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

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Author
Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#401 - 2013-08-06 11:23:10 UTC  |  Edited by: Rikimaru Ichikawa
General Guardian wrote:
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)


Yeah good point. With the recent balancing Navy variants just seem to do it better, let alone tech 1 BS's.

I get the feeling we'll see a difference once the modules are finished being rebalanced. Nice work CCP on the turrets and armour reppers, much better for the fitting side of things even with maxed skills.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#402 - 2013-08-06 12:42:37 UTC
Some of the ideas here sound horrifically imbalanced and hilarious, but much better than just boosting the current stats.

I don't fly them myself (no real use in wormholes for the most part) but I'd love to have a reason to. For me just making their sensor strength better with some higher resists probably won't make the difference. I'd like to see some really unique abilities.

Some of the ideas like being able to jump between adjacent systems to avoid the actual gates could make for some really interesting gameplay in empire space. It fit's in with some of the requests to make them more useful in dangerous space. They'd be able to get between systems for either PvE or PvP in relative safety, but in a completely different way to a nullified T3. I like this a lot :)
Not sure how you'd make the mechanics work in terms of required modules/scripts, time delays etc however.

As for the tractor beam / salvage requests. How about a special Marauder only tractor beam that automatically starts salvaging when they are in range and scoops any loot? Would actually make the bonus half useful? (Plus it'll make all the Noctis pilots upset)
Jill Antaris
Jill's Open Incursion Corp
#403 - 2013-08-07 07:12:21 UTC
Rikimaru Ichikawa wrote:
Would be cool. A fleet of spider tanked Paladins. Lazors everywhere.


We already fly this fleet setup in Incursion. Cool

They don't really need more remote rep but cap use bonus for remote repair modules and a bit more range would be cool.
Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#404 - 2013-08-07 09:57:48 UTC
Jill Antaris wrote:
Rikimaru Ichikawa wrote:
Would be cool. A fleet of spider tanked Paladins. Lazors everywhere.


We already fly this fleet setup in Incursion. Cool

They don't really need more remote rep but cap use bonus for remote repair modules and a bit more range would be cool.


Ah, tell me more... I was wondering if this was done already. Never flied in a proper Incursion fleet before, soloed belts in incursions, but I know that's not the same Blink
Jill Antaris
Jill's Open Incursion Corp
#405 - 2013-08-07 11:24:11 UTC  |  Edited by: Jill Antaris
Rikimaru Ichikawa wrote:
Jill Antaris wrote:
Rikimaru Ichikawa wrote:
Would be cool. A fleet of spider tanked Paladins. Lazors everywhere.


We already fly this fleet setup in Incursion. Cool

They don't really need more remote rep but cap use bonus for remote repair modules and a bit more range would be cool.


Ah, tell me more... I was wondering if this was done already. Never flied in a proper Incursion fleet before, soloed belts in incursions, but I know that's not the same Blink


You can try the channel "The Ditanian Fleet", it is the biggest armor Incursion channel with lots of gangs, I think they try to form a paladin fleet atm to. The Paladin fleet(9 Paladins, 2 Oneiroses) is flown by a smaller armor channel and we use the RR ability's often to help the logis out(since we utilize the RR ability's to drop most of the tank and only use 2 logis) or to keep the ships alive if logis are late or disconnect. It is a pretty impressive gang format and would probably not work with faction BS, since they lack the remote rep ability's and the extra T2 resists on the armor to work with our fitting concept(1550 dps puls laser marauder with 62k EHP).
Dinsdale Pirannha
Pirannha Corp
#406 - 2013-08-07 12:13:43 UTC
Jill Antaris wrote:
Rikimaru Ichikawa wrote:
Jill Antaris wrote:
Rikimaru Ichikawa wrote:
Would be cool. A fleet of spider tanked Paladins. Lazors everywhere.


We already fly this fleet setup in Incursion. Cool

They don't really need more remote rep but cap use bonus for remote repair modules and a bit more range would be cool.


