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[Marauders] Still under used in PVP

Author
Emma Muutaras
State War Academy
Caldari State
#21 - 2014-07-30 12:53:36 UTC
isn't the real reason that marauders arn't used in pvp simple to figure out solo pvp is all but dead, and a tier 1 battleship with t2 logi support has more Survivability than a marauder in bastion mode and if you not utilizing the bastion mode there you may as well come in a T1 battleship that is 5x cheaper, the bastion mode will just get you killed in pvp your tank might be better you might rep more but when 30+ ships with logi support are hammering away at you your tanks gonna brake and your gonna kill nothing.
Frostys Virpio
State War Academy
Caldari State
#22 - 2014-07-30 13:03:49 UTC
Kagura Nikon wrote:
Hakan MacTrew wrote:
Vulfen wrote:
Dear CCP.

Personally i love the looks of the Marauders, and the concept behind them, i would love to be able to use them more often in PVP however they just are not good enough currently to justify their considerable cost.

For this reason i would like to see a general change across all of the Marauders where they loose 1 high slot and gain 1 low slot.

I believe that the marauders have to sacrifice too much of their tanking capabilities to fit themselves to operate within a fleet format.
Losing 1 high slot makes them a little worse at solo pvp (utility loss i.e smartbombs)
However being able to fit one more low slot mod makes up for most of this loss.

With this change however i see these ships being an excellent choice to spend extra isk on for big fleet engagments.

Marauders are designed as solo ships, hence their considerable active tanking bonuses and extensive utility slots.

The issue you have is not that they are unsuitable for PvP, but that they are unsitable for use in pvp fleets. They work quite well in small gangs and some solo pvp work.

So, realistically, why would a ship that is designed as a 'lone wolf', (which it does very well,) need to be rebalanced so that it can work better in fleets?



They still dont work WELL in small fleets, Because 99% of time is just better to bring a pirate battleship. They coudl ahve something different just to make them a niche where they are the correct ship to bring. That is why I said, make them be the best ship to siege a POCO or pos in high sec (by addign a cript that reduces massively tracking but gains damage) and you get a much more widespread osage of them in pvp. BEcause they will be brought for those sieges and they will have to fight when denfense forces arrive.


Bring drone boat to poco/tower bash. Ishtars for example.
Kagura Nikon
Native Freshfood
Minmatar Republic
#23 - 2014-07-30 13:49:46 UTC
Frostys Virpio wrote:
Kagura Nikon wrote:
Hakan MacTrew wrote:
Vulfen wrote:
Dear CCP.

Personally i love the looks of the Marauders, and the concept behind them, i would love to be able to use them more often in PVP however they just are not good enough currently to justify their considerable cost.

For this reason i would like to see a general change across all of the Marauders where they loose 1 high slot and gain 1 low slot.

I believe that the marauders have to sacrifice too much of their tanking capabilities to fit themselves to operate within a fleet format.
Losing 1 high slot makes them a little worse at solo pvp (utility loss i.e smartbombs)
However being able to fit one more low slot mod makes up for most of this loss.

With this change however i see these ships being an excellent choice to spend extra isk on for big fleet engagments.

Marauders are designed as solo ships, hence their considerable active tanking bonuses and extensive utility slots.

The issue you have is not that they are unsuitable for PvP, but that they are unsitable for use in pvp fleets. They work quite well in small gangs and some solo pvp work.

So, realistically, why would a ship that is designed as a 'lone wolf', (which it does very well,) need to be rebalanced so that it can work better in fleets?



They still dont work WELL in small fleets, Because 99% of time is just better to bring a pirate battleship. They coudl ahve something different just to make them a niche where they are the correct ship to bring. That is why I said, make them be the best ship to siege a POCO or pos in high sec (by addign a cript that reduces massively tracking but gains damage) and you get a much more widespread osage of them in pvp. BEcause they will be brought for those sieges and they will have to fight when denfense forces arrive.


Bring drone boat to poco/tower bash. Ishtars for example.



