These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

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

First post First post
Author
Alticus C Bear
University of Caille
Gallente Federation
#381 - 2013-07-29 09:12:08 UTC
Generally making sensor and combat tweaks is probably enough although T1 battleships are much closer in power now.

For unique abilities

Can fit Micro Jump Drive overdrive script (there is probably a better name)

Can then use Micro jump drive to jump between systems locking onto gates in the target system rather than a cyno and appears through the gate triggering the normal gate affects including gate cloak.

Has a limited Ly jump range.

Use has larger cool down than usual, say 10 minutes.

Not useable in Highsec and cannot jump to Highsec gates.

Allows those performing PVE/PVP better mobility around lowsec/ null sec.

Allows Marauder gangs to jump past gate camps and assault them from the other side.

Have used the micro jump drive to jump makes them temporarily more vulnerable without that module for a period.

Does not require cyno ship or jump drive skills.
Arthur Aihaken
CODE.d
#382 - 2013-07-29 10:53:29 UTC
Caleb Seremshur wrote:
I'm pretty sure the issue with mines is a server-side performance thing. They did used to exist, they're apparently unfeasible from a technical viewpoint.


That's why I suggested remote-detonated only, ie: one mine deployed per launcher. But here's another suggestion for Marauders: increase the Target Breaker strength by 100% per Marauder level.

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

The Djego
Hellequin Inc.
Mean Coalition
#383 - 2013-07-29 11:55:10 UTC
My personal impressions with the ship class, plus some more conventional stuff I would like to see:

http://failheap-challenge.com/showthread.php?13247-Marauders

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Arthur Aihaken
CODE.d
#384 - 2013-07-29 13:01:07 UTC
Maybe now that assault cruisers are almost finished... Marauders might be next? (hint, hint)

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

Gabriel Karade
Coreli Corporation
Pandemic Legion
#385 - 2013-07-31 17:33:01 UTC
Suspense is killing!...
MOAR INFO!

Cool

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

big miker
Sebiestor Tribe
Minmatar Republic
#386 - 2013-07-31 18:31:47 UTC
My idea about maruaders?

Pretty simple. Give them an RR BS role.
This consists of 2 new kind of bonus's.

The new bonus's will change too for example the kronos:

Gallente Battleship skill bonus: 5 % bonus to large hybrid weapon damage and 10% bonus to the velocity factor of stasis webifiers per level.

Marauder skill bonus: 7.5% bonus to repair amount of armor repair systems and armor remote repair systems , and 7.5 % bonus to large hybrid weapon tracking per level.

Role bonus: 100% to large hybride weapon damage, 100% bonus to range and velocity of tractor beams and 100 % bonus to armor remote repair systems range.

This will pretty much buff a Large 'solace' remote armor repairer to the next stats:

Armor HP repaired: 384 -> 528
Optimal range: 8400m -> 16,800m

Increase sensor strenghte and grid a tiny bit and that's it. This will make them extremely good as a RR BS composition.
The range isn't extreme and the rep amount per remote repairer isn't extreme either. The shield remote repair variants require a large amount of CPU. A small tweak or bonus would be needed for those, becuase buffing up the golems or vargurs CPU wouldn't be a smart idea. They'd be able to fit multiple ASB's without fitting issues which shouldn't be happening.

Tell me what you think, it's just a random idea I was thinking about Shocked
stoicfaux
#387 - 2013-08-01 19:01:45 UTC
Well, given that CCP is overhauling warfare links, and Marauders have utility high slots...

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Abused Slave
XCONR Presidium
#388 - 2013-08-01 19:11:36 UTC
stoicfaux wrote:
Well, given that CCP is overhauling warfare links, and Marauders have utility high slots...



Hmm, I think that would actualy be a nice idea. But I'm more a fan of the bomb idea xD Would be fun as hell.
Caleb Seremshur
Naked Oiled Bodybuilders
Parasitic Legion.
#389 - 2013-08-01 20:47:46 UTC
unless marauders gained 5% bonuses to links where would the incentive to fly one over a command ship or T3 be present? that's also before considering that command ships I think take even longer to train in to than marauders...

