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[Rubicon] Marauder rebalancing

First post First post First post
Author
Wedgetail
Sebiestor Tribe
Minmatar Republic
#4821 - 2013-10-05 19:35:30 UTC
limiting by role is what bastion iterations are doing, this means fitting creativity flies out the window defeating a very large portion of what this game's about. if i spend 800-1bn isk on a hull i want it to do more than the t1 hulls do and better - that means it needs to have ability inside several different roles so i can pick and chose the role i want to fit for.

even dreads can do this - and as a side, dreads only function because they have colossal damage gains and millions of base ehp
for dealing with capital targets when entering siege - the local reps are never a factor for them, in siege you kill them all first or are killed trying - too much damage to tank without RR.

- marauders don't have this advantage and so bastion becomes an even sillier idea, given the competition for these hulls are skirmish ships that hit just as hard as you, and at the same ranges - the last thing you want is to try and sit still for a meaningless 10-20km extra range. it's far more effective to use tier 3 battle cruisers.

the MJD also can't defend you against these hulls, because it doesn't break lock, I'll MJD to a new spot only to still find myself in weapons range and still under just as much fire when i land as when i left, with my Low ehp this means an instant death, and with mobility nerfs I have little hope of effectively escaping, against t1 battleships this problem gets worse, they can MJD after me too.


so to this end, given that nothing being added now will actually help make the marauders better at anything, I'm all in support for ideas that don't alter what already is negatively, and add new functionality to what's already there for us to play with.


I support the fitting proposals, PG/CPU etc, but not the high slot addition.
the dual module/scripted ideas and the module only effects ideas are the two key kings of the ballpark at the moment, and these should be looked into.

I oppose altering hull bonuses, there's no need or reason to
- if you have to or feel obsessed with the thought of altering hull bonuses do so on a temporary basis through bastion activation.

I oppose making the module a requirement for the ship
- for the same reasons i despise having to siege dreads to make them better than battleships, the module doesn't make the ship useful the ship makes the module useful, this game isn't orientated around ships but fittings FOR ships. the ship functions on its own, and if i want to get this cool effect or use this strategy i fit this module configuration to do it.

- a blops can fight without its jump portal, a carrier can fight without triage, a rubicon marauder will be garbage w/o bastion and even with it, and a dread is near pointless without siege.

ships are a blank slate not a defined template for the fittings to go on in pre defined order, if the ship doesn't work without the module you've built for it you have failed to design your ship properly and need to do it again - this is where you're heading at the moment, be warned.
Jasper Blanch
School of Applied Knowledge
Caldari State
#4822 - 2013-10-05 19:36:42 UTC
Gel Musana wrote:
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...

Vargur gets +5k powergrid, shouldn't have much trouble fitting arties.
Edora Madullier
French Kiss Singularity
#4823 - 2013-10-05 19:38:27 UTC
Gel Musana wrote:
Good luck fitting arties on the Vargur...


As I said way earlier in the thread, with the added PG, you can easily put 1400's, a MJD, a TII X-L SB and a TII Projectile rig.
Still doesn't solve the DPS issue though, but I'll check that when it hits SiSi.
Ganthrithor
School of Applied Knowledge
Caldari State
#4824 - 2013-10-05 20:10:16 UTC
CCP Ytterbium wrote:
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.


Oh, joy. I'm really looking forward to this thread.
Aglais
Ice-Storm
#4825 - 2013-10-05 20:36:48 UTC
Ganthrithor wrote:
CCP Ytterbium wrote:
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.


Oh, joy. I'm really looking forward to this thread.


If their handling of the pirate faction ships is going to be anything like the T2 rebalancing, I don't want them touching any of the factions.

Lest Guristas lose their missile damage entirely and get some sort of new weird drone niche (when I really, REALLY hope they become hard tanking missile brawlers), something absolutely arcane and unusual happens to Sansha, etc.
Vorseger
Sebiestor Tribe
Minmatar Republic
#4826 - 2013-10-05 22:28:09 UTC
Wedgetail wrote:
limiting by role is what bastion iterations are doing, this means fitting creativity flies out the window defeating a very large portion of what this game's about. if i spend 800-1bn isk on a hull i want it to do more than the t1 hulls do and better - that means it needs to have ability inside several different roles so i can pick and chose the role i want to fit for.

even dreads can do this - and as a side, dreads only function because they have colossal damage gains and millions of base ehp
for dealing with capital targets when entering siege - the local reps are never a factor for them, in siege you kill them all first or are killed trying - too much damage to tank without RR.