It is still a sub par performance. Doable but around max of 700 dps. Woudl be a great role for marauders to be good at that. You can easily make them dish 1500-2k + dps with reduced tracking and that would not create any unbalance in rest of game (becausse they wuodl be ble to hit only 2 things, Structures and other marauders .. )

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

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#24 - 2014-07-30 14:09:23 UTC  |  Edited by: Bronson Hughes
I would support the idea of scripting the Bastion Module to swap between granting bonuses to DPS or tank (leave the projection bonuses as-is, at least in "tank" mode). They'd be great for hisec POS bashes if they could put out more DPS while the Bastion Module was running. Leave the slot layout as it is though; giving them utility in PvP is fine, but remember that their core mission is still just that: missions.

Lothras Andastar wrote:
You do realise they were given gimped sensor strength SPECIFICALLY so they would not be used in PVP, right?

They are still balanced primarily towards PvE, yes, but this changed somewhat when Bastion Modules were released. The total EWar immunity makes them a good PvP platform when in Bastion Mode, but not so much out of it.

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Arya Regnar
Darwins Right Hand
#25 - 2014-07-30 14:20:39 UTC
Danika Princip wrote:
...Just how much tank do you want from these things?

Enough tank to tank a single dread, like it matters, as soon as you get a dread dropped on them they go up in flames.

EvE-Mail me if you need anything.

Alvatore DiMarco
Capricious Endeavours Ltd
#26 - 2014-07-30 14:26:39 UTC  |  Edited by: Alvatore DiMarco
Vulfen wrote:
They are active tankers while in bastion. while outside of bastion they are like any other ship.


There's a bonus to local reps baked into the hull, too. That doesn't tell you that the ships were designed around active tanking - both inside Bastion and out?

Arya Regnar wrote:
Danika Princip wrote:
...Just how much tank do you want from these things?

Enough tank to tank a single dread, like it matters, as soon as you get a dread dropped on them they go up in flames.


Could that have something to do with how Bastioned Marauders are stationary and how dreads, which were introduced specifically as structure killers during pre-Dominion sov, are amazing at hitting stationary targets?
The Djego
Hellequin Inc.
#27 - 2014-07-30 14:51:48 UTC
Vulfen wrote:

I believe that the marauders have to sacrifice too much of their tanking capabilities to fit themselves to operate within a fleet format.


The hole idea behind the bastion was being absolutely pointless for anything else and justify the bastion nerfs for being able to semi afk tank pve content. I still would like to see a 2. marauder line-up balanced not around bastion but being a very effective and flexible pve and pvp ship, high speed, high dps and lots of utility like spider tanking support or flawless dps scaling from 0 to 100km with interchangeable sentry sets and room for drone links(Kronos) or in case of the Golem finally a hull that is good with trops. You could also reduce the build cost of the additional hulls to something what is more in the 500-600M area as final price tag, making them more attractive for pvp.

This was my pick on marauders, I did this last year a while before the marauder changes happened, what left me very unsatisfied with multiple marauder 5 chars and me using them a lot before the changes, not so much after them.

http://failheap-challenge.com/showthread.php?13247-Marauders

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Lugia3
Federal Navy Academy
Gallente Federation
#28 - 2014-07-30 21:24:04 UTC
The Djego wrote:
Vulfen wrote:

I believe that the marauders have to sacrifice too much of their tanking capabilities to fit themselves to operate within a fleet format.


The hole idea behind the bastion was being absolutely pointless for anything else and justify the bastion nerfs for being able to semi afk tank pve content. I still would like to see a 2. marauder line-up balanced not around bastion but being a very effective and flexible pve and pvp ship, high speed, high dps and lots of utility like spider tanking support or flawless dps scaling from 0 to 100km with interchangeable sentry sets and room for drone links(Kronos) or in case of the Golem finally a hull that is good with trops. You could also reduce the build cost of the additional hulls to something what is more in the 500-600M area as final price tag, making them more attractive for pvp.

