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Marauders: Underwhelming. Fix Ideas

Author
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#221 - 2012-03-12 01:30:57 UTC
Joe, I believe the answer your looking for is because the devs are lazy and couldn't be bothered to fix and update their ****...
James Amril-Kesh
Viziam
Amarr Empire
#222 - 2012-03-12 02:14:18 UTC
NPC ships aren't flown by capsuleers - they're fully crewed. The same rules don't apply to them.

Enjoying the rain today? ;)

Kusum Fawn
Perkone
Caldari State
#223 - 2012-03-13 18:44:32 UTC
more then half the issues in this thread are missile damage application issues and not marauder specific issues. the golem sucks because of how the CNR is bonused and the way BS class missiles are bonused.

tengu is better for L4 because of application of heavies damage vs application of torp/cruise damage. (also signature differences on cruiser hull/bs hull)

this is not the same class of issues that the other three marauders face. i can regularly beat Marauder 5 golem pilots in my marauders 4 Kronos, i did this before the hybrids patch too. simply because of the missile damage differences. and of course because i can fit an AB to my ship and they cant because they lose tank.

Pulse tank Kronos is superior to cap stable Kronos. Vargur with its capless guns is a lot easier to make cap stable. but im willing to bet that a pulse tank vargur is superior.

the biggest issues i find with the kronos is its lock time and its very strange web strength bonus. when i was very new to marauders, i fit a web to the kronos. five minutes later i took it off and put a sebo on. never put a web on again. If i dont snipe the frigates, drones get them. if the bs orbit too close i can chase them down or align so they drop transversal. damage application isnt much of an issue to me.

Things i would like to see on a marauder : (as a kronos pilot)
~Scan resolution increase
~Sensor Strength increase
~Tractor range Increase
~Salvage Cycle time bonus

Kronos specific
~Dronebay/bandwidth increase (75 mbit on a gallente marauder? the same as all other races? wut? imho gallente ships should always have large drone bays, limited by bandwidth now that i cant have 10 drones out anymore)
~Drone # increase per skill level? (im not sure about htis one actually)

Paladin specific (one or two of)
~Cap booster cycle time
~Resistance/armor amount % bonus
~Decreased local rep cap use bonus

Golem Specific
~better Torp damage Application bonus (make torp not suck so bad vs things that move/small sigs)

Vargur Specific
not sure actually

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Joe Risalo
State War Academy
Caldari State
#224 - 2012-03-13 18:58:30 UTC  |  Edited by: Joe Risalo
Kusum Fawn wrote:
more then half the issues in this thread are missile damage application issues and not marauder specific issues. the golem sucks because of how the CNR is bonused and the way BS class missiles are bonused.

tengu is better for L4 because of application of heavies damage vs application of torp/cruise damage. (also signature differences on cruiser hull/bs hull)

this is not the same class of issues that the other three marauders face. i can regularly beat Marauder 5 golem pilots in my marauders 4 Kronos, i did this before the hybrids patch too. simply because of the missile damage differences. and of course because i can fit an AB to my ship and they cant because they lose tank.

The problem with the golem damage application isn't so much what you're suggesting. The problem they have really relies on range. They need a better range bonus for torps so that they don't have to fit range rigs, thus allowing them to fit exp radius, and exp velocity rigs. So, give them their 60-65km range without rigs(all skills lvl 5), then we can use rigs to address damage application.
Quote:
the biggest issues i find with the kronos is its lock time and its very strange web strength bonus. when i was very new to marauders, i fit a web to the kronos. five minutes later i took it off and put a sebo on. never put a web on again. If i dont snipe the frigates, drones get them. if the bs orbit too close i can chase them down or align so they drop transversal. damage application isnt much of an issue to me.

