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Marauders: Underwhelming. Fix Ideas

Author
Amaroq Dricaldari
Ministry of War
Amarr Empire
#81 - 2012-02-10 08:24:44 UTC
Bump

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m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#82 - 2012-02-11 21:38:06 UTC
For your proposed bonus changes (which I completely disagree with them), what would you give up to have those added?

A mwd bonus on a Kronos would be completely useless for 90% of the people that would fly it. Rails is the way to go.

I prefer beams in missions, they're just superior to pulses for pve (mostly). Not to mention the Paladin is one of the few ships able to fit tach's. Honestly, tachyon's need their pg reduced...

The Golem with a cap bonus to shield boosters is meh. Like I said, what would you have to give up to get that bonus... something far more useful, I can tell you that.

Vargur isn't a mach. No AB/MWD bonus.

You're wanting bonuses to fits that most people wouldn't use, even with those bonuses, they'd prob get ignored. And as for the salvage amount bonus? Like already said, that'd become THE salvage boat and nobody would use a Noctis. You can't have a bonus on ship that gets salvage from where it doesn't exist...
Spugg Galdon
Federal Navy Academy
Gallente Federation
#83 - 2012-02-12 13:08:09 UTC
The bonuses I've suggested are just examples of what the tractor beam bonus could be changed for. I've gone for more capacitor saving bonuses. The Kronos MWD bonus is useful and would give a blaster fit option without compromising the rail fit as you don't really need to use it. The AB speed bonus I suggested could be a AB/MWD duration bonus or something else altogether.

What kind of bonus would you like instead of the tractor beam bonus?
Lord Drokoth
Hostile.
PURPLE HELMETED WARRIORS
#84 - 2012-02-12 19:54:04 UTC
I have also found marauders rather underwhelming.. mainly the paladin. my golem did its job well but i had to fit it with a rather expensive fit for it to really come out to its own.
The thing with marauders as people have quite rightly said is that they are only good for solo pve and other very similar roles. where they sit in a mission, plex etc and salvage as they go along to save time or the need for an alt.
With their pre nerfed damage (the pali origionally had a 7.5pc tracking speed bonus per level) their vulnerability to ewar and their low ehp they are almost impossible to fit for PVP in a way that faction battleships cant do better.
Although i dont want to make faction bs redundant i think they aught to be changed in a fasion that will allow them to be feasible in pvp and pve in their current roles.

The difference between the Tech II bs and the Tech II BCs is their resist profiles. maybe if the marauders (and maybe the blackops?) had the same profiles they would be more viable for combat. Though if this was done, the marauders repping bonuses would probably need to be changed as they could end up tanking too much dps.
But this would result in some interesting trimark hp marauder fittings that could be used to PVP in while also carrying out the same role in pve due to the tanks running similar values... without delivering overpowered dps.

Just a few thoughts.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#85 - 2012-02-12 20:20:43 UTC
Excluding the idea of new sized tractor beams, I don't want the tractor bonus removed from marauders. I want it improved. Along with having a bonus to help salvage wrecks faster, maybe cycle time or improved chance of salvage per cycle.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#86 - 2012-02-14 06:16:04 UTC
So you would be happy dropping the tractor beam bonus and introducing medium and large variants.
Then giving the Marauders a new bonus. Would you prefer this new bonus to be a salvaging bonus or something useful in PvP too?

Also, how many people are in favour of increasing the Marauder damage bonus from 100% to 125%?
Amaroq Dricaldari
Ministry of War
Amarr Empire
#87 - 2012-02-14 07:13:14 UTC
I am in cavorted of a damage increase.

And speaking of Salvaging and Tractor Beams, have you ever heard of someone loading a Noctis with Smartbombs?

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Spugg Galdon
Federal Navy Academy
Gallente Federation
#88 - 2012-02-14 09:33:25 UTC
Amaroq Dricaldari wrote:

And speaking of Salvaging and Tractor Beams, have you ever heard of someone loading a Noctis with Smartbombs?



