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[Rubicon] Marauder rebalancing

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Author
Arthur Aihaken
CODE.d
#701 - 2013-08-30 14:42:48 UTC
Can something at least be done for the color scheme of the Golem? (blecchhh...)

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

Deacon Abox
Black Eagle5
#702 - 2013-08-30 14:44:45 UTC
Well, I'm not going to get into a discussion of the new stuff and the relative balance between the ships themselves. Many have already posted on this.

But I am going to criticize you guys for creating a huge racial backstory inconsistency P-

Painters are the Minmatar ewar. And it is frankly the weakest ewar. You have taken the painter/web ewar components away from all the other Marauders, but it is still there on the Golem. What?

Now I suppose you think it has to stay to help the Torps mainly. But you are leaving a minmatar ewar bonus on a ship that is Caldari, while the Minmatar ship in the ship class has none. You have already given the 10% (imo overdone, other races usually only get 7.5%) range bonus to the ship. Now you could break that in half and distribute it to the two bonus positions. But I know you won't.

So if you must give a painter bonus to this ship why not make it an optimal bonus? Painters have a short optimal. And, it seems to me that optimal bonuses are a Caldari thing. This would make more sense to the thematic regime of bonuses you have set up. Caldari scientists tinkered with a painter they had captured and figured out how to extend the optimal (maybe 5% per level, no more Caldari 10% bonuses bullshit pleaseX). The way you have the bonus now means they tinkered with the captured painter mechanism and made it stronger and betterWhat? Which would be quite insulting to all the poor Minmatar scientists.SadX

So, please find a different bonus to replace the painter bonus, or change it to an optimal bonus. Thanks.Smile

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Invisusira
Escalated.
OnlyFleets.
#703 - 2013-08-30 14:45:17 UTC
Gal'o Sengen wrote:
  • The OP mentions transformations, which potentially means they're getting unique models, right?Big smile
  • They ~just~ finished remodeling all four of these hulls. So the animations were probably actually already completed with said remodels.
    Gypsio III
    Questionable Ethics.
    Ministry of Inappropriate Footwork
    #704 - 2013-08-30 14:45:30 UTC
    M1k3y Koontz wrote:
    Mournful Conciousness wrote:
    So, just for fun, I have knocked up a little cyno bait vargur fit in pyfa - this uses existing stats:

    So this is a 1.6M hitpoint cyno bait ship, before considering bastion mode.

    If you switch on bastion mode, the constant tank becomes 3.3k and total effective hitpoints come to around 4.4 million.
    More than a carrier.

    Note that this is just a T2 fit. No links, no implants. With crystal and blue pill we're looking at closer to 8 million effective hitpoints. Add some faction hardeners and it's more like 10 million.

    I'll say that again. 10 million effective hitpoints.

    I was under the impression we wanted to get rid of this kind of thing from the game?

    Please take this nonsense back to the drawing board.


    Your epic cyno bait has no way of holding its target, so your argument is invalid... also, alpha.


    Even if it did have tackle - so what? It's a cyno bait ship. It needs enough tank to gain tackle, light a cyno and then survive until RR lands - feats which are already readily possible with very many ships. It's just an unnecessarily expensive and obvious way of doing the same old trick.
    Lilliana Stelles
    #705 - 2013-08-30 14:47:18 UTC
    Will bastioning add to the mass, or do we just use a 100mn stabbabond to bump them around the battlefield?

    Also, this bonus seems to be a bit unfair to certain weapon systems.
    Autocannons, lasers, and torpedoes (when properly fit), for instance, already have decent range potential for "short ranged" weapons. Perhaps not enough if you can't move, but their range isn't "bad".
    And lets not talk about rails/cruises.

    What you'll see from this are 40km+ neutron blasters.

    Shame the web bonus is going away, though. It made a viable vindicator alternative.

    Not a forum alt. 

    Gypsio III
    Questionable Ethics.
    Ministry of Inappropriate Footwork
    #706 - 2013-08-30 14:49:31 UTC
    Deacon Abox wrote:
    So, please find a different bonus to replace the painter bonus, or change it to an optimal bonus. Thanks.Smile


    Painters are not short-ranged, they have 45 km optimal and 90 km falloff, this means a 77% hit chance at 100 km. An optimal bonus to painters on the Golem would be stupid.

    How about a comedy bonus to ECM Burst range and strength instead though? Big smile
    Lukas Rox
    Aideron Technologies
    #707 - 2013-08-30 14:49:56 UTC
    Arthur Aihaken wrote:
    Can something at least be done for the color scheme of the Golem? (blecchhh...)


