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Marauders: Underwhelming. Fix Ideas

Author
Joe Risalo
State War Academy
Caldari State
#301 - 2012-03-22 18:39:58 UTC
Geister Bob wrote:
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.


I personally feel that the torpedo bonus for the cnr should be removed, and make it specifically a cruise missile boat, then give it whatever bonuses it needs for that role.

Then, take the golem and make it specifically a torp boat, removing any cruise missile bonuses it has, and instead of giving any hit point bonuses, it should get a bonus towards range with torps. I would like to see them not needing a range rig at all to hit 65km at max skills, but i'm willing to accept the requirement of one t1 range rig in order to do so.

As far as using the rigor rigs, personally, you have rockets, assault missiles, heavy assault missiles, and torpedoes. I'd personally like to see rigor rigs made specifically for unguided missiles.
Geister Bob
Doomheim
#302 - 2012-03-22 19:24:44 UTC  |  Edited by: Geister Bob
Golem - Immune to jamming
Paladin - Immune to cap warfare
Kronos - Immune to dampening
Vargur - Immune to target painters and web

Like your idea of specific ewar immunity, Joe
+1
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#303 - 2012-03-22 21:02:38 UTC
@ Geister
For the Torpedoes getting the structure bonus with the Cruise, I'm not really sure if CCP will do a weapon specific bonus like that... Besides, with or without, it wont really make any difference on the Torps. So you think 35% bonus would be better? I really didn't know how much of a bonus the missiles would need. But I guess 35% makes more sense XD I'll update the change list I've got together...

The Golem should shine with Torpedoes. But at a limited range. This is the way all Marauders work. Pulse vs Beams, Blasters vs Rails. Vargur is gayed atm with being forced to use AC's. Which is one of the fixes I've listed for the Vargur. The stupid thing needs 2 fitting mods just to fit 1200mm arties, you can forget trying to fit 1400mm's. The Golem should be able to use both cruise and torps without having to make any compromises besides range and damage. Removing choice is a step backwards.

Rockets, Assaults and Torpedoes are all unguided missiles, but they are guided anyway. This doesn't really make much sense. But I think it's meant for balancing. This probably needs left alone, it may break balancing if changed. They just need their explosion velocity upped a little bit to hit moving targets better.

@ Joe
I'm against the ewar immunity. PvP or PvE. I think it would make them a bit OP in missions for one. And with the changes suggested so far, immunity isn't needed. You just fit the relevant mods to counter your mission rats' ewar. Once the ships are buffed, these mods will do their job boosting rather than just filling the hole they already have.

And I am still very much against exchanging rep bonuses for resistance bonuses. Again, with the listed buffs, this is completely unnecessary. Marauders don't need all of their resists buffed, just some of their holes. Some have larger ones than others... (Kronos's explosives hole, Golem's EM hole). I don't think you really understand what I said before. You get rid of this bonus and you WILL be fitting a module to do the bonus's job instead... Keeping their resists down where they're at also keeps them balanced pvp wise vs faction bs's.

Also, NO other ship in the game (that I can think of...) has bonuses specifically for one tier of weapons. Forcing the CNR into cruise only and Golem into torps only is a step backwards. And again, torps don't need a range bonus. It's part of the sacrifice for their massive damage. This is the way all guns/ammo works.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#304 - 2012-03-22 21:06:05 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 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 35% 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.
  • Increased the missile structural bonus on the Golem from 2% to 35%.

Does everyone agree with these? If not, then why?
Joe Risalo
State War Academy
Caldari State
#305 - 2012-03-22 21:41:59 UTC
m3talc0re X wrote:

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 35% bonus to Cruise Missile and Torpedo Structure Hitpoints per level
** Change bonus to 10% bonus to target painter effectiveness and optimal range per level


Golem doesn't need a 5% rof bonus. It's dps is just fine

Quote:
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...


Marauders don't need their damage increased. They're just fine with the damage they have, and with the Kronos getting the ability to field a fleet of 5 heavies/sentries, then it doesn't need the damage buff either.


Apart from that, I realize that you're just trying to balance these ships to be more efficient, but like I keep saying, not only can Marauders become the best pve ships, but they can also become much more viable at different form of pve other than just lvl 4's if you give them npc ewar immunity.
I know I keep mentioning it, and I know you're against it, but I look at it this way.

