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Marauders: Underwhelming. Fix Ideas

Author
Crellion
Nano Rhinos
PURPLE HELMETED WARRIORS
#281 - 2012-03-21 07:58:02 UTC
James Amril-Kesh wrote:
Crellion wrote:
Marauders shoudl be "better than" faction BSs overall. By a tiny bit. Because they cost close to the same isk and Marauders require more training (at least... a bit more training).

Paladin costs at least twice as much as an Apocalypse Navy Issue, and requires a lot more training to get into.


Yes but see also "pirate" faction, faction BSs... Afetr all that's the main competition.
Crellion
Nano Rhinos
PURPLE HELMETED WARRIORS
#282 - 2012-03-21 08:13:19 UTC
Joe Risalo wrote:
Soon Shin wrote:
stuff




Here's what the description for Marauders is
Quote:
Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.


Not sure if anyone agrees with this, but it's way wrong.

1) They're not versatile at all. The closest thing they have in relation to versatility is shooting and salvaging at the same time. THATS IS WHAT THEY MEAN + THE THREE UTILITY SLOTS (GRIIIIIIIIDDDDDD) IF YOU CHOOSE TO USE THEM DIFFERENTLY.

2) I've been able to sustain in mission longer with a scorpion navy issue than I was with the Golem due to cap stability and range, so they're not designed for prolonged deployment in hostile environments. They're more of a "get in, get out" ship.
YOU ARE COMPARING MAX EFFICIENCY MAX DPS WITH MINIMUM NECESSARY TANK LVL4 FIT MARAUDERS WITH A SHIP THAT IS BUILT (AND WAS PERHAPS FITTED) FOR MAX TANK.

3) If they're supposed to be the cutting edge of today's warship tech, then why are they ourperformed at their only task by so many other ships that also have much more versatility? FOR ME TOP ISK FROM LVL4's IN HIGHESEC COMES FROM MICROMANAGING A MARAUDER. I THINK THAT WAS A JOB GOOD DONE WHEN MARAUDERS WERE FIRST DESIGNED. NOT TRUE THIS DAYS ANYMORE...

4) WTF is support suppression, and who seems to think Marauders can do that???
THE WEB BONUS AND PAINTER BONUS ARE SUPPOSED TO BE USED FOR THAT

5) comparatively weak sensors??? Try underpoweringly weak sensors.
THEY R OK FOR ALL PVE AND PVP NEEDS WHERE ECM IS NOT INVOLVED. THEY HAVE GOOD RANGE AFAIK SO SRONG AGIANST ONE FORM OF DAMPENING, SHRUG.

6) Thick skinned? No, just high boost/rep amount. Thick skinned would mean they have good resistance.
WELL IT IS JUST AN EXPRESSION MEANING GOOD TANK. IN PVE GOOD ACTIVE TANK IS USUALLY PREFERABLE ANYWAY AND THEY ARE MEANT TO BE FOR PVE.

7) Hard-hitting, yes, but at very short range and only with proper support modules.
THEY ARE ALSO HARD HITTING AT LONG RANGE. TRY PALY WITH TACHS AND KRONOS WITH RAILGUNS. GOLEM IS THE ONLY ONE THAT IS CHEATED... THEY SHOULD HAVE DESIGNED IT SO THAT CRUISE GOLEM DOES AS MUCH DPS AS CNR AT LEAST AFTER PAINTERS IF NOT BEFORE PAINTERS TOO IMO

8) Again, no to long trips.
WHY? IF YOU WANNA PLAY BLASTERMEGA WITH A KRONS YOU CAN CARRY MORE 800s and AMMO. I LL GRANT YOU THE DIFFERENCE IS SOMEHWAT UNDERWHELMING. AT LEAST THAT'S A REFERENCE TO THE LARGE CARGO BAYS.

9) Behind enemy lines????? Who the hell wrote this???? I wouldn't even take a Marauder into low sec without plenty of security, let alone go behind enemy lines!!! THERE IS SOME HALF ARSED ARGUMENT TO MAKE HERE TOO BUT LARGELY YOU ARE RIGHT.