Things i would like to see on a marauder : (as a kronos pilot)
~Scan resolution increase
~Sensor Strength increase
~Tractor range Increase
~Salvage Cycle time bonus

Kronos specific
~Dronebay/bandwidth increase (75 mbit on a gallente marauder? the same as all other races? wut? imho gallente ships should always have large drone bays, limited by bandwidth now that i cant have 10 drones out anymore)
~Drone # increase per skill level? (im not sure about htis one actually)

Paladin specific (one or two of)
~Cap booster cycle time
~Resistance/armor amount % bonus
~Decreased local rep cap use bonus

Golem Specific
~better Torp damage Application bonus (make torp not suck so bad vs things that move/small sigs)

Vargur Specific
not sure actually

Like I've stated, it seems that CCP wants Marauders to stay as pve boats and would like to keep them out of pvp. I personally agree with this thought because not only would they have to go back to the drawing board on bonuses, but they would also just end up nerfing Marauders in pve and a tengu would for sure beat out a Golem if that happened.
So this is why boosting sensor strength can't happen, and if they did boost it but only enough to keep make it more effective, but less effective in pvp, then it would still be out done by tons of other ships.

As far as scan res, ehh, i'm sure they can boost that a bit.

However, I'm still sticking with YES "NPC EWAR IMMUNITY". I still feel this is the ONLY way to make Marauders the pve powerhouses they're supposed to be without making them need nerf powerhouses in pvp.
Zombo Brian
Doomheim
#225 - 2012-03-13 19:35:06 UTC
npc ewar immunity would be the easiest way and would not overpower them in pvp,
also against serpentis or guristas maybe even sansha it is VERY effective, against other pirates not at all sadly

i'd go with a range boost plus the npc ewar immunity, but even if its only the npc ewar immunity, i may go ahead and skill for marauder
Kusum Fawn
Perkone
Caldari State
#226 - 2012-03-13 20:10:42 UTC
Zombo Brian wrote:
npc ewar immunity would be the easiest way and would not overpower them in pvp,
also against serpentis or guristas maybe even sansha it is VERY effective, against other pirates not at all sadly

i'd go with a range boost plus the npc ewar immunity, but even if its only the npc ewar immunity, i may go ahead and skill for marauder


not getting webbed or scrammed by everyone would be a major buff to marauders,
Depending on your ship of choice, Not getting target painted, tracking disrupted, or neuted can make a big difference, added to the not getting webbed or scrammed, running through the sansha missions would no longer be an issue for active tank ships.

you could trap mission gankers/baiters in missions which could add to the interisting unwanted pvp encounters.

many many missions would become extremely easy (Worlds collide anyone?) also nullsec bears running nullsec plexes would get a huge boost to being able to run through these sites.

while i am in favor of this there are some very heavy ramifications for this.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Zombo Brian
Doomheim
#227 - 2012-03-13 20:24:10 UTC
yeah, adressing sansha i meant getting tracking disrupted, the most uneffective ewar seems to be TPing, but neuts are very rare to encounter
nullifying scramblers almost seems OP, but would make marauders actually be able to fit less tank and more damage since they can get out at any time

the only thing that needs to be made clear (also for any dev maybe reading this thread) is that marauders are far from being the best in their role, and are outperformed by ships far more easy to skill and even cheaper

there has to be a fix that makes marauders run missions faster
Joe Risalo
State War Academy
Caldari State
#228 - 2012-03-13 20:59:52 UTC
IMO, while you might assume that this would make Marauders OP, I feel that it puts them right where they need to be.
There should be no ship in the Eve that outperforms a Marauder in pve and npc ewar immunity is the only way to establish that without effecting pvp.
Also, Marauders are still very large targets, thus they take much more damage in a mission than any other ship that could go into that mission, thus, they require you to jump out of heavy hitting missions like the bonus room in extravaganze, or the last room in world's collide. Hell, they still wouldn't be able to do missions like the anti-amarr "Smash the Supplier" mission which is all dps and a Marauder can't sit in that mission for longer than 30 seconds.

Also, their massive sig radius means they're scanned down pretty easily, so using them in low and null sec is still very risky, and the fact that they are extremely weak in pvp means they're even more so dangerous to use in low and null.

Hell, if you gave them npc ewar immunity, then you would be able to make them even less pvp viable by dropping their sensor strength to 1 and their warp strength to 1. Although, I wouldnt' recommend this, since they'd still need a little bit of strength to try and fight off a solo pirate.

Also, the main issue with Marauder scan res is that they have a very small window in which they're not jammed in order to lock a target, but with the long lock times, they can't pull it off.
If they're un-jammable by npcs, then increasing their scan res isn't a necessity.

