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Second Marauder Class Ship Cýcle (Ze Mini-Dread)

Author
Mitsa Nutita
FrostBite Inc.
#1 - 2014-02-26 21:58:40 UTC  |  Edited by: Mitsa Nutita
Before I show you an example of this idea, I will explain what intended role I have for it, and also, I'd like everyone's input on what role you think it will in the end fit in.

Role:
Anti-Capitol Battleship created for the sole purpose of shifting the balance in another direction than just N+1, and give viable counters to Cap and Super Cap fleets above Critical Mass. (Shifting the balance of the game from N+1 to also Sub-Capitol fleets, which will be needed to effectively deal with this vessel)
It's main focus will be Capitol Sniping, or with proper numbers, just straight up alpha, but will have problems tracking anything but capitols, and may be able to alpha some Battleship fleets though.

There is two possible ways to use this vessel:
1) Use it is as a mobile vessel and stay mobile at all times, and not become stationary to disallow enemy dreadnoughts and in general other guns to hit you easily, have pings on field and warp around to avoid getting caught.
It obviously needs a supporting fleet to deal with enemy subcaps but on the other hand caps will have a harder time dealing with this ship, because of its superior range.
2) Use the Bastion Module, which will make you very vulnerable, but allows some self-tanking abilities
It also gives 25% Optimal Range as well as 25% Falloff, increasing your sniping capabilities by quite a significant bit,
The biggest problem is obviously you are going to be stationary for 60s though, and should probably be used sparingly, or only if you REALLY need the extra range.


It will most likely never be a main doctrine ship because of its horrible tracking, on the other hand, it does have a great alpha.

Now here is the stats of Minmatar to give a feel of what this idea is about, the other race variants will basically follow the same structure.

Name: -Not Determined yet, come with suggestions-
Base Hull Maelstrom

Minmatarr Battleship Bonus
5% Capitol Projectile Turret Optimal Range
7.5% bonus to Targeting range

Marauder Bonus
7.5% Shield Booster Amount
5% Capitol Projectile Turret Rate of Fire

Role Bonus
100% Capitol Projectile Damage
70% reduction in Micro Jump Drive reactivation delay
97% reduction in Power Grid usage of Capitol Projectile Turrets
25% penalty to Capitol Tracking
* Can fit Bastion Module

5 High Slots (4 Turret Hardpoints)
6 Mid
5 Low

Explaining the different stats and why
Well it has the base Dreadnought b damage, but it also has two distinct differences.

Firstly, it has a range bonus that the Dreadnoughts do not have, and that range is quite significant. It is a 25% bonus and as it is capable of fitting the Bastion Module, sieged, it can dish out at a 50% increased range compared to a normal dreadnought.
REMEMBER THE SHIP DOES NOT REQUIRE THE BASTION MODULE :P

It's damage is a bit harder to calculate, but unsieged (At Dreads current iteration) they will out-dps a Dread, but on the other hand, a Sieged Dread will still be able to Out-DPS this class of Marauder any day.
It has a maximum of 125% bonus to damage (Compared to Dread's 825% sieged) but has a significant advantage on range, and also it has a significant mobility advantage.

The tracking penalty is there to further limit these vessels to a Capitol Sized hull or greater, although the penalty may be to small at the moment, or for that matter, to high... The exact math involved with guns is to extensive for me to attempt to cover.

So to recap:
This is a long-ranged smaller hull, dread equivalent, with worse tracking capabilities than a normal Dread, but significant better un-sieged damage, and less damage, and with a significant mobility advantage compared to a Dread.

I accept any criticism and welcome any ideas towards what type of problems this vessel may bring.
Any constructive comment is welcomed.

Either way, have a nice day.


Edits
1st of March - Changed Damage bonus to Rate of Fire bonus.
- Removed the 300% Duration to Bastion Module.
- Removed the note saying that it should have less tanky stats on its hull.
- Rewrote strategy related
- Removed some stuff in Recap.
unidenify
Deaf Armada
#2 - 2014-02-26 22:11:00 UTC  |  Edited by: unidenify
naw, Bastion Marauder will die fast to Dread due to no tracking issue.

Alpha from siege dread is big enough to vaporized BS moment they press button on Bastion.

you have nice idea, however bastion + any sub-capital ship = fish in barrel for siege Dread
Nevyn Auscent
Broke Sauce
#3 - 2014-02-26 22:13:20 UTC
If it is immobile, it needs tank. Low tank = needs mobility. Not just range.
Zan Shiro
Doomheim
#4 - 2014-02-26 22:16:58 UTC
okay.....


with current maruader pricing why would someone want this over a dread?