10) Wouldn't "Behind enemy lines" also refer to them be relative in pvp? Cause this isn't the case. NAH IT JUST MEANS LESS RESUPPLY NEEDED WHEN PVE'NG FAR FROM HOME :P

It's funny how the description for Marauders looks so incredibly awesome, but when you break it down, you only find 2 things that come even close to being correct and that the sensors and the dps, but yet they're not even properly explained.
IT IS CLEVER MARKETING LINGO I LL GRANT YOU BUT ARENT ALL PRODUCER DESCRIPTIONS THE SAME? :p


I do not disagree as such... just clarifying what the boasts are about. Are they way over the top? Perhaps...
Err0r404
Engineered Dynamics Limited
Blood Drive
#283 - 2012-03-21 09:36:06 UTC
Why so much hate on web strength bonus? 90% webs are lots of fun, and btw all webs can be overheated for 30% more range

I personally wouldn't mind having the tractor beam bonus completely removed, I never use the salvaging feature on my marauder, mostly because as many have pointed out, the noctis is just plain better, also salvaging and looting with the marauder just tends to mess up the cargo hold, the ammo and whatever you're carrying gets mixed with all the salvaged junk..
It only comes in handy for that occasional cargo that we have to pick up 50km away and makes up for the ship's inability to move (fast (even with prop mod))

Npc ewar immunity would be a huge bonus for missions that's for sure... I think I like the idea
But in that case they wouldn't need more dps, not having to wait for that darn damp or TD to shut down would speed up mission completions considerably IMO (in the current situation ECM is another issue and just seems incompatible with the way ccp decided to apply the ships' role restriction)

I only use and know the Paladin, and I really enjoy the ship even as it is today, even if the capacitor amount bonus seems a bit silly as the base amount is vastly reduced compared to the t1 Apocalypse (other marauders have the same (or almost) capacitor capacity as their t1 counterpart). I don't really see however, how replacing it with a bonus to laser cap use would be better, as the 100% damage bonus also acts as a 50% reduction to weapon cap consumption without sacrificing a bonus slot for it (compared to the Apocalypse, 4 VS 8 guns, etc...) and my fit is almost cap stable with multifrequency without lacking on defence, range or anything so stuff like a bonus to cap recharge rate sounds a bit OP (or even useless), but who knows
I do like and use the web strength bonus, it allows tachyon beams to deliver their full power at orbiting cruisers and battleships that come too close without the use of any tracking enhancement, and god is it powerful

TL;DR
IMO marauders have their flaws but aren't a lost cause, tachyon beam paladin is awesome, web strength bonus rules, and npc ewar immunity is interesting and should be further discussed
Nnam Pir
Nnam Fleet
#284 - 2012-03-21 12:19:24 UTC
My feedback: A bonus to Stasis Webifiers is dumb on any ship. Stop using it, CCP.
Typhu5
Viziam
Amarr Empire
#285 - 2012-03-21 13:50:40 UTC  |  Edited by: Typhu5
Err0r404 wrote:

I only use and know the Paladin, and I really enjoy the ship even as it is today, even if the capacitor amount bonus seems a bit silly as the base amount is vastly reduced compared to the t1 Apocalypse (other marauders have the same (or almost) capacitor capacity as their t1 counterpart). I don't really see however, how replacing it with a bonus to laser cap use would be better, as the 100% damage bonus also acts as a 50% reduction to weapon cap consumption without sacrificing a bonus slot for it (compared to the Apocalypse, 4 VS 8 guns, etc...) and my fit is almost cap stable with multifrequency without lacking on defence, range or anything so stuff like a bonus to cap recharge rate sounds a bit OP (or even useless), but who knows
I do like and use the web strength bonus, it allows tachyon beams to deliver their full power at orbiting cruisers and battleships that come too close without the use of any tracking enhancement, and god is it powerful


A ships purpose is definite by its fitting. Not enough cap is a limitation for a fitting and CCP cheated us with this skill bonus.
Lets compare.... a bit. All stats are plain ship stats.