Ah, tell me more... I was wondering if this was done already. Never flied in a proper Incursion fleet before, soloed belts in incursions, but I know that's not the same Blink


You can try the channel "The Ditanian Fleet", it is the biggest armor Incursion channel with lots of gangs, I think they try to form a paladin fleet atm to. The Paladin fleet(9 Paladins, 2 Oneiroses) is flown by a smaller armor channel and we use the RR ability's often to help the logis out(since we utilize the RR ability's to drop most of the tank and only use 2 logis) or to keep the ships alive if logis are late or disconnect. It is a pretty impressive gang format and would probably not work with faction BS, since they lack the remote rep ability's and the extra T2 resists on the armor to work with our fitting concept(1550 dps puls laser marauder with 62k EHP).


It is indeed good, except the FC is mean.
Gareth Burns
The Dark Space Initiative
Scary Wormhole People
#407 - 2013-08-07 17:43:43 UTC
Is there a way we can like... Petition you to spill the beans!

I'm dying to get some sort of hint about whats going to happen to my ship!

Noblesse Oblige ► Gareth Burns

Vtra
The Scope
Gallente Federation
#408 - 2013-08-07 19:00:28 UTC
My idea... may be dumb but I yeah....

How about old Blops range for jumping but making them ONLY able to jump to lowsec, specificly special lowsec beacons that you would have to place in the system\s before hand? That way they could jump into lowsec but only to beacons that you have setup before hand , possibly limit the amount of Beacons, say 5 with Cyno 5 skill? Again just trying to think outside the box.
Nikk Narrel
Moonlit Bonsai
#409 - 2013-08-07 19:07:44 UTC  |  Edited by: Nikk Narrel
Vtra wrote:
My idea... may be dumb but I yeah....

How about old Blops range for jumping but making them ONLY able to jump to lowsec, specificly special lowsec beacons that you would have to place in the system\s before hand? That way they could jump into lowsec but only to beacons that you have setup before hand , possibly limit the amount of Beacons, say 5 with Cyno 5 skill? Again just trying to think outside the box.

Is this for Marauders?
Vtra
The Scope
Gallente Federation
#410 - 2013-08-07 19:18:18 UTC
Yes sorry i did not specify.
Nikk Narrel
Moonlit Bonsai
#411 - 2013-08-07 19:28:55 UTC
Vtra wrote:
My idea... may be dumb but I yeah....

How about old Blops range for jumping but making them ONLY able to jump to lowsec, specificly special lowsec beacons that you would have to place in the system\s before hand? That way they could jump into lowsec but only to beacons that you have setup before hand , possibly limit the amount of Beacons, say 5 with Cyno 5 skill? Again just trying to think outside the box.

Why only low sec?

I can understand not in high sec, nothing jumps to that area, but are you wanting to leave out null sec?
Vtra
The Scope
Gallente Federation
#412 - 2013-08-07 19:31:05 UTC
No real reason, Just thinking and the more I think about it I guess 0.0 wouldnt be an issue either and would make Mauraders actually live up to their descriptions.
Arthur Aihaken
CODE.d
#413 - 2013-08-08 09:00:33 UTC
I'd be ecstatic with an original idea/theme for Marauders.

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

Rowells
Blackwater USA Inc.
Pandemic Horde
#414 - 2013-08-08 09:32:02 UTC
First the marauders tease and now the CS model tease....CCP is a cruel sadistic mistress
Caleb Seremshur
Naked Oiled Bodybuilders
Parasitic Legion.
#415 - 2013-08-08 13:03:55 UTC
Gareth Burns wrote:
Is there a way we can like... Petition you to spill the beans!

I'm dying to get some sort of hint about whats going to happen to my ship!


