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[Rubicon] Marauder rebalancing

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Vinyl 41
AdVictis
#4801 - 2013-10-05 07:16:20 UTC
binding those hull nerfs to a single module will make that module useless because who would decide to use it when the gains from it would bring such huge limitations - there are allready huge concerns about the usefulness of the whole bastion module in both pve and pvp
rubi hits sisi in 2 days so lets hope it wont be such a big missfire like most people expect
Joe Risalo
State War Academy
Caldari State
#4802 - 2013-10-05 07:23:38 UTC
Vinyl 41 wrote:
binding those hull nerfs to a single module will make that module useless because who would decide to use it when the gains from it would bring such huge limitations - there are allready huge concerns about the usefulness of the whole bastion module in both pve and pvp
rubi hits sisi in 2 days so lets hope it wont be such a big missfire like most people expect


Which is why I said you have to balance the perks and negatives.

While you would get better sensor strength without the module, it would still be one of the weaker sensor ships in Eve.
Bastion would make you immune.

Without you would have 3 utility highs, bastion would be a utility module (assuming CCP takes away the extra high and puts it somewhere more useful and balanced.

Without you would have mobility, with you would have significantly more tank.


Also, they could remove all range bonuses from the hull, and focus purely on high tracking, while bastion could revert that tracking to range.

Things like that last one would make the ship nice outside of bastion, but for someone who wants ranged combat, they'd be better off with bastion.
baltec1
Bat Country
Pandemic Horde
#4803 - 2013-10-05 07:32:17 UTC
Lair Osen wrote:
baltec1 wrote:
Its amazing how many pve players are demanding a ship with no drawbacks.


More like they don't want their expensive ships nerfed in order to accommodate a module and playstyle that that may be detrimental for their activities for various reason.


I weep for the min/max pve players.
marVLs
#4804 - 2013-10-05 08:52:02 UTC
Without dps bonus, unnerf to base hulls, and something useful instead of tractor range, that whole marauders rebalance makes them worse than before...
Vinyl 41
AdVictis
#4805 - 2013-10-05 09:10:56 UTC
marVLs wrote:
Without dps bonus, unnerf to base hulls, and something useful instead of tractor range, that whole marauders rebalance makes them worse than before...

i totaly agree here besides the tractor bonus which i personaly liked so far - cant wait to test that new tractor structure ( which might make that bonus obsolete )
gascanu
Bearing Srl.
#4806 - 2013-10-05 10:56:54 UTC  |  Edited by: gascanu
CCP Ytterbium wrote:


words...
more words...
even more words...




i'm sorry to say this, CCP Ytterbium, but it seems to me that you have no idea of what to do with this ship class, of what rolle they should fit in; how about you think about that for a bit and you postpone this "rebalance" until you have a clear idea about that?


also, if this will be done at the same time with the pirate bs rebalance, i think we will be able to see the entire picture even better Blink

what i'm trying to say, is that atm , with current changes, the marauders look like the old weapon system on the Naglfar, you know, "the split weapon system", great on paper but terrible in practice;
baltec1
Bat Country
Pandemic Horde
#4807 - 2013-10-05 11:38:03 UTC  |  Edited by: baltec1
gascanu wrote:
CCP Ytterbium wrote:


words...
more words...
even more words...




i'm sorry to say this, CCP Ytterbium, but it seems to me that you have no idea of what to do with this ship class, of what rolle they should fit in; how about you think about that for a bit and you postpone this "rebalance" until you have a clear idea about that?


also, if this will be done at the same time with the pirate bs rebalance, i think we will be able to see the entire picture even better Blink

what i'm trying to say, is that atm , with current changes, the marauders look like the old weapon system on the Naglfar, you know, "the split weapon system", great on paper but terrible in practice;


Only none of these ships have split weapon bonuses. Also they will be doing pirate BS this winter. Finally they have a very clear plan for long range boats with a very heavy active tank.
gascanu
Bearing Srl.
#4808 - 2013-10-05 13:25:39 UTC  |  Edited by: gascanu
baltec1 wrote:
gascanu wrote:
CCP Ytterbium wrote:


words...
more words...
even more words...




i'm sorry to say this, CCP Ytterbium, but it seems to me that you have no idea of what to do with this ship class, of what rolle they should fit in; how about you think about that for a bit and you postpone this "rebalance" until you have a clear idea about that?