This was my pick on marauders, I did this last year a while before the marauder changes happened, what left me very unsatisfied with multiple marauder 5 chars and me using them a lot before the changes, not so much after them.

http://failheap-challenge.com/showthread.php?13247-Marauders


So basically, you want a super-tanky battleship that can apply good dps on any target at any range while still having gtfo ability AND the utility to spider tank? Not to mention it costing half the current cost. 100% OP as ****.



Go get a supercapital, because thats what you just described.

"CCP Dolan is full of shit." - CCP Bettik

James Baboli
Warp to Pharmacy
#29 - 2014-07-30 22:32:01 UTC
Arya Regnar wrote:
Danika Princip wrote:
...Just how much tank do you want from these things?

Enough tank to tank a single dread, like it matters, as soon as you get a dread dropped on them they go up in flames.

I can get a vargur to burst tank 30k DPS cold. Highest DPS I've seen from a single dread is 9k. please elaborate.

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Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#30 - 2014-07-30 23:28:41 UTC  |  Edited by: Hakan MacTrew
Frostys Virpio wrote:
Bring drone boat to poco/tower bash. Ishtars for example.

You can get over 1250 DPS out of an Armageddon without using rigs for less isk AND it keeps 2 utility highs which means a cloak doesn't gimp it's DPS.


Anyway, Marauders will never work as fleet based ships, and they SHOULDN'T do so either.

Surely it would make more sense to consider T2 versions of the former tier 3 battleships to be put forward as 'fleet ships'?

And as with any new ship, what would they be expected to do that other ships don't, (or at least don't do as well,) and how can they be implemented without being unbalanced?

(This is a blatant 'Khanid Abaddon' plug btw, just in case people missed it...)
The Djego
Hellequin Inc.
#31 - 2014-07-31 00:52:44 UTC  |  Edited by: The Djego
Lugia3 wrote:

So basically, you want a super-tanky battleship that can apply good dps on any target at any range while still having gtfo ability AND the utility to spider tank? Not to mention it costing half the current cost. 100% OP as ****.


Do you claim marauders where overpowered back then? If yes, then you are probably the only person in eve, only a few people actually used them, even less of them and really did know what the differences where and where they did outperform pirate/faction counterparts by offering the better tool for the job. They where useful for a few niches and by addressing the actual issues of the hulls had back then instead of slapping bastion on them they are suddenly overpowered? This is hilarious. All it does is to emphasise here strengths they had, fixing the real issues in the design and put them on a price tag where they become a very good alternative compared to faction and pirate BS in PVP, by having a different focus and offering different advantages, not because they are straight better.

In pvp today you see a lot of faction, pirate and T2 hulls for frigs and cruisers, however for BS such a choice and option is not really there atm. All you have is Black Ops that are useful for certain kind of fleets and tactics but fairly niche or the current marauders that rarely see pvp use outside dock or jump range.

Navy Apoc vs Paladin, EHP is fairly equal by the extra low on the Navy Apoc and the higher base armor, projection is a bit better on the Apoc, dps on the Paladin. While the Apoc itself is slightly faster the mwd bonus on the Paladin allows it to utilize the mwd more. Also the paladin matches fairly well the Nightmare, in Tach performance being a real armor counterpart, for a ship that currently got no armor match(the old paladin kind of was, since it could compensate the lack of tracking by overloaded webs at close).

Vindicator vs Kronos, the Vindi does more DPS at point blank and is a bit faster, however the Kronos can move more steady and project the dps both with sentry drones and rails, gearing it more to medium range engagements and more free movement. Basically a real T2 version of the Megathron, that is like the Mega not only good at point blank but very good at up to 150km range in a fleet fight. The hole idea behind the Megathron rebalancing was to make it more flexible at different ranges, while the original Megathron ship type was rolled into the Hyperion.

Vargur vs Mach, Mach is faster, warps faster, got less sig and more shield HP, Vargur with the optimal and tracking bonus pulls ahead in medium range performance with artillery, especially during movement. Mach also does more DPS.

