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[Rubicon] Marauder rebalancing

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SMT008
Deep Core Mining Inc.
Caldari State
#521 - 2013-08-30 07:32:44 UTC
If you guys didn't notice, Marauders with bastion modules become the best 9/10, 10/10 soloers ever.

I'm talking Maze-like 10/10. No fucks given about ECM, no fucks given about citadel torps. Get in, press button, tank everything, recieve loot.
maGz
Hookers and Blackjack II
#522 - 2013-08-30 07:36:26 UTC  |  Edited by: maGz
Without a damage bonus on the Bastion, you're not really doing the marauders any favours with these changes. Sure I can sit there and be immune to E-War, and tank like crazy but to what end? In PvE it may cut some corners and make things faster - in PvP; people will just bring more to break my tank and my 55km optimal neutrons did F all anyway...

Also you don't want them to go faster than pirate BS - yeah that's achieved pretty well. But why not out-damage them? These are ships that cost around 1 bil and you're going to force them to sit still for at least a minute - why shouldn't they out-damage the pirate BS in this mode? A Machariel can move like a mad man while applying DPS, why should the Vargur not be allowed to out-dps while not moving at all? It makes no sense whatsoever to make the Bastion and then balance it around pirate BS as the marauders would be in a totally different niche with it

Also why give us a new skill to train when this could easily (and logically) be combined with Tactical Weapon Reconfiguration?
Smite Mueller
Viziam
Amarr Empire
#523 - 2013-08-30 07:41:00 UTC
the reason why pirate BS outdo every Marauder in PVE is the fact that most lv4 missions contain acceleration gates about 13-40km away.

Without a decent propmodule a marauder has to slowboat there in a very painful way for the player.

Using a Tengu or a Machariel brings you to the next gate in no time. Thus, only very limited use in PVE.

Adding these to PVP fleets, well...

It is kind of obvious that CCP is trying hard to work against inflation and ISK overflow in EVE, but really

How exactly should these expensive ships be deployed? Insider a carrier? And the pilot?

Can`t jump like a dread, why should I use gates? When in 0.0 fleet ops the system entries will be heavily defended....

It is a sure way to burn lots of iskies, but that can be achieved far more effectively.

Make ALL rats in 0.0 anomalies able to scramble.... OR just nerf the ridiculous bounties in 0.0
Cade Windstalker
#524 - 2013-08-30 07:44:14 UTC
warGasm81 wrote:
WOW...why can't you people :CCP: make the marauder a marauder...instead of trying to gimp it more by being a mini dread that no one will use?

If your going to do anything w/ them...try this...perhaps

-ability to jump to covert cynos
-cannot fit a covert cloak
-increase drone bay by 3% (per level of the skill Marauder)
-decrease signature radius by 35% (since it is a tech 2)
-increase sensor strength by 10% (per level of the skill Marauder)

How about working something like that out, instead of make an already worthless ship....even more worthless.


This sounds like something for the Black-Ops revamp, not the Marauder revamp.
Anthar Thebess
#525 - 2013-08-30 07:44:39 UTC
So highsec missions will become much much easier.
Or this bastion module will be banned in higsec space?

Gallente maruder ? WHY!
Give it bonus to drones, drones and again D R O N E S!

Why are you making all the ship the same?
This is maruder class try to do something more innovative - it will be hard to drop 300 bs fleet of them in null because of their price.
Random Woman
Very Professional Corporation
#526 - 2013-08-30 07:50:56 UTC  |  Edited by: Random Woman
SMT008 wrote:
CCP Ytterbium wrote:
The new skill is needed because the Tactical Reconfiguration one gives a fuel reduction to Strontium Clathrates. I'm pretty sure you guys don't want to overflow your cargo with those P

Also, remember the bastion cycle time is only 60 seconds when maxed. For Incursions, you can always pulse it on / off depending on circumstances.


Counter-point : You're bringing in a new Rank 8 skill. It takes a while to train those. And that skill has the same requirement as the Tactical Weapon Reconfig. Which is also a long skill to train.

Both skills allow the use of one specific module, on one specific kind of ship.

Why not merge them ? Just make it so that Bastion mods use 0 Strontium per cycle, that'll probably fix your issue, I guess ?



Its not like they really care, my blops still uses the great jump portal generation skill to about absolutly no effect whats so ever.

This is just to put in more training time.

the bounus will make it nice to collapse WHs though ideal ship for thoese c5/c6 holes that went under 50%, where you dont want to put that moros through anymore. Its like the closing hic, just a stage earlier, and faster.

