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Player Features and Ideas Discussion

 
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[Rubicon] Marauder Change Ideas

Author
Exodus Lied
Deep Core Mining Inc.
Caldari State
#1 - 2013-11-19 17:18:45 UTC
I live out in Null Sec so before I get started with my idea you have to understand where I am coming from. I fly a Golem.

For a while now out in Null Sec marauders have been called "gank bait". Their battle ship size and mass make them fairly slow ships. So here is my idea on how to improve them with bot pros and cons built in.

Change 1: More capacitor less high slots

A long long time ago Marauders use to only have 7 high slots. 4 weapons slots, either turrets or launchers, and three auxiliary slots (I always had two tractor beams and a smart bomb until three tractor beams became a more practical idea). During those times i could have all three tractor beams running along with my four hardeners and my Pith-A type medium shield booster non stop. It was nice, but it cost a hefty amount. Some of the modules cost close to a billion isk a piece. But you have to spend good money to have the best stuff.

These days, I can no longer run all three tractor beams, my hardeners, and my Pith-A type medium shield booster. So I purpose that we remove the 8th high slot for more capacitor. This will allow for sufficient power to run modules on a continual basis giving the Marauder the tankability that it is famed for.

Change 2: Less power grid and CPU more DPS

Again, back in the glory days of Marauders, there was a time when DPS was a well balanced thing. With the fit I had I was able to do 798 DPS with T1 cruse missiles and T2 hammer head drones. With this I was able to run and complete the anomalies out in null sec in a decent amount of time leaving me less vulnerable for the evil red pilots to kill me. This DPS did not just come with the purchase of the ship, but with grueling training of skills (some of which took more than thirty days to train).

These days my Drake out DPSes my Golem. Another problem with the Marauder is the over abundance of power grid and CPU. By limiting them and increasing the DPS we solve two problems with one fix. Remember, Marauders are not cheap, people should get what they pay for.

Change 3: Removal of MJD bonuses

While the MJD is a useful tool for some ships it is worthless to the Marauder class. While this does jump you 100 km away from the fight it does not get you out of range of enemy fire (when it comes to rats) or far enough away to get out of reach from red pilot interceptors and tackle frigs (with a 14 second lock time you won't be able to kill them either). I have not given a "pro-side" to this con, I simply think of it as "trimming the fat" so to speak. However if there is to be a pro-slot maybe there could be some E-War resists built into the ship.

Just some other ideas:

The Bastion module is a bad idea for anyone in null sec. While the module is good for... something I am sure, it is an absolutely bad idea to use in null sec. Battle ships are hard enough to move as it is with out having to be stuck in place for a minute. The scenario that I always think of is the last time I lost a Golem.

'So there you are, sitting in an anomaly shooting the rats when a cloaky red warps right to you because one of the people you thought was your friend was not so friendly.

If you are in bastion mode you are done. His 7 buddies in black op ships are coming to get you via cyno. While the boosts and resists are nice against the rats they are worthless against 7 fit battle ships.

But you were smart, because you know that the Bastion mode is kind of dumb and decide to stay mobile. As the red decloaks you activate your MJD and with the reduction in time you think you are going to make it but frigs lock quickly and before you even have him locked you are stuck in place and his 7 buddies are on you.

Lets say you got away though. The stealth pilot didn't quite move as fast as he should have. Now you are 100 KM away from the cyno but his buddies came through with some fast tackle. Your MJD is still cooling down so you start your warp out to your safe spot. But battleships are such slow things. The fast tackle is on you in a matter of seconds leaving you no chance to escape.

This time you are flying one of the old marauders from back in the day. The red decloaks and you try to warp off. No good he scrambled you. His buddies come in but this time you have the cyno guy locked and you murder him. Not in time though and his buddies lock you. That's ok because you are the tank of space. Slowly they chip away at your ship but you are fighting back and manage to kill one of the Black Ops battle ships. While in the end you still end up losing your marauder you manage to take some down with you because you had Tank, Capacitor, and DPS."

Those are just some ideas anyway.

With all the mistakes and problems with Eve, you wonder if the DEVs actually read the forums. But it is a worse thought to think they do.

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#2 - 2013-11-19 19:18:23 UTC
TLDR version: 7 black ops and an turncoat arazu can kill a marauder: therefore marauders suck.

Not taking you very seriously, especially given your golem build isn't as good as your drake.
Qweasdy
Federal Navy Academy
Gallente Federation
#3 - 2013-11-19 19:44:12 UTC
Exodus Lied wrote:
Lets say you got away though. The stealth pilot didn't quite move as fast as he should have. Now you are 100 KM away from the cyno but his buddies came through with some fast tackle. Your MJD is still cooling down so you start your warp out to your safe spot. But battleships are such slow things. The fast tackle is on you in a matter of seconds leaving you no chance to escape.


Should I even bother pointing out that you actually have about 20 seconds to escape after you MJD?

This is a terrible thread. As such, it's locked. - CCP Falcon