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CCP- what r you guys thinking towards marauders? not finished stats, just general role change

First post First post
Author
Gabriel Karade
Coreli Corporation
Pandemic Legion
#321 - 2013-07-15 17:37:46 UTC  |  Edited by: Gabriel Karade
'mini' siege module?

You could go a number of ways with that - akin to 'big brother' Siege module i.e. massive damage and self repair bonus, but completely stationary sitting duck with no remote repair.

or perhaps,

Lesser (but still large) damage bonus, penalties more akin to Heavy Interdictors in 'bubble mode' (so they maintain some mobility, but still no remote repair, massively reduced effect from prop modules, possibly still disallow warping)

Much more ‘marauder’ like and would have a role where dreads (for example) cannot go.

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Mooer
Bob's Bait and Tackle
#322 - 2013-07-15 19:43:47 UTC  |  Edited by: Mooer
assault frigs
heavy assault cruisers
marauders.

the path is laid, just follow it.
a t2 bs that dishes it out as well as can take a hit.

pirates dish it out big time. the frigs follow a path to bs. same thing. why is it that they can and people say they are fine, but when you mention a t2 hac style bs, people flip? pirates are still more powerful to an extent.

i mean most pirate frigs are tougher than t2. most pirate cruisers are tougher than t2, most pirate bs would be tougher than t2 hac bs's.
it follows a linear progression.

we dont need pve only ships. we need general purpose ships to be used how we see fit. if i wanna rat in my rorqual, i can. if i wanna pvp in my mining frig, who says i cant?

why would limmiting the use of a particular bs be ok if the same restriction doesnt apply everywhere else?

so they would be tough and damaging. we have tough and damaging already. pirates.

now, unless they are going to redisign it for other purposes, i dont see the need to keep it pve. that concept is lame.
i know they are toning pirates down, but marauders can be fit in and balance the equation.
Mole Guy
Bob's Bait and Tackle
#323 - 2013-07-17 14:47:07 UTC
word
Lucretia DeWinter
Sebiestor Tribe
Minmatar Republic
#324 - 2013-07-17 19:18:58 UTC
I'd like to see the deficiencies of Marauders addresses. They're not far off IMO, but definitely need some love. I know SP/training time shouldn't be a large factor in balance, but compared to a Faction BS, Marauders take 100 days additional training (absolute minimum) which is too hefty an investment to be outclassed on all levels.

As an example, here's how I'd have the Golem - it retains pretty much the same damage, although DPS output gets a boost from drone bandwidth buff. The Marauders skill bonuses are reworked slightly and the Role Bonus too. I've used the Golem because I'm most familiar with it and the Navy Raven (which does everything better)

Buffs to sensor strength, shield HP, target painter bonus to improve performance. Marauders in general are well suited to their role, but need a bit of a buff to be equivalent in potential output to Pirate/Faction BS and sufficiently superior in their individual specialised bonuses.

GOLEM

Caldari Battleship Skill Bonus:
10% bonus to cruise missile and torpedo velocity and 5% bonus to cruise missile and torpedo explosion velocity per level
Marauders Skill Bonus:
7.5% bonus to shield boost amount and 10% (+2.5%) bonus to effectiveness of target painters per level. 60% (new) bonus to range and velocity of tractor beams per level.
Role Bonus:
100% bonus to cruise missile and torpedo damage. 25% (new) increase in chance of salvage retrieval for Salvage Modules and Salvage Drones.

Slot layout: 7H, 7M, 5L (+1); 0 turrets , 4 launchers
Fittings: 6600 PWG (+100), 715 CPU
Defense (shields / armor / hull): 9000(+800) / 7000(-300) / 7300
Capacitor (amount): 5800 (+175)
Mobility (max velocity / agility / mass): 120(+15) / .11(-.01) / 105200000
Drones (bandwidth / bay): 100 (+25) / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 90 (+17) / 10
Sensor strength: 25 Gravimetric (+11)
Signature radius: 475(-100)


TP bonus bumped to 10%. This makes fitting 3 or more target painters and maddening juggling on torp boats less of a requirement allowing for improved damage application.
Tractors changed to 60% per level - still inferior to a Noctis and gives a little more for Marauder skill levels while improving the operational range.
Similarly, salvaging bonus provides a tasty improvement without trivialising salvage ships.

