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[Rubicon] Marauder rebalancing

First post First post First post
Author
Vinyl 41
AdVictis
#7581 - 2013-11-12 18:36:39 UTC
stoicfaux wrote:
Thaddeus Eggeras wrote:
Nice fit, I will prob change out the web for another TP, but 3 and the Rigor is good enough. Also with cruise missiles I hit out to 222km, I can only lock to 118km, so I don't need speed rigs. I was thinking torps, but I rather just be lazy and sit there haha.

The speed rigs eliminate DPS loss to bad volley counting. Cruise have an ~8.4s cycle, missiles are traveling at 17km/s, so you don't have to volley count out to ~100km.

Or without the speed rigs, you shouldn't have to volley count out to ~80km.


isnt volley counting the only thing keeping you from falling asleep while missioning with bastion ? oh and with bastion and no rigs you dont have to count to around 90km
Thaddeus Eggeras
Urkrathos Corp
#7582 - 2013-11-12 18:46:19 UTC
I'm not too worried about volley damage, L4 rats don't rep fast usually, and Marauders as a whole will be OP for L4s and such.
hmskrecik
TransMine Group
Gluten Free Cartel
#7583 - 2013-11-12 18:51:23 UTC
Vinyl 41 wrote:
isnt volley counting the only thing keeping you from falling asleep while missioning with bastion ? oh and with bastion and no rigs you dont have to count to around 90km

Actually counting bastion cycles should prevent you from that. Unless you don't mind waiting idle for say half a minute in every pocket.
Altrue
Exploration Frontier inc
Tactical-Retreat
#7584 - 2013-11-12 19:30:14 UTC
stoicfaux wrote:
Thaddeus Eggeras wrote:
Golem -

..blech...

Thoughts?

I fit this on SiSi, it seems to work pretty good. I plan to use it for L4s, so it should be more then enough for them. If you have to ask why the Meta 4s instead of T2s, then you shouldn't even comment. Everything fits, with a bit a room left over. With the NOSs off you get around 4m 30s. Does good DPS, great tank. Locks out to 118km plus so no need for a prop module. Web is mainly there to help the drones out, was thinking of putting an extender or another TP, but thought it's always nice to have a web haha.
Only question I had, is while in bastion Ewar isn't suppose to effect you, do neuts still effect you though?


Yes, neuts will still affect you.

With bastion mode, you get 400+ tank against EM/Therm 550-600 against other NPC types.
With missile speed rigs you will never have to volley count again. The 4th TP is to help make up for the lack of Rigors. Or you can fit two T2 Rigors instead. Doesn't really matter, IMO. However, with the missile speed rigs, you can run torpedoes for the few missions where torpedoes are better than cruise.
You have 8 minutes of cap with everything but the MWD running. Which is plenty to clear a pocket.
The MWD is there just because. It's not like you have enough cap to get very far while running it. Or you can replace it with a MJD.

[Rubicon Golem, New Setup 1]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II

Pithum C-Type Medium Shield Booster
Adaptive Invulnerability Field II
Shadow Serpentis 100MN Microwarpdrive
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron

Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Small Tractor Beam II
Small Tractor Beam II
Small Tractor Beam II
Bastion Module I

Large Hydraulic Bay Thrusters II
Large Hydraulic Bay Thrusters II

Salvage Drone I x5
Hobgoblin II x5
Hobgoblin II x5


Don't forget to pack a Mobile Depot with extra drones, cap modules, torp launchers, tank modules, an AB, salvagers, etc., in case you decide to change your fitting in the middle of a mission, e.g. add more tank, swap cruise for torps, etc..



I tried a very similar fit on Sisi and a Blaster fit Kronos since I have almost max skills for both, and... it was highly dissapointing with the golem to say the least.

On serpentis battlecruisers for instance it takes approximately x5 more time to kill them with two target painters. (I had only two TPs though. Aren't they stacking penalized ?)

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Mer88
Royal Amarr Institute
Amarr Empire
#7585 - 2013-11-12 19:40:36 UTC
volley counting is never a problem but tp 10s cycle was . but with 5s tp cycle i dont find it so bad anymore . another reason why golem gonna be king .
Mer88
Royal Amarr Institute
Amarr Empire
#7586 - 2013-11-12 19:43:01 UTC
Altrue wrote:
stoicfaux wrote:
Thaddeus Eggeras wrote:
Golem -

..blech...

