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[Rubicon] Marauder rebalancing

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Author
Dank Man
#5221 - 2013-10-10 06:39:37 UTC
Isnt the golem worse damage then the CNR... I would think it could do with a boost in dmg not a 2nd ewar boost to take up its mids, when it need shield tank and a MJD already ffs...
Cyaron wars
Academia RED HOT Corporation
#5222 - 2013-10-10 06:47:11 UTC
Dear CCP,

I would like to point out to some issue I found testing different setups on SiSi last night. Issue is ASB tank on Vargur and Golem. So I had a very plain fit on my golem: MJD, 2x XL ASB, 2x Invuls, Shield boost amplifier and TP, damage control, 2x bcus, co processor, t1 resist rigs and rapid heavy launchers.
I was sitting on one of the combat beacons with bastion mode turned on when 2x Paladins, Bhaalgorn and sleipnir engaged me. Despite having 0 cap thanks to Bhaalgorn I had no issues tanking them. After 10 minute fight I realized that my ship would run out of missiles faster then it would run out of Cap booster 400 for reloading ASBs. in 10 minute fight I only realoaded ONE of my ASBs ONCE. I find this odd. I understand that this is not issue of ship but broken ASB mechanics you have implemented and refuse to fix. While armor ships are still vulnerable to neuts and u cannot do anything about ASB fit battleships unless you don't poses a huge alpha to simply break through it's rep cycles. I've to admit that rep amount on shield ships is stupidly high, full shield in 1 cycle?
In other threads I already pointed out on issue of fitting oversized reps to shield tanked ships (X-L on cruiser and BC) while armor is still limited to only 1 AAR. ASB tank is much stronger on shield ships rather then on armor. For example you have to invest around 5-6 bil ISK into fit for Kronos to get almost half of ASB Vargur/Golem's tank. Why cannot you limit size of booster for individual class and limit number of ASBs fitted on ships? Shield looks a bit OP compared to armor tank just because of Shield boost amps, Active invuls that you can overheat and of course Crystal set implants. I would appreciate to actually get an answer on my question at least once, or should I simply do a mass petition so you can pay attention to this issue?
Thanks ahead.
Mer88
Royal Amarr Institute
Amarr Empire
#5223 - 2013-10-10 06:54:16 UTC
Cyaron wars wrote:
Dear CCP,

I would like to point out to some issue I found testing different setups on SiSi last night. Issue is ASB tank on Vargur and Golem. So I had a very plain fit on my golem: MJD, 2x XL ASB, 2x Invuls, Shield boost amplifier and TP, damage control, 2x bcus, co processor, t1 resist rigs and rapid heavy launchers.
I was sitting on one of the combat beacons with bastion mode turned on when 2x Paladins, Bhaalgorn and sleipnir engaged me. Despite having 0 cap thanks to Bhaalgorn I had no issues tanking them. After 10 minute fight I realized that my ship would run out of missiles faster then it would run out of Cap booster 400 for reloading ASBs. in 10 minute fight I only realoaded ONE of my ASBs ONCE. I find this odd. I understand that this is not issue of ship but broken ASB mechanics you have implemented and refuse to fix. While armor ships are still vulnerable to neuts and u cannot do anything about ASB fit battleships unless you don't poses a huge alpha to simply break through it's rep cycles. I've to admit that rep amount on shield ships is stupidly high, full shield in 1 cycle?
In other threads I already pointed out on issue of fitting oversized reps to shield tanked ships (X-L on cruiser and BC) while armor is still limited to only 1 AAR. ASB tank is much stronger on shield ships rather then on armor. For example you have to invest around 5-6 bil ISK into fit for Kronos to get almost half of ASB Vargur/Golem's tank. Why cannot you limit size of booster for individual class and limit number of ASBs fitted on ships? Shield looks a bit OP compared to armor tank just because of Shield boost amps, Active invuls that you can overheat and of course Crystal set implants. I would appreciate to actually get an answer on my question at least once, or should I simply do a mass petition so you can pay attention to this issue?
Thanks ahead.


