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[Rubicon] Marauder rebalancing

First post First post First post
Author
Tsukinosuke
Id Est
RAZOR Alliance
#7541 - 2013-11-11 20:04:15 UTC  |  Edited by: Tsukinosuke
Alvatore DiMarco wrote:
I've never flown in the AT and I can tell you that the Machariel's heading for a nerf. The same thing for the Cynabal and possibly the Dramiel. They're incredibly fast ships with not-so-bad tanks and devastating damage output.

This, however, isn't the pirate rebalancing thread so I'll leave anything else for that thread.


baltec1 wrote:
We don't hate it, we love it. Unfortunately it is simply far too good compared to other battleships.


"incredibly fast" you can call a ship which it is used to be, because of their herritage.. also only 35m/s faster than the dps monster vindicator and 23m/s faster than Typhoon FI and 31m/s faster than Tempest FI..
"devastating damage output" i have no word for this but over 1000dps battlecruisers and over 600dps dessies.. with not so bad tanking..
you know how autocannons work, so practical dps is not much like you said, imho..

anti-antagonist "not a friend of enemy of antagonist"

Mer88
Royal Amarr Institute
Amarr Empire
#7542 - 2013-11-11 20:05:00 UTC
if you think about it the mobile depot is pretty much bastion mode for all ships at least for pve. They need to fix this.
Xequecal
Ministry of War
Amarr Empire
#7543 - 2013-11-11 20:16:39 UTC
Jake Sake wrote:
Don't you get it? The moment you can put your ass in that ship you have already trained your Amarr Battleship skill to 5. That means you get +25% total cap at most early stage of your life with Paladin. Total amount of cap can be integrated in hull (as it's just one of hull's attributes, and was done in previous balancing of other ships). The more reasonable bonus would be -10% (or -5% or -7.5% or -3.75% any would do) to Energy weapon cap consumption as in some other cases. Or any other bonus, but something that not related to hull's attributes. Something like mentioned already weapon/module bonuses.


The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it. How many battleships other than the Marauders get an range bonus and a damage bonus? Right, just the Machariel, otherwise known as the most overpowered ship in the game. The Paladin bonus is also an optimal bonus, which means you get 100% of your DPS for the whole range, unlike the falloff bonuses of the other 3 ships that get range + damage bonuses. It's not a "worthless bonus" any more than any of the other base hull bonuses on any other T2 ship.
Arthur Aihaken
CODE.d
#7544 - 2013-11-11 21:31:28 UTC
Are we still trying to nerf the Paladin? Lol

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

Alvatore DiMarco
Capricious Endeavours Ltd
#7545 - 2013-11-11 21:35:11 UTC
Arthur Aihaken wrote:
Are we still trying to nerf the Paladin? Lol


Is there really anything else left to do in this thread without further reply from Ytterbium?
Arthur Aihaken
CODE.d
#7546 - 2013-11-11 21:36:10 UTC
Alvatore DiMarco wrote:
Is there really anything else left to do in this thread without further reply from Ytterbium?

I say we nerf the Vargur and Kronos to finish them off.

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

Alvatore DiMarco
Capricious Endeavours Ltd
#7547 - 2013-11-11 21:42:11 UTC
Arthur Aihaken wrote:
Alvatore DiMarco wrote:
Is there really anything else left to do in this thread without further reply from Ytterbium?

I say we nerf the Vargur and Kronos to finish them off.


We could discuss the Golem's uses as a RHML boat.
Arthur Aihaken
CODE.d
#7548 - 2013-11-11 22:09:45 UTC
Alvatore DiMarco wrote:
We could discuss the Golem's uses as a RHML boat.

Gone in 60 seconds? Lol

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

King Rothgar
Deadly Solutions
#7549 - 2013-11-11 22:11:33 UTC  |  Edited by: King Rothgar
My experience using all 4 marauders on sisi for pve is as follows:

Paladin: Monster tachyon boat at 60-120km. Beyond that dps starts dropping hard due to low damage crystals. Pulses are also a viable option if going for lower level pve where incoming damage is negligible and neuts are rare (ie lvl4 missions).

Golem: Monster cruise missile boat, does as much dps at 249.9km as the paladin does at 60km. But it's also missiles, so yeah, damage tends to be mitigated a bit but overall it seems better against BC/BS npc's and structures. Top dog for high level pve. Torps should be useful in lvl4's as well using the MJD to get into range.

Kronos: Ok with railguns, I'd say slightly inferior to the Paladin but still pretty good. Range and dps are very similar, the real difference is simply optimal vs falloff. Hard to say how it will play out with a blaster fit in lvl4's. I don't think they quite have the range to work with a MJD.