Thoughts?

I fit this on SiSi, it seems to work pretty good. I plan to use it for L4s, so it should be more then enough for them. If you have to ask why the Meta 4s instead of T2s, then you shouldn't even comment. Everything fits, with a bit a room left over. With the NOSs off you get around 4m 30s. Does good DPS, great tank. Locks out to 118km plus so no need for a prop module. Web is mainly there to help the drones out, was thinking of putting an extender or another TP, but thought it's always nice to have a web haha.
Only question I had, is while in bastion Ewar isn't suppose to effect you, do neuts still effect you though?


Yes, neuts will still affect you.

With bastion mode, you get 400+ tank against EM/Therm 550-600 against other NPC types.
With missile speed rigs you will never have to volley count again. The 4th TP is to help make up for the lack of Rigors. Or you can fit two T2 Rigors instead. Doesn't really matter, IMO. However, with the missile speed rigs, you can run torpedoes for the few missions where torpedoes are better than cruise.
You have 8 minutes of cap with everything but the MWD running. Which is plenty to clear a pocket.
The MWD is there just because. It's not like you have enough cap to get very far while running it. Or you can replace it with a MJD.

[Rubicon Golem, New Setup 1]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II

Pithum C-Type Medium Shield Booster
Adaptive Invulnerability Field II
Shadow Serpentis 100MN Microwarpdrive
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron

Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Small Tractor Beam II
Small Tractor Beam II
Small Tractor Beam II
Bastion Module I

Large Hydraulic Bay Thrusters II
Large Hydraulic Bay Thrusters II

Salvage Drone I x5
Hobgoblin II x5
Hobgoblin II x5


Don't forget to pack a Mobile Depot with extra drones, cap modules, torp launchers, tank modules, an AB, salvagers, etc., in case you decide to change your fitting in the middle of a mission, e.g. add more tank, swap cruise for torps, etc..



I tried a very similar fit on Sisi and a Blaster fit Kronos since I have almost max skills for both, and... it was highly dissapointing with the golem to say the least.

On serpentis battlecruisers for instance it takes approximately x5 more time to kill them with two target painters. (I had only two TPs though. Aren't they stacking penalized ?)


with golem you 1 shot all battlecruisers and cruisers and 2 shot elite cruisers at orbiting speed but if they are buring towards you at high speed sometimes, it take up 3-5 shots to kill a one.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#7587 - 2013-11-12 21:14:09 UTC
Mer88 wrote:
with golem you 1 shot all battlecruisers and cruisers and 2 shot elite cruisers at orbiting speed but if they are buring towards you at high speed sometimes, it take up 3-5 shots to kill a one.

3-5 shots when they DONT burn at high speeds you mean? Because their MWD is advantageous for player - it blows their sig by a factor of 5 while only doubling their speed (spider drones are an exception, as well as sleepers and incursion Sansha).

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

stoicfaux
#7588 - 2013-11-12 21:17:32 UTC
Kirimeena D'Zbrkesbris wrote:
Mer88 wrote:
with golem you 1 shot all battlecruisers and cruisers and 2 shot elite cruisers at orbiting speed but if they are buring towards you at high speed sometimes, it take up 3-5 shots to kill a one.

3-5 shots when they DONT burn at high speeds you mean? Because their MWD is advantageous for player - it blows their sig by a factor of 5 while only doubling their speed (spider drones are an exception, as well as sleepers and incursion Sansha).

The MWD isn't always on. NPCs will "coast" in at high speed with the MWDs off in order to decelerate into their predefined orbit range. It's during this coasting period that you'll experience damage degradation.

/note_to_self: Wander over to F&I and recommend that NPCs use ABs.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Mer88
Royal Amarr Institute
Amarr Empire
#7589 - 2013-11-12 21:29:59 UTC
Kirimeena D'Zbrkesbris wrote:
Mer88 wrote:
with golem you 1 shot all battlecruisers and cruisers and 2 shot elite cruisers at orbiting speed but if they are buring towards you at high speed sometimes, it take up 3-5 shots to kill a one.