Seems to be the only use for this kind of ship to me rigth now. That and ******* that falcon, hopefully the falcon is pointed somehow, because that thing cant point ****.
Xqpvqsvs Qr'atyuqink
Brutor Tribe
Minmatar Republic
#527 - 2013-08-30 07:52:09 UTC  |  Edited by: Xqpvqsvs Qr'atyuqink
CCP Ytterbium wrote:
However, the extra resists, damage projection, EW immunity is going to be of tremendous help in missions like "The Blockade" where there are 1346454 NPCs using E-war while in Bastion mode. Even without it, Kronos and Paladin new falloff and optimal range bonuses are going to be useful 100% of the time, instead of extreme close range like a web bonus.


Does it mean that in that bastion something, missiles will be invulnerable to npcs defender missiles?, because defenders are anti missile type of weapon same as tracking disruptors are anti turret type of weapon, and almost all if not _all_ npcs uses defenders while only _some_ npcs uses tracking disruptors.

Note that target painting bonus is still **** (compare optimal of TP to optimal of cruise missiles) and placing fixed bonus helping hit smaller targets would be better and more comparable to other ships. If u are removing EW bonus just remove it from _all_ ships, not _all except of one_ ship.

Also as far as i remember, both dreadnoughts in Homeworld or the real life ships had simmilar characteristics, and it was not about having better tank (one invul or eanm more), but about dealing high amoung of damage. Whats the point of so called mini dread marauders if tech 1 battleship is outdpsing them?
Gogela
Epic Ganking Time
CODE.
#528 - 2013-08-30 07:55:50 UTC
Hmmm... this is really innovative. It's going to be interesting to see the fits that come out for PvP.

I have some thinking to do... Shocked

Signatures should be used responsibly...

Random Woman
Very Professional Corporation
#529 - 2013-08-30 07:57:52 UTC
Josilin du Guesclin wrote:
Rainhailer wrote:
CCP Ytterbium wrote:

Also receives a weapons timer that prevents station docking or gate jumping


What about wormhole activations?
A tenfold increase is mass will make them as massive as an Archon.

Can a dreadnought jump through a WH when in seige mode? I'd expect these to behave in the same way. If they can jump, well that makes them a handy WH closing tool (for high-mass WHs), doesn't it?



A dread/carrier cant jump in siege/triage, because the siege/triage bumps the mass of the capital above the maximum allowed jump mass for a WH. These things wont have that problem (Bastion mode will be instantly canceled on the other side by session change though, which is an advantage).
Narzis
Sons of Bendeguz
Phoenix Cartel.
#530 - 2013-08-30 08:00:03 UTC
Sounds real good and, i'd like to see them in pvp. Tha bastion module is a great idea.


But don't forget that there are many people using them in PVE. Removing the web bonus is a good thing, but it can render the paladin useless against npc. The optimal bonus is not too useful, give us a tracking bonus instead.
Of course with pulses, the optimal is very important, but at the moment only 2 ships can use effectively the tachyons, and one of them is the paladin. If you remove the ability to kill small ships with drones (because of the drone bay nerf), and hit close targets (no web bonus), tachyons will die.

How I look like when I win a fight? https://dl.dropbox.com/u/32571986/out-2.gif

Edward Olmops
Gunboat Commando
#531 - 2013-08-30 08:02:05 UTC
Obviously, MJDs should be encouraged to produce more variety on the battlefield.
In general, I am cool with this.
But somehow you tend to produce supercomplicated niche things that need tons of skill time and are viable only in very specific situations.

What about cutting MJD reactivation delay in general?
You want to see more of them, great. Why not in regular BS?
Would they be OP if they could hop every minute?

Also you could do something like add range scripts to MJDs to make smaller Hops.
Change Script-> jump only 50km.
(ok you will say: terribad UI, but i have no idea how to do this differently in the current UI to parametrize a module)
Then MJDs as a whole would be more useful and we might see ships that dont need 2 prop mods.
Cade Windstalker
#532 - 2013-08-30 08:03:11 UTC
maGz wrote:
Without a damage bonus on the Bastion, you're not really doing the marauders any favours with these changes. Sure I can sit there and be immune to E-War, and tank like crazy but to what end? In PvE it may cut some corners and make things faster - in PvP; people will just bring more to break my tank and my 55km optimal neutrons did F all anyway...

Also you don't want them to go faster than pirate BS - yeah that's achieved pretty well. But why not out-damage them? These are ships that cost around 1 bil and you're going to force them to sit still for at least a minute - why shouldn't they out-damage the pirate BS in this mode? A Machariel can move like a mad man while applying DPS, why should the Vargur not be allowed to out-dps while not moving at all? It makes no sense whatsoever to make the Bastion and then balance it around pirate BS as the marauders would be in a totally different niche with it

Also why give us a new skill to train when this could easily (and logically) be combined with Tactical Weapon Reconfiguration?


In order...