It relies on slow boating/titans to be truly mobile. given a rough average of 1 bil for maruader 2 bil for dread....I'd opt for 2 bil to have jump drive at least.

Or the ability to run blap dread setups that can kill BS's.

Or a true siege to get more bang for the buck.

However I could be persuaded a little if caldari's version is based on rokh (to inculde guns, no tarded rokh hull missile hi slot crap) lol. At this point anything that gets me a t2 hybrid rokh would grease alot of wheels with me.
Mitsa Nutita
FrostBite Inc.
#5 - 2014-02-26 22:47:44 UTC
Everyone should though remember, that this boat is supposed to outrange Dreads by quite a bit, and considering most dreads and the likes is rather immobile, and proper placed bubbles can counter Dread warps easily, I don't see an issue with it being low tank.

It is not supposed to be the first vessel on the field, it is supposed to be the last vessel to arrive, and require some protection to out weigh its disadvantages,

And everyone do remember, it still gets all the tank bonuses of the Bastion, although it cannot get as good a tank as the current Marauder can.

If you don't want to run it as a sniping vessel your tank will be increased by quite a bit, and it becomes a Mobile "mid range" dreadnought, as it (in its current iteration and for that matter, dreads current bonuses) out-dps an un-sieged dread.
Xe'Cara'eos
A Big Enough Lever
#6 - 2014-02-26 22:55:55 UTC
it should be able to do this while mobile enough that dreads can't track, and able to deal damage at long enough range that even supercarriers can't touch with drones (even T2 warden sentries!) if it's comparatively slow, and easy pickings for HACS (vaga, especially), well, I think that's what's called balance
my suggestion would be that instead of bonus to boost amount, a bonus to optimal
and maybe a role bonus along the lines of 50% decrease in RoF, 100% damage increase to (insert weapon type here)
or maybe 25% decrease RoF, 300% damage increase
you get the gist - these things will have high alpha, but long cycle times, excellent range, poor mobility and tracking, basically - good for alpha-ing caps/maybe decent for hurting supers?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2014-02-26 23:01:27 UTC
Would anyone actually use this for anything other than structure bashing in highsec? I mean, you're immobile, fragile, and shooting at guys who put out loads more damage than you do. While you are wearing a flashing neon sign saying 'bomb me please'.
Mitsa Nutita
FrostBite Inc.
#8 - 2014-02-26 23:48:41 UTC
Danika Princip wrote:
Would anyone actually use this for anything other than structure bashing in highsec? I mean, you're immobile, fragile, and shooting at guys who put out loads more damage than you do. While you are wearing a flashing neon sign saying 'bomb me please'.


The reason why I even came up with this idea was specifically for Anti-Capitol, it is otherwise a relatively weak ship.
It would be a lot more expensive than Talos, and less DPS than a Sieged Dread, so I doubt it would be the main structure basher.

It's role is a Niche role, arrive at field after the main fleet, take advantage of the inherent range bonus it has (25%) and if the situation is fit, take advantage of the Bastion Range bonus as well (Extra 25% putting you at 50%) which means it will hurt a **** ton at range, but it will have problems hitting anything sub-capitol, even with tracking bonuses.

Danika Princip wrote:
it should be able to do this while mobile enough that dreads can't track, and able to deal damage at long enough range that even supercarriers can't touch with drones (even T2 warden sentries!) if it's comparatively slow, and easy pickings for HACS (vaga, especially), well, I think that's what's called balance
my suggestion would be that instead of bonus to boost amount, a bonus to optimal
and maybe a role bonus along the lines of 50% decrease in RoF, 100% damage increase to (insert weapon type here)
or maybe 25% decrease RoF, 300% damage increase
you get the gist - these things will have high alpha, but long cycle times, excellent range, poor mobility and tracking, basically - good for alpha-ing caps/maybe decent for hurting supers?