I think that the discussions on marauders have pretty much come full circle. the RR bonus proposal has surfaced again. this is not a niche that needs filling I think. there are t2 logi ships for this or even umder the current stats you can use the high slots for remote energy transfer to generate free cap for the local repa to consume.

I really feel that a bomb launcher is the best thing for marauders in the effort to push them out of highsec and in to null. instead of 100% range bonus for tractor beams you get 100% bonus for bomb range. things like this add more value because theres less overlap with other ships unlike rr where there's already ways to do it
Mole Guy
Band of Builders Inc.
Drifters.
#390 - 2013-08-01 23:02:26 UTC
Caleb Seremshur wrote:
unless marauders gained 5% bonuses to links where would the incentive to fly one over a command ship or T3 be present? that's also before considering that command ships I think take even longer to train in to than marauders...

I think that the discussions on marauders have pretty much come full circle. the RR bonus proposal has surfaced again. this is not a niche that needs filling I think. there are t2 logi ships for this or even umder the current stats you can use the high slots for remote energy transfer to generate free cap for the local repa to consume.

I really feel that a bomb launcher is the best thing for marauders in the effort to push them out of highsec and in to null. instead of 100% range bonus for tractor beams you get 100% bonus for bomb range. things like this add more value because theres less overlap with other ships unlike rr where there's already ways to do it

well, the bomb idea was in fun

but the rr bonus would actually be best.
in worm holes or deep in space, one cant always have a complete fleet laying around. having the ability to run in 2-3 person groups would be awesome.
we put the rr bonus suggestion in several threads, its nothing new. but it would make the marauder SO much more useful.
give it a 10% range and a 5% amount bonus per level or something.

plus a sensor str bonus and a few other tweaks.
Endeavour Starfleet
#391 - 2013-08-02 01:49:03 UTC
Just want to say again that the Golem needs to be rebalanced into a high tank, low dps, ship designed to attract NPC attention for use in PVE content.
Aglais
Ice-Storm
#392 - 2013-08-02 02:11:53 UTC
The Djego wrote:
My personal impressions with the ship class, plus some more conventional stuff I would like to see:

http://failheap-challenge.com/showthread.php?13247-Marauders



I like your changes, though I did notice that mass (and agility) were not mentioned. Those also are quite important with respect to ship mobility as well, and having reduced masses compared to other battleships could also aid in trying to give them the feel of a 'marauder'- basically a freight train from nowhere. I do think though that the focus of 'balance' should be on PvP, however, and that afterwards, PvE content is molded into a shape that's less grossly seperate from PvP (which is one of the reasons why there's such a huge gulf between PvE and PvP fittings, and why missioners are... Well, the easiest possible targets next to miners, and usually loaded down with the shiniest of gear.)
Arthur Aihaken
CODE.d
#393 - 2013-08-02 11:01:59 UTC
Endeavour Starfleet wrote:
Just want to say again that the Golem needs to be rebalanced into a high tank, low dps, ship designed to attract NPC attention for use in PVE content.


How about, um... no.

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

The Djego
Hellequin Inc.
Mean Coalition
#394 - 2013-08-02 11:24:36 UTC  |  Edited by: The Djego
Caleb Seremshur wrote:
unless marauders gained 5% bonuses to links where would the incentive to fly one over a command ship or T3 be present? that's also before considering that command ships I think take even longer to train in to than marauders...

I think that the discussions on marauders have pretty much come full circle. the RR bonus proposal has surfaced again. this is not a niche that needs filling I think. there are t2 logi ships for this or even umder the current stats you can use the high slots for remote energy transfer to generate free cap for the local repa to consume.


Even with the bonus, you would need the mind link and in gangs, command ships do the job better and are harder to crack(survivability is everything for a gang bonus ship on grid).