Because damage application trumps flat damage sometimes and if you deployed in a situation where they could do that then that's kind of your mistake. It says on the tin "Niche role, use with caution" not "kill everything I-win button, use all the time every-time"

The pirate-BSes are not particularly known for their speed beyond the Machariel. The Pirate BS ships are, per this chart from the original ship re-balancing dev-blog, meant to be better versions of the T1 ships. The T2 are supposed to be more specialized. Right now we have this problem where the Pirate Battleships are stepping all over everything by being good at pretty much everything to a wide and absurd degree and that's probably going to change with the rebalance to make them just better T1 ships with good fittings but no major specializations.

Because it's not particularly logical. The Bastion doesn't use fuel and the Siege Module doesn't want a duration bonus. Plus Marauders don't exactly lead into Dreadnaughts in any sort of logical progression.
Jori McKie
Hedion University
Amarr Empire
#533 - 2013-08-30 08:03:20 UTC  |  Edited by: Jori McKie
I understand what you are aiming for, burst mobility with burst tank but the concept is heavily contradicted in real PvP situations. The contradiction is simple, with a superior range damage application you do not want to be stationary.
Example:
- You are able to be at 50-100km from the opposing fleet using the bastion mode and your superior range with no enemy ships close by = your burst tank is useless

- You are tackled by being probed down and warped in or something small and fast sneaked in, your superior range is useless while you may use your burst tank but you have to have heavy support with you/nearby or call in support fast using a cyno, whatever.
While you are tackled the opposing fleet with BS and MJD fitted MJDing in to close range or bouncing or MWDing, either way the result is = dead Marauder/s or escalation on both sides.

The bastion mode forces the Marauder/s and it's support into a brawling situation (where you superior range is useless) and the Marauder/s will be ignored (or alphaed) from the opposing fleet until the other DPS support is killed of. So the burst tank in bastion mode is utterly useless, if the opposing fleet has enough DPS you will be alphaed, if not ingnored until the support is gone. The worst is in both situations being not tackled or tackled you burst tank is useless.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

Aloh
Migrant-Fleet
#534 - 2013-08-30 08:03:31 UTC
Ok CCP you want feedback here we go.

First this is BOLD, and that both pleases me and intrigues me. Bravo for that.
I don’t think anyone saw this coming so again Bravo for that.
For PVE yeah you have given people a lot of reasons to use this.
Ok here is an idea for you, two new modules you can only fit one at a time.
One a mini siege module, you get a bonus to Damage and tracking goes way down.
In other words it turns into a mini dread without the rep bonus. This module would be more useful for PvP then anything else. The battleship siege module in all other respects acts like the siege module on a dread.
The other module is a triage module
Again just as a triage module on a carrier you get the bonus to local reps but not to remote reps as that would crowd out the logi. And it would make sense to add the range bonus when using the mod but not with the siege module. You can use one but not both. Hitting a tower that won’t be defended? Siege it is. Want to run some sites in a WH? Triage is the way to go.
Adds more then just a little PvP element to the ship and its roles.
You can even use the modules skills to be of benefit to dreads when that balance happens.
Jackie Fisher
Syrkos Technologies
#535 - 2013-08-30 08:06:15 UTC
Bastion module is grossly overpowered for hi sec PVE. The penalties for use, no movement for 60 sec + weapons timer, are trivial for L4 missions. Large number of missions you don't need to move in anyway so that's no loss. Likewise it takes a Marauder plenty of time to warp to a gate/station so most of the weapons timer will have gone without any delay to the pilot.

Replace the Weapons timer penalty with Suspect timer. Real risk vs reward choice for the PVEr then and encourage players to PVE in less populated systems.

Fear God and Thread Nought

Jacob Holland
Weyland-Vulcan Industries
#536 - 2013-08-30 08:12:51 UTC
The MJD focus runs counter to the salvage effect (tractor range particularly). The salvage effect makes Marauders best suited to short ranged weapon systems in general, it's almost impossible to see the coincidence of ranges as not designed in.

With the Kronos in particular I disagree with the bonus change. The replacement of the Stasis web bonus with a Blaster range bonus (Falloff encourages blasters) runs entirely counter to the long, MJD range the ships are perhaps shifting towards. If rails are to be encouraged then it should be an optimal range bonus.
Anthar Thebess
#537 - 2013-08-30 08:12:52 UTC
Gogela wrote:
Hmmm... this is really innovative. It's going to be interesting to see the fits that come out for PvP.

I have some thinking to do... Shocked


****** if you don't have a lot of anti tacklers and your fleet in baubles.
Bomber wing , and all your ships die.

I don't like the idea that ccp makes all those ships the same - again.

What are you thinking about this kind of maruder bonuses while siege.