    Ishukone paintjob would look damn cool on Raven model:
    http://www.eohgames.com/labs/Ships/Ishukone%20Raven

    Proud developer of LMeve: Industry Contribution and Mass Production Tracker: https://github.com/roxlukas/lmeve | Blogging about EVE on http://pozniak.pl/wp/

    Syri Taneka
    NOVA-CAINE
    #708 - 2013-08-30 14:53:35 UTC  |  Edited by: Syri Taneka
    nonsciolist wrote:
    Maximus Aerelius wrote:
    CCP Ytterbium wrote:
    BASTION MODULE

    Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized)


    Do you mean that only one can be fitted per ship and I don't understand the (not stacking penalized) comment. Does this in fact mean that you could fit MOAR THAN ONE and activate two at the same time? *Cue wet pants*.


    I guess it means that bonus doesn't have a stacking penalty when used with a damage control.


    It means the module does not suffer from the law of diminishing returns, and does not add to or get effected by any such penalty from other resist modules.

    Say your shield resists, after tank mods, somehow managed to be 50% across the board. Turning on Bastion would put you at 65% across the board (30% of the remaining 50% not resisted = 15%).

    Ytterbium confirmed this will work alongside a DC as well, which means Bastion mode will carry a 72% hull omni-resist amount with a DC running at the same time.
    Daniel Plain
    Doomheim
    #709 - 2013-08-30 14:54:05 UTC
    Lukas Rox wrote:
    Arthur Aihaken wrote:
    Can something at least be done for the color scheme of the Golem? (blecchhh...)


    Ishukone paintjob would look damn cool on Raven model:
    http://www.eohgames.com/labs/Ships/Ishukone%20Raven

    here is what would make the raven model look good: replacing it with any other battleship model in the game. or a giraffe.

    I should buy an Ishtar.

    Deacon Abox
    Black Eagle5
    #710 - 2013-08-30 14:55:07 UTC
    Menian Galvon wrote:
    Capqu wrote:
    hey how come the siege module only gives missiles one bonus?

    guns get application bonus + range
    missiles get range

    doesnt really make sense to me

    also the gun range bonus is much better for some weapon systems than others (falloff bonus for lasers Roll)


    Range on turrets doesn't improve them like range for missiles. Missiles do max damage at all ranges. Guns do not. Missiles do not have tracking problems, guns do. Stop bitching. You want an explosion velocity bonus? So they can **** up small **** too? Then you might as well give the Golem a big ass "I Win" button.

    I agree with what you say. But I think you also needed to add - **** up small ships from zero to max range.

    Also, see my above post. The Golem already has an application bonus that is incongruous and probably overdone.Straight

    CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

    Jenn aSide
    Soul Machines
    The Initiative.
    #711 - 2013-08-30 14:55:07 UTC
    Lilliana Stelles wrote:
    Will bastioning add to the mass, or do we just use a 100mn stabbabond to bump them around the battlefield?
    .


    I encourage all to actually read the op before posting.

    CCP Ytterbium wrote:
    [list
  • When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp.

  • Aeril Malkyre
    Knights of the Ouroboros
    #712 - 2013-08-30 14:56:01 UTC
    Aglais wrote:
    Attack/Combat hull mixup?

    It seems to me that the 'high damage, excellent damage projection, obscene tank, low mobility' go hand in hand with the Combat line of battleships. But the four marauders are based off of Attack hulls. Please notice a pattern you've already engaged in with the HACs- the ones based off of the Attack hulls are fast, the ones based off of the combat ones are slow. You've gotten it backwards here, and have made T2 Combat hulls out of Attack ones. So why not save these changes for a new class of T2 heavy battleship (using the Rokh, Abaddon, Hyperion and Maelstrom hulls), and make some different changes to Marauders? We do not really have 'specialized fast battleships'. The Machariel is an outlier, but does represent this role.

    [...]

    Note the lack of EWAR immunity. That's because sensor strength is increased across the board to non-'hornet EC300s will have me permajammed into next year' levels. Further, these ships I think would have velocities, mass and agility on par with (or even less than in terms of mass) their T1 attack hull counterparts.
    This is the suggestion for direction change that I agree with. There was something bothering me about the base concept, and this is it. While I love the concept of the mini-Dread, the Marauders seem like the wrong hull to put it on. Marauders are supposed to be fast, hard-hitting monsters, guerillas, hit and run, at least conceptually. The Maelstrom hull on the Minmatar side would make more sense as the big brick mini-Dread. It already excels at loading up big guns and big tank. This would be a natural extension. The Tempest (Vargur) hull should be fast and mobile.

