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[Rubicon] Marauder rebalancing

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baltec1
Bat Country
Pandemic Horde
#5181 - 2013-10-09 18:57:42 UTC
Joe Risalo wrote:
I'm still not a huge fan of the MJD bonus...

It's too niche in pve


Works great in pvp, null, lowsec and WH.
Mioelnir
Brutor Tribe
Minmatar Republic
#5182 - 2013-10-09 19:01:25 UTC  |  Edited by: Mioelnir
Allandri wrote:
Mioelnir wrote:
I do not think that is a tradition that must, or even should be honored and upheld. High Energy Physics as a skill is for:
- gaining HEP datacores
- tech 2 invention of blueprints requiring HEP datacores
- manufacturing advanced construction components
- manufacturing capital advanced construction components


Science skills are useful for passive RP generation, and as such more datacores get dropped onto the market or used for invention

I know. That is why I listed it in the post you quoted.

Please explain further where you think the accumulation of RP is in the ship progression towards a Marauder, and why it therefor makes sense to use this skill as a prerequisite that does not stand out in an odd way.
Joe Risalo
State War Academy
Caldari State
#5183 - 2013-10-09 19:09:28 UTC
baltec1 wrote:
Joe Risalo wrote:
I'm still not a huge fan of the MJD bonus...

It's too niche in pve


Works great in pvp, null, lowsec and WH.


It would be nice if they gave us an MJD and MWD bonus

You can fit both if you wanted to, but you'd lose a lot of fitting capability in doing so
Joe Risalo
State War Academy
Caldari State
#5184 - 2013-10-09 19:10:46 UTC
PS.... My shield booster continues to not shut off when I tell it to.

Thank god for the OMFG boosts in bastion or it would be a real problem
baltec1
Bat Country
Pandemic Horde
#5185 - 2013-10-09 19:12:23 UTC
Joe Risalo wrote:


It would be nice if they gave us an MJD and MWD bonus

You can fit both if you wanted to, but you'd lose a lot of fitting capability in doing so


Not sold on the slowest battleships getting a MWD bonus.
Joe Risalo
State War Academy
Caldari State
#5186 - 2013-10-09 19:17:22 UTC  |  Edited by: Joe Risalo
baltec1 wrote:
Joe Risalo wrote:


It would be nice if they gave us an MJD and MWD bonus

You can fit both if you wanted to, but you'd lose a lot of fitting capability in doing so


Not sold on the slowest battleships getting a MWD bonus.


Well, just the removal of cap penalty would be awesome

Oh, and the fact that they are so slow is what makes it a good option
baltec1
Bat Country
Pandemic Horde
#5187 - 2013-10-09 19:24:05 UTC
Joe Risalo wrote:


Well, just the removal of cap penalty would be awesome

Oh, and the fact that they are so slow is what makes it a good option


My idea of ship warranting this kind of bonus is something like a pocket battleship. A ship that cannot move isn't the best of ships to get a bonus in mobility.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#5188 - 2013-10-09 19:37:27 UTC
Taegessia wrote:
Mer88 wrote:
I tested the cruise golem missile range with the following

2 x t2 velocity rig
base : 199km
Bastion : 231km

1x t2 velocity 1x t2 flight time rig
base: 203km
Bastion: 249km

2x t2 fuel rigs
Base: 199km
Bastion 249km

The ratio should be the same for torpedos.


Appreciate the feedback but this doesnt seem likely. 249km with bastion on means that the bonus from bastion is only 3%. Someone can achieve 239km max currently on TQ and if add the 5% range hardwiring, can reach as max as 249km. Some of your missile range skils are not maxed out, there is no other explanation

I'd question your math if you found an increase from 199 (or 203) to 249 to be only 3%.
Mike Forsite
MISSI0N C0NTR0L
D-O-G-M-A
#5189 - 2013-10-09 19:42:07 UTC  |  Edited by: Mike Forsite
Vinyl 41 wrote:
Hanna Cyrus wrote:
After further testing the marauders, it seems to me, that the bastion thing work for two marauders ok, (Golem/Paladin) and for the others i have tested not so well. The Problem i see is that you can't give the same bonus for all weapon types on the marauders.