also, if this will be done at the same time with the pirate bs rebalance, i think we will be able to see the entire picture even better Blink

what i'm trying to say, is that atm , with current changes, the marauders look like the old weapon system on the Naglfar, you know, "the split weapon system", great on paper but terrible in practice;


Only none of these ships have split weapon bonuses. Also they will be doing pirate BS this winter. Finally they have a very clear plan for long range boats with a very heavy active tank.


i'm sorry to say that you missed my point entirely

p.s. can you point for me which one of the marauders have a split weapon bonuses?
Joe Risalo
State War Academy
Caldari State
#4809 - 2013-10-05 13:49:01 UTC
gascanu wrote:
baltec1 wrote:
gascanu wrote:
CCP Ytterbium wrote:


words...
more words...
even more words...




i'm sorry to say this, CCP Ytterbium, but it seems to me that you have no idea of what to do with this ship class, of what rolle they should fit in; how about you think about that for a bit and you postpone this "rebalance" until you have a clear idea about that?


also, if this will be done at the same time with the pirate bs rebalance, i think we will be able to see the entire picture even better Blink

what i'm trying to say, is that atm , with current changes, the marauders look like the old weapon system on the Naglfar, you know, "the split weapon system", great on paper but terrible in practice;


Only none of these ships have split weapon bonuses. Also they will be doing pirate BS this winter. Finally they have a very clear plan for long range boats with a very heavy active tank.


i'm sorry to say that you missed my point entirely

p.s. can you point for me which one of the marauders have a split weapon bonuses?


He said "NONE of these ships have split weapon bonuses" which was in reference to your comment on the Naglfar.
I suppose he's saying that using the Naglfar is a bad comparison.
baltec1
Bat Country
Pandemic Horde
#4810 - 2013-10-05 14:21:16 UTC
Quote:

He said "NONE of these ships have split weapon bonuses" which was in reference to your comment on the Naglfar.
I suppose he's saying that using the Naglfar is a bad comparison.


Its almost as if he didnt bother to read either my post or CCPs... Or even his own.
gascanu
Bearing Srl.
#4811 - 2013-10-05 14:27:04 UTC
have too admit my fault, i've read "one" instead of "none"Oops

the other thing still stands tho
Aglais
Ice-Storm
#4812 - 2013-10-05 16:52:21 UTC
Vinyl 41 wrote:
binding those hull nerfs to a single module will make that module useless because who would decide to use it when the gains from it would bring such huge limitations - there are allready huge concerns about the usefulness of the whole bastion module in both pve and pvp
rubi hits sisi in 2 days so lets hope it wont be such a big missfire like most people expect


This is going to be just as big a misfire as people expect.

There are too many things working against Marauders now for these changes to be even remotely good. Before anyone was aware of the warp speed changes, Marauders might have been a usable, if exceptionally boring to fly thing to use in PvE. Now?

Well, their warp speed has been crushed, on top of other mobility based hull nerfs. They still won't be used in PvP, ever, because having to be stationary on something with less than capital level tank is suicide (even if the bastion module will make the Marauders' defense "formidable", I doubt it'll quite be enough, somehow). Damage I'm not too worried about because they at least have ways to apply it, but still. Also, their utility in PvP is probably going to be called into question by the warp changes as well, I think.

This whole role, and the "Long range ship with heavy active tank" niche that it looks like they're trying to go for, is absolutely stupid. If you're attacking at ~100km+, you barely need tank, and

Wait. Wait a second.

Spool up time for the MJD is something like 11-12 seconds, isn't it?

Warp time for interceptors at that range is like 4 seconds now, isn't it?

5-6 seconds to scan, 4 to warp = dead long range marauders.

It seems to me that this "role" is already dead in the water on all possible fronts- please reconsider this entire path, both iteration 1 and 2.
Gel Musana
LOL a Sticky Situation
#4813 - 2013-10-05 17:00:55 UTC
Vulfen wrote:
BaBaBarbara Ann wrote:
Well I'm flying a Golem in a null sec drone region, and you know what? it's awsome running patarol with a torpy golem with 25M isk/tik + 5-15 M salvaging (3 patrol/hour, 1 patrol tik).