The RR utility makes them fantastic in gangs, logi disconnects are no issue at all for us in Incs, using marauders(you can also swap out Guardians for Oneiroses, since you don't need a logi for capping ships up after neuting). If you pair it up with a Logi you can fit buffer tank on both and remote + cap transfer between both ships what is a lot more effective and cheaper than to use a pimped active tank for WH, L5 or plexes. While it might not be the most useful thing for L4, it clearly separates them for faction BS for other pve stuff and makes them really good if you use them there. Blink

Aglais wrote:
The Djego wrote:
My personal impressions with the ship class, plus some more conventional stuff I would like to see:

http://failheap-challenge.com/showthread.php?13247-Marauders



I like your changes, though I did notice that mass (and agility) were not mentioned. Those also are quite important with respect to ship mobility as well, and having reduced masses compared to other battleships could also aid in trying to give them the feel of a 'marauder'- basically a freight train from nowhere. I do think though that the focus of 'balance' should be on PvP, however, and that afterwards, PvE content is molded into a shape that's less grossly seperate from PvP (which is one of the reasons why there's such a huge gulf between PvE and PvP fittings, and why missioners are... Well, the easiest possible targets next to miners, and usually loaded down with the shiniest of gear.)


Thx for your input. Well they are a bit heavier and less agile than normal BS, but so are HACs compared to Cruisers(at least with the current balance iteration, I did love nano HACs back in the days). The speed changes mostly reflect the changes to the T1 BS 2 months ago, making everything a bit less cumbersome, with exception of the golem that gets a lot more speed to utilize torps and mwd for pve.

I think with the changes they would be pretty good pvp ships to, Vargur as a slower mach with more range, tank and utility, Golem as dedicated torp gank machine(would probably nano fit it P), and Kronos and Paladin more as traditional RR small gang BS that bring a extra damage application bonuses with them(web bonus), a few more reps and some spare room for cap charges for the other BS.

I mostly tried to make them different compared to the faction and pirate ships, they should be not strictly better but can shine with unique bonus combinations and more flexibility, by offering something what you don't find on the other hulls in this combination. I would also like to see if CCP reduces the T2 components you need to build them a bit so they go back to 600-700M price range, like they where a few years ago. I think that is a good price segment, being a bit more expensive than navy BS but a cheaper than most pirate BS that can do offer more gank, EHP, speed or or other stuff for the ISK.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Cadius Vect
Tenth Plague of Egypt
#395 - 2013-08-03 23:06:59 UTC  |  Edited by: Cadius Vect
Personally as a pilot of all 4 of the marauders I think they just need a few changes.

- Better sensors, both scan res and sensor strength
- A 4th utility high, so you can have 2 salvagers and 2 tractors 2/1 is an annoying compromise
- A bonus to salvaging, 30% to access difficulty, the equivalent of 2 built in T2 salvage rigs
- 300% bonus to rage and velocity of tractor beams instead of 200%
- Golem needs better range or damage application with torps

If they do change marauders to something completely different from what they are now, I'll finally have a good excuse to sell all 4 of mine along with their fittings, I can't bring myself to sell them while they still manage a million isk/minute solo in high sec.
Nikk Narrel
Moonlit Bonsai
#396 - 2013-08-04 14:06:34 UTC
Here is an interesting twist.

Have each Marauder immune to targeting by it's racial type.

Example: Golem can not be targets by any Caldari ships.
Paladin cannot be targeted by any Amarr ships.
Etc.

(Pirate ships are exempt, not affected)
Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#397 - 2013-08-06 11:02:34 UTC  |  Edited by: Rikimaru Ichikawa
It's going to be interesting to see where CCP goes with Marauders. They take longer to train for than a pirate equivalent yet the pirate equivalents are that much more powerful, the difference being the utility bonus generally speaking. Definitely need a 4 than utility slot, more bonus amount to tractor beams (300% minimum), and also a salvage bonus (something light like5% per level). Sensor strength is so appalling it is completely unbalanced. Resists need to be slightly buffed on top of current armour/shield stats, perhaps to 4% per level either to shield or armour depending on race. DPS is fine currently imo. Base speed needs increasing as well and the sig radius to be bought in line with the navy variants. I mean compare the navy hulls to the marauder equivalent. Really not a good look. Where is the extra training justified? I say this based on having trained Marauders to V already.

