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Ewarstion Black Ops (answer for CCP fozzie)

Author
Keith Planck
Sebiestor Tribe
Minmatar Republic
#1 - 2014-08-18 22:20:05 UTC  |  Edited by: Keith Planck
During the WH townhall I asked CCP fozzie if we could get some ships to replace carriers and dreads as force multipliers in wormholes. He asked what we could do to marauders as the Nestor is covering the carrier role) and I didn't have an answer for him. So I give you Ewar marauders or Ewastion Black O(ps.

Marauders would just get the individual bonuses while Bastion is activated.
Black ops would get a new ewarsation module that would make the ship immune to ewar and velocity to 0 (no tank bonus but can still receive reps).

The fact that marauders (or black ops with an ewarstion) cant move would be balanced out with range bonuses, effectiveness of the ewar type would be increased, however each kind of ewar bonus also comes with a disadvantage like long cycle time or massive cap usage.


Kronos or Sin
200% increase in Remote Sensor Dampener cycle time
37.5% bonus to Remote Sensor Dampener effectiveness
37.5% bonus to Remote Sensor Dampener optimal range and falloff

Paladin or Redeemer
250% bonus to Energy Vampire and Energy Neutralizer drain amount
100% increase in Energy Vampire and Energy Neutralizer cycle time
50% bonus to Energy Vampire and Energy Neutralizer transfer range

Vargur or Panther
400% increase in Stasis Webifier cycle time
50% bonus to Stasis Webifier effectiveness
60% bonus to Stasis Webifier optimal range

Golem or Widow
30% Bonus to ECM Target Jammer strength
37.5% Increase in ECM Target Jammer optimal range and falloff
500% Increase in ECM Target Jammer capacitor usage
Gunrunner1775
Empire Hooligans
#2 - 2014-08-18 22:24:16 UTC
i pilot a marauder and sorry bud, that would make my ship so over powered i would never leave it
jiujitsutou
The Scope
Gallente Federation
#3 - 2014-08-18 22:26:02 UTC
While im not sure about the suggested ewar bonuses in detail i like this idea.
On a sidenote this seems like clearly Blackops bonuses to me ( i consider Marauder Larger Hacs and Black Ops Larger Recons (cause they are sneaky rather than bruteforce))
Keith Planck
Sebiestor Tribe
Minmatar Republic
#4 - 2014-08-18 22:26:59 UTC
jiujitsutou wrote:
While im not sure about the suggested ewar bonuses in detail i like this idea.
On a sidenote this seems like clearly Blackops bonuses to me ( i consider Marauder Larger Hacs and Black Ops Larger Recons (cause they are sneaky rather than bruteforce))


I'm leaning for a black ops kinda thing as well, but I feel like that would be more difficult for CCP to do :/
Eldwinn
Deep Core Mining Inc.
Caldari State
#5 - 2014-08-18 22:32:01 UTC
Keith Planck wrote:


Kronos or Sin
200% increase in Remote Sensor Dampener cycle time
37.5% bonus to Remote Sensor Dampener effectiveness
37.5% bonus to Remote Sensor Dampener optimal range and falloff

Paladin or Redeemer
250% bonus to Energy Vampire and Energy Neutralizer drain amount
100% increase in Energy Vampire and Energy Neutralizer cycle time
50% bonus to Energy Vampire and Energy Neutralizer transfer range

Vargur or Panther
400% increase in Stasis Webifier cycle time
50% bonus to Stasis Webifier effectiveness
60% bonus to Stasis Webifier optimal range

Golem or Widow
30% Bonus to ECM Target Jammer strength
37.5% Increase in ECM Target Jammer optimal range and falloff
500% Increase in ECM Target Jammer capacitor usage


What could go wrong? Lolz, way to overpowered.
Keith Planck
Sebiestor Tribe
Minmatar Republic
#6 - 2014-08-18 22:33:03 UTC
Eldwinn wrote:
Keith Planck wrote:


Kronos or Sin
200% increase in Remote Sensor Dampener cycle time
37.5% bonus to Remote Sensor Dampener effectiveness
37.5% bonus to Remote Sensor Dampener optimal range and falloff

Paladin or Redeemer
250% bonus to Energy Vampire and Energy Neutralizer drain amount
100% increase in Energy Vampire and Energy Neutralizer cycle time
50% bonus to Energy Vampire and Energy Neutralizer transfer range

Vargur or Panther
400% increase in Stasis Webifier cycle time
50% bonus to Stasis Webifier effectiveness
60% bonus to Stasis Webifier optimal range

Golem or Widow
30% Bonus to ECM Target Jammer strength
37.5% Increase in ECM Target Jammer optimal range and falloff
500% Increase in ECM Target Jammer capacitor usage


What could go wrong? Lolz, way to overpowered.