With NPC ewar immunity

Kronos
  • maybe still a buff to exp resistance?
  • Increase bw and drone bay
  • Reduce web effectiveness bonus in exchange for both range and effectiveness

  • Paladin
  • Probably still need pg buff
  • Maybe still exp resist buff?
  • Reduce web effect bonus in exchange for range and strength
  • Cap buff?

  • Vargur
  • Probably still some PG
  • maybe em resist buff?
  • Give 10% target painter buff

  • Golem
  • maybe em resist buff?
  • buff target painter bonus to 10%

  • All Marauder Changes
  • Buff tractors from 100% to 150%
  • Give 25% salvager buff

  • So now the changes will have as little effect on pvp as possible.

    While you may not agree that these ships should be gimped in pvp, I feel as though if CCP wanted them being used in pvp, they would have done so already.
    Also, while you may not agree, I am very fearful that CCP will gimp these ships in pve if they're attempting to balance them to be used in pvp as well.

    I say leave Marauders purely as pve boats, but do what you have to in order to make them the masters of pve.

    If you feel it necessary for CCP to have a pure dps t2 battleship for pvp, then perhaps you should start a new thread suggesting they create one.
    The overall goal of this thread as been to make Marauders better at what they're supposed to do, not make them better at other things you would like them to do.
    m3talc0re X
    The Motley Crew of Disorder
    The Gorram Shiney Alliance
    #306 - 2012-03-23 01:39:51 UTC
    Can't tell if serious or just trolling...

    NPC ewar immunity more than likely isn't gonna happen. We'll be lucky if CCP even gives two s***s about of these changes we want...

    Yes, the Golem DOES need a 5% rof bonus. Maybe not with Torpedoes, but it does with Cruise.

    You quoted this... how was it missed?
    Quote:
    ** I'm removing the damage increase bonus. I think it will make them OP.**


    Quote:
    Reduce web effectiveness bonus in exchange for both range and effectiveness

    Huh?

    Again, npc ewar immunity is a band-aid solution that isn't fixing the problems at hand.

    Quote:
    I feel as though if CCP wanted them being used in pvp, they would have done so already.

    Ha! Yeah right. They more than likely haven't touched a marauder in forever and we all know how long it takes to get anything changed...

    NPC ewar is not that damn bad. If you're having that much trouble, then you're doing something wrong. Am I really going ot have to break down all of my listed changes and explain each of them in detail and the pro's and cons of them and all their possibilities?
    Joe Risalo
    State War Academy
    Caldari State
    #307 - 2012-03-23 03:18:36 UTC
    m3talc0re X wrote:
    Can't tell if serious or just trolling...

    NPC ewar immunity more than likely isn't gonna happen. We'll be lucky if CCP even gives two s***s about of these changes we want...

    Yes, the Golem DOES need a 5% rof bonus. Maybe not with Torpedoes, but it does with Cruise.

    You quoted this... how was it missed?
    Quote:
    ** I'm removing the damage increase bonus. I think it will make them OP.**


    Quote:
    Reduce web effectiveness bonus in exchange for both range and effectiveness

    Huh?

    Again, npc ewar immunity is a band-aid solution that isn't fixing the problems at hand.

    Quote:
    I feel as though if CCP wanted them being used in pvp, they would have done so already.

    Ha! Yeah right. They more than likely haven't touched a marauder in forever and we all know how long it takes to get anything changed...

    NPC ewar is not that damn bad. If you're having that much trouble, then you're doing something wrong. Am I really going ot have to break down all of my listed changes and explain each of them in detail and the pro's and cons of them and all their possibilities?


    Well, at least we can agree that CCP isn't gonna get anything done with marauders any time soon.
    hell, they haven't even posted on this thread and its been gong for a while. Shows how much CCP really cares about what the player base thinks I suppose.....
    leviticus ander
    The Scope
    Gallente Federation
    #308 - 2012-03-23 04:40:22 UTC
    Joe Risalo wrote:

    Well, at least we can agree that CCP isn't gonna get anything done with marauders any time soon.
    hell, they haven't even posted on this thread and its been gong for a while. Shows how much CCP really cares about what the player base thinks I suppose.....

    CCP devs aren't too fond of posting in F&I threads because they might give something away, or people might think that since a single dev thinks an idea is neat that it will automatically pass inspection to be put in place. it would be nice if there was a tag to show that a dev has read it, as that would just assure that they've made a note of it whether or not it's a good idea.
    m3talc0re X
    The Motley Crew of Disorder
    The Gorram Shiney Alliance
    #309 - 2012-03-23 05:15:38 UTC
    That'd be nice XD
    Spugg Galdon
    Federal Navy Academy
    Gallente Federation
    #310 - 2012-03-23 09:37:24 UTC
    How about dropping the web strength bonus on the Kronos and Paladin for a tracking computer effectiveness bonus? Say about 10-12.5% per level.