One benefits more, another not. You have to individually balance the bastion module for every ship. Or better tie not so much in this thing no one really wants.


golem works the same as on tq but there is could atleast move here it just sits there - thats mega borring zzz - spamming f1 and f2 all time is lame i want the movement back ;]
the only people i can see liking the new golem are afk missioners with bots that do all that borring stuff for them


Hmm...so my golem hits with Javelin torps at 70km (57km on tq). Got twice the tank, got a free med slot for another TP, hitting frigs at 8km orbit. k... i've only 1 tractor beam on this because of cpu. no jamming from guris which takes the most time...flying around and not able to hit something...only if you use a FoF CM fitting...but this sucks.

Vargur is at 104km with 800er AC and Barrage ... Kronos 70km with t2 neutron blasters and null nearly 3k hp in 11 seconds with a navy repper... i've done a lvl 4 blockade (serpentis) with blaster fitting in about 30 minutes, no frigs comes closer than 30 km ... never got target damped.

i like this bastion mode and the reduced mjd cooldown.

i agree the golem hull looks weird and the transformation too, but i think that's not the final look.

i think if you'll use the marauders in the empire they belonging to, they'll work perfekt because you'll get the best out of your ammo. besides the golem, which can engage every type of npc with t2 ammo
Joe Risalo
State War Academy
Caldari State
#5190 - 2013-10-09 20:18:07 UTC
Ok... ok... I'm playing with MJD in lvl 4 missions and I like it pretty well...

It can stay
Topher Basquette Dusch-shur
Montana Freedom Fighters
#5191 - 2013-10-09 20:18:39 UTC
Joe Risalo wrote:
PS.... My shield booster continues to not shut off when I tell it to.

Thank god for the OMFG boosts in bastion or it would be a real problem



I have mine set for Auto-repeat off, since cap is more precious of a commodity, and if I'm a few seconds late on the boost it doesn't seem to make a difference... I did accidentally turn bastion off though and that was a problem.
Joe Risalo
State War Academy
Caldari State
#5192 - 2013-10-09 20:20:22 UTC
Topher Basquette Dusch-shur wrote:
Joe Risalo wrote:
PS.... My shield booster continues to not shut off when I tell it to.

Thank god for the OMFG boosts in bastion or it would be a real problem



I have mine set for Auto-repeat off, since cap is more precious of a commodity, and if I'm a few seconds late on the boost it doesn't seem to make a difference... I did accidentally turn bastion off though and that was a problem.


I just had a problem with bastion not responding to a mouse click, leading to another bastion cycle...

At least one minute isn't really that long to wait for that issue...
Mer88
Royal Amarr Institute
Amarr Empire
#5193 - 2013-10-09 20:35:44 UTC
Tyberius Franklin wrote:
Taegessia wrote:
Mer88 wrote:
I tested the cruise golem missile range with the following

2 x t2 velocity rig
base : 199km
Bastion : 231km

1x t2 velocity 1x t2 flight time rig
base: 203km
Bastion: 249km

2x t2 fuel rigs
Base: 199km
Bastion 249km

The ratio should be the same for torpedos.


Appreciate the feedback but this doesnt seem likely. 249km with bastion on means that the bonus from bastion is only 3%. Someone can achieve 239km max currently on TQ and if add the 5% range hardwiring, can reach as max as 249km. Some of your missile range skils are not maxed out, there is no other explanation

I'd question your math if you found an increase from 199 (or 203) to 249 to be only 3%.


yeah bastion increase range from about 199(or 203) to 249 which is 25% for 199 and a little less for 203 due to stacking penalty.
the result is the same for torps, same percent increase.
Outz Xacto
Echelon Munitions
#5194 - 2013-10-09 20:50:53 UTC  |  Edited by: Outz Xacto
Speaking in terms of the Golem. In regards to pve in high sec. (I have read through a number of pages, but would like to either restate what others may have already pointed out, or reword)