So basically, you're solving several aspects.
1) They're already a large target, so being target painted makes things worse.
2) They're too easily jammed
3) Apart from the Golem, they suffer greatly from tracking disruption.
4) Dampened hurts just as much as jamming because they rely on being able to hit approaching targets to be effective.
5) Webbing isn't a big issue, but their are times when trying to escape a hard hitting mission that it becomes an issue.
6) Being warp scrambled effects Marauders more than most other ships because, while they do have better tank, they also take a lot more damage due to their sig.

Overall, I don't see why the ultimate pve ship ship can't be extremely powerful in missions. Even with these strengths, their size will always be an inhibiting factor, thus, I don't feel they'll be able to solo lvl 5's, sleeper sites, or high end complexes because they'll still take too much damage. Plus, when it comes to those things you can take a t3, which is not only more functional, but is also much smaller.

So again, while this buff may lead people to think that Marauders are OP, they'll soon realize that the power they have in pve is balanced by their size, lack of power in pvp, their intense amount of skills required(they require more skill than any ship that isn't a capital), and the massive amount of isk required just to buy the ship and have a satisfactory fit. At bare minimum, Marauders need atleast 1.2 billion isk in order to buy the ship and fit it. A t3 can be bought and fitted for less, with much less intensive skill requirements, and be much more functional in both pve and pvp even with Marauders having npc ewar immunity. The same can be said for all the other ships that currently out do Marauders in pve. They'll still be just as capable of pve as they are now, but also be just as effective in pvp as they are now without having Marauders show them up. Marauders are SPECIALIZED towards pve, so without npc ewar immunity, what's so special about them??? A tractor beam???
Hans Momaki
State War Academy
Caldari State
#229 - 2012-03-14 07:49:10 UTC
Joe Risalo wrote:

The problem with the golem damage application isn't so much what you're suggesting. The problem they have really relies on range. They need a better range bonus for torps so that they don't have to fit range rigs, thus allowing them to fit exp radius, and exp velocity rigs. So, give them their 60-65km range without rigs(all skills lvl 5), then we can use rigs to address damage application.


Joe.. Rigor and Flare - rigs are not working on torps...

The problem with the Golem is indeed the damage application. The problem with engagement range is another one, yes, but the main-issue with the golem is indeed damage application. The Golem got 2 damage application bonus's, but 25% of a small bonus (wuhu, 25 m/s explo-velocity in total!) remains small. Target painters are only having a minor effect, so the same is true for them..
leviticus ander
The Scope
Gallente Federation
#230 - 2012-03-14 13:38:38 UTC
Joe Risalo wrote:
explanation of E-War immunity

I definatly agree with marauders getting a unique boost such as this. but with their track record I see CCP somehow messing up so that something happens like full ewar immunity or that marauders take no damage from NPCs.
other than that though, if this were added, I see marauders becoming the gods of incursions. specifically assault fleets where E-war is so prevalent.
Joe Risalo
State War Academy
Caldari State
#231 - 2012-03-14 15:35:58 UTC
Hans Momaki wrote:
Joe Risalo wrote:

The problem with the golem damage application isn't so much what you're suggesting. The problem they have really relies on range. They need a better range bonus for torps so that they don't have to fit range rigs, thus allowing them to fit exp radius, and exp velocity rigs. So, give them their 60-65km range without rigs(all skills lvl 5), then we can use rigs to address damage application.


Joe.. Rigor and Flare - rigs are not working on torps...

The problem with the Golem is indeed the damage application. The problem with engagement range is another one, yes, but the main-issue with the golem is indeed damage application. The Golem got 2 damage application bonus's, but 25% of a small bonus (wuhu, 25 m/s explo-velocity in total!) remains small. Target painters are only having a minor effect, so the same is true for them..


Crap, forgot rigor and Flare don't work for torps.. Well, when I has my golem, 2 target painters seem to be enough.. I could generally 1 volley frigs a cruisers on the approach. Once they were orbitting was a different story.


Quote:

I definatly agree with marauders getting a unique boost such as this. but with their track record I see CCP somehow messing up so that something happens like full ewar immunity or that marauders take no damage from NPCs.
other than that though, if this were added, I see marauders becoming the gods of incursions. specifically assault fleets where E-war is so prevalent.