+ 1 low slot allows fitting of an additional utility low slot in addition to damage mods.
Slight boost in PG makes fitting of cloaks or probe scanners more achievable.
Boost to primary tank attribute. Marauders are pretty squishy next to Faction BS, so need a bit of bump as I feel the gap is too large. Faction BS are fine to be tankier, but not by 25%
Similarly, a boost to cap to close the gap on other BS hulls and to improve operation of utility high mods.
Small boost to mobility. Slow boating BS are just way too painful. Marauders are severely hamstrung in mobility.
Sensor strength bump. Although this seems like a large bump, a player ECM ship will still jam it no problem and NPC Guristas can still land jams on it. There is no logical reason for the atrocious sensors on Marauders.
Same with sig radius reduction. Its fine for them to be big ass ships, but the current radii are ridiculous.


I don't feel these are too large of changes or make the Golem an unstoppable powerhouse. These types of changes are possibe with all the Marauders. Some interesting points on wormhole operations, but I would like to see T3 BS hulls for that - with role bonus effective mass reductions, polarisation compensators and all manner of tasty goodness :)
Arthur Aihaken
CODE.d
#325 - 2013-07-19 13:56:41 UTC  |  Edited by: Arthur Aihaken
Since Marauders are more of a "lone wolf" type of ship, in addition to many of the other suggestions (like the addition of a slot or two, possibly 3 rig slots) I'd like to see their resistances buffed along the lines of command cruisers.

• Caldari Golem
(shield) 0 EM, 80 Thermal, 70 Kinetic, 50 Explosive
(armor) 50 EM, 86.25 Thermal, 62.5 Kinetic, 10 Explosive

• Amarr Paladin
(shield) 0 EM, 20 Thermal, 70 Kinetic, 87.5 Explosive
(armor) 50 EM, 35 Thermal, 62.5 Kinetic, 80 Explosive

• Gallente Kronos
(shield) 0 EM, 60 Thermal, 85 Kinetic, 50 Explosive
(armor) 50 EM, 67.5 Thermal, 73.75 Kinetic, 10 Explosive

• Minmatar Vargur
(shield) 75 EM, 60 Thermal, 40 Kinetic, 50 Explosive
(armor) 90 EM, 67.5 Thermal, 25 Kinetic, 10 Explosive

The color schemes on some of these suck, too (particularly the Golem). I'd prefer the grey/red-striped theme of the Widow on the Golem as well (as I'm sure Minmatar players would love a matte black Vargur).

I am currently away, traveling through time and will be returning last week.

Nagarythe Tinurandir
Einheit X-6
#326 - 2013-07-19 16:27:22 UTC
Arthur Aihaken wrote:

(as I'm sure Minmatar players would love a matte black Vargur).


HEEEEEEEEEEEEEELL NO!
brutor-style vargur awesome.
EXIA MIKOSZ
Strike Birds Zero
#327 - 2013-07-19 17:46:22 UTC
Lucretia DeWinter wrote:
I'd like to see the deficiencies of Marauders addresses. They're not far off IMO, but definitely need some love. I know SP/training time shouldn't be a large factor in balance, but compared to a Faction BS, Marauders take 100 days additional training (absolute minimum) which is too hefty an investment to be outclassed on all levels.

As an example, here's how I'd have the Golem - it retains pretty much the same damage, although DPS output gets a boost from drone bandwidth buff. The Marauders skill bonuses are reworked slightly and the Role Bonus too. I've used the Golem because I'm most familiar with it and the Navy Raven (which does everything better)

Buffs to sensor strength, shield HP, target painter bonus to improve performance. Marauders in general are well suited to their role, but need a bit of a buff to be equivalent in potential output to Pirate/Faction BS and sufficiently superior in their individual specialised bonuses.

