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[Rubicon] Marauder rebalancing

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Author
Ravasta Helugo
Republic University
Minmatar Republic
#841 - 2013-08-30 18:27:10 UTC
Cade Windstalker wrote:
Ravasta Helugo wrote:
Battle Cube wrote:

And speaking of rare missions - any missions with GATES will make the new marauders just unusable. Anything with gates, really.

On this point we are in perfect agreement. The MJD needs to be altered in a way that allows some selection of jump distance, or else a gate 50km away is going to take over 8 minutes to get to.


Or you could just fit a MWD or AB and burn to the next gate? Not seeing the issue here, all of these ships are going to have plenty of spare slots.

You're forgetting the mass changes.

The doubling of these already high mass ships makes afterburners worthless, and MWD are not usable in 80% of missions.

Not to mention that they both require an extra midslot, which my Paladin does not have to spare.

I don't think it's being unreasonable to ask for a 50km/100km jump range selection. If it's 25k or less, I can grit my teeth and fly over. But 50km with this speed nerf/mass buff is simply going to be painful.
Siginek
Newbie Friendly Industries
CeskoSlovenska Aliance
#842 - 2013-08-30 18:27:59 UTC
So basically ... this module is great idea ... step between subcaps and caps, but it lack offensive abilites, so its making it pretty much useless because it has very limited use in pve and even more limited use in pvp ...

Well ... why do i think that ...
In PVE marauders are alredy good tanked as they are now and since their active bonuses wont be touched they will still be as effective as they are, so no need of boosting into tank in most situations ...

Solo pvp with bastion will be something like this ... once enemies will see they cant break your tank they will just fly away from you and since u cant move they will eventualy gets off your scram range and warp away ...

Fleet pvp will be even worse ... in large fight with logis u wont turn bastion on because that would make u prime target adn in small fights marauder in bastion will be only less atractive target because his extreme tank, so enemies will focus on easier kills ...

Solution for this is pretty simple ... put small offensive bonus into bastion ... like 40% damage bonus and 20% tracking bonus (explosion velocity/radius for golem) and if there will ever be tech II version of bastion it could have 50%/25% bonus ...
This would make bastion atractive to use in pve because marauders will be able to finish whatever they will be flying in less time + bastion that will be mostly useless for L4 missions etc will have new atractive power to offer

Bigger damage output in solo pvp would also give marauder pilot chance to kill his enemy before he will be out of scram range so he coudl warp off and in fleet pvp it would make marauder bigger threat for enemies so they would have to break his big tank or deal with his large dps ...
Zor'katar
Matari Recreation
#843 - 2013-08-30 18:28:24 UTC
That Seems Legit wrote:
So yeah. That tractor range bonus is completely useless. Either increase it by 100% (at least) or get rid of it.

I kinda thought so at first, too, but it gives you a choice. You can avail yourself of the MJD and projection improvements to snipe, or you can jump into the fray and do the classic shoot-and-salvage thing with the bolstered tankability. The projection still helps short-range weapons within tractor range.

Not sure what a sniper would do with the utility highs, though.
Leta Lilitu
#844 - 2013-08-30 18:29:55 UTC  |  Edited by: Leta Lilitu
MATHS TIEM

every 65 seconds you get to move 100km further. therefore with these ships you can kite anything that doesn't move:

100,000/65 = 1538 m/s.

This rules out everything slower than a HAC, and even their new MWD bonus might not be enough to save them when burning straight at a giant teleporting guntron.

this should be fun....

in other news, using 2 MJDs and one cooldown timer, you can be literally anywhere within a sphere 200km in radius within 70 second's notice. pretty nifty. and of course stop during the cooldown to take in the scenery and blap all the things. You don't need a range selector on your MJD, just learn geometry and jump twice. if it's 40km away, you will get there faster with two jumps than a MWD.

Also I read some bitter guy somewhere around page 7 that was really pissed at you for not giving Marauders T2 resists and making them basically better than T1 BS in every way, shoving them into obsolescence. I just wanted to pat you on the back, CCP, and say I understand. you poor thing.

In other news, I kinda agree with various people's views that you should either buff the tractor beam and add some kind of salvaging component, like dedicated salvage drone bay and bonuses, or scrap the whole all in one knock-em-down, scoop-em-up idea.

Hey!  I done a story   :)

https://forums.eveonline.com/default.aspx?g=posts&m=3851158#post3851158

Ravasta Helugo
Republic University
Minmatar Republic
#845 - 2013-08-30 18:30:41 UTC
Jezza McWaffle wrote:
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.



