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Player Features and Ideas Discussion

 
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[Rubicon] Marauder rebalancing

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Arthur Aihaken
CODE.d
#6481 - 2013-10-21 21:12:29 UTC
Dorororo wrote:
45 second deploy time. And I would surmise that when it is in reinforced, it can't be used.

According to CCP @ EVE-Vegas, when it's in reinforced mode you can come and remove anything from it. Can you just see the ganker tears? Miners deploy this in a belt, Gevlon Goblin and co. show up - simply strip your fitting into the depot once they attack. All they profit from is salvage (no drops). Unless I'm missing something?

I am currently away, traveling through time and will be returning last week.

Dorororo
Keroro Platoon
#6482 - 2013-10-21 21:22:09 UTC
Arthur Aihaken wrote:
Dorororo wrote:
45 second deploy time. And I would surmise that when it is in reinforced, it can't be used.

According to CCP @ EVE-Vegas, when it's in reinforced mode you can come and remove anything from it. Can you just see the ganker tears? Miners deploy this in a belt, Gevlon Goblin and co. show up - simply strip your fitting into the depot once they attack. All they profit from is salvage (no drops). Unless I'm missing something?


Well in that particular example the obvious thing you're missing is that gankers don't shoot miners for loot drops, so they could care less whether you put your puny strip miner modules in the depot.

I'm not sure on the details about limitations during reinforcement, if you can only take things out then you can't refit since you can't put modules in it. In any case, I don't give a hoot about PVP mechanics with this and I'm pretty sure CCP will prevent blatant exploits. The only thing I care about is that the depot could give back some flexibility that is taken away by the MJD + Bastion combination.
Arthur Aihaken
CODE.d
#6483 - 2013-10-21 21:25:09 UTC
Dorororo wrote:
Well in that particular example the obvious thing you're missing is that gankers don't shoot miners for loot drops, so they could care less whether you put your puny strip miner modules in the depot.

I'm not sure on the details about limitations during reinforcement, if you can only take things out then you can't refit since you can't put modules in it. In any case, I don't give a hoot about PVP mechanics with this and I'm pretty sure CCP will prevent blatant exploits. The only thing I care about is that the depot could give back some flexibility that is taken away by the MJD + Bastion combination.

$10 says you can't deploy them in missions, lol.

I am currently away, traveling through time and will be returning last week.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#6484 - 2013-10-21 21:36:11 UTC
Have any of the details been written anywhere yet or are they only available on twitch replays?
Alvatore DiMarco
Capricious Endeavours Ltd
#6485 - 2013-10-21 21:43:21 UTC
Arthur Aihaken wrote:
Alvatore DiMarco wrote:
150% is a nice bonus too.

0 works too. Twisted


Actually, zero does not work. If you're going to be butthurt that something other than a Noctis has a tractor bonus, do it in response to someone else's attempts to be constructive.
Arthur Aihaken
CODE.d
#6486 - 2013-10-21 22:26:28 UTC
Alvatore DiMarco wrote:
Actually, zero does not work. If you're going to be butthurt that something other than a Noctis has a tractor bonus, do it in response to someone else's attempts to be constructive.

0 stasis web bonus -or- 0 tractor bonus. Get over your Marauder already...

I am currently away, traveling through time and will be returning last week.

Joe Risalo
State War Academy
Caldari State
#6487 - 2013-10-21 22:33:22 UTC
What might be cool would actually be to see marauders given a substantial salvage range bonus as opposed to tractor bonus.
Say something like a 60km salvage range.
This would mean they would be the king of salvage, while the noctis would be king of loot/salvage.

Might sound weird, but it's a sound idea.
Arthur Aihaken
CODE.d
#6488 - 2013-10-21 22:40:34 UTC
Joe Risalo wrote:
What might be cool would actually be to see marauders given a substantial salvage range bonus as opposed to tractor bonus.
Say something like a 60km salvage range.
This would mean they would be the king of salvage, while the noctis would be king of loot/salvage.

Might sound weird, but it's a sound idea.

I'd trade it all if I could just get it in matte black...

I am currently away, traveling through time and will be returning last week.

Alvatore DiMarco
Capricious Endeavours Ltd
#6489 - 2013-10-21 23:11:53 UTC  |  Edited by: Alvatore DiMarco
Arthur Aihaken wrote:
Alvatore DiMarco wrote:
Actually, zero does not work. If you're going to be butthurt that something other than a Noctis has a tractor bonus, do it in response to someone else's attempts to be constructive.

0 stasis web bonus -or- 0 tractor bonus. Get over your Marauder already...


I don't actually have a Marauder yet, but I don't use webs anyway. That's what lights are for. So I'm in support of removing the web bonus and boosting the tractor bonus.

Anyway, what's this "get over your marauder" business doing in a... wait for it...

..marauder thread?
Jasmine Assasin
The Holy Rollers
#6490 - 2013-10-21 23:42:03 UTC
CCP Ytterbium wrote:
Alright, as promised, we are having a small iteration on the hulls themselves:

-snipped-



Good to see that things have come around a bit.



Joe Risalo
State War Academy
Caldari State
#6491 - 2013-10-21 23:58:23 UTC
Ok, I'll go back to one of my much earlier posts on balance.