3-5 shots when they DONT burn at high speeds you mean? Because their MWD is advantageous for player - it blows their sig by a factor of 5 while only doubling their speed (spider drones are an exception, as well as sleepers and incursion Sansha).


i used to think like that too but when they turn on its actually good for you. its only bad after they turn off the mwd while still at high speed decelration. overall its a bad thing mwd. cuz they never use it long enough only a few secs at a time.
Mer88
Royal Amarr Institute
Amarr Empire
#7590 - 2013-11-12 21:31:20 UTC
stoicfaux wrote:
Kirimeena D'Zbrkesbris wrote:
Mer88 wrote:
with golem you 1 shot all battlecruisers and cruisers and 2 shot elite cruisers at orbiting speed but if they are buring towards you at high speed sometimes, it take up 3-5 shots to kill a one.

3-5 shots when they DONT burn at high speeds you mean? Because their MWD is advantageous for player - it blows their sig by a factor of 5 while only doubling their speed (spider drones are an exception, as well as sleepers and incursion Sansha).

The MWD isn't always on. NPCs will "coast" in at high speed with the MWDs off in order to decelerate into their predefined orbit range. It's during this coasting period that you'll experience damage degradation.

/note_to_self: Wander over to F&I and recommend that NPCs use ABs.


^ yeah this is exactly it
Spc One
The Chodak
Void Alliance
#7591 - 2013-11-12 21:32:41 UTC  |  Edited by: Spc One
Vinyl 41 wrote:

wont 4 allready be stacking penalized to death ?

I was being sacrastic, yes 1 TP is enough, no need for 4.
Lol

Thaddeus Eggeras wrote:
I'm not too worried about volley damage, L4 rats don't rep fast usually, and Marauders as a whole will be OP for L4s and such.

You still have level 5 missions if you want harder content.
Cool
John Celver
Understandable Solutions
#7592 - 2013-11-12 22:05:48 UTC  |  Edited by: John Celver
Is the 7,5% optimal bonus for the Paladin a 7,5% bonus per Amarr battleship level, or just 7,5%?
It isn't specified.
joshua mckayne
Bubblewrap.
#7593 - 2013-11-12 22:33:46 UTC
John Celver wrote:
Is the 7,5% optimal bonus for the Paladin a 7,5% bonus per Amarr battleship level, or just 7,5%?
It isn't specified.


7.5% per level just like the apocalypse
Thaddeus Eggeras
Urkrathos Corp
#7594 - 2013-11-12 22:51:31 UTC
When I do L5s, Sancs 60 of 10s and up I use a RS, it gets over 900DPS with a fully passive fit, better for them. The ability to change damage size and type (drones) helps a lot also.
SOL Ranger
Imperial Armed Forces
#7595 - 2013-11-13 02:35:21 UTC
A request for launcher hardpoints on the Vargur.

These are ship statistics I put out only to visualize the following:
1) Minmatar uses missiles a lot, even on gunships.
2) Boundless Creation allows missiles on all their ships except the Vargur.
3) Almost all Minmatar ships follow the Brutor Tribe code of every inch for maximum firepower, except Vargur and Panther.
4) The Tempest class Battleships, from which the Vargur derives from support an optional hefty arsenal of launchers.
5) The tradition of using launchers as a secondary weapon system goes down to even the most insignificant ship, the Reaper, notably the Naglfar up to just recently had split weapon systems, fitting missiles as an option is inherently Minmatar.
6) Only a few Minmatar ship exceptions exist which do not allow the utilization of missiles, notably they are the Tornado and Maelstrom, both full rack artillery platforms without free slots for launchers anyway, then we have the Slasher which should have a launcher but doesn't, the Burst is a 'logi'; The remaining two are the T2 Battleships Vargur/Panther which both should have ample launcher hardpoints to follow tradition due to multiple 'available' high slots.


Note
This is not about ignoring the fact that the guns on the vargur have a 100% bonus and as such allow more free high slots, it is about design philosophy on these ships regardless of said bonus; If there are 4 available slots on the Vargur, Boundless Creation would put weapons into those slots, more so since the design of putting launcher hardpoints would follow the Tempest tradition not to mention Minmatar as a whole.