I don't understand. Are you infering that you wouldn't/shouldn't put smart bombs on a Noctis as it's an industrial ship focused on salvaging operations? I don't see how this is relevent because a Marauder isn't an industrial ship. It is a "combat" ship with a rubbish tractor beam bonus.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#89 - 2012-02-14 23:06:55 UTC
I was saying that because my friend recently reported getting smartbombed by a Noctis. It was an off-topic remark.

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m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#90 - 2012-02-16 14:40:19 UTC
I'm okay with the idea of tractor beam size variants, but not totally for it either. What would be the range on the small ones? 20km, 40? What about mediums and/or large? This would effectively make the Nightmare a marauder (in a current use sense). Most ships don't have the extra highs to make effective (current) marauder use of them, but the nightmare (and bhalgorn?) both have 4 guns with a 100% bonus and 3 spare highs. This furthers the problem of paladin vs nightmare. While the Noctis I assume would be stuck with "small" tractor beams (say, 20km) to keep its bonuses as is. What about the medium and large tractor cpu/pg? Would their cpu or pg be scaled enough to keep them from being fit on ships too small for them? What would that do to current ships' fits trying to make use of them. Just drop down to using a small/medium on a bs fit with too little pg/cpu?

There's a lot more to consider than just "throw this in the game". Your idea isn't bad, just saying we gotta think about all that it would effect. Which is kind of what's good about what I've suggested in that the changes are minimal and aren't game breaking or anything. In a perfect world, we'd get your tractor variants and get a special role bonus on the marauders to reduce cpu/pg usage of them without compromising another bonus for it. With the minimal changes, the marauders would get a much needed buff. We can hope for the 125% damage bonus, but even without it they would still get a huge boost fixing what they came pre-nerfed with. If you get what I'm saying.
Wolodymyr
Breaking Ambitions
#91 - 2012-02-16 16:16:32 UTC  |  Edited by: Wolodymyr
Right now marauders are just solo pve grinding machines for people too lazy to dock up and warp back to their site in a noctis.

I'd like to see marauders playing a front line role in pvp, especially since the only other T2 battleship (Black Ops) is only used as a roving hot drop platform that spends most of it's time cloaked up in a safe spot.

Add a neut, RR, cap transfer, or smart bomb bonus for people to play with those extra high slots.

m3talc0re X wrote:
For your proposed bonus changes (which I completely disagree with them), what would you give up to have those added?

Give up the tractor beam bonus and go buy a Noctis.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Tchulen
Trumpets and Bookmarks
#92 - 2012-02-16 16:46:30 UTC
I use my Golem for doing lvl4 epic arcs.

I like my Golem.

I don't want to have to drag two ships about the place just so I can salvage from each mission. A golem is the perfect lvl4 epic arc ship.

You leave my Golem alone you nasty nasty people! Bad pod people! If I could I'd slap your wrists and send you to bed with no dinner.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#93 - 2012-02-16 19:05:00 UTC
@m3talc0re X
Concerning the suggested large and medium tractor beams fitting and capabilities:
[Approx]
Large: 500 PG 40 CPU Activation: 25 range: 40 km Velocity: 2000m/s
Med : 80 PG 30 CPU Activation: 10 range: 30 km Velocity: 1000m/s
Small - as is

How do those fitting stats sit with you?


m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#94 - 2012-02-17 02:34:19 UTC
See, there's a problem with that though. Unless the Paladin (and probably Vargur, too) get more powergrid, this would cause problems. For instance, this is my Lv4 Paladin fit, nothing special:

Quote:
[Paladin, PvE Lv4's]
Imperial Navy Large Armor Repairer
Armor Thermic Hardener II
Armor Thermic Hardener II
Armor EM Hardener II
Tracking Enhancer II
Imperial Navy Heat Sink
Imperial Navy Heat Sink

Tracking Computer II
Tracking Computer II, Tracking Speed
Cap Recharger II
Cap Recharger II

Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Small Tractor Beam II
Salvager II
Salvager II

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II


With this fit, I have a whole 6pg to spare. 6... I couldn't fit anything other than the small tractor beams. And without the Marauder bonus, they would be useless. Not to mention, I think the marauders should have a little further reach with tractor beams than what they have now, the 40km large tractor beam wouldn't fix that. And would their be t2 variants? Making the large reach 48km like the small t2 on a marauder will now?