Amar:
(potential anti tackler)
* 150% to scan resolution
* 150% to tracking speed
* 150% to fire rate
* 25% to lock range
* -50% to turret damage ( or more just to 2 turrets where able to kill a bomber on 1 shoot)
Gallente:
(drone god)
* 1000m3 drone bay
* 15% to sentry damage
* 25% to heavy drone damage
* 200% to light drone speed
* 100km drone control range
* can deploy 2 additional light or medium drone per maruder level
* can deploy 1 additional heavy drone per maruder level
Minmatar
(heavy alpha sniper)
* 50% optimal and falloff range
* 150% turrent damage
* -80% of fire rate
* 50% tracking speed
Caldari
( missles - well this is bit hard - no idea for PVP)

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#538 - 2013-08-30 08:13:19 UTC  |  Edited by: Gypsio III
Jackie Fisher wrote:
Bastion module is grossly overpowered for hi sec PVE. The penalties for use, no movement for 60 sec + weapons timer, are trivial for L4 missions. Large number of missions you don't need to move in anyway so that's no loss. Likewise it takes a Marauder plenty of time to warp to a gate/station so most of the weapons timer will have gone without any delay to the pilot.


It's almost entirely irrelevant as there is no tanking problem running L4s, so the additional tank during bastion mode is unimportant. It's only the range bonuses that make a difference, but it's not a huge one, really.
Narzis
Sons of Bendeguz
Phoenix Cartel.
#539 - 2013-08-30 08:17:49 UTC
Anthar Thebess wrote:
Gogela wrote:
Hmmm... this is really innovative. It's going to be interesting to see the fits that come out for PvP.

I have some thinking to do... Shocked


****** if you don't have a lot of anti tacklers and your fleet in baubles.
Bomber wing , and all your ships die.

I don't like the idea that ccp makes all those ships the same - again.

What are you thinking about this kind of maruder bonuses while siege.

Amar:
(potential anti tackler)
* 150% to scan resolution
* 150% to tracking speed
* 150% to fire rate
* 25% to lock range
* -50% to turret damage ( or more just to 2 turrets where able to kill a bomber on 1 shoot)
Gallente:
(drone god)
* 1000m3 drone bay
* 15% to sentry damage
* 25% to heavy drone damage
* 200% to light drone speed
* 100km drone control range
* can deploy 2 additional light or medium drone per maruder level
* can deploy 1 additional heavy drone per maruder level
Minmatar
(heavy alpha sniper)
* 50% optimal and falloff range
* 150% turrent damage
* -80% of fire rate
* 50% tracking speed
Caldari
( missles - well this is bit hard - no idea for PVP)



For caldari:
auto-target cruise missiles or torps, with highly increased rof :D

How I look like when I win a fight? https://dl.dropbox.com/u/32571986/out-2.gif

Caitlyn Tufy
Perkone
Caldari State
#540 - 2013-08-30 08:20:57 UTC
Cannibal Kane wrote:
Aai.. the reason why the Kronos looks so good for PVP from my point of view in it's current form is because it is basicly a Mega on steroids with a web bonus and nuets.


And I'm sitting in a Vindi myself. These changes make me shiver for the future, as the web bonus is one of the main reasons I love that boat. If it loses it, I might as well use Navy Mega for half the price.

As for the changes themselves... I'm torn. On the one hand, that Kronos reaches out to 81 km with null in Bastion mode, even without any mods. Add a few TEs/TCs and you're talking over 100km with a blaster ship and an effective combat range over 50km. However, on the other hand, these marauders are more or less built for a sniper role and I like my ships to be "in your face", with decent mobility and just enough tank, like the Vindi.

I guess the real question is - do they live up to the name "Marauder"? Well... I guess that thing has a Bastion module too :p

Anyway, here's my opinion:

I like the Kronos and the Paladin, both make excellent hulls for a number of very interesting fits, both long and short range. Funny enough, I think Kronos has more in common with Rokh than with Megathron line now.

Vargur, I'm not so sure about. Its counterpart is supposed to be the Tempest, which is fast, light, whereas the Vargur is now a lumbering beast, similar to the Maelstrom. I don't like it, that's all there is to it.

Last but not least, Golem which can't decide what it wants to do. Don't get me wrong, the TP buff is long overdue, but we're talking of a ship that's supposed to be used at 100 km, with no target painter optimal range bonus and the only marauder to retain a damage application module bonus. Why?

Beyond this, I think the "mini dread" tag that seems to be popular around here isn't fair. Dreadnoughts use the Siege module to vastly increase their dps, which makes them awesome at... well... sieges. Marauder doesn't get this, it's just a lot tougher to crack. The problem is, tanking ships aren't very popular - look at the Rattlesnake and tell me how many times you see one running about, both in pve and pvp. Why? Because the tank you need in pve needs to be "just enough" and in pvp, you want to be mobile, not stuck at one place. Bastion in null for instance screams bomber runs and I'm just not seeing why I'd use them over Tier 3s for high sec pos sieges.

I don't know, the more I'm reading the OP, the more it strikes me as if the class doesn't really scream "OMG, I WANT ONE!" for any particular situation. Certainly not something that would be worth two months of training.