(Shipname | Cap | Recharge time)

Prophecy: 2812 GJ | 750s
Damnation: 3375 GJ | 750s
Absolution: 3375 GJ | 750s

Omen: 1250 GJ | 446,25s
Zealot: 1500 GJ | 335s

Maller: 1500GJ | 537,50s
Sacrilege: 1625GJ | 335s

Apocalypse: 7500 GJ | 1154,88s
Paladin: 5625 GJ | 923,90s

Sure, the Paladin has only 4 turrets and make damage like it has 10 turrets, but it is a limitation how i can fit my ship.
And the Paladin has other drawbacks.
1. The (Armor/Shild)-resistance is bad. Compare it with the Absolution/Zealot/Sacrilege than you can see it.
And two of these ships can push there resistance with a skill bonus.
2. Sig radius/ Sensor Strength/ Scan Res

Maybe someone remembers my post on page 5?^^

And yes.. it is cool to web with 90% strength. But when your Hobgoblins have problems to hit a frigate, even when this frigate is webed, then you have a problem..
I like to take the web bonus away and replace it with a tracking bonus and if this isn't helping, try this:
http://www.youtube.com/watch?v=UufI-36a2ew&feature=related
Joe Risalo
State War Academy
Caldari State
#286 - 2012-03-21 16:46:14 UTC
Err0r404 wrote:


Npc ewar immunity would be a huge bonus for missions that's for sure... I think I like the idea
But in that case they wouldn't need more dps, not having to wait for that darn damp or TD to shut down would speed up mission completions considerably IMO (in the current situation ECM is another issue and just seems incompatible with the way ccp decided to apply the ships' role restriction)


This.

With npc ewar immunity, the only other across the board Marauder changes that are needed are to salvage and tractor.

Any other possible changes would probably be ship specific, and their wouldn't be many changes needed.

Personally, if you gave a Golem npc ewar immunity, and changes the shield boost bonus to a resistance bonus, I'd go back to flying one for missions immidiately...
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#287 - 2012-03-21 23:25:26 UTC
*sigh...

AGAIN. Because apparently some people just can't understand this: stop basing your opinions on a ship and it's options like your own opinion of its use is how EVERYONE uses it.

1) You don't like the web bonus? Me and many others do. Giving it even more range would be freakin' awesome. Since you don't use it, you think it should be removed and screw everyone else out of it?

2) Being able to salvage and pull wrecks/cans in some 48km out is awesome. Buffing this would be even more awesome and be a more even competition with Faction BS/Noctis. You're wanting to take away one of the very few things Marauders actually can do that other ships can't. Do you not see the error of that? I have faction bs's, a Noctis and the three gun using Marauders. I've started using the Marauders a lot more simply because a) I trained the damn skills, why not? and b) it's really nice being able to salvage on the go without having to jump a system or two or three back and then back again just to get my Noctis. Mission is 3j over. That's 3j there, do the mission, 3j back, change ships, 3j there again, loot/salvage, 3j back again. Even if it's 1j, it's still just easier to do it on the fly. Not to mention getting to make the "b**** please" face when someone mentions "salvage thieves". Bonusing the salvager cycle time on Marauders would make it even better. And this is just for Lv4's. What about places where you wouldn't really want to be leaving and coming back?

3) All four Marauders have the same amount of base cap. Paladin gets a cap bonus. Honestly, it's probably not enough. Paladin is fine on cap with pulses, but with beams, it's a little more hungry. Vargur obviously doesn't have this problem and thanks to the hybrid buffs, Kronos doesn't suffer too much either. But making use of the Paladin and Kronos's web bonus is difficult because of cap. I think the base cap on all the Marauders needs raised, keeping the Paladin's extra cap bonus because of how hungry lasers are (tach's use 4x the cap 425mm rails do for instance). Giving them all more cap would make it much easier to use a web on the Paladin and Kronos. Would make it easier for the Golem and (with my changes) Vargur to use TP's as well.

4) Vargur and Kronos both already get a tracking bonus. Golem doesn't need one (it gets an explosion velocity bonus). Only one that could really use one is the Paladin. Keeping all this in mind, if you're using "long range" guns (tachs/rails), the close range t2 ammo actually gives even more tracking as a bonus. The "short range" guns (pulse/blasters) already have excellent tracking and don't need any more bonus. If you can't use t2 guns, then that's your problem, not the ship's. TL:DR: Paladin is the only one that really needs any more tracking bonus.