GOLEM

Caldari Battleship Skill Bonus:
10% bonus to cruise missile and torpedo velocity and 5% bonus to cruise missile and torpedo explosion velocity per level
Marauders Skill Bonus:
7.5% bonus to shield boost amount and 10% (+2.5%) bonus to effectiveness of target painters per level. 60% (new) bonus to range and velocity of tractor beams per level.
Role Bonus:
100% bonus to cruise missile and torpedo damage. 25% (new) increase in chance of salvage retrieval for Salvage Modules and Salvage Drones.

Slot layout: 7H, 7M, 5L (+1); 0 turrets , 4 launchers
Fittings: 6600 PWG (+100), 715 CPU
Defense (shields / armor / hull): 9000(+800) / 7000(-300) / 7300
Capacitor (amount): 5800 (+175)
Mobility (max velocity / agility / mass): 120(+15) / .11(-.01) / 105200000
Drones (bandwidth / bay): 100 (+25) / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 90 (+17) / 10
Sensor strength: 25 Gravimetric (+11)
Signature radius: 475(-100)


TP bonus bumped to 10%. This makes fitting 3 or more target painters and maddening juggling on torp boats less of a requirement allowing for improved damage application.
Tractors changed to 60% per level - still inferior to a Noctis and gives a little more for Marauder skill levels while improving the operational range.
Similarly, salvaging bonus provides a tasty improvement without trivialising salvage ships.

+ 1 low slot allows fitting of an additional utility low slot in addition to damage mods.
Slight boost in PG makes fitting of cloaks or probe scanners more achievable.
Boost to primary tank attribute. Marauders are pretty squishy next to Faction BS, so need a bit of bump as I feel the gap is too large. Faction BS are fine to be tankier, but not by 25%
Similarly, a boost to cap to close the gap on other BS hulls and to improve operation of utility high mods.
Small boost to mobility. Slow boating BS are just way too painful. Marauders are severely hamstrung in mobility.
Sensor strength bump. Although this seems like a large bump, a player ECM ship will still jam it no problem and NPC Guristas can still land jams on it. There is no logical reason for the atrocious sensors on Marauders.
Same with sig radius reduction. Its fine for them to be big ass ships, but the current radii are ridiculous.


I don't feel these are too large of changes or make the Golem an unstoppable powerhouse. These types of changes are possibe with all the Marauders. Some interesting points on wormhole operations, but I would like to see T3 BS hulls for that - with role bonus effective mass reductions, polarisation compensators and all manner of tasty goodness :)


I Realy Like Changes what did you put here and i Hope CCP will land very close to them
TP Bonus is MUST on Golem(Specially on Torp one) and if CCP want change anything then that should be more % bonus
Same Like you i wish they will Increase Bonus to Tractors becaouse that was good idea before and off course not everybody use Noctis
1 more Low Slot?4 dmg mods and 1 utility sound awesome for me
Arthur Aihaken
CODE.d
#328 - 2013-07-20 04:21:34 UTC
Nagarythe Tinurandir wrote:
Arthur Aihaken wrote:

(as I'm sure Minmatar players would love a matte black Vargur).


HEEEEEEEEEEEEEELL NO!
brutor-style vargur awesome.


Touchy! Fine, you can donate the matte black theme to the Caldari then. :)

I am currently away, traveling through time and will be returning last week.

m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#329 - 2013-07-20 07:27:32 UTC  |  Edited by: m3talc0re X
This was from another thread we had going a little while back (year or so?):

Kronos
* Increase Sensor Strength to 27 or 28 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:
7.5% bonus to large hybrid weapon tracking per level changed from Marauders Skill Bonus
Marauder Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level changed from Gallente Battleship Skill Bonus

Paladin
* Increase Sensor Strength to 25 points.
* Increase Scan Resolution to 95-100 mm at the least.
* Increase Power Grid by 1,000.
Amarr Battleship Skill Bonus:
5% bonus to large energy turret damage per level changed from Marauder Skill Bonus
Marauder Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level changed from Amarr Battleship Skill Bonus

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.

