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And time has come to fly Marauder...

Author
Altair Taurus
#1 - 2015-09-20 11:27:12 UTC  |  Edited by: Altair Taurus
So finally I decided to fly Marauder! This is a bit distant goal because I must train about 80 days to be able to fly one. However now it's good time to choose the best Marauder for me. I definitely reject Paladin because I do not fly missions in Amarr space but remaining three Marauders are worth considering. Namely I run missions against Guristas and Serpentis. Thus which of those three beasts would be the best here?

Here you are my relevant skills:

Engineering

Power Grid Management, Weapon Upgrades, CPU Management - V
Capacitor Management, Capacitor Systems Operation, Electronic Upgrades, Power Grid Upgrades - IV
Capacitor Emission Systems - III

Turrets

Gunnery, Rapid Firing - V
Controlled Burst, Motion Prediction, Sharpshooter, Trajectory Analysis, Surgical Strike - IV
Large Projectile / Laser / Hybrid Turret - IV

Missiles

Missile Launcher Operation - V
Cruise Missiles, Torpedoes - IV
Guided Missile Precision, Missile Bombardment, Missile Projection, Rapid Launch, Target Navigation Prediction, Warhead Upgrades - IV

Drones

Drones, Drone Avionics, Light / Medium Drones Operation - V
Advanced Drone Avionics, Heavy Drone Operation, Sentry Drone Interfacing - IV
Drone Navigation / Sharpshooting / Interfacing - IV
All Racial Drone Specializations - III
Drone Durability - III


Shields

Shield Operation - V
Shield Upgrades, Shield Compensation, Shield Management, Tactical Shield Manipulation - IV
EM / Thermic / Explosive / Kinetic Shield Compensation - IV
Shield Emission Systems - III
Bumblefck
Kerensky Initiatives
#2 - 2015-09-20 11:48:17 UTC
Personally, I find that the Vargur is a good all-rounder, but you probably shouldn't discount the Paladin. Despite what diehard EFT warriors say, the lack of damage type isn't always a major problem (except vs. Angels, perhaps), and it performs quite acceptably in most mission scenarios.

Perfection is a dish best served like wasabi .

Bumble's Space Log

Khan Wrenth
Viziam
Amarr Empire
#3 - 2015-09-20 11:52:55 UTC
Altair Taurus wrote:
So finally I decided to fly Marauder! This is a bit distant goal because I must train about 80 days to be able to fly one. However now it's good time to choose the best Marauder for me. I definitely reject Paladin because I do not fly missions in Amarr space but remaining three Marauders are worth considering. Namely I run missions against Guristas and Serpentis. Thus which of those three beasts would be the best here?


Paladin. No I'm not kidding.

I fly two, currently. Kronos and Paladin. Paladin was my first Marauder. Did every mission with it that did not involve going against empires. Nothing wrong with it in any way, shape, or form. It performs marvelously and is quite versatile. I highly, highly recommend it.

The Kronos, well, oddly does not perform nearly as well as you think. Even shooting directly into the resist holes of Guristas and Serps, I find that my mission clearance times are about the same against those enemies when I'm using my Paladin. Same goes for Angels, my time spent smashing red crosses to pieces is about the same for both ships. And anything with EM or thermal vulnerabilities, the Paladin rips apart with holy thunder. So again, my recommendation is for the Paladin.

If you really, really are keen on damage selection, the Vargur works quite well from what I hear. But damage selection is largely unnecessary in this day and age. You put enough DPS down the field, the enemy will collapse. Their resistances, other than "elite" ships, are trivial at best. And with all of your weapons dealing double damage thanks to the marauder role bonus, renders any pittance of resistance irrelevant.

Golem is what everyone talks about, but missiles can be a big pain in the rear. Delayed damage, you have to severely gimp your setup to be able to hit smaller targets, counting volleys to make sure you don't waste time and ammo on targets, it's all for the birds as far as I'm concerned (hey did I just inadvertently make a Caldari pun?). I did that with my Raven, once I left it behind I felt immediate relief. Turrets are much, much better for my money.

I often hear the Vargur referred to as the "Unrivaled king of PvE", so if you really don't want the ease of use and flexibility of the Paladin, go Vargur.
Khan Wrenth
Viziam
Amarr Empire
#4 - 2015-09-20 11:55:48 UTC
Bumblefck wrote:
Personally, I find that the Vargur is a good all-rounder, but you probably shouldn't discount the Paladin. Despite what diehard EFT warriors say, the lack of damage type isn't always a major problem (except vs. Angels, perhaps), and it performs quite acceptably in most mission scenarios.