5) NPC ewar immunity... This one Joe loves to keeping shamelessly plugging. The idea is great. I'll give it that. But I don't realistically see CCP doing it. And honestly, this is more of a band-aid solution to flaws in the ships' designs. The ships need their problems fixed, not just covered up. If you just cover this up, then you are STILL gimping the ship in other situations. Completely immunity to NPC ewar is borderline OP, if not crossing it. In Lv4's:

  • Getting TP'd by Angles? Lol
  • Getting TD'd by Sansha? Load up Opt Range scripts in your TC's and hope for the best XD Having a TE fit really helps.
  • Getting SD'd by Serps? Kill of whatever is doing it or load a range script into a sebo and try harder.
  • Getting Neuted/NOS'd by Bloods? This can be a problem. An area that needs buffed with Marauders, they need more cap.
  • Jammed by Guristas? Fit an ECCM. It does help, but it's filling a hole rather than boosting beyond normal. Needs fixed.
  • I leave any out?


6) Sig radius. This doesn't really do ****. If your ship has a sig of 460 or 660, they're still gonna hit you the same damn amount. Unless you're trying to speed tank, in battleship... (excluding the Mach). Large sig radius doesn't increase the maximum damage dealt. Golem taking more damage than your CNR is in your head. Being painted in a mission (which is kinda pointless...) is laughable. I'd much rather be painted than say, damped or jammed. Btw, CNR with a full load of Trauma Fury: 626m sig. Golem with full load of Trauma Rage Torps: 686m sig.

7) Resists and rep bonuses. The Marauders don't need their rep bonuses removed and resists increased. Stop suggesting it. What they need is to keep their bonus (because it IS freakin' useful) and have their resist holes increased. I'll update my list of suggestions to include these in a bit. But think about this, that rep bonus can count as a shield boost amp or aux nano pump. That's one or even two modules or rigs that isn't required to fit for a tank. That's freeing up one or two mid slots/rigs. You remove this bonus, and you WILL be having to use a shield boost amp or aux nano pump to make up for it.

Also, if your hobgoblins are having trouble hitting a frig, then I would say you def have a problem. Namely lack of drone skills... These are skill intensive ships. I want them to stay that way. But when you've got nearly or completely max skills and there are still issues, then there's a problem with the ship.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#288 - 2012-03-21 23:40:03 UTC
Kronos
* Increase Sensor Strength to 24 or 25 points.
* Increase Scan Resolution to 90-95 mm at the least.
* Increase Armor Explosive resistance to 30%.
* Increase Drone Bandwidth to 125 and Drone Bay to 150m3
Gallente Battleship Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level changed to Marauder Skill Bonus
Marauder Skill Bonus:
7.5% bonus to large hybrid weapon tracking per level changed to Gallente Battleship Skill Bonus
** Change web bonus to 10% bonus to the velocity factor of stasis webifiers and range per level

Paladin
* Increase Sensor Strength to 25 points.
* Increase Scan Resolution to 95-100 mm at the least.
* Increase Power Grid by 1,000. Not sure what the base would be, but after skills and all, the thing needs 1k more pg.
* Increase armor Exp resistance to 50%.
Amarr Battleship Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level changed to Marauder Skill Bonus
Marauder Skill Bonus:
5% bonus to large energy turret damage per level changed to Amarr Battleship Skill Bonus
* Increase Capacitor Amount by 700 and decrease cap recharge time by at least 200 or 300 seconds.
** Change web bonus to 10% bonus to the velocity factor of stasis webifiers and range per level

Vargur
* Increase Sensor Strength to 20 or 21 points.
* Increase Scan Resolution to 95-100 mm at the least.
* Increase Power Grid by 2,500. Again, not sure of the base.
* Increase shield EM resistance to 40%.
** Add 10% bonus to target painter effectiveness and optimal range per level bonus

Golem
* Increase Sensor Strength to 25 or 26 points.
* Increase Scan Resolution to 95-100 mm at the least.
* Increase base shield EM resistance to 30%.
** Add 5% rate of fire bonus for cruise and siege launchers
** Change bonus to 10% bonus to target painter effectiveness and optimal range per level

All Marauders
* Increase max base capacitor by 1,000 at the least. Do not adjust recharge times.
Role Bonus: 100% bonus to range and velocity of tractor beams changed to 150% bonus.
Role Bonus: 25% bonus to Salvager cycle time needs added.
Role Bonus: 100% bonus to [weapon] damage increased to 125%. **
** Do we really need this damage bonus increase? I'm not so sure...

