These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon] Marauder rebalancing

First post First post First post
Author
Arthur Aihaken
CODE.d
#7681 - 2013-11-15 03:46:20 UTC
Electrique Wizard wrote:
what is High Energy Physx good for now then?
And please dont say carebearing.

Lol LMFAO.

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

hmskrecik
TransMine Group
Gluten Free Cartel
#7682 - 2013-11-15 05:44:26 UTC
Doed wrote:
I was just proving how dumb your reply was.

And EVE PVE isn't exactly hard. and I'm fairly sure my setups are better at killing red crosses than yours.

Go forth and report some actual performance figures then.
Arthur Aihaken
CODE.d
#7683 - 2013-11-15 09:16:50 UTC
I thought (hoped) they'd finally changed the base color on the Golem. After the live event, apparently not. Blech. When are we going to get a "paint shop" option already?

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

baltec1
Bat Country
Pandemic Horde
#7684 - 2013-11-15 13:46:12 UTC
Arthur Aihaken wrote:
I thought (hoped) they'd finally changed the base color on the Golem. After the live event, apparently not. Blech. When are we going to get a "paint shop" option already?


When they deem the world ready for pink thorax fleets.
Arthur Aihaken
CODE.d
#7685 - 2013-11-15 14:59:05 UTC
baltec1 wrote:
When they deem the world ready for pink thorax fleets.

I was thinking pink Iterons would be more popular...

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

Temuken Radzu
Aliastra
Gallente Federation
#7686 - 2013-11-15 16:07:42 UTC  |  Edited by: Temuken Radzu
I have been trying out the new marauders on sisi in lv 4 missions and i think its incredible

[Rubicon Kronos, El Destructo]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Core B-Type Armor Kinetic Hardener
Core B-Type Armor Thermic Hardener
Core A-Type Large Armor Repairer
Expanded Cargohold II

Large Micro Jump Drive
Core X-Type 100MN Microwarpdrive
Heavy Capacitor Booster II, Cap Booster 25
Federation Navy Tracking Computer, Optimal Range Script

Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Bastion Module I
Salvager II
Salvager II
Salvager II

Large Hybrid Burst Aerator II
Large Hybrid Metastasis Adjuster I

Navy cap booster 800
Hammerhead II x5
Hobgoblin II x5
Salvage drone x5
2x Mobile tractor units

1595 dps with void ammo and drones

Have 2 mobile tractor units in your cargo to pull all wrecks close to you and salvage while you shredd anything apart with your blasters
The Cargo expander is to get more space for your loot and the tractor units
Tanks any lv 4 and if things get hairy you can always use the Microjumpdrive to get out of harms way.

The only thing i would like to change is that the tractor bonus the marauders get should be changed to a salvage bonus, like a 400% salvager range bonus.
baltec1
Bat Country
Pandemic Horde
#7687 - 2013-11-15 16:17:24 UTC
Arthur Aihaken wrote:
baltec1 wrote:
When they deem the world ready for pink thorax fleets.

I was thinking pink Iterons would be more popular...


You get more thrust out of a rax.
Spc One
The Chodak
Void Alliance
#7688 - 2013-11-15 17:04:38 UTC
Temuken Radzu wrote:
I have been trying out the new marauders on sisi in lv 4 missions and i think its incredible

Expanded Cargohold II

That's funny.

Lol
Temuken Radzu
Aliastra
Gallente Federation
#7689 - 2013-11-15 17:33:02 UTC  |  Edited by: Temuken Radzu
Spc One wrote:
Temuken Radzu wrote:
I have been trying out the new marauders on sisi in lv 4 missions and i think its incredible

Expanded Cargohold II

That's funny.

Lol


Well the extra 400 cargo you get is realy usefull if you want to have 2 Remote tractor units in your bay. Drop one near you and microjumpdrive 100 km to drop the second to keep them from grabbing each others wrecks.

Jump between them to salvage and loot.
Ju0ZaS
The Scope
Gallente Federation
#7690 - 2013-11-15 17:46:37 UTC
Disappointed... Well, looks like these marauders are going to turn out still fairly useless, even in their new added role. They should had kept the 7.5% per level rep/boost bonus, gave marauders proper t2 resistances, then instead of bastion giving that silly 30% resistance bonus they should add made it give 100% damage. Would had made marauder hulls a bit more tanky by themselves and made marauders with bastion pretty much tank the same dps, and add a nice dps increase, somewhere around vindicator level, which would be suitable for shooting **** stars in high sec in a subcap. Dps would be around 2k, no where near 13k - 15k dps that a Moros can produce. I honestly don't understand why CCP are afraid to push the buffs. Better make them good or slightly op, something you can fix later, than almost useless tanks that are only good as sponges soaking enemy dps. Oh well... Guess when I'll need to bash a POS I'll just use a sentry drone boat to avoid hindrance from jams and keep my ships worth far less in case a blob decides to show up that would be able to out-dps a marauders tank anyways. They're just, sigh.. not good enough to be worth putting out there and risked considering you'll probably want to at least make a marauder worth 2 bil +, with deadspace mods and **** to make their tank bigger.