It is capable of being mobile, and sorry for not clarifying in the post, the 5% per level Capitol Range bonus was supposed to be Optimal Range.
It will have 25% extra range (at level 5 obviously) so it will be able to outrange Dreads while still being able to be mobile enough that it is hard to track for dreads.
The Bastion is still 100% optional to use, but it is better in terms of blob fights where you do have an option to stay far off on the grid, and take advantage of the extra 25% range bonus you get from Bastions.
I kind of dislike the idea of reducing ROF as the base ROF is already 35s on Capitol Artillery. And it may be abused that the alpha is doubled but ROF is halfed, basically if it was like that, and I was FC'ing, I'd probably just slingshot them on to grid, (100 of them) target Cap or Super Cap, Alpha, Warp away, warp back to grid, repeat.
It would make the ship immensely hard to catchl, but still allow it to deal massive damage while basically off-grid tanking.

About the speed, it would be a T2 Battleship, and since I have not posted any specifics about its main hull stats, that is to be determined, but as everyone already knows, BS's tend to be relatively slow vessels :)

And everyone thanks for your replies.
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2014-02-27 00:02:30 UTC
But it won't hurt much at range really. Dreads will be able to reach out and touch them in their naughty places just by changing ammo and scripts, bombers will do truly disgusting things to them, and subcaps will feast on their entrails.

Against unsupported caps, these things could work. Problem is, so could neuting tempests (or any standard fleet doctrine really), for a fraction of the cost.

As was said earlier, you're looking at 50% of the cost of a dread, with higher skill requirements than a dread, no tank, no mobility, absolutely no chance whatsoever of alphaing a super off the field and the exact same ability as a bog standard alphafleet or tornado fleet to take out regular capitals.

Also, they'd be laughably easy to catch. Sit still for 60 seconds on grid with hostile caps, and you'll have dictors and ceptors coming out of places you didn't know you had.
Zan Shiro
Doomheim
#10 - 2014-02-27 00:54:44 UTC
I am also still wrapped up over why this would be preferred over dread counter hot drops.

Dreads can jump themselves.


Being nice I will give titan support. that titan bridge should be dropping in more support based sub-caps. Since dreads kill dreads...I know if a titan pilot or someone keeping them fed fuel for reinforce drops I'd be happier if bridges dropping support personnel and dread killing pilots in dreads jsut do their own thing with their hopping around.


Well that and looking big picture and having an op go sour....dreads not bubbled/hic pointed can gtfo to live another day in the blink of an eye. When its a complete rout and enemy takes advantage there are these marauders dropping like flies since stuck. Hell this sucks in even current BS's at less than 300 mil full fit as if the enemy locked down gates its a rough retreat out of the crap storm.

Hell worst case but with a bit of luck, a dread can break free, ride out a timer, safe log and days later roll the dice on a fast login to wating cyno alt once fleeted up to clear when system is less hot. I am looking at this here mini dread doing the same thing...and slow boating it home days later. I got 5 on death by gate camp the farther away from home this op happened.

Basically I know if these existed...I'd still take a dread anyway. As would most FC's I imagine.
KiithSoban
Mackies Raiders
Wild Geese.
#11 - 2014-02-27 01:49:00 UTC  |  Edited by: KiithSoban
This idea needs a lot more iteration and simplification. However, it seems like an ok idea. Some things that may or may not supplement your idea:

+50% bonus to mjd range (you go 150km instead)

increase cycle time of cap guns instead of damage. This, along with limited cargo space, would limit the time this "cap sniper" could b on the field.

The bastion module is totally unneeded here. These things should be vulnerable to ewar and b able to b remote repped (protected by a subcap fleet). I think what you were looking for is a way to force them to stand still. You can just say "they need an anchoring module to halt their speed and allow them to use dread guns".

Look at the implications this ship would have elsewhere. I guarantee this will be used primarily to grind down POCOs. Whether or not this may be a good thing is a big issue, and is probably where the majority of your backlash will come from.

I want to see logi appear on killmails! (by just repping)  See CSM "reasonable things"

Anhenka
The New Federation
Sigma Grindset
#12 - 2014-02-27 02:17:14 UTC  |  Edited by: Anhenka
OP, I think you far underestimate the range of dreadnaughts. Let's take a very conservative setup, likely to be far under actual performance.

Revelation with 2 t2 tracking computers.

Pulse lasers with Radio. Optimal 115km, with 20 KM falloff. Around 4.5k DPS at that range with only 2 Heatsinks, with the option to add in more Heatsinks/TC's when fitting off a likely nearby carrier or depot.. 4 Revs firing at that range will pump out nearly 200k damage in the first 5 seconds, and another 100k every 5 seconds after that.

