These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

The Worst (allegedly) Marauders

Author
Hopelesshobo
Hoboland
#81 - 2015-11-26 18:37:38 UTC
Joe Risalo wrote:
[quote=Justin Cody]
That being said, you can still pull off 1700 dps in a Kronos, 1300 or more in a Golem with better application and range, and I have no idea what the Pali and Vargur are capable of, but it's no joke either.


Pulse paladin can hit a bit over 1300 DPS with conflag
1400 Vargur is a bit under a 1400 Mach (But the vargur will out track a Mach any day).

Note: This is from a shield incursion POV

Lowering the average to make you look better since 2012.

Joe Risalo
State War Academy
Caldari State
#82 - 2015-11-26 22:38:59 UTC
FT Diomedes wrote:
Joe Risalo wrote:


Pali and Kronos have always been more susceptible to cap warfare.
As a matter of fact, all but missile and drone boats in their entire ship line up suffer from that issue.

I don't see why it's such a major concern with Marauders, yet the same problem on any other laser or hybrid ship isn't an issue?


Good post, Joe. That's your 1000th "like."


Woot!!!
Joe Risalo
State War Academy
Caldari State
#83 - 2015-11-26 23:56:01 UTC  |  Edited by: Joe Risalo
unidenify wrote:


I guess he feel there are issue with armour Marauder because shield Marauder has advantage of ASB + capless weapon to avoid Neut issue.


[Golem, test RHML]
Damage Control II
Federation Navy Co-Processor
Ballistic Control System II
Ballistic Control System II

Warp Disruptor II
X-Large Ancillary Shield Booster, Cap Booster 400
Missile Guidance Computer II, Missile Precision Script
X-Large Ancillary Shield Booster, Cap Booster 400
Stasis Webifier II
X-Large Ancillary Shield Booster, Cap Booster 400
Large Micro Jump Drive

Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
[empty high slot]
[empty high slot]
[empty high slot]
Bastion Module I

Large Processor Overclocking Unit I
Large Anti-EM Screen Reinforcer II

4600 EHP/s - 87,663 EHP
865 DPS - 584 DPS with reload
Not enough remaining CPU for even a single small NOS or NEUT
Cap Stable
(Damage selection, but not a good option due to reload time)

[Vargur, test]
Federation Navy Co-Processor
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Warp Disruptor II
Stasis Webifier II
Large Micro Jump Drive
X-Large Ancillary Shield Booster, Cap Booster 400
X-Large Ancillary Shield Booster, Cap Booster 400
X-Large Ancillary Shield Booster, Cap Booster 400

800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
800mm Repeating Cannon II, Hail L
Small Energy Neutralizer II
Small Energy Neutralizer II
[empty high slot]
Bastion Module I

Large Processor Overclocking Unit I
Large Processor Overclocking Unit I

4100 EHP/s - 80,692 EHP
980 DPS - 955 with reload
Cap Stable
(Damage selection, but at significantly reduced DPS)

[Kronos, test]
Large Armor Repairer II
Large Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
1600mm Steel Plates II
1600mm Steel Plates II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Warp Scrambler II
Stasis Webifier II
Large Micro Jump Drive
Heavy Capacitor Booster II, Navy Cap Booster 800

Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L
Neutron Blaster Cannon II, Void L
Medium Nosferatu II
Medium Nosferatu II
Medium Nosferatu II
Bastion Module I

Large Anti-Explosive Pump II
Large Auxiliary Nano Pump II

2178 EHP/s - 131, 614 EHP
1114 DPS - 1099 with reload
Stable with booster and NOS all running (this is unlikely, so 2min 10sec without boosts or NOS)
(can drop a plate and put another Mag stab if preferred, giving 113,202 EHP and 1252 DPS)
Much more cap dependent, but significantly more DPS and EHP

[Paladin, test]
Large Armor Repairer II
Large Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
1600mm Steel Plates II
1600mm Steel Plates II
Heat Sink II
Heat Sink II

Warp Disruptor II
Stasis Webifier II
Large Micro Jump Drive
Heavy Capacitor Booster II, Navy Cap Booster 800

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Medium Nosferatu II
Small Nosferatu II
[empty high slot]
Bastion Module I

Large Auxiliary Nano Pump I
Large Energy Collision Accelerator II

1867 EHP/s - 121,233 EHP
1005 DPS - no reload
2min 32 sec of cap without boosts or NOS. Stable @ 46% with.
Swap out a 1600 for another heat sink, get 104,848 EHP and 1099 DPS



So, with the armor boats you get more DPS, ewar, and EHP, but cap dependent and range.
With shield you get more active tank, cap stability, and range, but have less EHP and damage.

You'll also notice that the Golem is extremely reliant of burst DPS, so it's only good for 25 volleys, then it's a useless brick for 35 seconds.
The Vargur does have damage selection, but loses a lot of DPS is doing so, and also spends pretty much all of it's time fighting in fall off.


I will say though, the Kronos, Golem, and Pali could use a bit of love in comparison to the Vargur, or the Vargur needs a slight fitting nerf to balance it out.

EDIT...
On second thought, I think they're fairly well balanced, as you also have to consider that the Vargur needs 3 CPU modules to make that fit work.
Golem - application, tank, and range
Vargur - tank, some ewar, higher dps
Paladin - moderate EHP, some ewar, no reload
Kronos - highest EHP, highest dps, most ewar.