Notes: Added resist changes for each ship. The changes keep them all in line. Looking at the other 3 Marauders, the Armor Explosion Resistance buff on the Paladin makes sense.
Joe Risalo
State War Academy
Caldari State
#289 - 2012-03-22 00:21:35 UTC  |  Edited by: Joe Risalo
m3talc0re X wrote:

5) NPC ewar immunity... This one Joe loves to keeping shamelessly plugging. The idea is great. I'll give it that. But I don't realistically see CCP doing it. And honestly, this is more of a band-aid solution to flaws in the ships' designs. The ships need their problems fixed, not just covered up. If you just cover this up, then you are STILL gimping the ship in other situations. Completely immunity to NPC ewar is borderline OP, if not crossing it. In Lv4's:

  • Getting TP'd by Angles? Lol
  • Getting TD'd by Sansha? Load up Opt Range scripts in your TC's and hope for the best XD Having a TE fit really helps.
  • Getting SD'd by Serps? Kill of whatever is doing it or load a range script into a sebo and try harder.
  • Getting Neuted/NOS'd by Bloods? This can be a problem. An area that needs buffed with Marauders, they need more cap.
  • Jammed by Guristas? Fit an ECCM. It does help, but it's filling a hole rather than boosting beyond normal. Needs fixed.
  • I leave any out?




  • I've always noticed how fitting rage torps makes a big difference over the amount of damage I take with javelin torps. So i'm sure the target painters are having an effecti
  • TD has no effect on a Golem, so have have no comments on that
  • SD sucks for all Marauders. We already have a small window in which we're most effective against frigs and cruisers. Now, with SD, that reduces that window by much more, if not completely removing it, so you'll be stuck fighting those frigs and cruisers when they're orbitting.
  • Neut/NOS probably isn't the biggest issue Marauders face because it's not often. However, when we do face them, it can be detrimental to everything.
  • Jamming is not fixed by an ECCM. A a matter of fact, the one time I used my Golem in a mission with ECCM, I had to activate 3 before I was able to reasonably block the jamming. So I would say a bare minimum to be able to compete, you would need 2. So, when I'm using those two ECCMs, what am I supposed to take off?? Reduce my resistances and pray? Kick off my shield booster and hope I can take everything out before I need it? Get rid of my target painters and just deal with highly ineffective dps? Neither of those seem like a reasonable compromise...

Over all though, you may feel that npc ewar immunity is a band aid, but I personally feel that it's the only way to fix Marauders in pve without effecting their pvp capability, which probably has a lot to do with why CCP hasn't fixed their sensors already.
I mean, it could potentially make them OP in lvl 4 missions, but that's pretty much the only thing that they're decent at, so they might as well make them really good at it.

Here's everything that they still wouldn't be able to do..


  • Solo lvl 5 missions ( most fleets would probably opt not to use a Marauder in their fleet anyway)
  • Wormhole pve (easily scanned out, and a t3 works much better)
  • Incursions(range is too limited, and again, large targets)
  • PvP in general (which CCP seems to think is necessary)
  • Low sec pve (This is really based off the difficulty of the area, and whether or not the area is secure for you)
  • Null sec pve (again, determined by the difficulty of the area, and the security for you)


I'm just trying to say that While npc ewar immunity will make Marauders extremely powerful, it's in very limited situations. You may think it's a bandaid fix, but I feel that it's more like an amputation. Instead of fighting to balance them which could effect other situations, just cut off the limb causing the problem and give them a prosthetic(fake fix, but better than what they're stuck with now).
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#290 - 2012-03-22 00:55:05 UTC
That's the thing though. The fixes SHOULD effect other situations. There's no reason why a Marauder should be limited to just Lv4's. That's IMO though.

Also, how are Marauders no good for Incursions? I've used a Paladin in vanguards as well as a Kronos. Admittedly, the Vindi is vastly superior to almost anything, but that's besides the point XD Keeping them out of pvp may have made sense when they were introduced, but not anymore. With faction battleships becoming more and more common, Marauders would not be completely OP in pvp anymore.

Also, like what I said about the jamming and ECCM. Right now, and ECCM on a Marauder is filling a hole. Bringing them on par with normal ships' sensor strength. Rather than boosting them beyond normal, like they should be.
Joe Risalo
State War Academy
Caldari State
#291 - 2012-03-22 05:03:22 UTC
m3talc0re X wrote:
That's the thing though. The fixes SHOULD effect other situations. There's no reason why a Marauder should be limited to just Lv4's. That's IMO though.