with bastion , i think its even possible to use shield fit on kronos or paladin and as bonus they get way better cap then golem.
Cyaron wars
Academia RED HOT Corporation
#5224 - 2013-10-10 06:58:31 UTC
Mer88 wrote:
[quote=Cyaron wars]Dear CCP,
with bastion , i think its even possible to use shield fit on kronos or paladin and as bonus they get way better cap then golem.


shame those ships won't be able to shoot anything with 0 cap while golem and vargur can.
gascanu
Bearing Srl.
#5225 - 2013-10-10 08:35:19 UTC
don't know if this was posted here already, so if it was sry for doubleposting:

CCP Ytterbium wrote:
So far, what I can see based on the actual testing of those ships, is that the Bastion mode is good, but that the hulls were most likely nerfed a bit too much.

I agree with the drone flexibility - while I don't see them necessarily keep the TQ bandwidth, they can use moar dronebay.

Also considering reverting some of the other hull nerfs, will let you know when we have more details (we aren't going to change their role though). And sorry to say, but version 2 with web bonuses is not coming back, it just didn't fit that well with the role and Bastion mode.

Isinero
Perkone
Caldari State
#5226 - 2013-10-10 08:45:46 UTC
Cyaron wars wrote:
Dear CCP,

I would like to point out to some issue I found testing different setups on SiSi last night. Issue is ASB tank on Vargur and Golem. So I had a very plain fit on my golem: MJD, 2x XL ASB, 2x Invuls, Shield boost amplifier and TP, damage control, 2x bcus, co processor, t1 resist rigs and rapid heavy launchers.
I was sitting on one of the combat beacons with bastion mode turned on when 2x Paladins, Bhaalgorn and sleipnir engaged me. Despite having 0 cap thanks to Bhaalgorn I had no issues tanking them. After 10 minute fight I realized that my ship would run out of missiles faster then it would run out of Cap booster 400 for reloading ASBs. in 10 minute fight I only realoaded ONE of my ASBs ONCE. I find this odd. I understand that this is not issue of ship but broken ASB mechanics you have implemented and refuse to fix. While armor ships are still vulnerable to neuts and u cannot do anything about ASB fit battleships unless you don't poses a huge alpha to simply break through it's rep cycles. I've to admit that rep amount on shield ships is stupidly high, full shield in 1 cycle?
In other threads I already pointed out on issue of fitting oversized reps to shield tanked ships (X-L on cruiser and BC) while armor is still limited to only 1 AAR. ASB tank is much stronger on shield ships rather then on armor. For example you have to invest around 5-6 bil ISK into fit for Kronos to get almost half of ASB Vargur/Golem's tank. Why cannot you limit size of booster for individual class and limit number of ASBs fitted on ships? Shield looks a bit OP compared to armor tank just because of Shield boost amps, Active invuls that you can overheat and of course Crystal set implants. I would appreciate to actually get an answer on my question at least once, or should I simply do a mass petition so you can pay attention to this issue?
Thanks ahead.


The difference between active armor tank and active shield tank is too big and its sad that no one is doing with that anything.

The only way how to have similar repair amount as shield is to fit 2 repairers and then because its still not enough you must fit also rigs to increase repair amount. I really dont think that its correct. (this is for example comparison between tengu and legion and legion fit will be even more expensive, but its not only these 2 ships)

Other thing is that you have less effective HP just due to the fact that you can count with shields at all...
Lair Osen
#5227 - 2013-10-10 09:52:15 UTC
Isinero wrote:
Cyaron wars wrote:
Dear CCP,