I have just recently achieved the ability to fly a marauder but to be honest unless they walk out of rebalancing with some kind of actual unique feature like bombs or wormhole junction capacity then I wont even train the skill past level 1.
Gareth Burns
The Dark Space Initiative
Scary Wormhole People
#416 - 2013-08-08 13:35:32 UTC
Caleb Seremshur wrote:

I have just recently achieved the ability to fly a marauder but to be honest unless they walk out of rebalancing with some kind of actual unique feature like bombs or wormhole junction capacity then I wont even train the skill past level 1.


I'm currently training it to V.

I seriously have no idea why, I think I'm just hoping they get some sort of actual good buff. They don't need to be extremely overpowered. Just live up to their name instead of being a slightly shittier version of faction ships.

Also a real role bonus would be key. not that I don't like the salvage bonus but we have there are now specialized ships for salvaging.

Perhaps, on a low end scale of specialization, they would get some sort of bonus to Micro-Jump Drives. Like -50% capacitor use and cool down time.

On the high end scale allow them to open up a smaller jump-bridge.


Noblesse Oblige ► Gareth Burns

Caleb Seremshur
Naked Oiled Bodybuilders
Parasitic Legion.
#417 - 2013-08-08 14:08:28 UTC
in all seriousness and without thought towards new featurea I think that based on current rebalancing trends you'll probably see the marauder class get a bit tougher, have the sensor strength increased and have the role bonus changed to 50% mwd and possibly toward agility.

If it does go that way not only will I be not flying one ever but I will be extremely disappointed at the total lack of creativity when it comes to a ship that literally takes more than 2 months to spec to 5 even with a +5 clone. They don't need to be mini dreadnoughts with siege modules or any other gimmicky crap that belongs on capitals. They need a reason to exist outside of highsec and a reason to actually pick a fight instead of always waving a big "gank me!" sign. If CCP genuinely intend to fix this class they need to ignore the attempts at making marauders in to battleship T3 or dreads and move the class towards being the centre piece for a gang. Reduce their utility in big fleets and make them very strong 1v1 for a tech 1 battleship. If that means rr powers then so be it but I still don't see that getting them into low or null when t1 stuff does the same job much cheaper.

that is why I suggested bomb launchers because its a null only feature which. if marauder role bonuses were the ability to shoot bombs and jump through covert bridges and could fit a 5th weapon that would add a lot more value to them as back line killers than they themselves being the cyno ship or being able to cycle mjd faster
Nikk Narrel
Moonlit Bonsai
#418 - 2013-08-09 19:18:12 UTC
Ok, new vision:

Marauder gets a bonus to smart bomb range.

Something like 10%, maybe 20% per level.

Thoughts?
Caleb Seremshur
Naked Oiled Bodybuilders
Parasitic Legion.
#419 - 2013-08-09 22:54:43 UTC
It could work.

Perhaps take HAC bonuses and transpose on to marauders?
Kronos gets %5 capacitor bonus per level when a MWD is fit
Golem gets +10% velocity and +10% flight time bonuses. Maybe also gimp with kinetic damage bonus only?
Vargur: more stupid projectile bonuses.
Paladin: 10% capacitor use bonus for lasers

Simple changes like that will define the ship. It follows a sensible progression from earlier designs.
Rikimaru Ichikawa
Imperial Academy
Amarr Empire
#420 - 2013-08-10 10:26:29 UTC
Caleb Seremshur wrote:
It could work.

Perhaps take HAC bonuses and transpose on to marauders?
Kronos gets %5 capacitor bonus per level when a MWD is fit
Golem gets +10% velocity and +10% flight time bonuses. Maybe also gimp with kinetic damage bonus only?
Vargur: more stupid projectile bonuses.
Paladin: 10% capacitor use bonus for lasers

Simple changes like that will define the ship. It follows a sensible progression from earlier designs.


Good on all points I think, perhaps the Kronos gets a base 5% capacitor per level regardless of MWD fit or not?

I don't expect CCP to completely overhaul the Marauders, but I am quietly waiting to see what they have in mind.