Also, how are Marauders no good for Incursions? I've used a Paladin in vanguards as well as a Kronos. Admittedly, the Vindi is vastly superior to almost anything, but that's besides the point XD Keeping them out of pvp may have made sense when they were introduced, but not anymore. With faction battleships becoming more and more common, Marauders would not be completely OP in pvp anymore.

Also, like what I said about the jamming and ECCM. Right now, and ECCM on a Marauder is filling a hole. Bringing them on par with normal ships' sensor strength. Rather than boosting them beyond normal, like they should be.


Agreed on most of what u said, except the being used in pvp. I'm afraid if they go back and balance them for pvp, they're going to get weaker in pve. Pirate bss may have equal or higher dps, but they don't have near the tank.
Drop-Me-Own-Stocks Darius
Caldari Provisions
Caldari State
#292 - 2012-03-22 07:21:13 UTC
Err0r404 wrote:
(Shipname | Cap | Recharge time)

Prophecy: 2812 GJ | 750s
Damnation: 3375 GJ | 750s
Absolution: 3375 GJ | 750s

Omen: 1250 GJ | 446,25s
Zealot: 1500 GJ | 335s

Maller: 1500GJ | 537,50s
Sacrilege: 1625GJ | 335s

Apocalypse: 7500 GJ | 1154,88s


Why do you use Commas as Decimal Points? You are only suppossed to use in numbers when you are talking about thousands and millions and such.
Who would like to buy a melon?  Madame, would you like to buy a--   ...oh. I see you've already got some.   Who would like to buy a melon?
Geister Bob
Doomheim
#293 - 2012-03-22 07:26:08 UTC
One mayor contributor as to why the CNR outperforms the Golem (with cruise missiles anyway), is
the fact that torpedoes have 280 structural hitpoints, while cruise missiles only have 70!
(same as all the missiles, smaller then cruise missiles)

As defender missiles deal out 70 damage, it only takes one defender hit to take out a cruise missile,
(as to four to take out a torpedo). Since the CNR has 7 cruise missiles per volley, one defender hit will
reduce the volley-dps by 14%. But the Golem sees its volley damage reduced by 25%!
The solution could be to increase cruise missile structural hitpoints, but then the CNR would still
be in an advantage. Other solution could be to give the Golem a bonus to cruise missile structural
hitpoint of at least 1% (takes 2 defenders to take a cruise missile) but better 101% (3 defenders).

Clearly there is an unbalance here in the structural hitpoint of the missiles. If this has been done
to discourage people from using cruise missiles on the Golem, then the base flighttime of torpedoes
could use a little boost of, lets say 2 seconds, making it 8 seconds and it's base speed from 1500 m/s
to say 1750 m/s. Base range will thus be increased from 9Km to 14Km (55% increase in range) which is still
way less then the base range of a cruise missile (75Km).
James Amril-Kesh
Viziam
Amarr Empire
#294 - 2012-03-22 07:32:59 UTC
Drop-Me-Own-Stocks Darius wrote:
Err0r404 wrote:
(Shipname | Cap | Recharge time)

Prophecy: 2812 GJ | 750s
Damnation: 3375 GJ | 750s
Absolution: 3375 GJ | 750s

Omen: 1250 GJ | 446,25s
Zealot: 1500 GJ | 335s

Maller: 1500GJ | 537,50s
Sacrilege: 1625GJ | 335s

Apocalypse: 7500 GJ | 1154,88s


Why do you use Commas as Decimal Points? You are only suppossed to use in numbers when you are talking about thousands and millions and such.

Because the world is larger than America.

Enjoying the rain today? ;)

Zombo Brian
Doomheim
#295 - 2012-03-22 09:59:34 UTC
Marauders need a fix, thats for sure, they are just not to compare with a machariel or other faction BS if you want to make missions FAST and not sit in them forever and ever

investing so much skill time just to be outperformed by a faction BS that is cheaper AND better? kind of pointless flying a marauder then

and why not make T2 BS that good at pvp? did i miss something? its always risk vs reward and money vs strength

the only two things that would be good for marauders are either

1) EWAR immunity (maybe only for npcs, but why not for pvp also? would actually make them interesting, and there are allready ships with ewar immunity in eve)