Vargur: Of no value in high level pve. Even with arty, the range is just too short to out range neut towers and arty is ill suited to lvl4 missions. AC's can be used effectively with the MJD but work heavily in falloff. End result is a rather lackluster pve ship.

The only one I really tested in pvp was the vargur and although it draws the short straw in pve, it's a beast in small gang pvp. That tank combined with good tracking and average dps make for a real monster. An immobile monster with zero EW, but as a dps ship in a small gang with proper tackle, it's nasty. Same could probably be said for a torp golem though I didn't try it. I tried to make a decent Paladin PvP fit but was unimpressed by the results, never even bothered to undock it. I suspect the Kronos is similar. The whole active armor tanking thing just doesn't work very well in my experience.

Edit: I find the whole capacitor argument silly. Look at the overall ship, not individual bonuses. With the rep off, the paladin can fire tachyons with gleam all day without capping out using no cap increasing modules. But it can't run any sort of active tank like that or a prop mod. That makes it similar in overall cap state to the other 3 marauders.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Spc One
The Chodak
Void Alliance
#7550 - 2013-11-11 23:12:33 UTC
Xequecal wrote:

The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it.

Golem does more damage at 240km than paladin.
So no, paladin is not "way stronger" than golem.
Doed
Tyrfing Industries
#7551 - 2013-11-11 23:12:38 UTC
Kagura Nikon wrote:
Doed wrote:
Kagura Nikon wrote:
Doed wrote:
Kagura Nikon wrote:


You can just remove the FAKE 5% capacitor capacity bonus. THis is a bonus that was removed form apocalypse YEARS ago becuasse its a FAKE bonus that shoudlbe rolle din the hull.

If the paladin losses the RANGE bonus, then it become a useless piece of ****, alongside the other marauders.

The range is the only thing that really ins increasing mission speed in this patch.


It already has 33% better cap/sec than the Kronos, which means it already has this bonus buildt in.. it just gets a second cap bonus which gives it absolutely beast cap. why complain about that?




Dont you get it? Its a bonus tied to a skillt hat wil ALWAYS be level 5.


The bonus does not exist! They Made the ship expecting that cap and simply reduced the base cap by 25%.


Bonuses tied to the t1 skill should never be upon base hull attributes, but upon weapons and modules modifiers.


I very much get it. YOU on the other hand DOES NOT get it. Is it really that complicated for you? really?

It has 8 cap/sec, kronos has 6 cap/sec, others got 5.5 and 5.6.

Amarr ships have always had slightly more cap/sec (apart from t2's etc because whoever desined the t2 command ships etc is a lazy clown)

Currently BEFORE said bonus is applied the Paladin has 33.33% more cap/sec than the Kronos, that's HUGE, that's like an officer cap relay buildt into it. add the 25% cap bonus and it's got 10 cap/sec compared to 6 on the Kronos(yes I am very much aware that this takes up 1 of it's bonuses)

You honestly think it's fine that Paladin would have 66.67% more cap/sec than the Kronos without any bonuses and over 78-80%+ more than Vargur and Golem? Please don't ever post on these forums again if you don't happen to have any clue about what you're saying.


Paladin is BEAST post changes, Golem is lame, Kronos is Lame, and Vargur is ASS.





Omg .. and HOW much cap TACHYONS use compared to the weapons the Kronos use?

Clearly you are the one that does not have a clue. I play this game for 7 years, and there always were a reason for ammar have FAR more capacitor than other races.

And my line of reasoning was EXACLTY the one CCP gave OFFICIALLY when they removed that SAME CAPACITOR BONUS form the old apoc. YES.. SAME BONUS!!!! That the paladin inherited because It was made BEFORE the APOC was changed and the Capacitor bonus was rolled INTO the hull.

So shut up. If you are too young to remember when the APOC was changed you should not emit opinion on this.

Trough tiercide CCP has been removign such bonuses, as in the VAgabond for example. For exact same reason, they are FAKE bonuses!


Played since 2004, I very much remember when paladin had the cap bonus. I even remember when Blackbirds fit Torps and Thoraxes flew around with 8 heavy drones. (didn'¨t play when frigs fit CM's)

Removing the cap bonus would give it less cap/sec than it has on sisi now, as it would NOT be allowed to have that bonus buidlt into the hull ON TOP of the "bonus" it already has buildt in which balances out Tachs cap use and some extra. If you expect it to have 66% better than Kronos while shedding that bonus for a tracking bonus, Esp considering how powerful it is now, then you are a complete and utter moron.

But it's already proven by your comments that you're an idiot of a rather high magnitude.