Posted that while I was typing away, so I didn't see it. But what this man says!! Damage selection is highly overrated. Angels are the only thing that really take me a while to whittle down with energy weapons, but the Kronos' hybrids (shoot into the theoretical secondary kinetic damage hole) don't really work any faster. So if that one sliver of downside is enough to cause you pause, go Vargur and get the damage selection you want. That is pretty much the one and only reason to select a Vargur over a Paladin, as far as I'm concerned. But you can't go wrong either way, both Paladin and Vargur are stellar ships. I just prefer my Pally.
Altair Taurus
#5 - 2015-09-20 11:56:16 UTC  |  Edited by: Altair Taurus
Is Vargur armed with autocannons or howitzers?
Similarly is Kronos armed with blasters or railguns?
Khan Wrenth
Viziam
Amarr Empire
#6 - 2015-09-20 12:02:08 UTC
Altair Taurus wrote:
Is Vargur armed with autocannons or howitzers?


I haven't flown it, but I can theorize to get your train of thought started. And we can wait for an experienced Vargur pilot to chime in later....

But I'm inclined to say Autocannons. Howizters have a really long refire time, and you are quite likely to way overkill your targets, then spend that refire time waiting to fire again on the next target. If you need range (and some enemies you definitely DO need range), artillery may be your only choice unless you get skilled in movement and positioning (your marauder should probably have two different prop mods on). Other than range, I'd say you'd be better off with Autos.
Bumblefck
Kerensky Initiatives
#7 - 2015-09-20 12:05:37 UTC  |  Edited by: Bumblefck
Either - and Khan is quite right in saying this! - but ACs are the best imo. Fantastic damage and range. Additionally, once you get those skills down, a Mach is just a skip away should you decide later to blitz missions.


e: A thousand times 'yarp', the RoF of ACs vs. artillery is simply the best. Like torps, you'll be waiting around a lot and having to count shots and all that unnecessary nonsense. Much better to have a sub-3 second RoF and just hammer away at F1 and be done with it :)

Perfection is a dish best served like wasabi .

Bumble's Space Log

Altair Taurus
#8 - 2015-09-20 12:09:06 UTC
Well, I must put it all into EFT! Big smile
Bumblefck
Kerensky Initiatives
#9 - 2015-09-20 13:51:17 UTC
I agree wholeheartedly with Khan on the whole Kronos issue - I was psyched when I first got one, after the hybrid rebalance years ago, but really disappointed putting it use. Of course, blasters negate most of this issue when you consider the sheer DPS output, but...meh. Paladin or Vargur are much better - I have no patience for the Golem or salvo counting :)

Perfection is a dish best served like wasabi .

Bumble's Space Log

Omnathious Deninard
University of Caille
Gallente Federation
#10 - 2015-09-20 13:57:40 UTC
This is a fit similar to what I use, feel free to bling it up some more but it is a competent ship on its own.

[Kronos]
Large Armor Repairer II
Shadow Serpentis Energized Adaptive Nano Membrane
Reactive Armor Hardener
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Large Micro Jump Drive
500MN Y-T8 Compact Microwarpdrive
Heavy Capacitor Booster II, Cap Booster 400
Federation Navy Stasis Webifier

425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
Bastion Module I
Salvager II
Salvager II
[empty high slot]

Large Hybrid Locus Coordinator I
Large Hybrid Burst Aerator II

If you don't follow the rules, neither will I.

Ralph King-Griffin
New Eden Tech Support
#11 - 2015-09-20 14:03:34 UTC
I'll echo Khan here , the paladin is a fantastic ship regardless of which race you are shooting.

The reason being it projects out so well that you can just power through the resists even if you are shooting straight into their max resists.

You can get over 1000 gun dps out to something silly like 40k and then switch to scotch (mistyped that but I kinda like it) and hit out to 109k instantly and melt face out there too and that's with short range guns.

Put tachs an there and you can hit 280k falloff...Yeah I know.

It's also by far and away the sexiest looking of the bunch.
Altair Taurus
#12 - 2015-09-20 14:54:17 UTC  |  Edited by: Altair Taurus
Great! I have also question about bastion module and tank. What DPS tank do you think is sufficient in "bastioned" Marauder, because I get very crazy tank values in EFT like 1800/3500 sustained/maximum DPS or so. Is it unnecessary or simply standard bastion defense?
Arthur Aihaken
CODE.d
#13 - 2015-09-20 15:35:42 UTC  |  Edited by: Arthur Aihaken
Well, I'm going to chime in for the Golem. Yes, it's delayed damage - but with the +25% missile velocity boost from Bastion you're only looking at 3-5 seconds for the most part. Even though you can fit them, I don't recommend torpedoes or rapid heavy missile launchers (you'll end up using Javelin torpedoes and Fury cruise both out-DPS and out-range them; you lose too much DPS to the lengthy reload for rapids).