2)more damage give them more damage to fulfill there "role" (yes, missioning is the role of a marauder at the time, just look at the goddamn boni) and be able to outperform a machariel


this is the same problem as with the dramiel vs. any other interceptor in eve, dramiel wins because it can be faster AND harder hitting, negating the skilltime for an interceptor and not going dramiel at the very beginning
leviticus ander
The Scope
Gallente Federation
#296 - 2012-03-22 14:34:03 UTC  |  Edited by: leviticus ander
Zombo Brian wrote:
Marauders need a fix, thats for sure, they are just not to compare with a machariel or other faction BS if you want to make missions FAST and not sit in them forever and ever

investing so much skill time just to be outperformed by a faction BS that is cheaper AND better? kind of pointless flying a marauder then

and why not make T2 BS that good at pvp? did i miss something? its always risk vs reward and money vs strength

the only two things that would be good for marauders are either

1) EWAR immunity (maybe only for npcs, but why not for pvp also? would actually make them interesting, and there are allready ships with ewar immunity in eve)

2)more damage give them more damage to fulfill there "role" (yes, missioning is the role of a marauder at the time, just look at the goddamn boni) and be able to outperform a machariel


this is the same problem as with the dramiel vs. any other interceptor in eve, dramiel wins because it can be faster AND harder hitting, negating the skilltime for an interceptor and not going dramiel at the very beginning


it's not really a matter of them avoiding making T2 ships good at PVP, it's that they are avoiding making marauders good at PVP
because they are designed and purposed to be for PVE.
it would be nice if there were another class of marauders (it's the right name, why not use the skills too?) that's specified for PVP. would add something past standard BSs to get into rather than capitals. I'm able to fly carriers and dreads, but I don't want to because those are a bit boring as they are pretty standard on the battlefield, if they came out with a nice heavy BS hull that's designed to break BSs and capitals, I'm sure there would be a lot of appreciation for that.
but back to the OTT, I like the damage boost that's being suggested, the web one would be nice and might actually convince me to use webs on my kronos, I would definitely like the resist thing (and to those of you saying you don't want them to get rid of repper bonuses, not only will this increase you buffer, it will also make your reppers approximately equivalent to the boos they are getting now [don't quote me on that, but it would definitely not go unappreciated]), and NPC EWAR immunity (or resistance [I'll bring that up later]) would be awesome. not having to put up with watching your cap turn into nothing would be nice.
something that hasn't been brought up (that I've seen) is that rather than EWAR immunity, give them resistance to it, meaning that they will still get hit, but for something like 25% of the full effect meaning that they are far less worried about it. not sure how this would work for some things like warp scramblers. probably make this an NPC only thing, as otherwise I see that being really powerful in PVP.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#297 - 2012-03-22 16:48:59 UTC
Again Joe, I'm not really sure where you're getting this from man. Faction battleships have quite a bit more tank than Marauders. Also, the Marauders aren't be balanced for pvp. They're being balanced and buffed for PvE. Some of these things will spill over into making them actually viable for pvp.

I forgot all about Geister. I think I'll add a missile durability bonus to the Golem in my list...

Also, I thought about this earlier. With the suggestions a few pages back about ewar immunity and warp strength per level. These two bonuses belong on the Black Ops ships... Don't forget they exist, too, and should be far better in PvP imo than a Marauder.
Going to update my list in a separate post...
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#298 - 2012-03-22 16:54:29 UTC  |  Edited by: m3talc0re X
Kronos
* Increase Sensor Strength to 24 or 25 points.
* Increase Scan Resolution to 90-95 mm at the least.
* Increase Armor Explosive resistance to 30%.
* Increase Drone Bandwidth to 125 and Drone Bay to 150m3
Gallente Battleship Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level changed to Marauder Skill Bonus
Marauder Skill Bonus:
7.5% bonus to large hybrid weapon tracking per level changed to Gallente Battleship Skill Bonus
** Change web bonus to 10% bonus to the velocity factor of stasis webifiers and range per level

Paladin
* Increase Sensor Strength to 25 points.
* Increase Scan Resolution to 95-100 mm at the least.
* Increase Power Grid by 1,000. Not sure what the base would be, but after skills and all, the thing needs 1k more pg.
* Increase Armor Explosive resistance to 50%.
Amarr Battleship Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level changed to Marauder Skill Bonus
Marauder Skill Bonus:
5% bonus to large energy turret damage per level changed to Amarr Battleship Skill Bonus
* Increase Capacitor Amount by 700 and decrease cap recharge time by at least 200 or 300 seconds.
** Change web bonus to 10% bonus to the velocity factor of stasis webifiers and range per level