Golem
* Increase Sensor Strength to 25 or 26 points.
* Increase Scan Resolution to 95-100 mm at the least.

All Marauders
Role Bonus: 100% bonus to range and velocity of tractor beams changed to 150% bonus.
Role Bonus: 20% bonus to Salvager cycle time needs added.
Role Bonus: 100% bonus to [weapon] damage increased to 125%.
Arthur Aihaken
CODE.d
#330 - 2013-07-20 13:35:34 UTC
^ Great suggestions. I'd like to see all the resistances buffed (along the lines of command ships), and 3 rig slots. The Golem also needs a 5th low/utility slot (not sure about the others). To encourage use in PvP, I wouldn't also mind seeing a inherent -2 warp core strength as a roll bonus for all.

I am currently away, traveling through time and will be returning last week.

supernova ranger
The End of Eternity
#331 - 2013-07-20 14:27:38 UTC
These isn't a ship that fills the "lone wolf" role.

Give them a mini super weapon that stops them from warping on use, a tough tank, and penalty to incoming reps. Voila, more targets in low and null.

marauders are raiders and pve is covered adequately by other ships...
Arthur Aihaken
CODE.d
#332 - 2013-07-20 14:52:20 UTC
supernova ranger wrote:
These isn't a ship that fills the "lone wolf" role. Give them a mini super weapon that stops them from warping on use, a tough tank, and penalty to incoming reps. Voila, more targets in low and null.


I like the idea of a Marauder-specific weapon. How about a 100% cap nullifier with a 10-minute recharge? As for reps, a -100% penalty should suffice.

I am currently away, traveling through time and will be returning last week.

DSpite Culhach
#333 - 2013-07-20 19:48:45 UTC
When I was very new at EVE, and I only just barely knew about Marauders, I just knew about the insane training times, I also later came across this mission

http://wiki.eveonline.com/en/wiki/Centus_Assembly_T.P._Co.

and I remember going back to read up on Marauders thinking "this is the sorta stuff those ships must be designed to handle". Nope. But they SHOULD. If only the damn things had ultra flexible resist profiles. Hint hint.

I apparently have no idea what I'm doing.

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#334 - 2013-07-20 20:47:58 UTC
Jureth22 wrote:
Jonas Sukarala wrote:
Alvatore DiMarco wrote:
With the exception of some possible minor adjustments to T1 ships, T2 are up for rebalancing now that Tiericide is over. They'll start with T2 frigates and move upward through the ship sizes just like they did with T1 ships. Don't expect any mention of T2 battleships before October.


They haven't got too haulers and pirate ships yet.


true.sansha ships need a buff like theres no tommorow.just a short fact : i have seen a succubus once in so many years of playing.and the last one i seen was like 3 years ago or 4.not to mention phantasm.nightmares are being used,but they are also pretty rare to spot.

blood : cruor is just meh.i have seen one last year and he died too fast.ashimmu is meh aswell.bhaalgorn is good but that needs a look at aswell

guristas : worm : i have never seen one in space.gila is ok`ish.rattlesnake is good too.but the problem with these ships are mainly drones.i have 12m sp in drones and i cant say i`m happy with them.they are just too easy to kill and vulnerable.the only advantage they have is that if you ship gets jammed,they will keep firing

serpentis : daredevils are common,vigilants are ok`ish.vindi is good,but it just doesnt feel like being a high end battleship.

angel : dramiel is just awfull after the nerf it had a while back.cynabal is good but lacks capacitor.mach has the same capacitor problem.

but then again.thats just my opinion.