Even blaster Moros can nuke a stationary target with a large sig out at 125km or so (1x Falloff, 2500 applied DPS from 5k Base)

Any flimsy yet high damage ship like the proposed mini-dread is going to be the first thing nuked off the field in short order every single time, with even 2-3 dreads being able to pop it under the duration of a bastion + align cycle.

While this does not prevent the possibility of out ranging close range fit dreads, doing so means you are going to be pushed past the critical 150KM mark allowing any subcaps with the dreads to combat probe and warp directly on top of you.
Mitsa Nutita
FrostBite Inc.
#13 - 2014-03-01 08:54:36 UTC  |  Edited by: Mitsa Nutita
Hey everyone, thanks for your many replies.

One thing that is repeating throughout the topic is that the ship will be stationary.

But if all you do is look at the modules available to a ship, then carriers are 100% as well.

I do like the suggestion of increasing the range bonus to 50%, but personally I think it is better to keep it at 25% (At Marauder 5).
If it is a mobile boat that can outrange the dreads by a significant amount, they may be to hard to deal with.

Although, if there is a larger consensus that it may be a good idea, I will definitely put it in my Original Post.

The Bastion Module will most likely be fitted, and will likely be used in situations where you need the range asap, and you are willing to take the risk of being stationary.

Right now with the current bonuses, it is a faster, more mobile, and deals higher damage than a normal dread, (EDIT: Unsieged) although with a tracking penalty to make up for the fact that it is supposed to be 100% anti-capitol (although there will most assuredly be someone who will find a way to use it differently)

Anhenka wrote:
Any flimsy yet high damage ship like the proposed mini-dread is going to be the first thing nuked off the field in short order every single time, with even 2-3 dreads being able to pop it under the duration of a bastion + align cycle.


Isn't that basically what happens to Talos, 'Nado's and so on already?

Flimsy yet high damage dealing monsters, even outranging and out-dps'ing battleships, but at a lower price.

KiithSoban wrote:
increase cycle time of cap guns instead of damage. This, along with limited cargo space, would limit the time this "cap sniper" could b on the field.

The bastion module is totally unneeded here. These things should be vulnerable to ewar and b able to b remote repped (protected by a subcap fleet). I think what you were looking for is a way to force them to stand still. You can just say "they need an anchoring module to halt their speed and allow them to use dread guns".

Look at the implications this ship would have elsewhere. I guarantee this will be used primarily to grind down POCOs. Whether or not this may be a good thing is a big issue, and is probably where the majority of your backlash will come from.


What would it help to increase the cycle time? Do you mean reduce the cycle time, and thereby increase the ROF?
That is honestly not a bad idea, as you write, it would limit the time it can stay on field without any logistical capabilities of the fleet (Carriers, haulers and the likes bringing ammo)

In terms of the Bastion Module, as I see it, there is no need to remove it from the vessel, it will most likely be underused, but does that really matter? It is there as an option if it is needed, to temporarily extend the range further.

As I wrote above.

Yes, it makes you vulnerable, but so does Siege on a Dread.
It is the bonus vs. risk. Do you dare to use it? Is it a good idea to use it now?

Zan Shira wrote:
am also still wrapped up over why this would be preferred over dread counter hot drops.

Dreads can jump themselves.


Being nice I will give titan support. that titan bridge should be dropping in more support based sub-caps. Since dreads kill dreads...I know if a titan pilot or someone keeping them fed fuel for reinforce drops I'd be happier if bridges dropping support personnel and dread killing pilots in dreads jsut do their own thing with their hopping around.


Well, one of the reasons I would personally prefer it, it has on-grid mobility, compared to a dread.

It has the options to go from system to system, and it would be easily able to outrange slow cat fleets, and other capitol fleets, maybe excluding some dread fits, but dreads will still have a tracking issue, allowing a subcap vessel to enter even critical mass super cap fleets.

It can also give chase, escape through gates and so on, yes they cannot jump by themselves, but neither can a subcap fleet you may field to deal with below critical mass cap fleets.

Titans will hardly have anything to do against them, beyond firing their guns, which Logi can most likely handle, and as the Titan suddenly has no Doomsday to counter these fella's with, the opposing side will be forced to drop subcaps at some point to deal with these guys, or hope they are lucky with their caps.

Danika Princip wrote:
Also, they'd be laughably easy to catch. Sit still for 60 seconds on grid with hostile caps, and you'll have dictors and ceptors coming out of places you didn't know you had.