One notable detail for those who doubt this is the Sleipnir, it provides a 100% damage bonus on 5 turrets, with 2 launchers optional, it is made by Boundless Creation and offers essentially the same properties as the Vargur in every aspect of combat, it is merely smaller and doubles as a Command ship, just as the Vargur doubles as a salvage bunker.

Rarely do people fit launchers into the utility slots but the option exists through the initial design by Boundless Creation, the same would apply to the Vargur, with 4 launcher hardpoints you would firstly need to remove Bastion to utilize all 4, then you would need to ignore the tractor beam bonus and any drone links or salvagers, meaning you're compromising quite a lot of utility for those few optional launchers.

The added launcher hardpoints would be a welcome change to the current SiSi Vargur as it is the least benefited of the Marauders in terms of the total resulting changes.

Lets look at the details of the Marauder class, Boundless Creation and ship statistics.

Name: Vargur
Hull: Tempest Class
Role: Marauder

Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.


Developer: Boundless Creation

Boundless Creation's ships are based on the Brutor Tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.


Some subcap statistics, these will all be presented in the following pattern:
Turrets/Launchers/Highs = *ability to fill high slots with weapon systems*

In relation to possibility of utilizing high slots for weapon systems:
Vargur 4/0/8 = 50% <- Boundless Creation
Panther 5/0/8 = 62.5%
Burst 2/0/3 = 75%
Scimitar 2/1/4 = 75%
Slasher 3/0/4 = 75%
(all others are at 100% or above)

In relation to creator:
Vargur 4/0/8 = 50%<- Boundless Creation
Sleipnir 5/2/7 = 100% <- Boundless Creation
Huginn 3/3/6 = 100% <- Boundless Creation
Muninn 5/1/6 = 100% <- Boundless Creation
Wolf 4/1/5 = 100% <- Boundless Creation
Hound 2/3/5 = 100% <- Boundless Creation
Claw 3/2/4 = 100% <- Boundless Creation


Minmatar ships
(bolded are ships without launchers)

Battleship
Vargur 4/0/8 = 50%<- Boundless Creation
Panther 5/0/8 = 62.5% <- Thukker mix
Tempest 6/4/8 = 100%
Tempest Fleet Issue 6/4/8 = 100%
Maelstrom 8/0/8 = 100%
Typhoon 6/6/7 = 100%
Typhoon Fleet Issue 6/6/8 = 100%

Battlecruiser

Tornado 8/0/8 = 100%
Hurricane 6/3/7 = 100%
Hurricane Fleet Issue 6/3/8 = 100%
Sleipnir 5/2/7 = 100% <- Boundless Creation
Cyclone 2/5/7 = 100%
Claymore 2/5/7 = 100%

Cruiser
Rupture 4/1/5 = 100%
Muninn 5/1/6 = 100% <- Boundless Creation
Broadsword 5/3/6 = 100%
Vagabond 5/1/6 = 100%
Stabber 4/2/6 = 100%
Stabber Fleet Issue 5/3/5 = 100%
Scythe 2/1/3 = 100%
Scythe Fleet Issue 4/4/5 = 100%
Bellicose 0/4/4 = 100%
Huginn 3/3/6 = 100% <- Boundless Creation
Rapier 3/1/4 = 100%
Scimitar 2/1/4 = 75%

Destroyer

Talwar 0/7/7 = 100%
Thrasher 7/1/8 = 100%
Sabre 7/2/8 = 100%

Frigate

Vigil 0/2/2 = 100%
Slasher 3/0/4 = 75%
Rifter 3/2/4 = 100%
Probe 2/2/3 = 100%
Burst 2/0/3 = 75%
Breacher 0/3/3 = 100%
Republic Fleet Firetail 2/1/3 = 100%
Stiletto 2/1/3 = 100%
Claw 3/2/4 = 100% <- Boundless Creation
Hyena 2/2/3 = 100%
Hound 2/3/5 = 100% <- Boundless Creation
Cheetah 2/1/3 = 100%
Wolf 4/1/5 = 100% <- Boundless Creation
Jaguar 3/1/4 = 100%
Reaper 2/2/2 = 100%


TL;DR
Vargur should allow the option of fitting missile launchers on all its potentially gun free high slots in Rubicon, that means 4 launcher hardpoints.