Ok this... this here is a good idea.
Ranger 1
Ranger Corp
Vae. Victis.
#846 - 2013-08-30 18:31:02 UTC
Gabriel Karade wrote:
Hope the feedback on webs is being noted, its really quite simple:

Kronos=Duvolle
Duvolle=Blasters
Blasters=webs

If you fit blasters to a battleship hull 'damage projection' is not about using Null (tough break for non T2 guns eh?)... its quite simply about pinning a target in place (90% web) and smashing it to pieces with max damage ammo - this was the beauty of the blasterthron of old; pile into the enemy(s) at point blank and do or die.

If you remove the web bonus from the Kronos you delete the last pure-bred Gallente blasterboat.

X

A web bonus is great for in your face battles, but for the most part these ships are designed to fight at range. Granted, we will see folks use their MJD's to land on top of their enemy, but to make the most of their abilities they'll use their bastion module and be immobile... meaning that unless they are stupid they will have other ships at hand to perform tackle and web.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

ElQuirko
University of Caille
Gallente Federation
#847 - 2013-08-30 18:34:07 UTC
Kismeteer wrote:
Yeah, because the problem with eve was that level 4 missions were just too slow.

I have no idea why you are buffing empire missioning to such a large degree.


I dunno why you're complaining, just use some belt rat ISK to get yourself some highsec missioner alts. The rest of your alliance already have. Roll

Dodixie > Hek

nahjustwarpin
SUPER DUPER SPACE TRUCKS
#848 - 2013-08-30 18:36:08 UTC
Ranger 1 wrote:
Gabriel Karade wrote:
Hope the feedback on webs is being noted, its really quite simple:

Kronos=Duvolle
Duvolle=Blasters
Blasters=webs

If you fit blasters to a battleship hull 'damage projection' is not about using Null (tough break for non T2 guns eh?)... its quite simply about pinning a target in place (90% web) and smashing it to pieces with max damage ammo - this was the beauty of the blasterthron of old; pile into the enemy(s) at point blank and do or die.

If you remove the web bonus from the Kronos you delete the last pure-bred Gallente blasterboat.

X

A web bonus is great for in your face battles, but for the most part these ships are designed to fight at range. Granted, we will see folks use their MJD's to land on top of their enemy, but to make the most of their abilities they'll use their bastion module and be immobile... meaning that unless they are stupid they will have other ships at hand to perform tackle and web.


you know that with removal of web bonus, you could be scrammed by an assault frig that can alsoturn your mjd off while few alpha ships pick you off? it's not for pvp. it was stated already
Kane Fenris
NWP
#849 - 2013-08-30 18:36:31 UTC
i still dont like the idea off immobile subcaps.

and plz make the timer of sige mode and time to get MJD useable again equal else youd have to stac about 13 seconds without your bonus (of which 3 are fixed to after deactivation and 10 are moveable before the activation) which could be potentially catastrophic.
Zhilia Mann
Tide Way Out Productions
#850 - 2013-08-30 18:37:41 UTC
Xqpvqsvs Qr'atyuqink wrote:
ur math is somewhat wrong


No it isn't. Or rather, if it is -- at any point -- please cite that directly and I'll correct it.

Xqpvqsvs Qr'atyuqink wrote:
u are failing to realize that missiles are not turrets and they need time to hit the target.


Which is probably why I used terms like "flight time" and gave velocities as a variable. That makes sense.

Yes, of course missiles take time to hit a target. I said nothing to the contrary. I also said nothing to affirm the point because that time has relatively little effect on range, which was, last I checked, the topic at hand.

Xqpvqsvs Qr'atyuqink wrote:
If your missiles got 100km range with 10km/s and 10secs flight time, increasing speed by 25% will result in 12,5km/s speed * 10secs = 125km range

If your turrets got for example 100km optimal and 100km falloff, increasing both for 25% will make your optimal 100km + 25% = 125km and your fallof 100km + 25% = 125km, so u will be able to deal full damage at 125km and half damage at 250km.

Missiles cant do half damage at twice of their optimal since they dont have fallof. Your target can have 1 hp sitting at 1 meter above your missiles optimal and u wont kill him.


No, that's ridiculous. Missiles, unlike turrets, do not have an optimal range. The term "optimal range" means something very specific to turrets, just as "falloff range" does.