Now i'd like a refound for the marauder skill and i want someone (maybe a dev Lol ) to come here and buy my golem (i wont bring it to empire Bear )

Torpy golem is useless everywhere but here, like i said, and here for me a 25M isk/tik is a very effective ship BUT with the upcoming patch the Golem will be nerfed too much as far as

TANKING NERF
it will LOOSE THE 7,5% sb bonus replaced by a flat 30% from bastion (is 7,5% less)
it will have SAME RESIS ( golem now is 0% and 50%,it'll get 0 and 50%, Alvus Queen thanks you)
cap recharge nerf

SALVAGING NERF
Salvage drones or Scout drones that's the question.
Art Thou shalt drop my bandwith, not my drone bay!


ESCAPING SLOWED
-bastion
-neutral come from wh
- un-bastion
- alling

neut: "hello Golem, wanna meet my scramb?)
me: "ofc, sure, do as you please"
neut: "ty, you are very kind"
me: "np, you are welcome"
net: "Can i call some friends?"
me: "Sure, do it, the more we are the better!"



So i've trained a PVE boat, you know, for PVE! Why the hell I've to find myself in a pvp boat??

With the same logic MAKE THE MACHARIEL AN INDY!
all together: "MAKE THE MACHARIEL AN INDY!"


I apologize but with my all lvl 5 skilled TENGU i can reach 17M/tik at best (running horde) and with the upcoming patch my golem won't run patrol like this so it means a loss of 500 M isk month +/-

If only i could trade my golem with a RSI Roll


Allow me to put your mind at ease... you DON'T have to bastion so you can run away...
CCP doesnt want to make it so people like you can go around making money all day with no real risk

RISK=REWARD


Excuse me Sir, I think you are dreaming. Just going out with a 1b+ ship is a risk on its own. Get blown up and it's two Plexes.

Ideology  s-h-i-t  list https://gate.eveonline.com/Profile/Gel%20Musana

Gel Musana
LOL a Sticky Situation
#4814 - 2013-10-05 17:02:05 UTC
chaosgrimm wrote:
CCP Ytterbium wrote:
Hey people,

We've been away from this thread for a while to let things cool down a bit.

With Rubicon coming to Singularity soon, we've decided to revert Marauders to the original design for now, as we want to see how they actually fare in practice within player hands before committing to the version 2 change. We will let you know if and when we move to version 2 again. We’ll most likely open a new thread when they appear on Singularity as this one has become quite convoluted.

That means:


  • Shield, armor and hull resists in Bastion Mode only
  • Keep the 37.5% tank bonus on the Marauders, no web bonus


We are also aware this won't please everyone here - regarding their comparison with Pirate Battleships, especially the Machariel, please remember we have stated many times Pirate hulls were due for a rebalance, with Angel Cartel being on the front line for tuning changes.

Thanks for your time.

Tyvm for the update


So rebalance means Nerf?

Ideology  s-h-i-t  list https://gate.eveonline.com/Profile/Gel%20Musana

Gel Musana
LOL a Sticky Situation
#4815 - 2013-10-05 17:09:01 UTC
Edora Madullier wrote:
CCP Ytterbium wrote:
Hey people,

We've been away from this thread for a while to let things cool down a bit.

With Rubicon coming to Singularity soon, we've decided to revert Marauders to the original design for now, as we want to see how they actually fare in practice within player hands before committing to the version 2 change. We will let you know if and when we move to version 2 again. We’ll most likely open a new thread when they appear on Singularity as this one has become quite convoluted.

That means:


  • Shield, armor and hull resists in Bastion Mode only
  • Keep the 37.5% tank bonus on the Marauders, no web bonus


We are also aware this won't please everyone here - regarding their comparison with Pirate Battleships, especially the Machariel, please remember we have stated many times Pirate hulls were due for a rebalance, with Angel Cartel being on the front line for tuning changes.

Thanks for your time.


Thank you! I can't wait to test Kronos, Paladin and Vargur on SiSi, though I doubt the Vargur will perform well as a sniper, considering the arties' DPS.

Good luck fitting arties on the Vargur...

Ideology  s-h-i-t  list https://gate.eveonline.com/Profile/Gel%20Musana

Vinyl 41
AdVictis
#4816 - 2013-10-05 17:09:40 UTC  |  Edited by: Vinyl 41
Gel Musana wrote:


So rebalance means Nerf?


well they did 1 buff actually and thats the signature buff everything else is a flat our nerf to the uhm least used ship class in the game used by a few missioners with crapstable connection
Gel Musana
LOL a Sticky Situation
#4817 - 2013-10-05 17:16:41 UTC
Harvey James wrote:
webs need a strength nerf and web bonuses on all pirate ships need a nerf down to 5%..
Gal and minnie recons need a range nerf on webs and points too


You know what? I need a break from this crap. Can you please explain what is the logic behind your statement? I want this, I want that, nerf this nerf that. Reason? Else is a good as nothing.

