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marauder as i see them

Author
William Darkk
Garoun Investment Bank
Gallente Federation
#21 - 2013-08-28 23:04:12 UTC
Personally I kind of want to see the "web bonus" thing expanded into making them BS-sized combat (the one without the cloak if I mixed up combat/force) recons.
Danika Princip
GoonWaffe
Goonswarm Federation
#22 - 2013-08-28 23:19:25 UTC
Cade Windstalker wrote:
Danika Princip wrote:
Why does something you can run in a T2 fit drake, or even run quickly in a bog standard T2 fit t1 battleship, or even blitz the hell out of in a blinged out pirate boat, need a dedicated t2 battleship when the game's main theme, IE PVP, doesn't get one?

If the thing is designed as a PVP boat, that doesn't mean it's no good for missions. If it's designed purely as a mission boat, it'll be overshadowed hugely in PVP by all the dedicated combat ships out there.

Also, missions are not the only form of PVE. Make the bloody thing viable in nullsec as something besides bait.


Every ship is a PvP ship in one way or another. Even the lack of PvP capability on things like industrials is intentional. No one is arguing for these not being PvP capable ships, especially not the person you're quoting, but giving them a set of bonuses that is useful in missions with PvP applications would make both sides happy.

As for the pirate Battleships well, those are in for a rebalance (and very deservingly so) Straight



Find me a bonus that is useful for missions but is not a straight up PVP bonus, given that even the owners of marauders have said in these threads that they just use a noctis.

Why does the marauder need to specialise in PVE, why not just specialise in blowing **** up?
Cade Windstalker
#23 - 2013-08-28 23:29:22 UTC
Danika Princip wrote:
Cade Windstalker wrote:
Danika Princip wrote:
Why does something you can run in a T2 fit drake, or even run quickly in a bog standard T2 fit t1 battleship, or even blitz the hell out of in a blinged out pirate boat, need a dedicated t2 battleship when the game's main theme, IE PVP, doesn't get one?

If the thing is designed as a PVP boat, that doesn't mean it's no good for missions. If it's designed purely as a mission boat, it'll be overshadowed hugely in PVP by all the dedicated combat ships out there.

Also, missions are not the only form of PVE. Make the bloody thing viable in nullsec as something besides bait.


Every ship is a PvP ship in one way or another. Even the lack of PvP capability on things like industrials is intentional. No one is arguing for these not being PvP capable ships, especially not the person you're quoting, but giving them a set of bonuses that is useful in missions with PvP applications would make both sides happy.

As for the pirate Battleships well, those are in for a rebalance (and very deservingly so) Straight



Find me a bonus that is useful for missions but is not a straight up PVP bonus, given that even the owners of marauders have said in these threads that they just use a noctis.

Why does the marauder need to specialise in PVE, why not just specialise in blowing **** up?


I think that's more or less our point, lol.

We don't really care about the Tractor Beam bonus, at this point it's only used in one HQ incursion site and would be easily replaced with using 2 MDWing Battleships, HACs, T3s, or Command Ships.

The decreased sensor stats actually hurt their mission performance.

Personally I'd rather see some kind of speed or cap use bonus to MWDs, ABs, or both depending on the bonus. Leave them with utility highs so they're still viable exploration ships and people who want to salvage as they go can do so. In PvP those fit neuts, ETs and Reps, or any number of other useful things. If they end up with a little better stats overall and get a unique bonus then they can end up with slightly lower damage than the pirate battleships without stepping to badly on each other's toes.
Debora Tsung
Perkone
Caldari State
#24 - 2013-08-29 07:30:14 UTC
So, after I've read some of the posts in this thread...

We essentially want our marauders to be missile spewing mobile super POSes with just that little bit of more awesome sauce to make them cool but not to cool... Or did I get that wrong?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

hmskrecik
TransMine Group
Gluten Free Cartel
#25 - 2013-08-29 08:15:47 UTC  |  Edited by: hmskrecik
Danika Princip wrote:
Why does something you can run in a T2 fit drake, or even run quickly in a bog standard T2 fit t1 battleship, or even blitz the hell out of in a blinged out pirate boat, need a dedicated t2 battleship when the game's main theme, IE PVP, doesn't get one?

Last time I checked Black Ops are dedicated T2 PVP battleships. I read on forum they tend to be somewhat crappy but it's a matter of balance, so there you are.

Look, I'm not arguing against Marauders used in PVP. I'm just opposing silly argument that missions, or PVE in general, do not deserve specialised ship. You yourself observed in another post that every useful PVE bonus is also applicable in PVP. So what's the problem with designing single class of ships with missions in mind and making them not suck at PVP at the same time?