Balance is always hard to achieve in all scenarios and the previous posts all have valid points to consider. Eg: with radar compensation at V my Paladin has a sensor strength of 14. Pathetic really. Buffs to utilities, sensor strength and resists is where I feel CCP should be looking at these guys based on the current model. Now a new model and/ or newly acquired functions based on the marauder descriptions would not go amiss.

CCP, please give us a hint. Free cookies and milk if you do for all the dev team! Cool
General Guardian
Perkone
Caldari State
#398 - 2013-08-06 11:15:00 UTC
big miker wrote:
My idea about maruaders?

Pretty simple. Give them an RR BS role.
This consists of 2 new kind of bonus's.

The new bonus's will change too for example the kronos:

Gallente Battleship skill bonus: 5 % bonus to large hybrid weapon damage and 10% bonus to the velocity factor of stasis webifiers per level.

Marauder skill bonus: 7.5% bonus to repair amount of armor repair systems and armor remote repair systems , and 7.5 % bonus to large hybrid weapon tracking per level.

Role bonus: 100% to large hybride weapon damage, 100% bonus to range and velocity of tractor beams and 100 % bonus to armor remote repair systems range.

This will pretty much buff a Large 'solace' remote armor repairer to the next stats:

Armor HP repaired: 384 -> 528
Optimal range: 8400m -> 16,800m

Increase sensor strenghte and grid a tiny bit and that's it. This will make them extremely good as a RR BS composition.
The range isn't extreme and the rep amount per remote repairer isn't extreme either. The shield remote repair variants require a large amount of CPU. A small tweak or bonus would be needed for those, becuase buffing up the golems or vargurs CPU wouldn't be a smart idea. They'd be able to fit multiple ASB's without fitting issues which shouldn't be happening.

Tell me what you think, it's just a random idea I was thinking about Shocked


I would love to see Spider tanking marauders. Not because I think it'd be balanced, but because I love people raging at such things.

For this to work, sensor strength would need to be at a level where you don't get permajammed by one ec-300.

Oh god Spider tank Golem fleet Come at me!
General Guardian
Perkone
Caldari State
#399 - 2013-08-06 11:17:55 UTC
I will say one thing, I couldn't be bothered flying a few systems to get my shiny torp golem to run a ded 6 recently, so I used my cheap fit Cruise missile raven.

Ran the site in approximately the same time, with about the same effort.

Just sayin CCP (wink wink)
Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#400 - 2013-08-06 11:18:59 UTC
General Guardian wrote:
big miker wrote:
My idea about maruaders?

Pretty simple. Give them an RR BS role.
This consists of 2 new kind of bonus's.

The new bonus's will change too for example the kronos:

Gallente Battleship skill bonus: 5 % bonus to large hybrid weapon damage and 10% bonus to the velocity factor of stasis webifiers per level.

Marauder skill bonus: 7.5% bonus to repair amount of armor repair systems and armor remote repair systems , and 7.5 % bonus to large hybrid weapon tracking per level.

Role bonus: 100% to large hybride weapon damage, 100% bonus to range and velocity of tractor beams and 100 % bonus to armor remote repair systems range.

This will pretty much buff a Large 'solace' remote armor repairer to the next stats:

Armor HP repaired: 384 -> 528
Optimal range: 8400m -> 16,800m

Increase sensor strenghte and grid a tiny bit and that's it. This will make them extremely good as a RR BS composition.
The range isn't extreme and the rep amount per remote repairer isn't extreme either. The shield remote repair variants require a large amount of CPU. A small tweak or bonus would be needed for those, becuase buffing up the golems or vargurs CPU wouldn't be a smart idea. They'd be able to fit multiple ASB's without fitting issues which shouldn't be happening.

Tell me what you think, it's just a random idea I was thinking about Shocked


I would love to see Spider tanking marauders. Not because I think it'd be balanced, but because I love people raging at such things.

For this to work, sensor strength would need to be at a level where you don't get permajammed by one ec-300.

Oh god Spider tank Golem fleet Come at me!


Would be cool. A fleet of spider tanked Paladins. Lazors everywhere.