I would like to point out to some issue I found testing different setups on SiSi last night. Issue is ASB tank on Vargur and Golem. So I had a very plain fit on my golem: MJD, 2x XL ASB, 2x Invuls, Shield boost amplifier and TP, damage control, 2x bcus, co processor, t1 resist rigs and rapid heavy launchers.
I was sitting on one of the combat beacons with bastion mode turned on when 2x Paladins, Bhaalgorn and sleipnir engaged me. Despite having 0 cap thanks to Bhaalgorn I had no issues tanking them. After 10 minute fight I realized that my ship would run out of missiles faster then it would run out of Cap booster 400 for reloading ASBs. in 10 minute fight I only realoaded ONE of my ASBs ONCE. I find this odd. I understand that this is not issue of ship but broken ASB mechanics you have implemented and refuse to fix. While armor ships are still vulnerable to neuts and u cannot do anything about ASB fit battleships unless you don't poses a huge alpha to simply break through it's rep cycles. I've to admit that rep amount on shield ships is stupidly high, full shield in 1 cycle?
In other threads I already pointed out on issue of fitting oversized reps to shield tanked ships (X-L on cruiser and BC) while armor is still limited to only 1 AAR. ASB tank is much stronger on shield ships rather then on armor. For example you have to invest around 5-6 bil ISK into fit for Kronos to get almost half of ASB Vargur/Golem's tank. Why cannot you limit size of booster for individual class and limit number of ASBs fitted on ships? Shield looks a bit OP compared to armor tank just because of Shield boost amps, Active invuls that you can overheat and of course Crystal set implants. I would appreciate to actually get an answer on my question at least once, or should I simply do a mass petition so you can pay attention to this issue?
Thanks ahead.


The difference between active armor tank and active shield tank is too big and its sad that no one is doing with that anything.

The only way how to have similar repair amount as shield is to fit 2 repairers and then because its still not enough you must fit also rigs to increase repair amount. I really dont think that its correct. (this is for example comparison between tengu and legion and legion fit will be even more expensive, but its not only these 2 ships)

Other thing is that you have less effective HP just due to the fact that you can count with shields at all...


Armour was designed so that it excels at buffer tanking which is why the 1600 t2 plate is more than 2.5x the hp of the large shields and why the implants give you a 50% increase in HP instead of tank. The advantage of armour is that you should fairly easily be able to get twice the EHP of a shield ship, which helps a lot if you have logi.
Xequecal
Ministry of War
Amarr Empire
#5228 - 2013-10-10 10:59:57 UTC  |  Edited by: Xequecal
Isinero wrote:
The difference between active armor tank and active shield tank is too big and its sad that no one is doing with that anything.

The only way how to have similar repair amount as shield is to fit 2 repairers and then because its still not enough you must fit also rigs to increase repair amount. I really dont think that its correct. (this is for example comparison between tengu and legion and legion fit will be even more expensive, but its not only these 2 ships)

Other thing is that you have less effective HP just due to the fact that you can count with shields at all...


Shield vs. armor is extremely well balanced except for the Gist line of boosters. I've posted this at least 8 times but people still don't get it. Shield boosters (except for the Gist line) use huge amounts of capacitor. Two armor reppers have almost identical rep/second and rep/cap amounts as a shield booster and a SBA of the same meta level, again with the exception of Gist boosters. Shield has the advantage of frontloaded repairing and invuln fields being higher strength than EANMs. Armor has the advantages of far superior rig options, less cap use (invuln IIs use a ton of cap on a cruiser) and far superior overloading performance.

Gist boosters just need to be nerfed into the ground, period. There's a reason a Gist XLSB costs over 1 billion.
Desert Ice78
Gryphons of the Western Wind
#5229 - 2013-10-10 11:02:22 UTC  |  Edited by: Desert Ice78
baltec1 wrote:
Desert Ice78 wrote:
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?



1. They need changed because they are near useless in pvp and many areas with rats that jam.
2. They are the only combat ships that cannot do pvp.
3. Bait, station camping, gate camping, small gang roams, sig fleet roams, system defense, sniping, null anoms.
4. Small gang roams, sig fleet roams, bait, station camping, gate camping, defense fleets, sniping.