They may become powerhouses in some incursions, however, their slow movement speed, limited range, and huge sig radius make them kinda still unwanted...
Joe Risalo
State War Academy
Caldari State
#232 - 2012-03-14 18:16:36 UTC  |  Edited by: Joe Risalo
leviticus ander wrote:
Joe Risalo wrote:
explanation of E-War immunity

I definatly agree with marauders getting a unique boost such as this. but with their track record I see CCP somehow messing up so that something happens like full ewar immunity or that marauders take no damage from NPCs.
other than that though, if this were added, I see marauders becoming the gods of incursions. specifically assault fleets where E-war is so prevalent.


If CCP somehow messes up and Marauders become immune to npc damage, well, everyone better shut their mouths and buy a Marauder.
Deise Koraka
Caldari Investigations and Forensics
#233 - 2012-03-14 23:21:12 UTC
My opinion on a Marauders upgrade

1. Update all the hulls with unique effects/parts like the current Phobos versus its T1 Thorax counterpart.

2. PvE related bonuses to make it a ship you'll undock and use more often in your PvE endeavors

1,500m3 storage capacity

300m3 corporate storage capacity

Closer to Noctis level salvage/tractor beam bonus

MWD Bonus for reduced cap usage

Drone storage/bandwidth increase for all Marauders

Kronos: 175 storage/125 bandwidth
Golem: 125 storage/75 bandwidth
Paladin: 100 storage/100 bandwidth
Vargur: 125 storage/75 bandwidth

Passive role bonus addition:
1% increase in resistances per level of marauders trained

Attention

I am a carebear, and I support High Sec ganking and PvP. Just please, don't blow up my Hulk*. **<3 **

*Mackinaw as of Inferno 1.2

Joe Risalo
State War Academy
Caldari State
#234 - 2012-03-15 00:55:27 UTC
Deise Koraka wrote:
My opinion on a Marauders upgrade

1. Update all the hulls with unique effects/parts like the current Phobos versus its T1 Thorax counterpart.

2. PvE related bonuses to make it a ship you'll undock and use more often in your PvE endeavors

1,500m3 storage capacity

300m3 corporate storage capacity

Closer to Noctis level salvage/tractor beam bonus

MWD Bonus for reduced cap usage

Drone storage/bandwidth increase for all Marauders

Kronos: 175 storage/125 bandwidth
Golem: 125 storage/75 bandwidth
Paladin: 100 storage/100 bandwidth
Vargur: 125 storage/75 bandwidth

Passive role bonus addition:
1% increase in resistances per level of marauders trained

Attention



Ya know, I keep seeing the drone storage bonus, and I don't mind that, but why the hell should the kronos be able to field a complete fleet of heavy drones???

Corporate storage seems kinda useless, might as well just give the Marauder 1800 storage.

The only PVE related bonus they might could use is a bonus to probes, but most ships don't have a bonus like this, unless they're specifically designed for probing.

I guess the 1% bonus to resistances is ok, as long as it doesn't take away from boost/rep bonuses.


I don't see why I should agree with the Kronos getting a full fleet of heavies/sentries... While it may not get a bonus towards them, it's still a good 300 dps or so with the right skills and t2 drones.
Hell, I don't even know why I should agree with the paladin getting a 100bw.
It seems like the people that fly the Kronos think it should be able to field a fleet of heavies just cause it's a Gallente ship.
I'm sure that CCP would agree that if it can field a full fleet of heavies/sentries, then it should probably get a nerf towards turret damage.
Deise Koraka
Caldari Investigations and Forensics
#235 - 2012-03-15 01:05:45 UTC
Joe Risalo wrote:



I don't see why I should agree with the Kronos getting a full fleet of heavies/sentries... While it may not get a bonus towards them, it's still a good 300 dps or so with the right skills and t2 drones.
Hell, I don't even know why I should agree with the paladin getting a 100bw.
It seems like the people that fly the Kronos think it should be able to field a fleet of heavies just cause it's a Gallente ship.
I'm sure that CCP would agree that if it can field a full fleet of heavies/sentries, then it should probably get a nerf towards turret damage.



Because Lasers/projectile/missiles are all superior to hybrids?