Care to explain?
Mike Voidstar
Voidstar Free Flight Foundation
#7 - 2014-08-18 23:10:55 UTC
If the idea is to broaden and diversify maurader roles, then it seems that a series of Bastion-like modules could be introduced.

Current Bastion increases tank and application of dps. The reliance on local tank enforced by being unable to receive remote assistance of any kind makes it a flanking skirmisher.

An Assault module could increase raw dps without the tank bonus, leaving either the immunity to ewar or a much enhanced resistance, and allow fleet support in the form of remote boosts and logistics.

Support module could improve sensors and provide range/cap/performance of fleet assistance modules like sensor boosters and logistics.

Command module could allow for the deployment of links, only while active.

Other roles could be rolled out, making mauraders able to take full advantage of the spare slots and fill many gaps in the battleship ship lines.
Linkxsc162534
Silent Scourge
#8 - 2014-08-19 00:22:31 UTC
Keith Planck wrote:
Eldwinn wrote:
Keith Planck wrote:


Kronos or Sin
200% increase in Remote Sensor Dampener cycle time
37.5% bonus to Remote Sensor Dampener effectiveness
37.5% bonus to Remote Sensor Dampener optimal range and falloff

Paladin or Redeemer
250% bonus to Energy Vampire and Energy Neutralizer drain amount
100% increase in Energy Vampire and Energy Neutralizer cycle time
50% bonus to Energy Vampire and Energy Neutralizer transfer range

Vargur or Panther
400% increase in Stasis Webifier cycle time
50% bonus to Stasis Webifier effectiveness
60% bonus to Stasis Webifier optimal range

Golem or Widow
30% Bonus to ECM Target Jammer strength
37.5% Increase in ECM Target Jammer optimal range and falloff
500% Increase in ECM Target Jammer capacitor usage


What could go wrong? Lolz, way to overpowered.


Care to explain?


Thats right, we need Golems to be slinging out 10point jams, to blackbird ranges,while themselves beign unjammable, and still ridiculiously tanked.

Guys try this, bring a marauder with your gang, have it close range fit, throw a smartbomb and a couple nosses on it (or med neuts, I think with nosses because you can nos your allies for cap while in bastion) give it a great tank and get its dps over 1300, and go out and tuck a couple peoples faces in. You can't be jammed, if they aren't paying attention when oyu come out of bastion they might miss putting scrams on you and lose you. Couple cap boosters (which are great on marauders because they have huge cargos) or for a golem theres the ASB. And you have a ship that probably won't be primaried because its just that hard to kill, while putting out savage DPS, that given the right support (hell, 2 marauders, a Kronos and Golem working together, golem TPin and the Kronos tackling, you'll have a very hard pair to break)
Keith Planck
Sebiestor Tribe
Minmatar Republic
#9 - 2014-08-19 00:32:13 UTC  |  Edited by: Keith Planck
Linkxsc162534 wrote:
Keith Planck wrote:
Eldwinn wrote:
Keith Planck wrote:


Kronos or Sin
200% increase in Remote Sensor Dampener cycle time
37.5% bonus to Remote Sensor Dampener effectiveness
37.5% bonus to Remote Sensor Dampener optimal range and falloff

Paladin or Redeemer
250% bonus to Energy Vampire and Energy Neutralizer drain amount
100% increase in Energy Vampire and Energy Neutralizer cycle time
50% bonus to Energy Vampire and Energy Neutralizer transfer range

Vargur or Panther
400% increase in Stasis Webifier cycle time
50% bonus to Stasis Webifier effectiveness
60% bonus to Stasis Webifier optimal range

Golem or Widow
30% Bonus to ECM Target Jammer strength
37.5% Increase in ECM Target Jammer optimal range and falloff
500% Increase in ECM Target Jammer capacitor usage


What could go wrong? Lolz, way to overpowered.


Care to explain?


Thats right, we need Golems to be slinging out 10point jams, to blackbird ranges,while themselves beign unjammable, and still ridiculiously tanked.