    So what can I say that's helpful: improve the mobility and slipperiness of the Marauders. Most of the hull changes as they stand make every ship weaker and slower to account for Bastion. Roll them back, then go the other way. Make them faster, give them something like the deep space +2 warp strength, fix their sensors. Hell, harden their sensors so they're tough to crack. Leave the powergrid upgrades, they allow for versatility. Improve the tractor bonuses, put the drone bays back, give them salvaging/salvaging drone bonuses. Keep the MJD bonus, it's awesome and is in line with the slipperiness. You'll even see some crazy dual prop fits that can burn and blink. Hell, give them a role bonus that reduces signature radius. That'll have people foaming at the mouth. (Not saying all of these things simultaneously, just, the general idea)

    You want them back in the PvP game, there they are. They'll see low-sec deployment in no time. Mission runners still have an awesome ship, and far less need to bring a Noctis. And when that agent brings them a low-sec mission their first reaction won't be '****, now I need another mission.' It'll be 'Hmm... that might be worth the risk, and some good adrenaline.'
    Maximus Aerelius
    PROPHET OF ENIGMA
    #713 - 2013-08-30 14:57:17 UTC  |  Edited by: Maximus Aerelius
    Jenn aSide wrote:
    Lilliana Stelles wrote:
    Will bastioning add to the mass, or do we just use a 100mn stabbabond to bump them around the battlefield?

    I encourage all to actually read the op before posting.
    CCP Ytterbium wrote:

  • When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp.


  • TBH there was a lot to read and digest and some misread parts. A little forgiveness is sometimes the way but F**K IT EVE IS HARSH! RTFS Morons TwistedTwistedTwisted lol. < That was a joke ISD, don't ban me Smile
    Deacon Abox
    Black Eagle5
    #714 - 2013-08-30 14:58:17 UTC  |  Edited by: Deacon Abox
    Gypsio III wrote:
    Deacon Abox wrote:
    So, please find a different bonus to replace the painter bonus, or change it to an optimal bonus. Thanks.Smile


    Painters are not short-ranged, they have 45 km optimal and 90 km falloff, this means a 77% hit chance at 100 km. An optimal bonus to painters on the Golem would be stupid.

    How about a comedy bonus to ECM Burst range and strength instead though? Big smile

    I quite like your comedy bonus. And frankly it would be more appropriate. And some might even prefer it.P

    But anyway, would you have this ship keep a strength bonus on painters? It makes no sense either way imo. But it makes less no sense to make it an optimal bonus.Blink

    CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

    Berluth Luthian
    Sebiestor Tribe
    Minmatar Republic
    #715 - 2013-08-30 14:59:39 UTC
    The TP cycle time is for all TPs right? Not just on golems? That's an odd note to sneak this in on...
    Cassius Longinus
    Stimulus
    Rote Kapelle
    #716 - 2013-08-30 15:00:58 UTC
    Ya, I do want to append one comment- the idea of adding a siege to marauders is really cool. The idea of "fast MJD" is also really cool, I just don't really think "big tank" is enough of a bonus to use it in PVP outside of really niche things.
    Jenn aSide
    Soul Machines
    The Initiative.
    #717 - 2013-08-30 15:01:07 UTC
    Maximus Aerelius wrote:
    Jenn aSide wrote:
    Lilliana Stelles wrote:
    Will bastioning add to the mass, or do we just use a 100mn stabbabond to bump them around the battlefield?

    I encourage all to actually read the op before posting.
    CCP Ytterbium wrote:

  • When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp.


  • TBH there was a lot to read and digest and some misread parts. A little forgiveness is sometimes the way but F**K IT EVE IS HARSH! RTFS Morons TwistedTwistedTwisted lol. < That was a joke ISD, don't ban me Smile


    People have enough time to form opinions about ccps work, they ought to have enough time to read about it all. I did.
    Daniel Plain
    Doomheim
    #718 - 2013-08-30 15:04:35 UTC
    Aeril Malkyre wrote:
    Aglais wrote:
    Attack/Combat hull mixup?