So stop your insulting of people when you have absolutely no clue what balance is. you are dumb as F.
Doed
Tyrfing Industries
#7552 - 2013-11-11 23:14:46 UTC
King Rothgar wrote:
My experience using all 4 marauders on sisi for pve is as follows:

Paladin: Monster tachyon boat at 60-120km. Beyond that dps starts dropping hard due to low damage crystals. Pulses are also a viable option if going for lower level pve where incoming damage is negligible and neuts are rare (ie lvl4 missions).

Golem: Monster cruise missile boat, does as much dps at 249.9km as the paladin does at 60km. But it's also missiles, so yeah, damage tends to be mitigated a bit but overall it seems better against BC/BS npc's and structures. Top dog for high level pve. Torps should be useful in lvl4's as well using the MJD to get into range.

Kronos: Ok with railguns, I'd say slightly inferior to the Paladin but still pretty good. Range and dps are very similar, the real difference is simply optimal vs falloff. Hard to say how it will play out with a blaster fit in lvl4's. I don't think they quite have the range to work with a MJD.

Vargur: Of no value in high level pve. Even with arty, the range is just too short to out range neut towers and arty is ill suited to lvl4 missions. AC's can be used effectively with the MJD but work heavily in falloff. End result is a rather lackluster pve ship.

The only one I really tested in pvp was the vargur and although it draws the short straw in pve, it's a beast in small gang pvp. That tank combined with good tracking and average dps make for a real monster. An immobile monster with zero EW, but as a dps ship in a small gang with proper tackle, it's nasty. Same could probably be said for a torp golem though I didn't try it. I tried to make a decent Paladin PvP fit but was unimpressed by the results, never even bothered to undock it. I suspect the Kronos is similar. The whole active armor tanking thing just doesn't work very well in my experience.

Edit: I find the whole capacitor argument silly. Look at the overall ship, not individual bonuses. With the rep off, the paladin can fire tachyons with gleam all day without capping out using no cap increasing modules. But it can't run any sort of active tank like that or a prop mod. That makes it similar in overall cap state to the other 3 marauders.


1146 dps vs 1007 dps (Tach Paladin vs Rail Kronos), with over 10km more optimal range in favor of the Paladin is more than a "slight difference"
Jax Slizard
Science and Trade Institute
Caldari State
#7553 - 2013-11-12 00:18:17 UTC
You know, the Golem + RHML + Mobile depot = Crazy Tank.

You only need to keep DPS modules fitted for 20-ish seconds, then refit to tank during the looooooooong reload....
Arthur Aihaken
CODE.d
#7554 - 2013-11-12 00:19:30 UTC
All one needs is an automatic key clicker and you're set.

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

Xequecal
Ministry of War
Amarr Empire
#7555 - 2013-11-12 01:58:11 UTC
Spc One wrote:
Xequecal wrote:

The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it.

Golem does more damage at 240km than paladin.
So no, paladin is not "way stronger" than golem.


Raven does more damage than any turret BS at >60km. Do people use Raven fleets in PvP? No, they don't.
Spc One
The Chodak
Void Alliance
#7556 - 2013-11-12 02:18:54 UTC  |  Edited by: Spc One
Xequecal wrote:
Spc One wrote:
Xequecal wrote:

The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it.

Golem does more damage at 240km than paladin.
So no, paladin is not "way stronger" than golem.


Raven does more damage than any turret BS at >60km. Do people use Raven fleets in PvP? No, they don't.

No, but they use typhoons with cruise missiles.
Kagura Nikon
Native Freshfood
Minmatar Republic
#7557 - 2013-11-12 09:25:23 UTC
Doed wrote:

Played since 2004, I very much remember when paladin had the cap bonus. I even remember when Blackbirds fit Torps and Thoraxes flew around with 8 heavy drones. (didn'¨t play when frigs fit CM's)

Removing the cap bonus would give it less cap/sec than it has on sisi now, as it would NOT be allowed to have that bonus buidlt into the hull ON TOP of the "bonus" it already has buildt in which balances out Tachs cap use and some extra. If you expect it to have 66% better than Kronos while shedding that bonus for a tracking bonus, Esp considering how powerful it is now, then you are a complete and utter moron.

But it's already proven by your comments that you're an idiot of a rather high magnitude.

So stop your insulting of people when you have absolutely no clue what balance is. you are dumb as F.