The Vargur requires launcher hardpoints, following tempest tradition.

Arthur Aihaken
CODE.d
#7596 - 2013-11-13 02:52:59 UTC
Missile Vargur, huh? Now I've heard everything... Lol

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

Alvatore DiMarco
Capricious Endeavours Ltd
#7597 - 2013-11-13 04:05:22 UTC
Has anyone stopped to do the math on how many effective turrets a Tempest/TFI has vs a Vargur?
Shivanthar
#7598 - 2013-11-13 07:47:09 UTC  |  Edited by: Shivanthar
Mer88 wrote:
Shivanthar wrote:
Lol, fun proposal:

Way 1 - For those, who want to maximize their dps instead of mission-salvage ability, giving all marauders 4 launcher hardpoints and including those in role bonus will make pvpers very happy :P

Way 2 - 8x Turret hardpoints (8x launcher for golem) with same role bonus.

Just look at that! (http://www.youtube.com/watch?v=ebza3WPo28U) Big smile

Wouldn't that be awesome? :P


hows way 1 different than what we have right now? way 2 is just silly .


I can't believe someone took it serious ShockedBig smile

Mate, I didn't mean anything serious there. However, every joke has some meaning within...

Just for clarification;
In way one, turret based marauders, in this case, everything except golem, gets additional 4 launcher hardpoints. Golem gets additional 4 turret hardpoints instead.

In way two, all marauders' current hardpoint number is doubled. 4 -> 8, which increases same type of effective weapons to 16! We need firepowah!ShockedCool

Note: I really see some people got this idea and proposed this! Interesting...

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

Kito Yularen
The Scope
Gallente Federation
#7599 - 2013-11-13 08:43:20 UTC  |  Edited by: Kito Yularen
I'm probably late to this, seeing as the release date for Rubicon has been set for a week away, but I really do agree with the players suggesting an overall damage bonus for bastion mode. For a lot of players, the new-and-improved Marauders will appear (as they should) as a mini-dreadnaught that you can use in highsec POS sieges, and in subcapital WH fights. I'm fully aware that a balance must be struck between creating its new PvP application while keeping its old PvE ability, but in some ways the mix of bonuses feel like they'd do more confusion than good to the ships as new-to-the-role pilots struggle to find a way to fully apply their Marauder to the battlefield in either PvP or PvE.

tl;dr: I am in total support of a damage buff to make the bastion'd marauders fully feel like mini-dreadnaughts.


EDIT: This is the part where I mutter from the corner of my mouth that as long as CCP is revampting TechII Battleships, they should let Black Ops use Covert Ops Cloaking Devices. Sure it'd be complete and utter bullshit levels of OP but it makes no common sense in terms of lore/intuition that such a ship class would be forced to use an inferior cloaking device as it's smaller cousins. And that's coming from a NON-rp'er.


thatandIreallywanttocloakwarpwitharedeemer.

If you ever look at the sky, doubting the existence of other worlds, just know that somewhere a creature looks up at its sky, doubting you.

Shivanthar
#7600 - 2013-11-13 08:52:22 UTC  |  Edited by: Shivanthar
Kito Yularen wrote:
I'm probably late to this, seeing as the release date for Rubicon has been set for a week away, but I really do agree with the players suggesting an overall damage bonus for bastion mode. For a lot of players, the new-and-improved Marauders will appear (as they should) as a mini-dreadnaught that you can use in highsec POS sieges, and in subcapital WH fights. I'm fully aware that a balance must be struck between creating its new PvP application while keeping its old PvE ability, but in some ways the mix of bonuses feel like they'd do more confusion than good to the ships as new-to-the-role pilots struggle to find a way to fully apply their Marauder to the battlefield in either PvP or PvE.

tl;dr: I am in total support of a damage buff to make the bastion'd marauders fully feel like mini-dreadnaughts.


And one way to do is to simply put more firepower on them ;)
Have you seen my fun-proposal which is located top of yours? It is fun proposal TwistedCool

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