4x Cruise Missile Launcher II, Fury ammunition
1x Bastion Module I
2x Small Tractor Beam II
1x Salvager II
5x Warrior II

1x Shadow Serpentis 500MN Microwarpdrive
2x Missile Guidance Computer II, precision-scripted
2x Phased Navigation Array
1x Pithum C-Type Adaptive Invulnerability
1x Pithum C-Type X-Large Shield Booster

4x Dread Guristas Ballistic Control Unit
2x Large Warhead Rigor Catalyst II

This will kill absolutely anything at ranges out to 115km. With +5 missile implants you'll smite all battleships in 2-3 volleys (occasionally one more if they get a repair cycle in), elite cruisers in 2 volleys and everything else (including frigates) in a single volley. Bring along some Precision ammo to deal with missions that have a lot of pesky frigates. Mid-grade Ascendancy implants will boost your warp speed to almost 3 AU/s. With max skills and implants I think it puts out close to 1200 applied DPS (not paper).

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

Bumblefck
Kerensky Initiatives
#14 - 2015-09-20 15:43:11 UTC
It's powerful, sure, but the problem with the Golem isn't travel time - it's the RoF on the launchers. Unless you ungroup the launchers, it does get annoying popping cruisers and then having to wait x seconds to attack another target. With ACs or Mega Pulses, it's just a matter of 3 or so seconds - with Torps it's noticeably longer.

Perfection is a dish best served like wasabi .

Bumble's Space Log

Arthur Aihaken
CODE.d
#15 - 2015-09-20 15:47:03 UTC  |  Edited by: Arthur Aihaken
Bumblefck wrote:
It's powerful, sure, but the problem with the Golem isn't travel time - it's the RoF on the launchers. Unless you ungroup the launchers, it does get annoying popping cruisers and then having to wait x seconds to attack another target. With ACs or Mega Pulses, it's just a matter of 3 or so seconds - with Torps it's noticeably longer.

No argument there - the 8-second cycle time is a real PITA. Most of the players that run Golems split the launchers in two pairs, switch to Precision ammo and designate a TP to each cruiser or frigate. A bit more micromanagement to be sure, but still effective. You can switch to hydraulic rigs for a +40% missile velocity boost but then you need to run Faction ammunition to make up for the lost damage application against anything smaller than battlecruisers.

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

Rexxorr
Perkone
Caldari State
#16 - 2015-09-20 16:30:09 UTC

Paladin, Pulse fit is a beast against em/therm weak nps. Scorch has fantastic range and great dps, large close targets will melt under conflag.

Vargur, AC great all arounder, really shines when you have lots of small npc ships, they die faster than you can lock (Lock up ten frigs first before the slaughter). Vargur has the worst dps curve but makes up for it due to having the lowest wasted over kill dps.

Golem, Cruise is a great all arounder, Fly in park the Golem and kill all npc in sight. Golem will not kill frigs with the frightening speed of a gun ship(wasted overkill dps), but they will never get under your cruise missiles.

Kronos was the last Marauder I trained for. I have tried using it from time to time but I keep going back to one of the other three.




The gun ships require you to fly them a bit and position correctly to get them to shine. Ungroup guns for small targets for best effect.

I recommend absolute minimal use of bastion mode if at all possible, CCP has a secret code which will cause a disconnect during bastion mode. When you are able to log back in again you will find your Marauder is a wreck.


GL
Rena Monachica
Capital Hot Rods
#17 - 2015-09-20 16:38:29 UTC  |  Edited by: Rena Monachica
Altair Taurus wrote:
Great! I have also question about bastion module and tank. What DPS tank do you think is sufficient in "bastioned" Marauder, because I get very crazy tank values in EFT like 1800/3500 sustained/maximum DPS or so. Is it unnecessary or simply standard bastion defense?


You can actually use medium reppers on Marauders .. they are cheap and still get a 500-600 dps tank, more than enough for missions. It also allows to be lazy: auto-run and done. That can also save your ship in disconnects

btw, I agree that the Paladin works against all enemys, but so does every Marauder. Fighting Angel Cartel in a Paladin isnt that great

regarding the Vargur, I mostly use Autocannons, they have sufficient range and the ammo consumption is manageable. Arty works too but I only use them when a onehitkill is required (Scarlet..)

the Kronos .. you want to use Blasters, but the problem is that the preferred enemy (Serpentis/Guristas) mostly stays out of effective range. Its quite annoying
Ersahi Kir
Brutor Tribe
Minmatar Republic
#18 - 2015-09-20 16:41:21 UTC
The right answer here is to pick the one you like looking at, because they are all beastly ships. Just be aware that the golem does require you to spend some times working on target painter skills to really get the full benefit.
Anize Oramara
WarpTooZero
#19 - 2015-09-20 16:58:42 UTC
Polarized AC Vargur. XL pith + cap booster for tank, rest all damage and application, warp speed rigs.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Altair Taurus
#20 - 2015-09-20 17:02:10 UTC
As for now I am inclined towards Vargur and Golem...
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