Missiles just have something called "range". And if you'll take the time to go back to my example I pretty clearly acknowledged that point and specifically opted not to compare missile range to optimal or falloff but rather to optimal plus falloff. Which is something you get used to doing when you actually model these things with any regularity.

So yes, while missiles have an absolute range fudged by minor factors like target motion and turrets have optimal and falloff ranges, all of those ranges mean very different things. So we have to come up with some reasonable way to compare them, and doing so at missile absolute range and turret optimal plus half falloff is simply a reasonable middle ground.

Xqpvqsvs Qr'atyuqink wrote:
And dont say word about tracking since turrets got tracking issues only if target is close enought while missiles got their issues no matter if target is close or far away (explosion velocity thing). U can counter tracking on turreted ship by moving at proper direction (for example away from target), but u cant counter low explosion velocity of your missiles.


I didn't. I also didn't bring up painter bonuses, the relative usefulness of webs for various weapon types, the lack of mid slot modules that directly affect missiles, or the recent Iranian elections. If you'd like to discuss any of these topics let me know but let's do so elsewhere. I specifically jumped in because you made a nonsensical comment about double range bonuses and would like to keep that central to the conversation.
Warde Guildencrantz
Caldari Provisions
Caldari State
#851 - 2013-08-30 18:37:51 UTC
Lixia Saran wrote:
Jessica Danikov wrote:

Who doesn't want a Bastion Rokh? Makes a lot more sense than trying to twist the Raven/Golem into it.


Golem with the Rokh hull? YOU HAVE MY VOTE!

seriously, the Rokh needs a faction / Tech 2 hull. Scorpions and Ravens already have their multiple versions.


blops rokh with kaalakiota colors is what we really need :|

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Sekeris
Order of Celestial Knights
#852 - 2013-08-30 18:44:08 UTC
Veng3ance wrote:
Honestly this is all pretty worthless without a damage increase from the bastion module.

They will just get blapped super fast by any sized fleet and the benefit of having extra range and tracking is NOT going to make it worth using.


Considering that they lost a fair portion of thier drone dps some sort of dmg boost would be nice, it does not have to be times crazy like the dreads, but a 50, or 100% dmg boost would make this worth something. The dammage projection is very nice, as is the tank, but i needs something a little extra.
eatsbabies cienfuegos
Grimm Hounds
SONS of BANE
#853 - 2013-08-30 18:45:30 UTC
that seems pretty awesome.
Xequecal
Ministry of War
Amarr Empire
#854 - 2013-08-30 18:45:33 UTC
Vargur becomes unbelievably ridiculous with that much powergrid.

Fit two XLASBs, two Invuln II, a DCU, and an SBA. You have a 15000 DPS tank (20k+ with crystals, even more with faction/deadspace mods) for one bastion cycle, as well as ALL your cap free to run 3 heavy neuts. Your 800mm ACs have better tracking than medium neutrons and can hit interceptors orbiting at long point range.

Just warp in, hit your bastion, tank the entire gang while you kill one or two things, when bastion expires activate MJD and neut out anything that could potentially scramble you.
Kenrailae
Center for Advanced Studies
Gallente Federation
#855 - 2013-08-30 18:48:07 UTC
Sekeris wrote:
Veng3ance wrote:
Honestly this is all pretty worthless without a damage increase from the bastion module.

They will just get blapped super fast by any sized fleet and the benefit of having extra range and tracking is NOT going to make it worth using.


Considering that they lost a fair portion of thier drone dps some sort of dmg boost would be nice, it does not have to be times crazy like the dreads, but a 50, or 100% dmg boost would make this worth something. The dammage projection is very nice, as is the tank, but i needs something a little extra.



I'd be happy with even a 25-50%(someone can run numbers if they want and tell me exactly how wrong I am for the goal as stated below).

Just enough to put them at the same level or just above Pirate BS while in Bastion, but below them while out.

Choosing RR/mobility or Damage.

The Law is a point of View

The NPE IS a big deal

Ranger 1
Ranger Corp
Vae. Victis.
#856 - 2013-08-30 18:49:31 UTC  |  Edited by: Ranger 1
It will be interesting to see how this all plays out. Of course there will be a lot of complaints, there always is when something will need to be used differently than what people are used to.

Of course the use of MJD's is becoming commonly adopted by mission runners, so that opposition should die out fairly quickly.

For PVP use a group of Marauders would be an ideal compliment to a group of sentry wielding Domi's, since neither group relies on conventional mobility.