For torps, the range bonus in addition to the amplified tanking, is a step in the right direction. However, the bastion module, helps to make them better, though they are still either requiring improvement for range in particular through tuning of torps in general or through hull bonuses for a ship like this to use them. Rolling the range bonuses for CM and Torps into 1 with the current Torp vs CM differences means that either CM are going beyond what is necessary to allow torps better reach, or torps do not go far enough to keep CM from being ridiculous.

Bastion module for a golem using CM, is relatively insignificant, potentially insignificant and more likely to be detrimental, in the aspect of every single time you turn it on, you're going to ask:

"Do I really want to be stuck here for the next minute"

Even while using torps, this will be often considered.

While in pvp, the decision and tactical juggling that is being implemented on Marauders isn't bad, I won't necessarily get into its merits, other than in pvp, something like that does actually work. However, in pve these same tactics do not apply as well, yes they of course can, but that does not mean they actually do, nor work well.

For the Golem, what we are left with when using a bastion module:

Increases shield and armor repair amount by 100%
If you can tank it in an RNI, you could tank it in TQ golem, and you'll still be tanking fine without bastion after Rubicon.

Boosts all shields, armor and hull resistances by 30%
Same as above, but again if you can tank it in an RNI, you could tank it in TQ golem, and you'll still be tanking fine without bastion after Rubicon.

Increases all large missile max velocity by 25%
In PVE this does nothing for CM other than remove any situation you'd have to missile count. Which only now occurs at around +80-90km when properly skilled/implanted. For torps, this helps, but again doesn't remove the problem of their shortcoming.

Has a cycle time of 60 seconds.
Welcome to locking yourself into a decision for the next minute, hope you had enough ships left that needed this being left on, turned on or not being cycled off.

When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way
For guristas, this is great, in high-sec missions, its meaningless. You should already know which ships use EW and be killing them first already, that tactic shouldn't change.

When in bastion mode, Marauder speed is set to 0 m/s and cannot warp (mass is unchanged). Also receives a weapons timer that prevents station docking or gate jumping. Weapon time doesn't require the user to drop weapon safeties in high-sec
If it also includes acceleration gates (assumed), then again, see what is said about the 60 second cycle time.

In total, Torp users see the only modest benefits, the trouble is that these benefits contradict eachother. On the one hand, when you get into the middle of all the targets, and deploy you're getting that bonus tank, on the other hand the range bonus would make you think you'd want to not have to drive into the center before you could use the weapon system.

Now some may want to argue that this creates a more unique play experience of deciding if you want to deploy or not, frankly, in the case of the golem. No. The RNI gets the job done just fine right now, and arguably better. What does the Maruadar bring that the CNR doesn't? The same exact thing it had before, tractors and a lower ammunition expense, neither of which really set this ship aside as being T2.

In short, bastion sounds nifty, but for pve applications, most people who think its good are grasping at anything possible to make it sound like its going to be game altering in a good way (or even useful). I think in pvp it starts to capture the risk/reward, and weighing of decisions about how you're going to act on grid.

My take away for the Golem is this...
No positive direction of change. The proposed changes are like a crab, just going sideways.

On a positive note, EVE is becoming more like transformers?
Mer88
Royal Amarr Institute
Amarr Empire
#5195 - 2013-10-09 21:17:01 UTC
"f you can tank it in an RNI, you could tank it in TQ golem"

right now in test server i have T2 x-large shield booster and 2 adaptive invurability fields. that is all the tank mods i got and i have no problem doing the missions.

My TQ golem has 4 slot tank all deadspace.
The bastion allow me to have less tank slots for other things.

Also, the velocity increase for cruise missiles means it will avoid more defender missiles so there is a benefit to turn on the bastion even if range is never an issue.