Speaking of, I suspect that current situation of Marauders is due to preemptive nerf. With their strengths and without penalties they might be too good. But I'm speculating, someone from CCP should comment on that.
Arthur Aihaken
CODE.d
#26 - 2013-08-29 08:31:36 UTC
How about giving each a unique defensive immunity vs. modules and drones?
Amarr - Tracking Disruption, Caldari - ECM, Gallente - Sensor Dampening, Minmatar - Target Painting

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

Debora Tsung
Perkone
Caldari State
#27 - 2013-08-29 08:59:51 UTC  |  Edited by: Debora Tsung
Arthur Aihaken wrote:
How about giving each a unique defensive immunity vs. modules and drones?
Amarr - Tracking Disruption, Caldari - ECM, Gallente - Sensor Dampening, Minmatar - Target Painting


Amarr: TD immunity / ... Don't know what to say about that.... honestly...

Caldari ECM immunity / Resistant to caldari ECM ships... Shocked

Gallente SD immunity / vat? Gallente Marauders now are better sniper ships since nobody can SD them anymore?

Minmatar TP immunity / Combat bonus vs the Torp Raven and Golem... Most impressive...



That does not feel balanced, not at all.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Danika Princip
GoonWaffe
Goonswarm Federation
#28 - 2013-08-29 09:38:41 UTC
hmskrecik wrote:
Danika Princip wrote:
Why does something you can run in a T2 fit drake, or even run quickly in a bog standard T2 fit t1 battleship, or even blitz the hell out of in a blinged out pirate boat, need a dedicated t2 battleship when the game's main theme, IE PVP, doesn't get one?

Last time I checked Black Ops are dedicated T2 PVP battleships. I read on forum they tend to be somewhat crappy but it's a matter of balance, so there you are.

Look, I'm not arguing against Marauders used in PVP. I'm just opposing silly argument that missions, or PVE in general, do not deserve specialised ship. You yourself observed in another post that every useful PVE bonus is also applicable in PVP. So what's the problem with designing single class of ships with missions in mind and making them not suck at PVP at the same time?

Speaking of, I suspect that current situation of Marauders is due to preemptive nerf. With their strengths and without penalties they might be too good. But I'm speculating, someone from CCP should comment on that.



A BLOPS is worse in combat than it's T1 equivilent. They are not designed for straight up fights.

As for the bonuses, it's the other way around. PVP bonuses are good in PVE. PVE bonuses are useless in PVP.

Why do missions even need a specialised ship when PVP boats are already so much better at them than the supposed current mission ship? And why do you need a T2 battleship to do what you can easily do in a drake?
Arthur Aihaken
CODE.d
#29 - 2013-08-29 10:37:29 UTC
Debora Tsung wrote:
Arthur Aihaken wrote:
How about giving each a unique defensive immunity vs. modules and drones?
Amarr - Tracking Disruption, Caldari - ECM, Gallente - Sensor Dampening, Minmatar - Target Painting


Amarr: TD immunity / ... Don't know what to say about that.... honestly...
Caldari ECM immunity / Resistant to caldari ECM ships... Shocked
Gallente SD immunity / vat? Gallente Marauders now are better sniper ships since nobody can SD them anymore?
Minmatar TP immunity / Combat bonus vs the Torp Raven and Golem... Most impressive...

That does not feel balanced, not at all.


All Marauders can still be neuted, vampired, webbed and scrammed - and 3/4 of the other types of electronic warfare are still effective. So you can't hit an Amarr with a SD? ... Or Caldari with a TP? ... Or Gallente with TD? ... Or Minmatar with ECM? You could also give offensives bonuses to each as well:

Amarr - Neutralizer
Caldari - Sensor Boost
Gallente - Drones
Minmatar - Stasis Web

All need improved resistances as well.

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

hmskrecik
TransMine Group
Gluten Free Cartel
#30 - 2013-08-29 11:00:37 UTC
Danika Princip wrote:
A BLOPS is worse in combat than it's T1 equivilent. They are not designed for straight up fights.

As for the bonuses, it's the other way around. PVP bonuses are good in PVE. PVE bonuses are useless in PVP.

Why do missions even need a specialised ship when PVP boats are already so much better at them than the supposed current mission ship? And why do you need a T2 battleship to do what you can easily do in a drake?

I didn't say BLOPS are better. You wanted dedicated T2 PVP battleships, you have them. Balance is subject of another discussion.