- marauders don't have this advantage and so bastion becomes an even sillier idea, given the competition for these hulls are skirmish ships that hit just as hard as you, and at the same ranges - the last thing you want is to try and sit still for a meaningless 10-20km extra range. it's far more effective to use tier 3 battle cruisers.

the MJD also can't defend you against these hulls, because it doesn't break lock, I'll MJD to a new spot only to still find myself in weapons range and still under just as much fire when i land as when i left, with my Low ehp this means an instant death, and with mobility nerfs I have little hope of effectively escaping, against t1 battleships this problem gets worse, they can MJD after me too.


so to this end, given that nothing being added now will actually help make the marauders better at anything, I'm all in support for ideas that don't alter what already is negatively, and add new functionality to what's already there for us to play with.


I support the fitting proposals, PG/CPU etc, but not the high slot addition.
the dual module/scripted ideas and the module only effects ideas are the two key kings of the ballpark at the moment, and these should be looked into.

I oppose altering hull bonuses, there's no need or reason to
- if you have to or feel obsessed with the thought of altering hull bonuses do so on a temporary basis through bastion activation.

I oppose making the module a requirement for the ship
- for the same reasons i despise having to siege dreads to make them better than battleships, the module doesn't make the ship useful the ship makes the module useful, this game isn't orientated around ships but fittings FOR ships. the ship functions on its own, and if i want to get this cool effect or use this strategy i fit this module configuration to do it.

- a blops can fight without its jump portal, a carrier can fight without triage, a rubicon marauder will be garbage w/o bastion and even with it, and a dread is near pointless without siege.

ships are a blank slate not a defined template for the fittings to go on in pre defined order, if the ship doesn't work without the module you've built for it you have failed to design your ship properly and need to do it again - this is where you're heading at the moment, be warned.


+1
Atreides 47
Sebiestor Tribe
Minmatar Republic
#4827 - 2013-10-05 22:47:42 UTC  |  Edited by: Atreides 47
CCP Ytterbium wrote:

https://forums.eveonline.com/default.aspx?g=posts&m=3676209#post3676209
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.

Scissor-Hands off from Machariel and Cynabal you space punks ! We're know exactly where this changes going.
Stop stupid nerfs for good ships and improve others. People want T2 BS like Vargur to be better than pirate BS(logic) , but thats doesn't mean nerf them, damn it.
Using Marauders for mission running is a stupid idea, because missions is outdated crap. Instead they must be better at Incursions and PVP.

Long Live the Fighters !

CCP and nerfs - http://i.imgur.com/MejTGfL.jpg

Mina Sebiestar
Minmatar Inner Space Conglomerate
#4828 - 2013-10-06 02:03:15 UTC
Wedgetail wrote:
limiting by role is what bastion iterations are doing, this means fitting creativity flies out the window defeating a very large portion of what this game's about. if i spend 800-1bn isk on a hull i want it to do more than the t1 hulls do and better - that means it needs to have ability inside several different roles so i can pick and chose the role i want to fit for.

even dreads can do this - and as a side, dreads only function because they have colossal damage gains and millions of base ehp
for dealing with capital targets when entering siege - the local reps are never a factor for them, in siege you kill them all first or are killed trying - too much damage to tank without RR.

- marauders don't have this advantage and so bastion becomes an even sillier idea, given the competition for these hulls are skirmish ships that hit just as hard as you, and at the same ranges - the last thing you want is to try and sit still for a meaningless 10-20km extra range. it's far more effective to use tier 3 battle cruisers.

the MJD also can't defend you against these hulls, because it doesn't break lock, I'll MJD to a new spot only to still find myself in weapons range and still under just as much fire when i land as when i left, with my Low ehp this means an instant death, and with mobility nerfs I have little hope of effectively escaping, against t1 battleships this problem gets worse, they can MJD after me too.


so to this end, given that nothing being added now will actually help make the marauders better at anything, I'm all in support for ideas that don't alter what already is negatively, and add new functionality to what's already there for us to play with.


I support the fitting proposals, PG/CPU etc, but not the high slot addition.
the dual module/scripted ideas and the module only effects ideas are the two key kings of the ballpark at the moment, and these should be looked into.

I oppose altering hull bonuses, there's no need or reason to
- if you have to or feel obsessed with the thought of altering hull bonuses do so on a temporary basis through bastion activation.

I oppose making the module a requirement for the ship
- for the same reasons i despise having to siege dreads to make them better than battleships, the module doesn't make the ship useful the ship makes the module useful, this game isn't orientated around ships but fittings FOR ships. the ship functions on its own, and if i want to get this cool effect or use this strategy i fit this module configuration to do it.