Desert Ice78
Gryphons of the Western Wind
#5196 - 2013-10-09 21:18:43 UTC
I haven't been able to get onto Sisi yet, so, as regards my already excellently performing golem for nul-sec ratting on TQ, I am just wondering if anyone has figured out:

  1. Why do these ship need to be changed?
  2. Why do we need these ship to now be able to pvp (snigger!)?
  3. In what situations can anyone envisage using the bastion module in cyno-happy-zone nul-sec?
  4. In what situations can anyone envisage using a pvp fit maurder, bastion moudule fitted or not, in nul-sec?

I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg

CCP Zulu: Came expecting a discussion about computer monitors, left confused.

Alvatore DiMarco
Capricious Endeavours Ltd
#5197 - 2013-10-09 21:39:54 UTC  |  Edited by: Alvatore DiMarco
Outz Xacto wrote:
Biggol' Wall of Unhappy Text


My word, that was a lot of theorycrafting and postulating. I get the very very strong feeling that you haven't actually logged onto SiSi to properly do a hands-on evaluation of the new Golem or of Bastion Mode itself.

Stop posting and do it.

While you're testing them for yourself, you may want to stop and consider how having a massively increased tank frees up slots to do other useful things, like allow for painters or prop mods or all sorts of things.
Johnson Oramara
Science and Trade Institute
Caldari State
#5198 - 2013-10-09 22:01:37 UTC
My connection is not the most stable in the world. What happens when i'm on bastion and i get a dc, does the ship stay there?
NiteNinja
Doomheim
#5199 - 2013-10-09 22:02:04 UTC
Still, for all those testing the Golem, I think a combination of the 2 iterations will benefit it alot.

Remove 7.5% shield boost bonus, keep the Bastion mode 100% bonus.
Bring back the T2 battleship resistances, get rid of the 30% bastion mode resist bonus, maybe add a 5% per skill level damage bonus to the Bastion module.
Add a 5% per level damage application modifier in place of the shield bonus.

Golem is the ONLY marauder with no damage application bonus.

With these small tweaks, someone can use either a MWD or a MJD setup. Use the buffered resistances to get into location, lock down and tank back up while bringing Hell onto the battlefield, while still not being completely overpowered.

And maybe use Tactical Weapon Reconfiguration for the Bastion module too, since it IS a dreadnought mode, (or make a new skill similar, to apply the incremental damage bonus mentioned above.)

As someone else mentioned earlier, the progression of the Golem is going sideways, while the other 3 marauders are actually going forward.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#5200 - 2013-10-09 22:11:29 UTC
NiteNinja wrote:
Still, for all those testing the Golem, I think a combination of the 2 iterations will benefit it alot.

Remove 7.5% shield boost bonus, keep the Bastion mode 100% bonus.
Bring back the T2 battleship resistances, get rid of the 30% bastion mode resist bonus, maybe add a 5% per skill level damage bonus to the Bastion module.
Add a 5% per level damage application modifier in place of the shield bonus.

Golem is the ONLY marauder with no damage application bonus.

With these small tweaks, someone can use either a MWD or a MJD setup. Use the buffered resistances to get into location, lock down and tank back up while bringing Hell onto the battlefield, while still not being completely overpowered.

And maybe use Tactical Weapon Reconfiguration for the Bastion module too, since it IS a dreadnought mode, (or make a new skill similar, to apply the incremental damage bonus mentioned above.)

As someone else mentioned earlier, the progression of the Golem is going sideways, while the other 3 marauders are actually going forward.

The TP bonus is the damage application bonus, though granted it's the only one tied to a mod rather than directly to the weapon. Other than that it's already been stated that higher DPS wasn't the way these ships are going to go. Also I'm still not in favor of T2 resist which selectively increase tank slightly (in some cases against the wrong damage types for PvE) in place of an all around active tank bonus to all damage types, especially since 2 can change damage types becoming more flexible against different NPC's. Bastion isn't the answer to the tank question for those of us who want the ships to remain usable outside of bastion as well.