You are the one doing the insulting. And If you cannot undersntand that the paladin lost some base cap exaclyl to keep that bonus.. then I cannot help you. But it is pretty obvious to anyone that want to try to understand, not just sit as a rock and close ears to anythign different from his own vision.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#7558 - 2013-11-12 09:27:29 UTC
Xequecal wrote:
Jake Sake wrote:
Don't you get it? The moment you can put your ass in that ship you have already trained your Amarr Battleship skill to 5. That means you get +25% total cap at most early stage of your life with Paladin. Total amount of cap can be integrated in hull (as it's just one of hull's attributes, and was done in previous balancing of other ships). The more reasonable bonus would be -10% (or -5% or -7.5% or -3.75% any would do) to Energy weapon cap consumption as in some other cases. Or any other bonus, but something that not related to hull's attributes. Something like mentioned already weapon/module bonuses.


The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it. How many battleships other than the Marauders get an range bonus and a damage bonus? Right, just the Machariel, otherwise known as the most overpowered ship in the game. The Paladin bonus is also an optimal bonus, which means you get 100% of your DPS for the whole range, unlike the falloff bonuses of the other 3 ships that get range + damage bonuses. It's not a "worthless bonus" any more than any of the other base hull bonuses on any other T2 ship.



And those other hull bonuse son t2 hulls, based on the t1 skills ahve been mostly removed trough tiercide. That is my point.

My original statement was that if they removed the range bonus for soemthiugn weaker like tracking Then they should integrate the cap bonus in the hull and give somethign on its place.

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

Doed
Tyrfing Industries
#7559 - 2013-11-12 09:48:58 UTC  |  Edited by: Doed
Kagura Nikon wrote:
Xequecal wrote:
Jake Sake wrote:
Don't you get it? The moment you can put your ass in that ship you have already trained your Amarr Battleship skill to 5. That means you get +25% total cap at most early stage of your life with Paladin. Total amount of cap can be integrated in hull (as it's just one of hull's attributes, and was done in previous balancing of other ships). The more reasonable bonus would be -10% (or -5% or -7.5% or -3.75% any would do) to Energy weapon cap consumption as in some other cases. Or any other bonus, but something that not related to hull's attributes. Something like mentioned already weapon/module bonuses.


The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it. How many battleships other than the Marauders get an range bonus and a damage bonus? Right, just the Machariel, otherwise known as the most overpowered ship in the game. The Paladin bonus is also an optimal bonus, which means you get 100% of your DPS for the whole range, unlike the falloff bonuses of the other 3 ships that get range + damage bonuses. It's not a "worthless bonus" any more than any of the other base hull bonuses on any other T2 ship.



And those other hull bonuse son t2 hulls, based on the t1 skills ahve been mostly removed trough tiercide. That is my point.

My original statement was that if they removed the range bonus for soemthiugn weaker like tracking Then they should integrate the cap bonus in the hull and give somethign on its place.


And what should be given in it's place ? that wouldn't be overpowered? if I may ask? Less cap use on guns with 4 turrets for even more ridiculous cap benefit to the Paladin?
Kagura Nikon
Native Freshfood
Minmatar Republic
#7560 - 2013-11-12 09:54:14 UTC
Doed wrote:
Kagura Nikon wrote:
Xequecal wrote:
Jake Sake wrote:
Don't you get it? The moment you can put your ass in that ship you have already trained your Amarr Battleship skill to 5. That means you get +25% total cap at most early stage of your life with Paladin. Total amount of cap can be integrated in hull (as it's just one of hull's attributes, and was done in previous balancing of other ships). The more reasonable bonus would be -10% (or -5% or -7.5% or -3.75% any would do) to Energy weapon cap consumption as in some other cases. Or any other bonus, but something that not related to hull's attributes. Something like mentioned already weapon/module bonuses.


The Paladin's optimal range bonus is a way stronger than average bonus so you get a weaker bonus to balance it. How many battleships other than the Marauders get an range bonus and a damage bonus? Right, just the Machariel, otherwise known as the most overpowered ship in the game. The Paladin bonus is also an optimal bonus, which means you get 100% of your DPS for the whole range, unlike the falloff bonuses of the other 3 ships that get range + damage bonuses. It's not a "worthless bonus" any more than any of the other base hull bonuses on any other T2 ship.



And those other hull bonuse son t2 hulls, based on the t1 skills ahve been mostly removed trough tiercide. That is my point.

My original statement was that if they removed the range bonus for soemthiugn weaker like tracking Then they should integrate the cap bonus in the hull and give somethign on its place.


And what should be given in it's place ? that wouldn't be overpowered? if I may ask? Less cap use on guns with 4 turrets for even more ridiculous cap benefit to the Paladin?



As I stated, that would be moslty needed if the RANGE bonus was to be removed as the guy just before myoriginal post was requiring. On the current scenario, with the range bonus the "lost" bonus is acceptable. But if paladin lost its only POWERFUl bonus, then the cap bonus would need to be gone for basically anything useful.

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