Ideology  s-h-i-t  list https://gate.eveonline.com/Profile/Gel%20Musana

Gel Musana
LOL a Sticky Situation
#4818 - 2013-10-05 17:24:30 UTC
Desert Ice78 wrote:
My thoughts: When they were introduced after Trinity, the purpose of the marauder class battleships was PvE, and PvE only. The high price, the horrible sig radius, and terrible sensor strength; all for the purpose to make them useless in combat (with the notable exception of some Alliance Tournements.)That was their role, and since then, they have done their job, when and where expected.

So I fail to understand CCP's current charge in trying to force these adequately preforming ships into new or additional roles, a move which looks dangerously like it will end with these ships trying to multi-task, but end up preforming in none. If I want to field a billion ISK ship, I'll bring my carrier. Capital tank, capital dps, and capital fleet.

My golem exterminates rats, and it works just fine.


Very well said. I use a Vargur most of the times and it's fab. I am still wondering why do we need this bastion thingy and we need nerfs.


@ CCP I suggest that you guys start controlling your ISK inflation. This is a very serious matter. I am getting to the point where I will have to stop playing EVE because you price me out. In addition why do I have to buy Plex at rip off prices in the UK for stuff that get nerfed continuously?

Ideology  s-h-i-t  list https://gate.eveonline.com/Profile/Gel%20Musana

baltec1
Bat Country
Pandemic Horde
#4819 - 2013-10-05 18:33:10 UTC
Gel Musana wrote:
Desert Ice78 wrote:
My thoughts: When they were introduced after Trinity, the purpose of the marauder class battleships was PvE, and PvE only. The high price, the horrible sig radius, and terrible sensor strength; all for the purpose to make them useless in combat (with the notable exception of some Alliance Tournements.)That was their role, and since then, they have done their job, when and where expected.

So I fail to understand CCP's current charge in trying to force these adequately preforming ships into new or additional roles, a move which looks dangerously like it will end with these ships trying to multi-task, but end up preforming in none. If I want to field a billion ISK ship, I'll bring my carrier. Capital tank, capital dps, and capital fleet.

My golem exterminates rats, and it works just fine.


Very well said. I use a Vargur most of the times and it's fab. I am still wondering why do we need this bastion thingy and we need nerfs.


@ CCP I suggest that you guys start controlling your ISK inflation. This is a very serious matter. I am getting to the point where I will have to stop playing EVE because you price me out. In addition why do I have to buy Plex at rip off prices in the UK for stuff that get nerfed continuously?


Don't use plex on ships.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#4820 - 2013-10-05 19:35:13 UTC
OK: so the t2 battleships at the moment have their role alignments play out something kinda like this:

Marauders:

Brawler
Sniper (with exception of the vargur that cannot fit effective artillery, though can fight with 800's better than 1200's at same ranges)
and a very light touch on fleet logistics (through utility high options)

they lose out on interceptor and skirmisher roles to low speed.

Black Ops:

Interceptor (through use of the jump drive and various velocity bonuses)
Skirmishers (because of EWAR, velocity and the mid range focus of weapons (long range often is not viable for cloak fits))
Sniper (while long range isn't as viable it can still be done...10k volley kite panther :3 )
fleet logistics through blops portal

while a blops brawl it because it doesn't have much by way of defense, and these ships often function without logistics.


the marauders specialize in field control, their weapon systems are the most reliable of any sub capital in game (i'd almost be willing to say of any ship) - they simply don't miss, fall off and tracking in tandem is beautiful.

which is where i think ccp pulled the idea of a bastion from, as they are excellent ships for providing cover fire for the rest of the fleet.

the blops specialise in being well....gank ships...using high mobility speed and firepower to wipe out heavy targets before the opposition can pin them down and kill them off through using their cloaks and jump drives.

notice how these ships don't have one role? they can fit into many but only specialize at doing one thing inside that role.
(don't go confusing PVE and PVP as a role, they aren't they're functions inside a role, there are PVE and PVP brawler fits)

it is a mistake to try and limit ships to just one role, but perfectly acceptable to give them just one specialization.