Also, can the trolls please refrain from posting...
Marauders do not need "pvp bonuses" added to them. You fix the problems they have right now and they can much more easily be used in the pvp roles you're wanting them in. It's got the spare highs to fit RR/cap transfer modules, something most other ships do not or have to give up a gun/launcher to fit. A battleship with 3 spares highs and formidable dps is PLENTY of reason to use one. They don't need to be OP'd.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#95 - 2012-02-17 12:05:54 UTC
Yes... It would be extremely difficult to fit "large" tractor beams to a beam Paladin. However... if the paladin dropped its current tractor beam range bonus for a 50% optimal pulse lasers would become a very attractive fit (50% optimal bonus gives you 60-70km optimal with Scorch before other mods are factored in + loads of PG left over). Not to mention the extra tracking and DPS pulse lasers will offer you.

I feel the Vargur performs far better with Autocannons over Artillery anyway as its PG and bonuses seem to benefit AC's over Artillery. So the Vargur (IMHO) would only benefit.

Also, other ships (read faction BS's) would probably struggle to fit large tractor beams without compromising their fit with heavy PG requirements on large tractor beams.

How does that grab you now I've added a different perspective?

Typhu5
Viziam
Amarr Empire
#96 - 2012-02-17 18:29:24 UTC
I'm following this Topic for a few days now and i can say that i like my Paladin.... but,
after comparing with the Apoc i know that the Pala is not really good.
I tell you why.

First the cap.
Apoc 7500 GJ
Pala 5625 GJ w/h BS V
Pala 7031 GJ with BS V

Why is there a 5% bonus to capacitor capacity.... Why not a bonus like always?
Why not give the Paladin 7000 GJ cap and as always a skill bonus to the Large Energy Turret capacitor use"?
I dont know why, but the bonus for cap is useless in my eyes.

Lets get to the web bonus..., i like this one, but the most of us uses there drones to kill them, and u need a faction web to get over 10km. I would change the
bonus from web to tracking bonus. It´s the same think, just that the tracking bonus get over 10km.
7.5% bonus to repair amount of armor repair isn´t soooo bad but lets change that with a 5% armor resistance.
And give the Paladin the resistance of, at least, that of a command ship.
The Damage bonus is ok.

everything else... i don't know because i think that u need someone who fly´s these ships to give a good opinion for it.

Summary:

Amarr Battleship Skill Bonus: 10% bonus to Large Energy Turret capacitor use and 5% armor resistance per level.

Marauder Skill Bonus: 7.5% bonus to Large Energy Turret tracking speed per level and 5% bonus to large energy turret damage per level

Cap: 7000 GJ
Joe Risalo
State War Academy
Caldari State
#97 - 2012-02-17 22:22:30 UTC  |  Edited by: Joe Risalo
VIP Ares wrote:

EWAR immunity is out of question, they have low senesor strength now to make them less desirable for PVP. Becasue they are not meant to PVP.


I'm going to reply to as I see with running simple lvl 4 missions that sensor strength is a HUGE issue with Marauders in reguards to lvl 4s.

Now, this applies mostly to the golem, but really to any marauder flying Caldari missions. Most of the missions i'm flying in Caldari space just love to jam. In my tengu I rarely even notice. However, if I were to take the golem in against guristas, I would be jammed out for the entire mission....Hell, it happened when I flew Gallente missions on the occational guristas mission that I got.

You've said that the sensor strength of Marauders are what deter them from being used in pvp, but I would disagree. Sure, its part of the reason, but when you look at Marauders you not only have to look at their sensor strength, but they also have terrible scan res and a massive sig radius. Expecially the Golem fitted with rage torps, cause for some reason CCP didn't find it reasonable to take away the penalties for t2 missiles they way they did for t2 turret ammo, but that's not what we're talking about.