    Think about it...... People say that the Paladin needs a range bonus and a tracking bonus. This is essentially both! It also gives you good damage application across the entire range of the weapon instead of just within web range.

    What do you think?
    Crellion
    Nano Rhinos
    PURPLE HELMETED WARRIORS
    #311 - 2012-03-23 10:21:03 UTC
    Spugg Galdon wrote:
    How about dropping the web strength bonus on the Kronos and Paladin for a tracking computer effectiveness bonus? Say about 10-12.5% per level.

    Think about it...... People say that the Paladin needs a range bonus and a tracking bonus. This is essentially both! It also gives you good damage application across the entire range of the weapon instead of just within web range.

    What do you think?


    Too complicated IMO. As previously stated fal off for Kronos and optimal for Pali straight up. Though for some this would be a nerf...
    Sarrein Razor
    RazorEnterprise
    #312 - 2012-03-23 10:42:13 UTC  |  Edited by: Sarrein Razor
    Spugg Galdon wrote:
    How about dropping the web strength bonus on the Kronos and Paladin for a tracking computer effectiveness bonus? Say about 10-12.5% per level.

    Think about it...... People say that the Paladin needs a range bonus and a tracking bonus. This is essentially both! It also gives you good damage application across the entire range of the weapon instead of just within web range.

    What do you think?


    PS: CCP, your forums still suck and ate my post.


    Right now the Top Mission BS (like i see it) are:

    1. Nightmare + Machariel
    2. CNR / Golem / Vargur
    3. Rest (including Paladin + Kronos)

    Fact is: Even a Navy Apoc performs better than the Paladin if u put in the same amount of ISK because of its Range bonus. I cant say much about Vindicator and Kronos, just what i know from EFT Tryouts, but in no way can their performance reach the levels of the Nightmare or Machariel in a PvE Scenario.
    Marauders are supposed to be the top class of PvE boats and require quit a lot of training time to get into. I do fly both the Paladin and the Golem and recently i got myself a Nightmare as well. The Paladin is only still their because it looks good in my hangar (or i give it to one of my alts if needed), the Golem is usefull from time to time if i need to run missions against Angels where EM/Thermal Damage doesnt work as good and for all the rest (including missions against guristas) the Nightmare outperforms both.

    As i got 2 other chars that can fly the Paladin, i did run some sort of benchmark test with 2 Paladins against the single nightmare. The Paladins where just as good as the Nightmare, but not better.
    (Funny site note: With 2x 90% Webs from the Paladins i could hit frigs at under 10km with tachyon beams.)

    The fittings are both Cap Stable Omni Tanking Designs with Tachyons Beams with a combination of Deadspace and Faction Equipment to boost their effectiveness. And this comparation shows pretty much what is wrong with especially the Paladin, as even two can just reach a single nightmares performance, while it takes way longer to train for them (on 2 Chars!!) and they cost way more.

    Paladin needs Damage Boost, Apocs Range Bonus and a Resistance Boost at the very minimum.

    Golem needs a range bonus for torps, so u can shoot at 65 to 70 km with faction ammo and without rigs (i need those rig slots for my tank right now) and as well a damage boost, even if not so much as the paladin if u can use torps at reasonable ranges without doing fitting stunts.

    Just my 2 cent.
    Geister Bob
    Doomheim
    #313 - 2012-03-23 12:35:53 UTC  |  Edited by: Geister Bob
    ok,.. that bonus sytem for cruise and torps for the golem does look a bit much. But it just shows you the dire need of a buff to the golem
    I've been thinking this over and came up with this idea

    Give the golem a marauder bonus percentage per level to torp speed and/or torp flighttime
    Give a double tructure hitpoints to torps for torpedo specialization skill lvl4 and triple for lvl5

    The second bonus system could be applied to all missile types, while keeping their base tructure hitpoints at 70
    This way we'll have a even better reason to train the ''missile''-specialization skill to lvl5
    Spugg Galdon
    Federal Navy Academy
    Gallente Federation
    #314 - 2012-03-23 12:47:43 UTC
    Crellion wrote:
    Spugg Galdon wrote:
    How about dropping the web strength bonus on the Kronos and Paladin for a tracking computer effectiveness bonus? Say about 10-12.5% per level.

