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[Rubicon] Marauder rebalancing

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Author
Maximus Aerelius
PROPHET OF ENIGMA
#161 - 2013-08-29 20:55:50 UTC
Zappity wrote:
Milton Middleson wrote:
Why not have the Bastion module just use Tactical Weapons Reconfiguration?


This. If bastion is a stepping stone to dreads just make it the same skill.


And those that don't have Tactical Reconfiguration trained will have to train that. At least this levels the playing field for this "New" adaptation of the Marauder Class coming in a bit. I think it's a good thing not to increase complexity on a ship that doesn't require it by it's very definition:

"Geared toward versatility and prolonged deployment in hostile environments,"

You start adding fuel and it shortens the "prolonged deployment".
Asayanami Dei
Adhocracy Incorporated
Adhocracy
#162 - 2013-08-29 20:55:52 UTC
Change the tractor beam bonus for something more useful, this is the noctis era after all.

I'm a leaf on the wind, watch how I--THE CAPACITOR IS EMPTY

Youtube: /asayanami

Twitter: @asayanami

wormholefundamentals.com

MeBiatch
GRR GOONS
#163 - 2013-08-29 20:56:37 UTC
Harvey James wrote:
Also what's the point of the mass addition in bastion mod when it can't move anyway?



not sure but i would guess to combat against bumping?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Alticus C Bear
University of Caille
Gallente Federation
#164 - 2013-08-29 20:56:53 UTC  |  Edited by: Alticus C Bear
Harvey James wrote:
Also what's the point of the mass addition in bastion mod when it can't move anyway?


Perhaps to make them harder to bump.

Edit: Snap.
Zor'katar
Matari Recreation
#165 - 2013-08-29 20:57:14 UTC
Seems a bit conflicted. The tractor bonus means they do the mission job best at <48km, but it seems they're being encouraged to be snipers now. Other than the bastion module and DLAs, what good are the utility highs at long range?

Also, not sure why the EHP and cap regen nerf were needed? (Looking at the Vargur specifically.)
Blodhgarm Dethahal
8 Sins of Man
Stray Dogs.
#166 - 2013-08-29 20:58:16 UTC
Asayanami Dei wrote:
Change the tractor beam bonus for something more useful, this is the noctis era after all.


Smartbomb bonus is my vote Big smile
Maximus Aerelius
PROPHET OF ENIGMA
#167 - 2013-08-29 20:59:03 UTC
Soleil Fournier wrote:
Mini Dreads? Completely unnecessary. Why not just use a dread? Surely you guys can start coming up with more unique ship applications instead of mimicking what's already there.

And as if players needed to be even more dominate in missions. Really?


It's a step in-between and some people can't afford Dreads and Marauders were in dire need of an overhaul...this give potential Dread Pilots a feel and a little taste (possibly) of how to operate one. I'm not a Dread Pilot (can't afford one) but I can see this filling the in-between role nicely.
raawe
Imperial Shipment
Amarr Empire
#168 - 2013-08-29 20:59:09 UTC  |  Edited by: raawe
hmm, can't say i really like it. MJD will not help with survivability, still got really low sensor str. Will take a look here and there to see where this is going. We already have dreads time to think of something else
Jedediah Arndtz
Jedediah Arndtz Corporation
#169 - 2013-08-29 20:59:18 UTC
Why does the Bastion give a dual bonus to guns, and not missiles? And falloff is kinda **** for pretty much anything but Projectiles.

Also, please keep the skillname as "BASTION TRANSFORMERTHINGIEâ„¢ SKILL"
Rainhailer
Take The Bait.
Pandemic Horde
#170 - 2013-08-29 20:59:45 UTC
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.
Lloyd Roses
Artificial Memories
#171 - 2013-08-29 20:59:54 UTC
Just yes.

Have issues with a gatecamp? Jump your marauder in, press 'stay' and go near invincible. Especially given those 3 option highs, makes me want to stuff them with RR and do nice vargur(RR>>)claymore and Kronos(RR>>)Eos action. Looks like the tanking values of those marauders will be approx. 50% of what a dread can dish out, while acting as acceptable logi for small sizes \o/

To me, it sounds like a jumpable on-grid-HQ. Totally like. In the case of the vargur, I'd propose to hang a flag with the corplogo.
M1k3y Koontz
House of Musashi
Stay Feral
#172 - 2013-08-29 21:01:22 UTC
First, love you long time.

Second, don't give it a damage bonus because that would be overpowered. It should have this tracking/range bonus OR a damage bonus, both would be too good and would need to be nerfed.

How much herp could a herp derp derp if a herp derp could herp derp.

Torialdin
Rubinowa-Kompania
Czarna-Kompania.
#173 - 2013-08-29 21:02:33 UTC
Will i be able to jump through WH with active bastion ?
GeeShizzle MacCloud
#174 - 2013-08-29 21:02:40 UTC
Khanid Voltar
#175 - 2013-08-29 21:03:29 UTC
Like the changes very much. Was not at all what I was expecting.

Initial feedback re: Bastion Module skill would be to make it a lower rank - maybe 5 or 6. Initially I was in agreement with the naysayers (oh no, not another skill), but if there has to be a skill it should have a lower rank than siege / triage skills which are for capital and not subcapital ships.
Ghost Hunter
True Slave Foundations
#176 - 2013-08-29 21:03:40 UTC  |  Edited by: Ghost Hunter
Thought for Bastion Mode -

Can we get it so the Marauder in Bastion Mode is unprobable?

This would help it immensely survive against on-grid probing if it's in a sniper role, as there's little point in being fixed at near-warpable distances that isn't a death sentence. (It also incentives Interceptors or MJDing battleships hunting them down)

This also has the dual-purpose of making Marauders very good for dangerous mission running in Low Security / Null Security. If your mission is trying to be broken into, you can Bastion mode to disguise yourself and protect the mission. Hunters will have to wait for you at stargates or stations then, unless they play the waiting game with you.

That would give them a very useful niche PVE role as well, as only Tech 3 Cruisers could hope to mission in that manner. Unlike the Tech 3s, though, the Marauder doesn't have system wide affecting capabilities (boosting).

True Slave Foundations Overseer

Ï•

Maximus Aerelius
PROPHET OF ENIGMA
#177 - 2013-08-29 21:04:02 UTC
Torialdin wrote:
Will i be able to jump through WH with active bastion ?


You can't move with an active Bastion so I doubt it.
William Darkk
Garoun Investment Bank
Gallente Federation
#178 - 2013-08-29 21:04:54 UTC
I don't like the new skill.

Why not have the module require the "Marauders" skill and bake the CD reduction into the hull?
Torialdin
Rubinowa-Kompania
Czarna-Kompania.
#179 - 2013-08-29 21:05:07 UTC
Maximus Aerelius wrote:
Torialdin wrote:
Will i be able to jump through WH with active bastion ?


You can't move with an active Bastion so I doubt it.


to jump you dont need to move
Maximus Aerelius
PROPHET OF ENIGMA
#180 - 2013-08-29 21:05:46 UTC
Torialdin wrote:
Maximus Aerelius wrote:
Torialdin wrote:
Will i be able to jump through WH with active bastion ?


You can't move with an active Bastion so I doubt it.


to jump you dont need to move


True and touche Blink