And not really. For example most of EWAR bonuses are useless in PVE, buffer and gang link bonuses are of limited use too. OTOH, what is useless in PVP with active tanking, tracking, range and so on? Heck, even expanded cargo bay may have its uses.

The only boats better at missions are pirate battleships and even they only by slight margin and only with significant pimpage. If you insist on doing missions in Drake I'm not stopping you. However I would like to have some kind of endgame goal regarding this activity. And current Marauders fit the bill.
Debora Tsung
Perkone
Caldari State
#31 - 2013-08-29 11:07:00 UTC
Arthur Aihaken wrote:

All Marauders can still be neuted, vampired, webbed and scrammed - and 3/4 of the other types of electronic warfare are still effective. So you can't hit an Amarr with a SD? ... Or Caldari with a TP? ... Or Gallente with TD? ... Or Minmatar with ECM? You could also give offensives bonuses to each as well:

Amarr - Neutralizer
Caldari - Sensor Boost
Gallente - Drones
Minmatar - Stasis Web

All need improved resistances as well.


Hm... while i agree that a bonus to a certain form of attack is better than a free immunity to an entire branch of ewar methods, I am not quite sure if you understood what I was trying to say.

Think about it.

Your proposed Minmatar Marauder TP immunity.

Who mostly uses Target painters?

Torpedo boats.

That would give the Minmatar marauer a (mediocre) advantage vs the prime torpedo boats, how many are there? 4 or are there 5 of those?

On the other hand look at your proposed immunity to ECM attacks for the Golem.

That immunity would make the Golem immensely valuable to any small, medium or large gang.
Everyone would want on in his gang because.... well, with the golems range, damage and damage application bonus for torps (that's the TP bonus in case you were asking yourself what I was talking about) it could almost one shot most dedicated ECM boats and nobody could stop it from doing that because it couldn't be jammed...

Do You see now what I was talking about?

One billion isk Ship in effect gets a slight bonus vs one weapon system.

The other one is made invaluable because it's the saviour of your gang, almost as valuable as a dedicated T2 logistics ship.

Do You see now what I was talking about?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Claire Raynor
NovaGear
#32 - 2013-08-29 11:51:19 UTC
Currently for my PvE Bling boat the Vargur is totally eclipsed by my RF Typhoon - possibly just for the way I play - but the gap is too big. The Noctis really does mitigate the need for the one-ship does it all "Bonus" - as the bonus to tractors isn't enough on the Vargur and so I can fly back to base get the Noctis and finish salvaging before the Vargur can have traversed the 90KM wide feild of debris to scoop it all up. Kronos is slightly better than my Navy Mega - but not by much.

At the moment - the only benefit, (I might use), is that the Maruders use so few guns for slightly better DPS than the Fleet versions - that it becomes more ecconomical to use faction ammo in the missions - which to me is only of benefit to the Vargur because I'm in Minnie space - and that would give me even more DPS.

But without sacrificing DPS and range - my Vargur can not equip 1400s - and the Maelstrom is cheaper with a mental high dps. This is only an issue if I want to maximise damage per shell to use my invented "Bonus" of being able to justify faction ammo for missions - which is a bit of a "Fail" reason for the design, I know, but. . . . .

But. . . I'm looking at Fail design angles because Maruders just don't give me an angle on Fleet Battleships - so I hunt for a reason.

They are just lacking - and where are their resists? - It would be nice to have something general purpose other than the more-damge-for-fewer-guns-for-pointless-utility-highs-on-a-PVE-ship bonus.
Zor'katar
Matari Recreation
#33 - 2013-08-29 13:23:58 UTC
Cade Windstalker wrote:
We don't really care about the Tractor Beam bonus, at this point it's only used in one HQ incursion site and would be easily replaced with using 2 MDWing Battleships, HACs, T3s, or Command Ships.

Speak for yourself, there are still those of us who like having a one-ship killing/cleaning solution, even if it's marginally less efficient than a supergank ship + Noctis (and I think that's debatable since the introduction of savage drones).
Debora Tsung
Perkone
Caldari State
#34 - 2013-08-29 13:29:07 UTC  |  Edited by: Debora Tsung
Zor'katar wrote:
Cade Windstalker wrote:
We don't really care about the Tractor Beam bonus, at this point it's only used in one HQ incursion site and would be easily replaced with using 2 MDWing Battleships, HACs, T3s, or Command Ships.

Speak for yourself, there are still those of us who like having a one-ship killing/cleaning solution, even if it's marginally less efficient than a supergank ship + Noctis (and I think that's debatable since the introduction of savage drones).