  1. They were never ment to be used for pvp. Quite the opposite in fact.
  2. See above.
  3. You are having a laugh? Aren't you? With the exception of bait, and null anoms (i.e. ratting, what they are designed to do) your pvp is going to consist of activate bastion, recon declokes, light cyno, remember to update your clone before reshipping.
  4. See above.

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.

baltec1
Bat Country
Pandemic Horde
#5230 - 2013-10-10 11:31:09 UTC
Desert Ice78 wrote:



  1. They were never ment to be used for pvp. Quite the opposite in fact.
  2. See above.
  3. You are having a laugh? Aren't you? With the exception of bait, and null anoms (i.e. ratting, what they are designed to do) your pvp is going to consist of activate bastion, recon declokes, light cyno, remember to update your clone before reshipping.
  4. See above.


These things can tank small gangs with no help at all, I look forwards to baiting black ops gangs with counter cynos or just flailing upon bombers with Golems with rapids and neuts.

CCP have stated teircide is going to make all combat ships viable in pvp and stated in this very thread that these ships are being reworked with the goal of a viable role in pvp.
Kagura Nikon
Native Freshfood
Minmatar Republic
#5231 - 2013-10-10 11:36:18 UTC
Desert Ice78 wrote:
baltec1 wrote:
Desert Ice78 wrote:
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?



1. They need changed because they are near useless in pvp and many areas with rats that jam.
2. They are the only combat ships that cannot do pvp.
3. Bait, station camping, gate camping, small gang roams, sig fleet roams, system defense, sniping, null anoms.
4. Small gang roams, sig fleet roams, bait, station camping, gate camping, defense fleets, sniping.



  1. They were never ment to be used for pvp. Quite the opposite in fact.
  2. See above.
  3. You are having a laugh? Aren't you? With the exception of bait, and null anoms (i.e. ratting, what they are designed to do) your pvp is going to consist of activate bastion, recon declokes, light cyno, remember to update your clone before reshipping.
  4. See above.


Its a ship, taht can field guns, that makes them automatiically made for PVP. They were nerfed for PVP on fear they would be OVERPOWERED on PVP. That is completely differnt on being made so they could not PVP.

"If brute force does not solve your problem....  then you are  surely not using enough!"

marVLs
#5232 - 2013-10-10 11:47:55 UTC
Still w8ing for their new stats. Especially better range bonuses in bastion...


BTW. For those interested, single dread will tear apart bastion without problems, tested on golem with DCU, T2 Invus x2, x-large ASB + large ASB + boost amplifier, all overheated and Naglfar blap it within seconds...
baltec1
Bat Country
Pandemic Horde
#5233 - 2013-10-10 11:52:16 UTC
marVLs wrote:
Still w8ing for their new stats. Especially better range bonuses in bastion...


BTW. For those interested, single dread will tear apart bastion without problems, tested on golem with DCU, T2 Invus x2, x-large ASB + large ASB + boost amplifier, all overheated and Naglfar blap it within seconds...


Please do this on Tranquility.
James Sunder
572 CORP
#5234 - 2013-10-10 13:20:19 UTC
Sorry but I did not wait 5 years for this garbage. If you are going to change the nature of a ship or its original role and force a new play style a refund of sp should come with it. There is nothing wrong with having a PvE specialized ship.
CCP Ytterbium wrote:
We also believe that designing them for a very specific activity doesn't fit the emergent nature of EVE, and as such we wish to expand their use to PvP as well.
Ok. I will look forward to the changes to all industrial ships, mining barges, capital industrial ships and freighters for PvP.

The transformations are just a waste of time. Do something better like rendering skins for ships that now have less turrets than before. Empty potential turret hardpoints look stupid when I have a full rack of weapons.

MJD still needs to have selectable ranges. If the new role fir the ship is "harassing tactics" it would be better if others did no know that you were jumping off to a fixed 100km distance once the animation starts.

Less drones is less dps so shift that back into the guns/missiles.

How are ships that are hollow inside and have lame sensors and thin skin more heavy and less mobile than the faction navy ships?