this a thousand times
Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#335 - 2013-07-23 14:21:23 UTC  |  Edited by: Rikimaru Ichikawa
Referring to all suggestions posted before the definite weaknesses of the Marauder class are the resists (only referring to the aforementioned post that is) sensor strength and utility function is sub par with the requirements needed for the time to train for the skills and Isk required. There are some great suggestions here already and it would be great if CCP were to drop us a little more than a teaser so we can start to give constructive feedback. I would definitely like to see better bonuses on the tractor beams and salvage cycle times/loot chance even. Even an extra utility slot but especially sensor strength is in need of a major buff - perhaps not to the navy faction level but significantly more than it currently stands. With all skills at V inc radar compensation for a Paladin, the gurista missions are ridiculous. (Anyone with enough isk to pvp in these hulls might have more to add on this note... I've not tested this side but I imagine it would be like bringing a fancy butter knife to a sword fight. ) I'm definitely interested to see what changes as the Marauder is what I spent over 18months training towards. (Before I knew their current limitations compared to pirate and recently the navy faction BS hulls)
Mole Guy
Bob's Bait and Tackle
#336 - 2013-07-23 19:37:15 UTC
Rikimaru Ichikawa wrote:
Referring to all suggestions posted before the definite weaknesses of the Marauder class are the resists (only referring to the aforementioned post that is) sensor strength and utility function is sub par with the requirements needed for the time to train for the skills and Isk required. There are some great suggestions here already and it would be great if CCP were to drop us a little more than a teaser so we can start to give constructive feedback. I would definitely like to see better bonuses on the tractor beams and salvage cycle times/loot chance even. Even an extra utility slot but especially sensor strength is in need of a major buff - perhaps not to the navy faction level but significantly more than it currently stands. With all skills at V inc radar compensation for a Paladin, the gurista missions are ridiculous. (Anyone with enough isk to pvp in these hulls might have more to add on this note... I've not tested this side but I imagine it would be like bringing a fancy butter knife to a sword fight. ) I'm definitely interested to see what changes as the Marauder is what I spent over 18months training towards. (Before I knew their current limitations compared to pirate and recently the navy faction BS hulls)

18 months? i have 2 toons with marauder 5.. =\

been waitin for years....

i agree that there are a lot of good ideas posted here. just give us a direction and we can give feed back which would make balancing easier.
Nikk Narrel
Moonlit Bonsai
#337 - 2013-07-23 19:50:51 UTC
The Marauder is already pointed in a specific direction.
It implies itself to be the ultimate battleship.

It already has heavier weapons than any other battleship.

The 100% bonus, in addition to any other bonuses present, make each mounted weapon equal to two of it's kind.

Now, to balance this, they cut the number of possible mounts in half. And while it's nice to have utility slots, they don't usually mean as much in a fight compared to turrets and launchers.

So, the real question becomes, what would the ultimate battleship have?
Rowells
Blackwater USA Inc.
Pandemic Horde
#338 - 2013-07-23 20:28:46 UTC
Alvatore DiMarco wrote:
Wait a minute. Marauders don't have a T2 resist profile? What do they have then? *checks on this*

When the ship gets larger than a cruiser the resists get a little nerf. Still follow the same racial resist pattern though
Caleb Seremshur
Commando Guri
Guristas Pirates
#339 - 2013-07-23 22:02:06 UTC
supernova ranger wrote:
These isn't a ship that fills the "lone wolf" role.

Give them a mini super weapon that stops them from warping on use, a tough tank, and penalty to incoming reps. Voila, more targets in low and null.

marauders are raiders and pve is covered adequately by other ships...


And what about when entire fleets of these ships are present?

Here's a simpler idea: give them 5 turrets/launchers. All other bonuses remain as is. Capacitor reduced by 20% on all marauders.

Discuss.
Nikk Narrel
Moonlit Bonsai
#340 - 2013-07-23 22:19:09 UTC
Caleb Seremshur wrote:
supernova ranger wrote:
These isn't a ship that fills the "lone wolf" role.

Give them a mini super weapon that stops them from warping on use, a tough tank, and penalty to incoming reps. Voila, more targets in low and null.

marauders are raiders and pve is covered adequately by other ships...


And what about when entire fleets of these ships are present?

Here's a simpler idea: give them 5 turrets/launchers. All other bonuses remain as is. Capacitor reduced by 20% on all marauders.

Discuss.

If this is the most difficult battleship to get into, shouldn't it also be the most effective?