Ok, so balance the base hulls around tracking.
Lots of tracking bonuses.
Balance sensors
buff HP
Perhaps give t2 resists

Take bastion and give it fitting penalties
Reduces tracking bonuses in exchange for range bonuses
Reduces sensors
Reduces HP
Perhaps loses t2 resists

Bastion retains all current bonuses.
Ships would not be given webs, but out of bastion, would have pretty good tracking.
Enough for 1-2 webs/ web and warp scram would allow you to reasonably track a close range frig.

Bastion also gives you a targeting range bonus when bastioned.


Along the lines of my last comment,
Exchange tractor range bonus for salvager range bonus.. Possibly 1000% range bonus, giving them 60km salvage range.
This is because the vast majority of Marauder pilots focus on salvage and not loot.
This would allow the noctis to still be the loot and salvage king due to salvage cycle, cargohold, and tractor range and velocity.

Perhaps the bonus to salvage would only be with bastion?

Alternately, the base hull could possibly come with a AB velocity bonus OR removal of MWD cap penalty per level up to 0 penatly at Marauders 5.
While fitting bastion would revert this bonus to MJD bonus.


This allows long and short range mobility platforms, and long and short range stationary tanks.

If CCP has to make everyone happy, this is probably the only way to do it.
If they're not trying to make everyone happy, then they're fine with iteration 3.
Alvatore DiMarco
Capricious Endeavours Ltd
#6492 - 2013-10-22 00:01:10 UTC
Before we talk about salvage bonuses instead of web bonuses, I'd like to point out that most marauder pilots who care about salvaging on-the-go probably use drones to do it.
Joe Risalo
State War Academy
Caldari State
#6493 - 2013-10-22 00:04:47 UTC
Alvatore DiMarco wrote:
Before we talk about salvage bonuses instead of web bonuses, I'd like to point out that most marauder pilots who care about salvaging on-the-go probably use drones to do it.


Can't truly use salvage drones on the go cause they get shot at, and it relies on tractors to keep them in close, and we're already arguing about tractor range not being significant enough
Arthur Aihaken
CODE.d
#6494 - 2013-10-22 00:08:26 UTC  |  Edited by: Arthur Aihaken
Alvatore DiMarco wrote:
Before we talk about salvage bonuses instead of web bonuses, I'd like to point out that most marauder pilots who care about salvaging on-the-go probably use drones to do it.

It has to be brutally slow using salvaging drones...

Joe Risalo wrote:
Can't truly use salvage drones on the go cause they get shot at, and it relies on tractors to keep them in close, and we're already arguing about tractor range not being significant enough

Well... if they're only 50 m3, wouldn't it make more sense to drop like 3-4 of the new 'tractor' units and equip salvage beams instead? Not sure about range, but maybe a 100% increase to cycle time?

I am currently away, traveling through time and will be returning last week.

Alvatore DiMarco
Capricious Endeavours Ltd
#6495 - 2013-10-22 00:10:12 UTC  |  Edited by: Alvatore DiMarco
According to pages earlier in this thead, the secret to using salvage drones on-the-go is to apparently kill all the frigs first. Cruisers and up don't care about them.

Or was it that other thread about marauders and drones..
Arthur Aihaken
CODE.d
#6496 - 2013-10-22 00:10:48 UTC
Alvatore DiMarco wrote:
According to pages earlier in this thead, the secret to using salvage drones on-the-go is to apparently kill all the frigs first. Cruisers and up don't care about them.

I think the secret is to not use them in the first place.

I am currently away, traveling through time and will be returning last week.

HypoConDreAct
Shits N Giggles
#6497 - 2013-10-22 01:36:10 UTC
i like the changes a lot, think it will be a big improvement to the ships, but i still dont get why the sensor strength on these ships is so low, even the t1 hulls they based form have a higher sensor strength Why do you make a t2 hull so prone to jamming !!!
Joe Risalo
State War Academy
Caldari State
#6498 - 2013-10-22 01:40:21 UTC
HypoConDreAct wrote:
i like the changes a lot, think it will be a big improvement to the ships, but i still dont get why the sensor strength on these ships is so low, even the t1 hulls they based form have a higher sensor strength Why do you make a t2 hull so prone to jamming !!!


It was originally designed to keep them out of pvp, because at the time they were the most powerful sub-cap.

Now, it's only there to further push bastion(which I do like bastion, personally)
Arthur Aihaken
CODE.d
#6499 - 2013-10-22 02:04:20 UTC
So what are the new Marauders actually geared towards then? It's obviously not PvP, and we've heard quite a few comments that some won't fare well in incursions after this. Definitely L4s, but it's not like there aren't a dozen or more hulls that also excel at L4s. There's the "shoot and loot" aspect, but again - a solid L4 mission runner + Noctis will still outperform a Marauder. Most who've trained for them will still use in that capacity, but what's the incentive?

I am currently away, traveling through time and will be returning last week.

Joe Risalo
State War Academy
Caldari State
#6500 - 2013-10-22 02:13:07 UTC
Arthur Aihaken wrote:
So what are the new Marauders actually geared towards then? It's obviously not PvP, and we've heard quite a few comments that some won't fare well in incursions after this. Definitely L4s, but it's not like there aren't a dozen or more hulls that also excel at L4s. There's the "shoot and loot" aspect, but again - a solid L4 mission runner + Noctis will still outperform a Marauder. Most who've trained for them will still use in that capacity, but what's the incentive?


Basically, they're more or less the ultimate solo combat hull..