I am a carebear, and I support High Sec ganking and PvP. Just please, don't blow up my Hulk*. **<3 **

*Mackinaw as of Inferno 1.2

leviticus ander
The Scope
Gallente Federation
#236 - 2012-03-15 02:52:17 UTC
Joe Risalo wrote:
leviticus ander wrote:
Joe Risalo wrote:
explanation of E-War immunity

I definatly agree with marauders getting a unique boost such as this. but with their track record I see CCP somehow messing up so that something happens like full ewar immunity or that marauders take no damage from NPCs.
other than that though, if this were added, I see marauders becoming the gods of incursions. specifically assault fleets where E-war is so prevalent.


If CCP somehow messes up and Marauders become immune to npc damage, well, everyone better shut their mouths and buy a Marauder.

while I agree, this would also be an excelant way to get yourself banned before you even know what happened.
Joe Risalo
State War Academy
Caldari State
#237 - 2012-03-15 03:33:59 UTC
leviticus ander wrote:
Joe Risalo wrote:
leviticus ander wrote:
Joe Risalo wrote:
explanation of E-War immunity

I definatly agree with marauders getting a unique boost such as this. but with their track record I see CCP somehow messing up so that something happens like full ewar immunity or that marauders take no damage from NPCs.
other than that though, if this were added, I see marauders becoming the gods of incursions. specifically assault fleets where E-war is so prevalent.


If CCP somehow messes up and Marauders become immune to npc damage, well, everyone better shut their mouths and buy a Marauder.

while I agree, this would also be an excelant way to get yourself banned before you even know what happened.


Technically, I don't think it qualifies as a glitch to which a player is taking advantage of, but rather a bad patch by CCP. Ya can't stop a player from flying their ship because CCP messed up.

However, that's not here nor there, so ill just reiterate npc dear immunity will solve a lot of problems that all marauders share. Sure, they could each use some specific buffs specifically to each race, but it at least solves the problems they all have in common.
Zombo Brian
Doomheim
#238 - 2012-03-15 06:23:12 UTC
no damage from npc's would not help marauders that big, its about running missions FAST, not being able to just sit there and watch them

with removing npc ewar, marauders would be able to apply much higher damage to npcs using jammers/neuts/tracking disruptors/sensor dampeners

also, ccp would have to take into consideration that concord is also npc, and sansha incursions is more like pvp than lvl 4s, so limiting the ewar invulnerability to normal belt/mission/complex pirates would be a good thing to do
Kusum Fawn
Perkone
Caldari State
#239 - 2012-03-15 07:30:40 UTC
Zombo Brian wrote:
no damage from npc's would not help marauders that big, its about running missions FAST, not being able to just sit there and watch them



not having to fit a tank on a marauder would be a big jump on faction/rat bs's. an 800+ dps (emp standard) vargur with 3 sec ac rof and 0.137 rad tracking would do a lot of things very fast.

of course your golem would still kinda suck, but a full rack of target painters would make even the surliest of frigates shine.

Concord already plays by different rules then other npc's, for the most part its the navy npc's that would have to be carefully watched. Complex Navy ships would be muzzled while system security navy npc's would still have to be able to scram someone.

rr FW marauders would be an interesting thing to see but it would also be a huge farming issue.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#240 - 2012-03-15 14:38:20 UTC
Spugg Galdon wrote:
A Marauder is supposed to be able to PvE in hostile environments and the current PvE environment requires spider tanking not local active tanking (WH's and Incursions). To that end, wouldn't a remote repair received bonus suit Marauders?


I've also seen comments about giving them bonuses to small weapons, and some weird slot layout (like 4 large guns, 4 small turrets/launchers) to allow them to take out scramming frigs if you lose your drones...
Also comparisons to T3s being better at the more lucrative PvE...

So how about this: +1 warp strength per level of maurader
Forgot those drones and got 2 frigs scramming you in mission? no problem, just warp out and get more drones, you've got +5 warp strength at lvl 5.

Trying PvE in low sec and a ceptor lands on you? no problem, you've got +5 warp strength with good skills.

Or you could give them a T3 ability:
Role Bonus:
Immunity to non-targeted interdiction

Maybe even combine the two...
So yea, you may not be very good at killing other ships PvP, but you can blow through warp bubbles, and only a HIC or a lot of points is going to stop you. You can "maraud" behind enemies lines, decimating their PvE sites, and you've got 4 utility highs, so you can also fit a probe launcher, and a cloak or neuts if you wish (you fly a marauder, you can afford a faction cloak to minimize the scan res penalty)