Also for all T2 ships to have 2 rig slots rather than 3 is not too bad but what they should do is give 600 calibration rather than 400 for having 1 less rig.
Zeus Maximo
Mentally Assured Destruction
#5235 - 2013-10-10 13:26:46 UTC  |  Edited by: Zeus Maximo
+1 for the future noobs that will try to pvp in a ship that can't move!

CCP Ytterbium wrote:
So far, what I can see based on the actual testing of those ships, is that the Bastion mode is good, but that the hulls were most likely nerfed a bit too much.

I agree with the drone flexibility - while I don't see them necessarily keep the TQ bandwidth, they can use moar dronebay.

Also considering reverting some of the other hull nerfs, will let you know when we have more details (we aren't going to change their role though). And sorry to say, but version 2 with web bonuses is not coming back, it just didn't fit that well with the role and Bastion mode.


They were already nerfed before this update. You buffed a nerf Cool

Congrats for the Oxy M......

"It is not possible either to trick or escape the mind of Zeus."

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PoH Corporation Recruitment

Kagura Nikon
Native Freshfood
Minmatar Republic
#5236 - 2013-10-10 13:42:42 UTC
Zeus Maximo wrote:
+1 for the future noobs that will try to pvp in a ship that can't move!

CCP Ytterbium wrote:
So far, what I can see based on the actual testing of those ships, is that the Bastion mode is good, but that the hulls were most likely nerfed a bit too much.

I agree with the drone flexibility - while I don't see them necessarily keep the TQ bandwidth, they can use moar dronebay.

Also considering reverting some of the other hull nerfs, will let you know when we have more details (we aren't going to change their role though). And sorry to say, but version 2 with web bonuses is not coming back, it just didn't fit that well with the role and Bastion mode.


They were already nerfed before this update. You buffed a nerf Cool

Congrats for the Oxy M......



The catch is.. can 't move while staying as dangerous or effective as it was before it deliberately thrown away its move capability.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#5237 - 2013-10-10 13:44:51 UTC
baltec1 wrote:
marVLs wrote:
Still w8ing for their new stats. Especially better range bonuses in bastion...


BTW. For those interested, single dread will tear apart bastion without problems, tested on golem with DCU, T2 Invus x2, x-large ASB + large ASB + boost amplifier, all overheated and Naglfar blap it within seconds...


Please do this on Tranquility.



Dependign on how many marauders you field its really worth to sacrifice a naglfar that wil have a lot of its cost covered by insurance.

A nagalfar can easily defeat 10 marauders in the field.. while costing 1/5th of that.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Caleb Seremshur
Commando Guri
Guristas Pirates
#5238 - 2013-10-10 13:50:36 UTC
Still not seeing any reason here to train marauders. I have the skill injected but not even at level 1 yet. Seriously this whole exercise feels like a massive waste of time and resouces.
baltec1
Bat Country
Pandemic Horde
#5239 - 2013-10-10 13:55:57 UTC
Kagura Nikon wrote:
baltec1 wrote:
marVLs wrote:
Still w8ing for their new stats. Especially better range bonuses in bastion...


BTW. For those interested, single dread will tear apart bastion without problems, tested on golem with DCU, T2 Invus x2, x-large ASB + large ASB + boost amplifier, all overheated and Naglfar blap it within seconds...


Please do this on Tranquility.



Dependign on how many marauders you field its really worth to sacrifice a naglfar that wil have a lot of its cost covered by insurance.

A nagalfar can easily defeat 10 marauders in the field.. while costing 1/5th of that.


So do it, see what happens.
baltec1
Bat Country
Pandemic Horde
#5240 - 2013-10-10 13:58:41 UTC  |  Edited by: baltec1
James Sunder wrote:
Ok. I will look forward to the changes to all industrial ships, mining barges, capital industrial ships and freighters for PvP.



Why would CCP do that for non combat ships?

The Kronos is built as a combat ship, it stands that it should be viable in combat.