is?
Shivanthar
#7197 - 2013-11-03 10:56:08 UTC  |  Edited by: Shivanthar
Anize Oramara wrote:

As to the enjoyment, as it is currently I'd say my enjoyment has at least been doubled with Rubicon Vargur. I've been running and plexing my 2 accounts with solo vargur for more than a year before I moved to a wh corp. I still run missions every now and then because a little bit is fun every now and then.

Don't have the drone skills to say regarding sentry domis. I hear they are very good in anoms but it's too passive for me, too boring.

It's a lot of things actually. The rapid redeployment with 1min MJD. The auto salvaging of my salvage drones (only have to tractor the wrecks) the sitting in a room and never having to worry about my tank again. The not having to fly around so I can focus on prioritising targets and grabbing wrecks. The opening of wreck and the huge isk ticks I've been getting (18mill, 15mill, 13 mill)

I'd probably be ok with plexing my account on running anoms if I was part of a null corp. Just sitting there nuking wave after wave of enemies (but with a bit more input than making sure my drones stay alive + the salvaging/looting at the same time.


You like the playstyle of marauders with new bonuses, yet found sniper/sentry drone dominix playstyle very boring. These are contrast ideas to each other.
You can do the same and/or better in Scarlett without going into bastion mode at all. The problem lies in exactly here. There is no point in all of these bonuses or ship changes for mobile playstyle.

Some guys say "there is too little nerf you can tell", but wtf is new for me then? I've waited for my Vargur's weaknesses to be adressed for a long time and all I get is a mobility nerf with a "become a good sentry gun" bonus. Vargur doesn't need any of these bonuses in order to do PvE better. In Rubicon, there is simply nothing neither new, nor interesting for mobile playstyle in PVE.

That is all I want to say about it.

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

Kane Fenris
NWP
#7198 - 2013-11-03 11:23:36 UTC
Mer88 wrote:


ok explain this to me. I was in test server in a golem using 2x t2 rigors, 5 target painters, cruise missiles 4x bcs. went rattling on null sec belt. fired a few volleys at an angel bs he was using mwd for speed of 600m/s to 700m/s my volley damage was around 1000. normally it is 3.8k to 4.4k . As soon as the BS got close to me and speed went back to 200m/s i was doing full damage.

so please explain to me how mwd doesnt reduce missile damage?






i never said it would not (but you although i seriously doubt your given numbers from your sisi cause it would strongly deviate from TQ)

to my point you tried to make a point with a totally wrong example 150m/s / 2000 m/s would not be the factor of dmg reduction actually the factor would be way bigger thus you tried to make your point with false data so either you have no clue or are dishonest in your arguments.
hmskrecik
TransMine Group
Gluten Free Cartel
#7199 - 2013-11-03 15:36:03 UTC
Shivanthar wrote:
I've waited for my Vargur's weaknesses to be adressed for a long time

Which were/are what?

I'm honestly curious as I though, and I believe I'm not alone, that Vargur is actually the best marauder on TQ.
Kusum Fawn
Perkone
Caldari State
#7200 - 2013-11-03 15:55:23 UTC  |  Edited by: Kusum Fawn
Anize Oramara wrote:

Well I can say that my bounty ticks are 4-5mill behind the bounty ticks I was getting on Sisi. Also they were 2-3mill behind WITH A DRAKE HELPING ME. It was a pretty low skilled drake to be fair but still, omg so slow. Problem is living in a wh I will need to make the time to do a thorough test as I did on Sisi. Problem is of course that I have far more bling on my Marauder on TQ since, you know, I don't want to lose it so is it really a fair test?

Regardless It is far slower on TQ than on Sisi. That is what my numbers show.


How does the fitting of the tq marauder you used compare to the fittings of the sisi version you used? EFT numbers would give an idea of where you were on tank (omni and specific) weapon (dsp , tracking range) and mobility (ab, mwd or mjd?) it all attests to your ship handling competence and mission ability. as the correct fit is everything.

Anize Oramara wrote:

Oh and regarding the links: Thats STANDARD C5 kit. Please learn to wh before making inane comments about it. Unless you are a WH guru then I'd like to know how YOU guys run C5s without them. when I say running C5 solo I mean with links.


I did not mention C5. Solo =/= +links in my statement refers to the TQ vargur in c3-4 of the previous statement.
Also "solo" continues to not equal with links, you mean "alone in the site with links." which you have already state is different then solo in post #7107 (which was posted in reference to c5 though i had no statement about c5)

Anize Oramara wrote:

The Marauders WILL be able to solo, without links, C1-4 BETTER than they can now because of increased range (C4) and increased tracking (C1-3). Heck they might even be able to solo the Gas and Ore sites in C5 (with ASB of course) without links but I will need to test that to be sure.
Incidentally I ran Serpentis extravaganza on TQ and the speed was slower, bounty ticks lower though by not a huge margin around 2-3mill because of the nature of serp rats (most of them like to close in).


actually their utility in c1-4 will be of lower value because of the lack of escape and logistics options. when in bastion mode.
Transients in linked wh will have much more time to find and warp to bastioned marauders and find reinforcements to come kill said marauders with competing wh groups at a much higher advantage then previously because they bring both logistics and cap warfare which is the glaring weakness of marauders in bastion.

Anize Oramara wrote:

Running Scarlet WITH a Drake buddy the bounty ticks was anywhere from 2mill to 5mill behind what I got on Sisi (YES I took into account the bounty was split) and we had to completely skip the one room with Guristas in and the last room had guristas as well.

Was this mission run the same way that the Sisi version was run, and its not the amount on the ticks that are an issue but the total mission run time. also does not describe/state how many ticks were recorded for the mission (which would have alluded to but not stated total mission runtime).

Still lack of posted numbers on blinged vargur, what kind of fit were you using? it doesnt have to be exact but i could go out and run missions on sisi and tq with different fits (as you have) and intentionally made one bad (as it is unknown if you did) to prove my point. Please describe your fitting in numbers that can be compared.

Please also post times of completion. much like you did for the sisi version of that mission you tested.

Anize Oramara wrote:

But since you want everything spoonfed I will make a comprehensive study of missions as they become available to me and as I get the chance to get out of the wormhole.


If by "spoonfed" you actually mean "supported by testing and recorded data." then yes. yes i do.

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.