Are you going to fight me or do you expect to bore me to death with your forum pvp?

Spc One
The Chodak
Void Alliance
#7691 - 2013-11-15 17:51:21 UTC
Temuken Radzu wrote:
Spc One wrote:
Temuken Radzu wrote:
I have been trying out the new marauders on sisi in lv 4 missions and i think its incredible

Expanded Cargohold II

That's funny.

Lol


Well the extra 400 cargo you get is realy usefull if you want to have 2 Remote tractor units in your bay. Drop one near you and microjumpdrive 100 km to drop the second to keep them from grabbing each others wrecks.

Jump between them to salvage and loot.

Because loot that drops in level 4's is 400 million worth.
Roll
Endaashi
RAS CL4RT
#7692 - 2013-11-15 18:14:37 UTC
Temuken Radzu wrote:
I have been trying out the new marauders on sisi in lv 4 missions and i think its incredible

[Rubicon Kronos, El Destructo]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Core B-Type Armor Kinetic Hardener
Core B-Type Armor Thermic Hardener
Core A-Type Large Armor Repairer
Expanded Cargohold II

Large Micro Jump Drive
Core X-Type 100MN Microwarpdrive
Heavy Capacitor Booster II, Cap Booster 25
Federation Navy Tracking Computer, Optimal Range Script

Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Neutron Blaster Cannon II, Antimatter Charge L
Bastion Module I
Salvager II
Salvager II
Salvager II

Large Hybrid Burst Aerator II
Large Hybrid Metastasis Adjuster I

Navy cap booster 800
Hammerhead II x5
Hobgoblin II x5
Salvage drone x5
2x Mobile tractor units

1595 dps with null ammo and drones

Have 2 mobile tractor units in your cargo to pull all wrecks close to you and salvage while you shredd anything apart with your blasters
The Cargo expander is to get more space for your loot and the tractor units
Tanks any lv 4 and if things get hairy you can always use the Microjumpdrive to get out of harms way.

The only thing i would like to change is that the tractor bonus the marauders get should be changed to a salvage bonus, like a 400% salvager range bonus.


How did you get 1595 with null and drones?

Using Hammerheads, all level 5 skills and the two DPS implants SS-906 and LH-1006, I get 1309.
Temuken Radzu
Aliastra
Gallente Federation
#7693 - 2013-11-15 18:36:06 UTC
Endaashi wrote:


How did you get 1595 with null and drones?

Using Hammerheads, all level 5 skills and the two DPS implants SS-906 and LH-1006, I get 1309.


Sorry i meant with void ammo i get 1595 dps, i corrected it
Xqpvqsvs Qr'atyuqink
Brutor Tribe
Minmatar Republic
#7694 - 2013-11-15 18:41:24 UTC  |  Edited by: Xqpvqsvs Qr'atyuqink
CCP Ytterbium wrote:
Fyi, changed skill requirements on the Bastion Module from High Energy Physics 4 and Energy Grid Upgrades 5 to Advanced Weapon Upgrades 5 and Energy Grid Upgrades 5.
[..]


1. Why Golem doesnt have build in bonus from EW module and is forced to waste med/tank slot to be usefull?

2. Why Bastion module got double range bonus on turrets (25% to optimal and 25% to falloff) while only 25% to missile speed (why its not 50% or at least 37,5% since missiles doesnt have falloff)?

3. Does Bastion module makes Golem invulnerable against defender missiles same as makes rest marauders invulnerable against tracking disruptors?

4. Why Golem is the only marauder who doesnt have damage bonus or rof bonus


p.s:
How Bastion Module will help on typical L4 mission where u got two warpgates, each 50km from waping point? Before changes u could shoot, tank and move in same time. In Rubicon u will need to choose between shooting and tanking or moving (since turning on Bastion will kill your speed and without it u got weaker tank than before because of nerfed cap), so overall u will need more time to do same thing (and 99% people is using marauders for PVE anyway).
My Golem EFT setup got cap stable at 47% while rubicon Golem got cap barelly stable at 34% despite exact modules in both setups. Now i will need to stop to rep my ship while before Rubicon i did not need.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#7695 - 2013-11-15 18:43:56 UTC
Looking forward to finding a blinged up marauder in WH space soon.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Spc One
The Chodak
Void Alliance
#7696 - 2013-11-15 18:48:19 UTC
Xqpvqsvs Qr'atyuqink wrote:

Why Golem is the only marauder who doesnt have damage bonus or rof bonus (despite fact that for example Vargur can change damage types and got rof bonus)?

Raven has 6 launchers and 25% RoF.

That makes 6 * 1.3333334 = 8

Golem has 4 * 2 = 8

So same as raven.

Harvey James
The Sengoku Legacy
#7697 - 2013-11-15 18:52:54 UTC
sad to see golem still has TP bonus in patch notes ..... should be explosion velocity Ytterbium come on..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Xqpvqsvs Qr'atyuqink
Brutor Tribe
Minmatar Republic
#7698 - 2013-11-15 19:29:05 UTC  |  Edited by: Xqpvqsvs Qr'atyuqink
Spc One wrote:
Xqpvqsvs Qr'atyuqink wrote:

Why Golem is the only marauder who doesnt have damage bonus or rof bonus (despite fact that for example Vargur can change damage types and got rof bonus)?