Guys try this, bring a marauder with your gang, have it close range fit, throw a smartbomb and a couple nosses on it (or med neuts, I think with nosses because you can nos your allies for cap while in bastion) give it a great tank and get its dps over 1300, and go out and tuck a couple peoples faces in. You can't be jammed, if they aren't paying attention when oyu come out of bastion they might miss putting scrams on you and lose you. Couple cap boosters (which are great on marauders because they have huge cargos) or for a golem theres the ASB. And you have a ship that probably won't be primaried because its just that hard to kill, while putting out savage DPS, that given the right support (hell, 2 marauders, a Kronos and Golem working together, golem TPin and the Kronos tackling, you'll have a very hard pair to break)


And then watch it die horribly to half a dozen ishtars?
And yeah, the ECM cap usage was supposed to be able to stop its tank from getting out of hand, what would really help is bonuses that would stop the ships from dpsing, a paladin has that built in with ewar slots filling up the high slots, vargurs will take a hit to tank with mid slots.` kronoi will have bad range? I dunno, maybe give the marauders the ewar bonus when their NOT in bastion?

ewastion black ops = the best idea
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#10 - 2014-08-19 01:11:14 UTC
How about a sub cap carrier?

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Keith Planck
Sebiestor Tribe
Minmatar Republic
#11 - 2014-08-19 02:32:11 UTC
Angeal MacNova wrote:
How about a sub cap carrier?


nestor
Linkxsc162534
Silent Scourge
#12 - 2014-08-19 02:56:52 UTC
Keith Planck wrote:
Linkxsc162534 wrote:

Guys try this, bring a marauder with your gang, have it close range fit, throw a smartbomb and a couple nosses on it (or med neuts, I think with nosses because you can nos your allies for cap while in bastion) give it a great tank and get its dps over 1300, and go out and tuck a couple peoples faces in. You can't be jammed, if they aren't paying attention when oyu come out of bastion they might miss putting scrams on you and lose you. Couple cap boosters (which are great on marauders because they have huge cargos) or for a golem theres the ASB. And you have a ship that probably won't be primaried because its just that hard to kill, while putting out savage DPS, that given the right support (hell, 2 marauders, a Kronos and Golem working together, golem TPin and the Kronos tackling, you'll have a very hard pair to break)


And then watch it die horribly to half a dozen ishtars?
And yeah, the ECM cap usage was supposed to be able to stop its tank from getting out of hand, what would really help is bonuses that would stop the ships from dpsing, a paladin has that built in with ewar slots filling up the high slots, vargurs will take a hit to tank with mid slots.` kronos will have bad range? I dunno, maybe give the marauders the ewar bonus when their NOT in bastion?

ewastion black ops = the best idea


Well the world isn't ishtars, perhaps in the areas you fly.
I know they're becoming prevalent but remember you can fit a MJD, get on top of the ishtars and smartbomb their drones down, that or MJD away "HERP DERP They'll have tackle" thats what makes the bastion such a BS mod, because people don't always pay attention to when you're in and out of bastion.
The Kronos I read about fighting, jumped into a lowsec gatecamp of ~10 people (it got 3 kills solo including a vindicator, before it got gunned down)
And you think a dozen ishtars would primary a marauder thats mixed into a fleet of a dozen other ships? Most marauder PVP fits I've seen can tank over 8k for about a minute when heated, and just keep your logis locked up and ready to land reps/cap when the bastion drops. Even unheated they can often pull a 6.5k omni tank as long as their cap boosters hold out (which if you take the extra effort to carry a container in your cargo for a little extra storage, is a very long time) And thats before you consider fleet boosts. (Armor is probably best in this regard because of the armor resist shifter)
After that its just falling into the pitfalls of all BSes in that they're slow and have poor tracking (thats why you have support who bring webs/TPs). Meanwhile you're a BS that has dps out the wazoo, that all the close range ones can hit out to 30-40km.
Mike Voidstar
Voidstar Free Flight Foundation
#13 - 2014-08-24 10:14:04 UTC
Really, the functionality of any of the deployables recommends itself for a bastion style module to create a situation where marauders become the backbone of fleets that are indeed intended to penetrate into enemy space and pillage.

Module that creates a ship maintenance array when activated, while creating a largish corp hanger for fittings, allowing for mobile yet resilient logistics. Rather than stopping all movement, slow speed to 99% so the ship is capable of aligning to help keep it mobile.

Module that acts as the microjump deployable, mirroring the bridging ability for use in hit and run tactics on a local grid level.

Cynojamming, even theft of moon mining products... all fit within tactics that the name marauder suggests the ships should be employed in.