Vargur
* Increase Sensor Strength to 20 or 21 points.
* Increase Scan Resolution to 95-100 mm at the least.
* Increase Power Grid by 2,500. Again, not sure of the base.
* Increase Shield EM resistance to 40%.
** Add 10% bonus to target painter effectiveness and optimal range per level bonus

Golem
* Increase Sensor Strength to 25 or 26 points.
* Increase Scan Resolution to 95-100 mm at the least.
* Increase Shield EM resistance to 30%.
** Add 5% rate of fire bonus for cruise and siege launchers
** Add 2% bonus to Cruise Missile and Torpedo Structure Hitpoints per level
** Change bonus to 10% bonus to target painter effectiveness and optimal range per level

All Marauders
* Increase max base capacitor by 1,000 at the least. Do not adjust recharge times.
Role Bonus: 100% bonus to range and velocity of tractor beams changed to 150% bonus.
Role Bonus: 25% bonus to Salvager cycle time needs added.
** I'm removing the damage increase bonus. I think it will make them OP.**
Role Bonus: 100% bonus to [weapon] damage increased to 125%. **
** Do we really need this damage bonus increase? I'm not so sure...

Notes: Added resist changes for each ship. The changes keep them all in line. Looking at the other 3 Marauders, the Armor Explosion Resistance buff on the Paladin makes sense.

Does everyone agree with these? If not, the why?
Geister Bob
Doomheim
#299 - 2012-03-22 18:32:50 UTC
I can only speak out for the Golem, as i haven't flown any of the other marauders

The bonus to torpedo structural hitpoints isn't really necessary as they already have high enough hitpoints
Cruise missile struct. bonus would be nice, but i would like to see a higher percentage per level there. So that at marauders-V it would take 3 defenders to down a cruise missile. This would mean a cruise missile would have to have at least 141 hitpoints at that level. (anything between 141 and 210 would take 3 defenders). On the other hand: one would already benefit at marauders level 1 for any percentage per level. My suggestion is give the cruise missiles a structural hitpoint bonus as of level 3, of 35% per level. At level 3 -> needs 2 defenders, at level 4 -> still 2, at level 5 -> 3 defenders. At level 5 you should nearly always deliver the full dps
These changes are needed to have the Golem compete with the CNR, concerning cruise missiles

However,.. i do believe the Golem should shine using torpedoes, but it is hampered due to range issues
So instead of the cruise missile structural hitpoint bonus,.. it could have a torpedo flight time bonus
And it's standard 10% bonus to cruise missile velocity isn't really needed. Instead i would like to see it's bonus to torpedo missile velocity increased by a higher percentage, say 15% per level.

Also: make torpedoes a guided missile class so that rigor rigs can be used for them.
Joe Risalo
State War Academy
Caldari State
#300 - 2012-03-22 18:33:17 UTC
I was wondering, how about instead of all around ewar immunity, we give each Marauder immunity to the related challenges of which they face.

Golem - Immune to jamming
Paladin - Immune to cap warfare
Kronos - Immune to dampening
Vargur - Immune to target painters and web

All Classes are immune to warp scrambling (not webbing)

Arguably, the Vargur's bonus is weaker, being immune to target painters, but I gave it the bonus of being immune to web as well to balance it out.

When you look at this in a manner of "lore" it completely makes sense that the factions would have designed the ships and their computers to battle the specific challenges they face in their regions. Now, should these immunities be both pve AND pvp??
I don't know.

However, with these specific immunities, this would mean, if you're going to fly Gallente missions, you're best off using a Kronos. If you're flying Caldari missions, you're best off using a Golem..etc.etc...
While some people may think this is weakening Marauders a bit, it may be gimping them slightly, but it's also making them much more viable in the territories they were created for.

With these bonuses, it will help these ships out significantly in their race's missions, but occationally they'll face a challenge with the occational missions that pop up against a different pirate faction or what not.

I'm still all for complete npc ewar immunity, but if there are players that are firmly against it, than this may be a possible compromise.

Also, I'm still for exchanging shield boost bonuses for resistance bonuses(or perhaps bonus to resistance buff given by resistance modules) because it will allow Marauders to fit a much better buffer tank, thus not having to worry near as much about cap.