    It seems to me that the 'high damage, excellent damage projection, obscene tank, low mobility' go hand in hand with the Combat line of battleships. But the four marauders are based off of Attack hulls. Please notice a pattern you've already engaged in with the HACs- the ones based off of the Attack hulls are fast, the ones based off of the combat ones are slow. You've gotten it backwards here, and have made T2 Combat hulls out of Attack ones. So why not save these changes for a new class of T2 heavy battleship (using the Rokh, Abaddon, Hyperion and Maelstrom hulls), and make some different changes to Marauders? We do not really have 'specialized fast battleships'. The Machariel is an outlier, but does represent this role.

    [...]

    Note the lack of EWAR immunity. That's because sensor strength is increased across the board to non-'hornet EC300s will have me permajammed into next year' levels. Further, these ships I think would have velocities, mass and agility on par with (or even less than in terms of mass) their T1 attack hull counterparts.
    This is the suggestion for direction change that I agree with. There was something bothering me about the base concept, and this is it. While I love the concept of the mini-Dread, the Marauders seem like the wrong hull to put it on. Marauders are supposed to be fast, hard-hitting monsters, guerillas, hit and run, at least conceptually. The Maelstrom hull on the Minmatar side would make more sense as the big brick mini-Dread. It already excels at loading up big guns and big tank. This would be a natural extension. The Tempest (Vargur) hull should be fast and mobile.

    So what can I say that's helpful: improve the mobility and slipperiness of the Marauders. Most of the hull changes as they stand make every ship weaker and slower to account for Bastion. Roll them back, then go the other way. Make them faster, give them something like the deep space +2 warp strength, fix their sensors. Hell, harden their sensors so they're tough to crack. Leave the powergrid upgrades, they allow for versatility. Improve the tractor bonuses, put the drone bays back, give them salvaging/salvaging drone bonuses. Keep the MJD bonus, it's awesome and is in line with the slipperiness. You'll even see some crazy dual prop fits that can burn and blink. Hell, give them a role bonus that reduces signature radius. That'll have people foaming at the mouth. (Not saying all of these things simultaneously, just, the general idea)

    You want them back in the PvP game, there they are. They'll see low-sec deployment in no time. Mission runners still have an awesome ship, and far less need to bring a Noctis. And when that agent brings them a low-sec mission their first reaction won't be '****, now I need another mission.' It'll be 'Hmm... that might be worth the risk, and some good adrenaline.'


    while all this together sounds a little over the top, i agree with the general idea. the mjd bonus, together with a scan resolution and mobility buff would be more than enough to make marauders viable while keeping them under control pve wise.
    if you insist on having a mini-dread, hey there is still one battleship hull per race that has no T2 equivalent Blink

    I should buy an Ishtar.

    Jezza McWaffle
    Lazerhawks
    L A Z E R H A W K S
    #719 - 2013-08-30 15:05:16 UTC
    How about mirroring the bonus to local reppers with the effectiveness of plates and extenders? This way you can choose between massive active or buffer tank. I think this would help for large fleets as it gives enough buffer maybe to coast out of cycle before reps land.


    Wormholes worst badass | Checkout my Wormhole blog

    Mina Sebiestar
    Minmatar Inner Space Conglomerate
    #720 - 2013-08-30 15:05:54 UTC  |  Edited by: Mina Sebiestar
    Hm i did expect marauders to become more usable now i am not so sure

    Nerf dps.

    Nerf speed and agility.

    Nerf shields armor and hull.

    These ships in this state went wrong way this don't help in missions they wore already overtanked(in mission running terms) with pretty much useless tank and now they got even more of it and even less dps.

    For incursions they already was to slim on hit points to the point if i try to mimic fleet fitting doctrine(max results) ship would be close to death too many times to be viable used as such..this got even worse with nerfing their tank across the board.

    I don't see how mini siege will help there, local tank will not hold and fitting it as such will waste slots being special snowflake will get you killed .

    So lack of dps/lack of drones/lack of speed and or agility/lack of usability to higher end PVE and opening ship to be viable fleet ship did not get addressed with this re balance.

    It will still be multimillion SP boat with isolated niche thingy locked in bad performance pve of basic flavor.. and some isk wasting pvp endeavors.

    I expected more but i am excited to see how they pan out.

    Some ideas of mine would be

    that drone bays got buffed and usable until you hit Bastion module and for the luw of god don't destroy ship in one mode just to have siege module on board(don't nerf hit points in standard mode).So that ppl don't loose marauder that they used for so long.

    Why is speed/agility nerfed what difference does it make mjd will work the same does it not?

    Make Vargur's awesome transform animation or else...

    You choke behind a smile a fake behind the fear

    Because >>I is too hard