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Player Features and Ideas Discussion

 
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Marauders buffs

Author
Mole Guy
Bob's Bait and Tackle
#161 - 2013-04-16 16:32:26 UTC
those are some really powerful ideas.

o.0

Judge Wilhelm
Doomheim
#162 - 2013-05-02 21:31:08 UTC
I wish my marauder had a Ship Maintenance Bay (Frigate Size).
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#163 - 2013-05-03 11:50:32 UTC
Kuriar wrote:
With everything i have read shames me to say the maurader class is just not up to par and there is really now way to buff the ship to make it on par with its pirate counter part without overlapping bonus or the fear it will become OP. The ideas posted here are great but sadly it may cause problems elsewhere.

My solution for the muarader class is a unique one indeed and its one i feel may be the best course of action CCP could take.

Decomission the Maurader class altogether and remake it as a Modular battleship that can be fitted with sub-systems. Yup you are reading it correctly - A MODULAR BATTLESHIP ! Seeing as how the current training to be able to fly one is lengthy to the point where this ship is in reality a SPECIALIZATION. We deserve this due in part the effort to train up said skills and 2nd it would add some unique flavor where a Battleship hull can be configured for PvE, PvP, Incursion .. etc

Since we already have Tech 3 Cruisers why not a Modular Battleship in this case perhaps a Tech 4 Battleship ?
Before anyone gets any funky ideas that this will become or can become an OP Ship or unbreakable !
Please remember CCP can at any given moment nerf or buff a Sub-System :)

Besides should this idea become a reality id love to see some new art work for a new Battleship hull.
Also i like to see this be part of the hull -

25% reduction to Weapon Signatue radius turret
25% reduction to Explosion Radius missles

to also include the 5% to heat absordsion when overheating modules

Sub-systems skills - please insert ideas here - clueless at the moment


I see it mentioned often that people would prefer tech 3 battleships to have modular weapons.

As an example -

t3 torp launcher, t3 battleship only
Standard is much like a t2 launcher but maybe worse in some small way
Load with scripts to increase effectiveness in a given area while reducing effectiveness in other areas such as:
1) long range script: missile flight time increased by 100%, missile explosion velocity -50%.
2) High damage script: missile flight time -50%, damage increased by 100%

Stuff like that. Adjust for flavour.

T3 cruisers will be tiericided in to being generalist ships that aren't mini-battleships, T3 battleships hyperspecialise even beyond the point of T2 battleships, a gameplay method that brings its own bonuses/drawbacks.
Ager Agemo
Rainbow Ponies Incorporated
#164 - 2013-05-03 12:33:12 UTC
androch wrote:
supernova ranger wrote:
So I can finally fly Marauders but won't even buy one cause they are useless. Their role to mission and salvage is over with a noctis present and their firepower is less then that of their pirate counterparts while being just as expensive.

I'd like to see the Marauders kept in play but used more effectively where noctises can't go. I think by giving them bonuses to target spectrum breakers, +warp core stabilization, and the re-target lock time reduced for de-cloaking would be a good starting place to see them move into lowsec to do missions.




so its not enough being tanked beyond any other sub capital ship in the game with the added ability of cherry picking wrecks if youre alone? or the fact that it puts out as much dps as your favorite pirate battleships, only thing that needs a buff to make it better would be to get rid of its abyssmal scan resolution


you don't fly marauders do you?


MArauders have extremely LAME tanks, about half the EHP of other battleships their resists don't cut it, and active tanking is a joke, my CNS could outtank 3 marauders by itself while doing a similar damage at any range perfectly applied to any target larger than a frigate.