Ugh, slavaging with a marauder takes ages and isn't worth the effort.

The only time I ever used the tractor beam was on missions so I can get the mission critical items one minute earlier.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Zor'katar
Matari Recreation
#35 - 2013-08-29 16:57:00 UTC
Debora Tsung wrote:
Ugh, slavaging with a marauder takes ages and isn't worth the effort.

The only time I ever used the tractor beam was on missions so I can get the mission critical items one minute earlier.

Release salvage drones as soon as you've blapped elite frigs/cruisers and pull in wrecks for them while you're shooting everything else. By the time you've killed the last ship, there's only 2 or 3 wrecks left. Cleaning those up takes hardly any time at all.
Mooer
Band of Builders Inc.
Intaki-Business Logistics Union
#36 - 2013-08-29 17:13:13 UTC
Zor'katar wrote:
Cade Windstalker wrote:
We don't really care about the Tractor Beam bonus, at this point it's only used in one HQ incursion site and would be easily replaced with using 2 MDWing Battleships, HACs, T3s, or Command Ships.

Speak for yourself, there are still those of us who like having a one-ship killing/cleaning solution, even if it's marginally less efficient than a supergank ship + Noctis (and I think that's debatable since the introduction of savage drones).

for every one of you, i can find 10 non-you's who think the marauder is WAY lacking.

ok, so u CAN use it on a mission. it should be for a larger purpose. whatever that purpose is, i dont know yet, but right now it bites.

if it received a cloaking bonus to scan resolution penalty it would be a great thing. we could go in worm holes with a probe launcher and scan cloaked. once we find some thing, we could fly to it.

or sit on a gate cloaked and decloak when a juicy comes along.

if it had jump drives, it would be great. it could ride shotgun with the fleet and protect them from smaller ships.

if it had mjd bonuses to duration and reuse time it would be kewl.

they need to serve a higher purpose.

they need to have good fitment. they use 1/2 the guns so fitting a (1/2) rack of large t2's shouldnt be a problem.

unless they crap billions of isk a day, dont make us choose between tank or gank.
Arthur Aihaken
CODE.d
#37 - 2013-08-29 17:54:03 UTC  |  Edited by: Arthur Aihaken
Debora Tsung wrote:
Hm... while i agree that a bonus to a certain form of attack is better than a free immunity to an entire branch of ewar methods, I am not quite sure if you understood what I was trying to say. Think about it. Do You see now what I was talking about?


I think I do now, yes (thanks for the clarification and feedback). Here's my revised proposal:

Amarr Paladin
Radar 24 (+12), 6 medium slots (+2), 4 hardpoints (+2)
Shield: 0% EM, 20% Thermal, 62.5% Kinetic, 81.25% Explosive
Armor: 50% EM, 35% Thermal, 53.12% Kinetic, 70% Explosive

Caldari Golem
Gravimetric 28 (+14), 6 low slots (+2), 4 hardpoints (+2)
Shield: 0% EM, 70% Thermal, 62.5% Kinetic, 50% Explosive
Armor: 50% EM, 79.37% Thermal, 53.12% Kinetic, 10% Explosive

Gallente Kronos
Magnetometric 26 (+13), 6 medium slots (+2), 4 hardpoints (+2)
Shield: 0% EM, 50% Thermal, 77.5% Kinetic, 50% Explosive
Armor: 50% EM, 59.37% Thermal, 75.62% Kinetic, 10% Explosive

Minmatar Vargur
Ladar 22 (+11), 6 low slots (+1), 7 medium slots (+1), 4 hardpoints (+2)
Shield: 62.5% EM, 50% Thermal, 40% Kinetic, 50% Explosive
Armor: 85% EM, 59.37% Thermal, 25% Kinetic, 10% Explosive

Respective sensor strength has been doubled and the total number of slots is now on par with the Pirate faction battleships. Marauders feature a new class advantage with 4 hardpoints for rigs. In lieu of the 100% bonus to range and velocity of tractor beams, Marauders now receive a 50% MWD signature reduction.

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

Cade Windstalker
#38 - 2013-08-29 18:04:33 UTC
Zor'katar wrote:
Debora Tsung wrote:
Ugh, slavaging with a marauder takes ages and isn't worth the effort.

The only time I ever used the tractor beam was on missions so I can get the mission critical items one minute earlier.

Release salvage drones as soon as you've blapped elite frigs/cruisers and pull in wrecks for them while you're shooting everything else. By the time you've killed the last ship, there's only 2 or 3 wrecks left. Cleaning those up takes hardly any time at all.