It might even be worth mounting that module (whose name I never can remember) that breaks target locks more effectively the more people are targeting you. With it's huge tank bonus in Bastion mode, combined with that module, it may not miss having a dedicated logistics chain at all. Note, that's pure speculation. I have not used that module myself. Although if a change in bonuses is considered a boost to that module might be an appropriate alternative.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Serendipity Lost
Repo Industries
#857 - 2013-08-30 18:50:06 UTC
Gabriel Karade wrote:
Hope the feedback on webs is being noted, its really quite simple:

Kronos=Duvolle
Duvolle=Blasters
Blasters=webs

If you fit blasters to a battleship hull 'damage projection' is not about using Null (tough break for non T2 guns eh?)... its quite simply about pinning a target in place (90% web) and smashing it to pieces with max damage ammo - this was the beauty of the blasterthron of old; pile into the enemy(s) at point blank and do or die.

If you remove the web bonus from the Kronos you delete the last pure-bred Gallente blasterboat.

X



Are you suggesting that there are eve players that would prefer to go all in..... rather than kite and run?

I respect your desire to actually risk your ship in this age of risk averse pvp (I'm not refering to large fleet engagements - I'm talking about actual pvp for fun done by the little guys). I would wager all my megathrons that some day... some day soon... Fuzzy will totally abolish the evil web module that foils his kiting abilities and endangers his cherished A-hac gangs. Then he'll delete those pesky drones all together (I mean you just lose them when you run out of point range and warp away - who needs them??).

PS - still waiting for an answer on the ability to collapse wh with a single BS
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#858 - 2013-08-30 18:50:58 UTC
i like how devs rebalanced other ship, but i think this time you chose wrong path.

this rebalance is a clear nerf to marauders without bastion mod in what was considered staple trait of kronos and paladin, web bonus. also reduction of drone bay, and big speed nerf can't go unnoticed.

But what we got is mod that allows to almost tank every mission/complex in game. What if i told you that we can do it already and bastion module doesn't improve anything in here? problem is those little pesky t2 npc frigs, that can get under your gun and without web bonuses, you'll start losing time to take them down because you'll often have to mjd away and back.

Chainsaw Plankton
FaDoyToy
#859 - 2013-08-30 18:51:04 UTC
Xqpvqsvs Qr'atyuqink wrote:
Chainsaw Plankton wrote:

why does the golem need a damage bonus? golem is the only one that can pick its damage type at will, and does comparable dps to the other marauders as is (yay cruise missile buff) oh yea, and it has crazy range!

Some people are using marauders for something else than doing anoms in 0.0 (and even for doing anoms, pirate bs are often better). Picking damage will help u against for example loki in which way?. Do u think that people are flying without hardeners?. Crazy range? Do u saw fleet of ravens with cruise missiles shooting anything from distance in last few uears? No? U know why? Because your target will have plenty of time to warp away before your 'yey crazy range' cruise missiles will get near him. No one uses Cruise missiles in pvp, while 1400mm's, Rails and Tachs is a complete different story.

Chainsaw Plankton wrote:
also the painter bonus is pretty sweet. lets you use your rigs for damage

So maybe other marauders will loose their damage too, just use rigs right?. Not even talking about fact that large turrets got 400m sig radius while torps got 450m explosion radius :)


60% painters help everyone hit them better. and even with hardeners most setups will have a lowest resist. there is usually a nice difference between eft (average) ehp and in game (worst case) ehp. and if you are going to bring torps, well that just makes me want good painters even more.

and complain about not getting a flight time bonus, and then complain people will warp out because flight time is too long... great Shocked and if the 8-10 sec it takes for a cruise missile to go 100km is too long, and with guns you would have gotten a kill, well you should probably bring some tackle next time. if you aren't getting kills taking potshots at people well that is your problem, not a game design problem.

missile and gun damage use sig radius differently, a straight comparison is useless

@ChainsawPlankto on twitter

Luc Chastot
#860 - 2013-08-30 18:52:02 UTC  |  Edited by: Luc Chastot
Would it be possible to change the tractor beam bonus for something more interesting? Maybe salvage drone bonus speed and effectiveness?

Also, could the sensor strength be improved a bit? Say, to normal levels? As they are with the proposed changes, Bastion EWAR immunity is not really an advantage, because 1. you have to go into Bastion mode to not be perma-jammed and 2. in Bastion mode you're actually very vulnerable to damage.

Make it idiot-proof and someone will make a better idiot.