- a blops can fight without its jump portal, a carrier can fight without triage, a rubicon marauder will be garbage w/o bastion and even with it, and a dread is near pointless without siege.

ships are a blank slate not a defined template for the fittings to go on in pre defined order, if the ship doesn't work without the module you've built for it you have failed to design your ship properly and need to do it again - this is where you're heading at the moment, be warned.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Mina Sebiestar
Minmatar Inner Space Conglomerate
#4829 - 2013-10-06 02:11:35 UTC
Atreides 47 wrote:
CCP Ytterbium wrote:

https://forums.eveonline.com/default.aspx?g=posts&m=3676209#post3676209
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.

Scissor-Hands off from Machariel and Cynabal you space punks ! We're know exactly where this changes going.
Stop stupid nerfs for good ships and improve others. People want T2 BS like Vargur to be better than pirate BS(logic) , but thats doesn't mean nerf them, damn it.
Using Marauders for mission running is a stupid idea, because missions is outdated crap. Instead they must be better at Incursions and PVP.


lol'd good at sig pic by the time they finish with them(mach n cyna) they will be slowest missile shooting ships out there :)

New marauders place holders for bastion module!!!

yay

You choke behind a smile a fake behind the fear

Because >>I is too hard

Mr Barglefarf
Brutor Tribe
Minmatar Republic
#4830 - 2013-10-06 02:51:16 UTC
i think you should add a heat bonus to it also. if a spaceship, was transfer massive amounts of energy to and from modules like this, it would naturally have tomething setup to counter all the heat that would then be created. add a mini bonus like t3s.
stoicfaux
#4831 - 2013-10-06 03:39:20 UTC
I have hacked up a pyfa database with the marauder changes and bastion module. It's not perfect, but it's good enough to get a feel for things: https://forums.eveonline.com/default.aspx?g=posts&t=284141&find=unread

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

Decaneos
Casalt Corp
CAStabouts
#4832 - 2013-10-06 03:44:03 UTC
Kismeteer wrote:
Yeah, because the problem with eve was that level 4 missions were just too slow.

I have no idea why you are buffing empire missioning to such a large degree.



This is to help try and increase there usage in PvP, better ships for PvE anyways in a lot of cases.
marVLs
#4833 - 2013-10-06 08:03:13 UTC
At least let them in Bastion to overheat weapons without getting heat damage, srly do something so they wont be bad as before or ever worse...
Jaz Antollare
SovNarKom.
Goonswarm Federation
#4834 - 2013-10-06 08:25:09 UTC
May be set an other bastion type module, offensive oriented? Something like better speed, agility, mb some raw damage multiplier? I dunno.

(And give the damn marauder a 5th turret, just saying ;)
Daishan Auergni
Federal Navy Academy
Gallente Federation
#4835 - 2013-10-06 08:55:30 UTC  |  Edited by: Daishan Auergni
Lol. Pages and pages of whinging when really, the ONLY thing that will change CCP's mind is what kind of usage the Marauder class will see post-Rubicon.

Every post asking for more damage or more mobility or more of anything is going to be ignored for now. Believe that.

Instead, THINK of ways to use these ships with the proposed changes / stats, you know, get ahead of the curve here instead of waiting to get plowed over with your little post-its scribbled over with complete revamped stats on popsicle sticks clutched tween your forefinger and thumb. You can wave it all you want, but the plow driver ain't gonna see it.

If the changes are so god-awfully bad as all you whingers believe them to be, no one will use these ships and CCP will have effectively forced people out of Marauder hulls. Then we'll see the prices in Jita fall through the floor... which might then lead people to buy them and use them for 500-million when they wouldn't for a billion. But if they're even unattractive as 500-million isk hulls, THEN CCP might backtrack and buff them.

But the Bastion module mechanic, the tanking buff and mobility nerf is here to stay. So shut up about that already. Seriously.

When these show up on SiSi tomorrow, TRY them. I plan to.

I can see them being useful in certain lvl 4's, some vanguards. How many people fly billion isk hulls in PvP anyway? Even if they were clearly OP, how frequent an occurrence would that be?

So maybe you should see what the meta adjustment is in the larger game, see what Jita prices settle at and then figure out if they can be of use to you. THEN.

--

Dear CCP, thanks for shaking up the game. If only to combat boredom.
Solhild
Doomheim
#4836 - 2013-10-06 09:48:09 UTC
Daishan Auergni wrote:
Lol. Pages and pages of whinging when really, the ONLY thing that will change CCP's mind is what kind of usage the Marauder class will see post-Rubicon.