CNR vs Golem, fitted with CMs they nearly perform the same, since the hull will be out of painter optimal with CMs most of the time(utilizing it at long range) it doesn't get so much of a advantage. However the higher speed and the ability to break most standard firewalls with torps make it fairly different at close range.

In my opinion you simply don't understand where marauders where used and what niches the actually had before the bastion changes.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Arthur Aihaken
CODE.d
#32 - 2014-07-31 05:10:48 UTC
I'd be content with being able to paint the suckers. At least the Golem, anyway.

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

Bullet Therapist
FT Cold Corporation
#33 - 2014-07-31 17:29:36 UTC  |  Edited by: Bullet Therapist
I was never really a fan of the bastion module to begin with. I think a lot of the issue with marauders stems from the bastion module itself. Being tied down to a single location in space is too big of a drawback to outweigh almost any benefit it would grant a sub-capital. The analogy people made when the bastion module was introduced was to dreadnoughts, which is apt. Dreadnoughts, while very powerful in certain circumstances, are very vulnerable because of their siege module, even against sub-capitals. Local reps will never be able to match the power of logistics, especially given the preference of players to fit cap destabilizers in PVP.

In PVE, well, its just overkill. There are so many ships that perform just as well for so much less cost and risk. The immunity to ECM is nice, but isn't really that necessary, given that the best PVE hulls are already resistant to the most annoying types of NPC e-war. Moreover tank is rarely an issue in PVE, and is the least of my concerns when building a ship for anomalies or level 4 missions.

Marauders, battleships, combat battle-cruisers, and a few of the brawling fits need to be looked at. People aren't going to use marauders, or any of the above mentioned ships in PVP for any number of reasons, most of which stems from the hulls themselves. Marauders in particular are limited by their hull size, weapon size, and bastion module. I don't think you'll see them used until something gets changed, and given CCP Rise's reluctance to address the issue and his apparent affection for smaller ship classes (I don't really know that he feels this way, but the growing disparity in combat power between the cruiser and down hulls vs CBCs and battleships certainly make it seem that way) I'm starting to think it's never going to happen.

Personally, I love the solo game in EVE, particularly in PVP. On my PVP alt I do participate in some fleet action, but more often than not, I go it alone. Its a hard, uphill exorcise most of the time, but it can be rewarding too. Something I do like that I've garnered from the bastion module is the idea of trading the ability to receive remote reps, fleet boosts, or command ship boosts for a little extra combat power. Hell, I'd love to see a module that doesn't allow you to join a fleet even. Anything that gives you fair trade-off from the ability to get powerful fleet oriented benefits to a solo oriented player.
RoAnnon
Republic University
Minmatar Republic
#34 - 2014-07-31 18:52:50 UTC
I've never really understood this type of thread, the whole "[insert favorite ship] isn't used enough for [random role in-game]". I get the idea of liking certain ships, what I don't get is wanting them changed to fit some role that either A) they're not currently designed for or B) other ships do so much better. That's the main reason that marauders aren't used in PVP, they suck at it and other cheaper ships are better at it.

It comes across as the equivalent of complaining that not enough Pick-up Trucks are driven in F1 racing...

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

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Alundil
Rolled Out
#35 - 2014-07-31 19:13:02 UTC
Marauders weren't intended to be engaging in "fleet" PvP though. That's pretty clear from pretty much all of the CCP statements concerning their "tierification".

They have some roles that they perform really well in. And some others that they do not. I don't see what's wrong with that.

I'm right behind you

Altirius Saldiaro
Doomheim
#36 - 2014-07-31 20:14:26 UTC
Ncc 1709 wrote:
Don't you Dear mess with my Golem. its perfectly fine as it is
and none ever try to solo a marauda, its usually small gangs vs a marauda
my last marauda loss was to a 15 man ishtar gang, which nuet it dry and the cap booster couldn't keep up

if anything, bastion modual needs a resistance to nueting, something to stop them dying to the first set of nuets


I like that idea. If I can't receive remote reps or cap, why should they be able to drain or neut my cap?
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