I feel that Marauders should have at least a reasonable sensor strength because even with that, they still have tons of other flaws.

Now, to the comment of CCP not wanting them to be used in pvp. HAHA...Honestly, their are many pirate faction battleships that can outperform marauders in pvp in both dps and tank while having a smaller sig radius, better sensor strength, and better scan res, and in a lot of cases, for equal or lesser cost to the player.

However, there's also the issue of their ability to salvage. Originally marauders were the one stop shop for lvl 4 missions. They had the greatest tractor range of any ship in game apart from the Rorqual and then the orca once it came out. However, once the noctis was released, it didn't take players very long to realize that they could perform much better in a pirate faction ship for the same price, followed by jumping into a Noctis, and not only would you be able to do so much faster, but you would also make more profit, because when salvaging in a marauder, you don't have enough cargohold for the loot as well.

So in heinsite, what I'm saying is that Marauders have generally become obsolete in all that they were designed for with the introduction of cross faction bs's, the noctis, and even t3 cruisers.

So, perhaps CCP should restructer them so that they'll become the ultimate Incursion ship, in that not only do they have high damage, but they also have fleet support such as logistics or what not.

Edit...
I also notice how someone commented on lvl 5 missions. In a Marauder, hell no... You're way too big of a target, and that's just the least of your problems. If you ever decide to take a Marauder into a lvl 5, then you might as well, just make sure and hit every gate camp on the way there, cause it's gonna have the same outcome.

P.S. While the Golem has good dps and can do so with any damage type, it is severely gimped in range. You not only need t2 javelin torps, but you also need missile projection and missile bombardment both to 5 as well as having both rig slots fitted with t2 range rigs, as well as having 2 target painters, and AT LEAST one faction or dedspace shield module.
While you can take a t2 fitted tengu with t1 launchers and wouldn't have to worry about a thing. Not to mention it would take much less time to get there and it's cheaper overall.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#98 - 2012-02-18 00:18:18 UTC
You can't base your assumptions on a wanted bonus for a ship with the sole purpose of making pulses better... Beams have an advantage and that is range. That's the point of them. Giving a bonus to fix pulses range problems would be counter productive.

Quit trying to change the marauders into something they're not! They don't need their role changed. They need brought up to speed so they can fill their intended role BETTER. Give it bonuses that allow it to compete with a Noctis. Not bonuses that will make other battleships and faction bs's obsolete. You give something like this rr bonuses and the like, and a group of marauders roaming around spider tanking and you would be hard pressed to get any kind of fleet to beat them, other than a larger group of RR'ing marauders.

The things I listed in a previous thread would do wonders for the marauders. It would shine a whole new light on them without making them op or changing their roles or anything. There's would be extremely little repercussions of the changes, if any. Maybe they'll see a bit more use in PvP, but they'll only be replacing other expensive pirate battleships anyway. Most of you are being unreasonable with your change ideas.

Kronos can use blasters (with range issues) or rails. Golem can use cruise or torps. Vargur is completely forced into using AC's and Paladin is damn near forced into using pulses. Beams are a mission gun imo. I like them much better than pulses for missions. I can using mf's in my tach's and hit optimal ranges that pulses have to use scorch to hit. That's the tradeoff. Pulses give a faster rof, tracking and damage potential, but less range. While beams are slower to fire and have worse tracking, but can reach longer ranges. The choice should exist, not be forced.
Ares Renton
Deep Core Mining Inc.
Caldari State
#99 - 2012-02-18 00:26:33 UTC
Considering that Marauders require a heavy skillpoint and monetary investment; and that for much cheaper (in both regards) I can get a Navy-Issue Battleship and a Noctis, which is overall, more effective in every way... there is no reason to ever fly a Marauder.

Marauders could probably be made better by simply giving them much bigger bonuses to tractor beam range/velocity and salvager cycles to make them, while less effective overall than a Noctis at salvaging; more efficient in the regards that you can salvage rats as you kill them, without having to switch ships.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#100 - 2012-02-18 01:33:55 UTC
Exactly Ares. Not OP'd, but better and "fixed".