    Think about it...... People say that the Paladin needs a range bonus and a tracking bonus. This is essentially both! It also gives you good damage application across the entire range of the weapon instead of just within web range.

    What do you think?


    Too complicated IMO. As previously stated fal off for Kronos and optimal for Pali straight up. Though for some this would be a nerf...



    It's not too complicated and like I said, think about it a little more.....

    A tracking computer effectiveness bonus essentially gives you a tracking and a range bonus for the price of one bonus.

    Essentially, for the Paladin, you're getting your optimal bonus and a tracking bonus. You can choose to use both or one at a time depending on the situation.
    Same goes for the Kronos. Not only that but if you wanted to you could fit Blasters to your Kronos and with three bonused tracking computers with optimal range scripts and Null ammo you get approx 22km (+ 42km falloff) range. Which is fantastic. Or stupidly high tracking Rails when using tracking scripts and Javelin ammo. I think that's a very fair trade for a web bonus that's only useful at very short range.
    m3talc0re X
    The Motley Crew of Disorder
    The Gorram Shiney Alliance
    #315 - 2012-03-23 13:10:52 UTC
    Jesus f'ing christ people...

    "buff torp range for Golem..."
    No. Golem should NOT be a f***ing torp only boat. It's a goddamn missile boat. You want that high damage? You deal with the range compromise. That's it. End of story. This applies to torps, blasters, pulses, and autocannons. Quit being stupid.

    Paladin is the only ship that could use a tracking bonus, since it's the only (turret) ship that doesn't have one. Vargur and Kronos are fine. You want long range? Use beams.

    I have faction ships and marauders. The gap between my Nightmare and my Paladin is close. Paladin has a bit less tracking and a little less range, but it's not THAT damn bad. Two of MY Paladins would wipe the floor with a Nightmare.

    I'm beginning to realize some of you just don't know what you're doing and are blaming the ships for it.
    Spugg Galdon
    Federal Navy Academy
    Gallente Federation
    #316 - 2012-03-23 13:16:49 UTC
    Calm down m3talc0re. You're starting to sound like an angry monkey.

    What do you think of swapping the Paladin (not the Kronos just yet) web bonus for a tracking computer effectiveness bonus?
    m3talc0re X
    The Motley Crew of Disorder
    The Gorram Shiney Alliance
    #317 - 2012-03-23 13:55:53 UTC
    I swear a lot, doesn't mean I'm upset...

    With no other changes to consider, that may be okay. But think about this:
    Say we give the Paladin a tracking bonus to go with the rest of the ships. Now factor in the other suggestions I've got in that list. With the cap changes and all, you could actually make use of the web bonus and fit a web. If not a tracking bonus, then let the hull's bonus carry over like it did with the other race's marauders. That would make the Paladin inherit the range bonus the Apoc has.

    Also, web works great in Merc missions.
    Spugg Galdon
    Federal Navy Academy
    Gallente Federation
    #318 - 2012-03-23 14:10:23 UTC
    I understand but what I'm suggesting is that you wouldn't need the web when you had a bonused tracking computer or two with a tracking script in. You can also switch that script for range and get fantastic range. The web is only useful when the target is in web range. Whereas a tracking computer is working for you all the time and most often than not, ships aren't in web range in missions.
    It's two bonuses in one and I also agree that the Paladin needs it's cap looking at along with it's damage bonus.
    Joe Risalo
    State War Academy
    Caldari State
    #319 - 2012-03-23 15:30:00 UTC
    Spugg Galdon wrote:
    I understand but what I'm suggesting is that you wouldn't need the web when you had a bonused tracking computer or two with a tracking script in. You can also switch that script for range and get fantastic range. The web is only useful when the target is in web range. Whereas a tracking computer is working for you all the time and most often than not, ships aren't in web range in missions.
    It's two bonuses in one and I also agree that the Paladin needs it's cap looking at along with it's damage bonus.


    The problem with that is you're making is much more versatile with this bonus than the other Marauders.
    Spugg Galdon
    Federal Navy Academy
    Gallente Federation
    #320 - 2012-03-23 15:46:28 UTC
    I did initially say that the Kronos could benefit from it too but why not the Vargur aswell. This wouldn't just be given to one Marauder without giving something equally as useful to the others.

    The three turret based marauders could receive this bonus and the Golem could get a buff to TP's or CCP might be releasing a new module that helps damage application of missiles which it could get a bonus for.

    They have just released some news about new modules but I know no details.