Raven has 6 launchers and 25% RoF.

That makes 6 * 1.3333334 = 8

Golem has 4 * 2 = 8

So same as raven.


Lets compare damage differences between T1 and T2 hulls:

Tempest with 6x 1400mm T2 and EMP got 336dps
Vargur with 4x 1400mm T2 and EMP got 359dps (so overall 7% increase in damage)

Apocalypse with 8x Tachyons T2 and Multifrequency got 364dps
Paladin with 4x Tachyons T2 and Multifrequency got 455dps (so overall 25% increase in damage)

Megathron with 7x 425mm Rails T2 and Antimatter got 373dps
Kronos with 4x 425mm Rails T2 and Antimatter got 400 dps (so overall 7% increase in damage)

Raven with 6x Cruise Launcher T2 and Scourge got 362dps
Golem with 4x Cruise Launchers T2 and Scourge got 362 dps (nothing)
+fact that u need to wait for missiles to reach target and waste med slot for something that should be build in



If we talk about range difference:
Tempest with 6x 1400mm T2 and EMP got 30+44km range
Vargur with 4x 1400mm T2 and EMP got 30+66km range (22km better falloff)

Apocalypse with 8x Tachyons T2 and Multifrequency got 45+25km
Paladin with 4x Tachyons T2 and Multifrequency got 45+25km (no difference in range, but still 25% more damage)

Megathron with 7x 425mm Rails T2 and Antimatter got 36+30km range
Kronos with 4x 425mm Rails T2 and Antimatter got 36+38km range (8km better falloff)

Raven with 6x Torpedo Launcher T2 and Scourge got 30km
Golem with 4x Torpedo Launchers T2 and Scourge got 30km (nothing, no damage increase, no range increase)
+fact that u need to wait for missiles to reach target and waste med slot for something that should be build in
Doed
Tyrfing Industries
#7699 - 2013-11-15 20:04:02 UTC  |  Edited by: Doed
Xqpvqsvs Qr'atyuqink wrote:
Spc One wrote:
Xqpvqsvs Qr'atyuqink wrote:

Why Golem is the only marauder who doesnt have damage bonus or rof bonus (despite fact that for example Vargur can change damage types and got rof bonus)?

Raven has 6 launchers and 25% RoF.

That makes 6 * 1.3333334 = 8

Golem has 4 * 2 = 8

So same as raven.


Lets compare damage differences between T1 and T2 hulls:

Tempest with 6x 1400mm T2 and EMP got 336dps
Vargur with 4x 1400mm T2 and EMP got 359dps (so overall 7% increase in damage)

Apocalypse with 8x Tachyons T2 and Multifrequency got 364dps
Paladin with 4x Tachyons T2 and Multifrequency got 455dps (so overall 25% increase in damage)

Megathron with 7x 425mm Rails T2 and Antimatter got 373dps
Kronos with 4x 425mm Rails T2 and Antimatter got 400 dps (so overall 7% increase in damage)

Raven with 6x Cruise Launcher T2 and Scourge got 362dps
Golem with 4x Cruise Launchers T2 and Scourge got 362 dps (nothing)
+fact that u need to wait for missiles to reach target and waste med slot for something that should be build in



If we talk about range difference:
Tempest with 6x 1400mm T2 and EMP got 30+44km range
Vargur with 4x 1400mm T2 and EMP got 30+66km range (22km better falloff)

Apocalypse with 8x Tachyons T2 and Multifrequency got 45+25km
Paladin with 4x Tachyons T2 and Multifrequency got 45+25km (no difference in range, but still 25% more damage)

Megathron with 7x 425mm Rails T2 and Antimatter got 36+30km range
Kronos with 4x 425mm Rails T2 and Antimatter got 36+38km range (8km better falloff)

Raven with 6x Torpedo Launcher T2 and Scourge got 30km
Golem with 4x Torpedo Launchers T2 and Scourge got 30km (nothing, no damage increase, no range increase)
+fact that u need to wait for missiles to reach target and waste med slot for something that should be build in


Bastion bonuses are GARBAGE for Vargur and Golem, most lame crap to be changed/introduced in the last year or so. Missile velocity bonus needs to be alot higher or not stacking penalized, Vargur doesn't benefit from bastion falloff anyway as you already fit 3 tcs (yeah ok, it gains 6.5% more falloff, woo!!)
Xqpvqsvs Qr'atyuqink
Brutor Tribe
Minmatar Republic
#7700 - 2013-11-15 20:08:44 UTC  |  Edited by: Xqpvqsvs Qr'atyuqink
Doed wrote:

Bastion bonuses are GARBAGE for Vargur and Golem, most lame crap to be changed in the last year or so. Missile velocity bonus needs to be alot higher or not stacking penalized, Vargur doesn't benefit from bastion falloff anyway as you already fit 3 tcs (yeah ok, it gains 6.5% more falloff, woo!!)


Well we dont even have range mods for missiles.