As mentioned above, you are not required to use the Bastion module, you can fire without it, staying mobile.

Although I do agree with several peoples argument here that it should have at least a standard battleship sized stats, and will modify my original post to reflect this.
Alvatore DiMarco
Capricious Endeavours Ltd
#14 - 2014-03-01 10:49:32 UTC
This will definitely be relegated to highsec structure bashing. POSes in highsec don't usually shoot back, instead preferring to have high resists or lots of ewar.
Damien White
Deep Core Mining Inc.
Caldari State
#15 - 2014-03-01 10:57:25 UTC
Why do you want to destroy the capitol?


Anyway, stationary targets are toast no matter the "tricks" you want to use. They either get killed by Capitals or by their supportfleet jumping right on top of them.

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

Mitsa Nutita
FrostBite Inc.
#16 - 2014-03-01 19:29:51 UTC
Damien White wrote:
Why do you want to destroy the capitol?


Anyway, stationary targets are toast no matter the "tricks" you want to use. They either get killed by Capitals or by their supportfleet jumping right on top of them.


It is again, designed to have Sub-Cap fleets have a weapon to deal with caps, super caps and so on, be an efficient counter with mobility.
Because it is a bit dumb how Eve works now, it is litterally N+1 Gameplay, meaning who ever brings the largest fleets of Caps and Super Caps wins.
This will allow Subcaps a chance to really participate in the fight and be a threat to capitols.
Damien White
Deep Core Mining Inc.
Caldari State
#17 - 2014-03-01 19:33:02 UTC
But wherent ABC introduced to combat Capitals?

They have the firepower to kill them, the signature to avoid them, the speed to catch them and the maneuverability to circle them.

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

Mitsa Nutita
FrostBite Inc.
#18 - 2014-03-01 19:52:38 UTC
Damien White wrote:
But wherent ABC introduced to combat Capitals?

They have the firepower to kill them, the signature to avoid them, the speed to catch them and the maneuverability to circle them.


The ABC's don't really have enough DPS to deal with Capitol fleets, especially Critical Mass Battleship fleets.

Unless you field like 7-800 they can't even deal with a Critical Mass slowcat fleet, or they can, but they'll (Mathematically) sustain over 50% losses.

There is no viable counter to Critical Mass Cap fleets beyond a bigger critical mass cap fleet.
Damien White
Deep Core Mining Inc.
Caldari State
#19 - 2014-03-01 19:55:06 UTC
Yes but a Fleet out of stationary weapon platforms that work like and cost as much as dreads wont help either.

In this type of szenario nothing realy matters and you will not be able to kill any fleet with less than half of the fleet size as counterfleet.

97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,

"DO A BARREL ROLL!"

Anhenka
The New Federation
Sigma Grindset
#20 - 2014-03-01 20:05:32 UTC  |  Edited by: Anhenka
Mitsa Nutita wrote:

The ABC's don't really have enough DPS to deal with Capitol fleets, especially Critical Mass Battleship fleets.

Unless you field like 7-800 they can't even deal with a Critical Mass slowcat fleet, or they can, but they'll (Mathematically) sustain over 50% losses.

There is no viable counter to Critical Mass Cap fleets beyond a bigger critical mass cap fleet.


Honestly? Deal with it. Plenty of larger groups have had success with dealing with carriers using alpha maelstroms and the like. CFC has had plenty of success with crippling carrier fleets with Damping Celestis fleets, BL with Maelstroms, NC with HeroCats.

Just because you don't want to bring caps, you don't want to bring supers, you don't want to bring ewar, and you don't want to bring enough alpha to burst them or DPS to push through reps does not mean you need another easier way of killing capitals.

There is no absolute right that there has to be a subcap capable of safely fielding enough damage in small number to safely massacre fleets of tanked PvP capitals. If you want there to be, you are going to have to accept that any such ship will by necessity have lots and lots and lots of drawbacks as befitting any ship that could mount significantly more DPS at much further range than a gank BS, or more Alpha than a Maelstrom.

And since a subcap will not suffer the same restrictions regarding requiring cynos, cyno jamming, immobility, massive align time, slow max velocity, slow warp speed, low scan res, impractical weapon systems and the like, the drawbacks are going to have to be severe enough to compensate.

That means flimsy tank, easy to kill, big sig radius, likely bastion type mode, and limited range.

God mode super long range mobile tanky dreadnaught subcap capable of doing 5k DP at 150km is an insane pipedream.