Every post asking for more damage or more mobility or more of anything is going to be ignored for now. Believe that.

Instead, THINK of ways to use these ships with the proposed changes / stats, you know, get ahead of the curve here instead of waiting to get plowed over with your little post-its scribbled over with complete revamped stats on popsicle sticks clutched tween your forefinger and thumb. You can wave it all you want, but the plow driver ain't gonna see it.

If the changes are so god-awfully bad as all you whingers believe them to be, no one will use these ships and CCP will have effectively forced people out of Marauder hulls. Then we'll see the prices in Jita fall through the floor... which might then lead people to buy them and use them for 500-million when they wouldn't for a billion. But if they're even unattractive as 500-million isk hulls, THEN CCP might backtrack and buff them.

But the Bastion module mechanic, the tanking buff and mobility nerf is here to stay. So shut up about that already. Seriously.

When these show up on SiSi tomorrow, TRY them. I plan to.

I can see them being useful in certain lvl 4's, some vanguards. How many people fly billion isk hulls in PvP anyway? Even if they were clearly OP, how frequent an occurrence would that be?

So maybe you should see what the meta adjustment is in the larger game, see what Jita prices settle at and then figure out if they can be of use to you. THEN.

--

Dear CCP, thanks for shaking up the game. If only to combat boredom.


Truth
Ganthrithor
School of Applied Knowledge
Caldari State
#4837 - 2013-10-06 11:05:53 UTC  |  Edited by: Ganthrithor
Daishan Auergni wrote:
Lol. Pages and pages of whinging when really, the ONLY thing that will change CCP's mind is what kind of usage the Marauder class will see post-Rubicon.

Every post asking for more damage or more mobility or more of anything is going to be ignored for now. Believe that.

Instead, THINK of ways to use these ships with the proposed changes / stats, you know, get ahead of the curve here instead of waiting to get plowed over with your little post-its scribbled over with complete revamped stats on popsicle sticks clutched tween your forefinger and thumb. You can wave it all you want, but the plow driver ain't gonna see it.

If the changes are so god-awfully bad as all you whingers believe them to be, no one will use these ships and CCP will have effectively forced people out of Marauder hulls. Then we'll see the prices in Jita fall through the floor... which might then lead people to buy them and use them for 500-million when they wouldn't for a billion. But if they're even unattractive as 500-million isk hulls, THEN CCP might backtrack and buff them.

But the Bastion module mechanic, the tanking buff and mobility nerf is here to stay. So shut up about that already. Seriously.

When these show up on SiSi tomorrow, TRY them. I plan to.

I can see them being useful in certain lvl 4's, some vanguards. How many people fly billion isk hulls in PvP anyway? Even if they were clearly OP, how frequent an occurrence would that be?

So maybe you should see what the meta adjustment is in the larger game, see what Jita prices settle at and then figure out if they can be of use to you. THEN.

--

Dear CCP, thanks for shaking up the game. If only to combat boredom.


Get out, fanboy. They'll never be cheap because nobody's going to produce them and sell them at a loss due to "lack of demand." The component and research costs for constructing them will always keep prices at a ground floor. You just won't see many people using them or producing them-- just like we used to see with blackops BS.
Racro Arifistan
Nirmata.
#4838 - 2013-10-06 11:44:29 UTC
SkupojHren wrote:
what?i dont even know where to start

Extends all large turret falloff and tracking by 25%
Increases all large missile max velocity by 25%

why missiles dont get a second bonus?turrets get falloff and tracking.

also,why only 4 guns/marauder?with the extra slot gained and pg,you guys can increase the gun/missiles slot to 5


we only get 4 turrets since the role bonus gives us effectivley 8. 9 would heavy disbalance the marduer clss. which would allow us to out damage the pirate ships. which ass ccp said they dont want. so instead we get to massivley outtank them.

(new maruder changes? currently at 4.............. 5 here i come.)

Space Chimp

Just Lilly
#4839 - 2013-10-06 13:39:46 UTC
I hope these changes will hit SiSi until tuesday, wanna try the GodMode module on level 5's! P
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Joe Risalo
State War Academy
Caldari State
#4840 - 2013-10-06 13:50:57 UTC
Just Lilly wrote:
I hope these changes will hit SiSi until tuesday, wanna try the GodMode module on level 5's! P


Ya know... I've never done a lvl 5...
I may hit one up on test server just too.