Honestly, I think CCP could probably take or leave the tractor-beam bonus without having any real affect on the balance of the ships. This is such a marginally useful bonus in anything but missions it's amusing. It's not like it has any effect on PvP either.

Mooer wrote:

ok, so u CAN use it on a mission. it should be for a larger purpose. whatever that purpose is, i dont know yet, but right now it bites.

if it received a cloaking bonus to scan resolution penalty it would be a great thing. we could go in worm holes with a probe launcher and scan cloaked. once we find some thing, we could fly to it.

or sit on a gate cloaked and decloak when a juicy comes along.

if it had jump drives, it would be great. it could ride shotgun with the fleet and protect them from smaller ships.

if it had mjd bonuses to duration and reuse time it would be kewl.

they need to serve a higher purpose.

they need to have good fitment. they use 1/2 the guns so fitting a (1/2) rack of large t2's shouldnt be a problem.

unless they crap billions of isk a day, dont make us choose between tank or gank.


This sounds like more of a Black-Ops bonus. Marauders have nothing to do with cloaking or jump-drives.

There is always going to be a choice between more tank and more gank, that's the nature of Eve. Choices and trade-offs. How steep that exchange is though is another matter entirely.
Cade Windstalker
#39 - 2013-08-29 18:15:21 UTC
Arthur Aihaken wrote:
Debora Tsung wrote:
Hm... while i agree that a bonus to a certain form of attack is better than a free immunity to an entire branch of ewar methods, I am not quite sure if you understood what I was trying to say. Think about it. Do You see now what I was talking about?


I think I do now, yes (thanks for the clarification and feedback). Here's my revised proposal:

Amarr Paladin
Radar 24 (+12), 6 medium slots (+2), 4 hardpoints (+2)
Shield: 0% EM, 20% Thermal, 62.5% Kinetic, 81.25% Explosive
Armor: 50% EM, 35% Thermal, 53.12% Kinetic, 70% Explosive

Caldari Golem
Gravimetric 28 (+14), 6 low slots (+2), 4 hardpoints (+2)
Shield: 0% EM, 70% Thermal, 62.5% Kinetic, 50% Explosive
Armor: 50% EM, 79.37% Thermal, 53.12% Kinetic, 10% Explosive

Gallente Kronos
Magnetometric 26 (+13), 6 medium slots (+2), 4 hardpoints (+2)
Shield: 0% EM, 50% Thermal, 77.5% Kinetic, 50% Explosive
Armor: 50% EM, 59.37% Thermal, 75.62% Kinetic, 10% Explosive

Minmatar Vargur
Ladar 22 (+11), 6 low slots (+1), 7 medium slots (+1), 4 hardpoints (+2)
Shield: 62.5% EM, 50% Thermal, 40% Kinetic, 50% Explosive
Armor: 85% EM, 59.37% Thermal, 25% Kinetic, 10% Explosive

Respective sensor strength has been doubled and the total number of slots is now on par with the Pirate faction battleships. Marauders feature a new class advantage with 4 hardpoints for rigs. In lieu of the 100% bonus to range and velocity of tractor beams, Marauders now receive a 50% MWD signature reduction.


So, for a start that's entirely too many slots on all of those ships. That would put them 1 slot over any T1 Battleship while having half the turrets which would be an absolutely silly amount of utility in one ship.

Second, I'm assuming by "hardpoints" you mean rig slots. That's also entirely too many, no ship gets more than 3 for good reason, most rigs stack by percentages and having 4 would be hilariously OP.

Third, I don't think they should get full T2 resists. I stand by the idea that of all the preemptive nerfs given to the T2 Battleships not giving them the full T2 resist bonuses is the only one that really holds up over time because of the stupid amount of EHP they would have when fully tanked if they had full T2 resists. If CCP decide otherwise and give a good rational for it and the ship has made trade-offs for those resists then great, but what you're presenting is just massively buffed Battleship hulls.
Jasmine Assasin
The Holy Rollers
#40 - 2013-08-29 18:23:23 UTC  |  Edited by: Jasmine Assasin
Want to make Marauders useful? Make them viable for Incursions. I mean actually viable by fixing their scan res and giving them normal tech II resist.

People will be scrambling to get into them as fast as possible. Instead of just being hisec lvl4 boats, make them specialized PvE boats through and through. Incursions are fleet PvE that right now is dominated with Pirate battleships. Not that I'm complaining but tech II ships should be a "step up" right?

It should go Tech I>faction>pirate>tech II, tech II being where you "specialize" PvE or PvP with Marauders being PvE and the BLOPS battlships being PvP IMHO.
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