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Marauders: Underwhelming. Fix Ideas

Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#1 - 2012-01-30 17:10:12 UTC  |  Edited by: Spugg Galdon
Currently, Marauders are a little underwhelming with respects to their cost, skill point requirement, and performance. This is mostly a sum of the the introduction of the Noctis, which has made salvaging "in mission" inefficient compared to reshipping for a Noctis, and the Faction battleship buff which has reduced their overall performance "rating".

Many people ask for a new Marauder based on the 3rd tier BS hull. I believe this is pointless and all we really need is for the current batch of Marauders to become competitive.

I would propose that the first fix should be to drop the tractor beam bonus in favour of something far more useful. Examples of useful bonuses would be:
A range bonus for energy vampires
A bonus to Capacitor Booster boost amount
A bonus to Armour Repairer / Shield Booster Cycle duration (faster rep cycles)
A bonus to Armour Repairer / Shield Booster capacitor usage (cheaper reps)

Just something useful would be great. In order to keep long range tractor beams perhaps medium and large tractor beams could be introduced with fitting requirements that match being fit to larger ships.

Next, because of the advent of wormhole and incursion PvE and Marauders are supposed to be the "Kings of PvE", I propose that these ships have some form of spider tanking bonus. The best option would be to give them a bonus to the remote repair or shield transporter amount received instead of making them battleship sized logistics ships. This would make these ships very competitive when being used in PvE situations where logistics is required (incursion / wh sites).

Another option which is a little radical would be to give Marauders the EWAR immunity bonus. This bonus coupled with the CCP proposed Electronic Attack Frigate buff which gives them the ability to use EWAR against EWAR immune ships would not only give Marauders a place in the PvP environment but would also give the proposed EAF's more value as they would be useful in the sub capital ship PvP environment.

*********************************************************EDIT********************************************************************
Highlights from this thread:-

A> People think Marauders damage bonus should be buffed from 100% to something like 120-125%

B> There is a debate as to whether the tractor bonus should be dropped for something else or buffed and include a salvager bonus

C> People find the sensor strength / scan resolution issue of Marauders a real problem.

D> PvE isn't what it used to be and Marauders are out dated and unsuitable for "modern" PvE

*************************************************END OF EDIT********************************************************************

Any other ideas, please share them!
If any of these ideas "float your boat" don't forget to hit the like button. It's how CCP see well received community ideas!
Spugg Galdon
Federal Navy Academy
Gallente Federation
#2 - 2012-01-31 09:43:46 UTC
Any feedback?
VIP Ares
Sebiestor Tribe
Minmatar Republic
#3 - 2012-01-31 09:47:49 UTC
I use Marauder, and I do not salvage on the fly. As you stated, it is more efficient to come back with Noctis and salvage after mission.

Marauders should get same "salvaging" bonueses as Noctis.

EWAR immunity is out of question, they have low senesor strength now to make them less desirable for PVP. Becasue they are not meant to PVP.

http://www.balex.info/index.php/pilot_detail/47623/

hmskrecik
TransMine Group
Gluten Free Cartel
#4 - 2012-01-31 10:03:17 UTC
I know only about 1/4 of the problem you're describing as I mostly fly Gallente ships, and in most part only for PvE. And in this regard I don't think Kronos so badly needs to be buffed. As it is, it outperforms every subcapital, regular and T2 ship in the fed fleet. Now the Vindicator is better but only because of Crucible's buff to hybrid PG/CPU, and only by small margin. Small enough so I don't feel obliged to use either and I can choose: when I want it to do with coolness and style I do it with Vindi and when I want it easy, or safe, I do it with Kronos.

I don't agree with tractor buffing. T2 modules already give nice 48km range and the Noctis IS meant for serious job. On personal note, what stops me from salvaging on the go is that both tasks, mission and salvaging, are quite absorbing on their own so combining them would mean wild clickfest and I don't think any bonus could fix that.
The Djego
Hellequin Inc.
#5 - 2012-01-31 10:57:28 UTC
Spugg Galdon wrote:
Next, because of the advent of wormhole and incursion PvE and Marauders are supposed to be the "Kings of PvE", I propose that these ships have some form of spider tanking bonus. The best option would be to give them a bonus to the remote repair or shield transporter amount received instead of making them battleship sized logistics ships. This would make these ships very competitive when being used in PvE situations where logistics is required (incursion / wh sites).


In Incursions you use logis, in WH you use caps/logis to tank them. The reason for this is the low lock speed, RR range and that 10 locked targets are to short for cycling RR targets and still staying somewhat cap stable(a cap booster pvp like fitting is not useful for the PVE content you mentioned).

What marauders need is a quicker lock speed, a far lower sig, a normal sensor strength(srs gurista are still pain in the ass) and a resistance bonus instead of the active tanking bonus, to make them more attractive in pve content that relays on RR(you have less raw EHP, one slot and one rig slot less than faction BS, what more often then not makes the faction BS better in this situations). This will also help to bring the Vargur and Kronos into more use for Incursions, giving them slightly different focuses than the Mach / Vindi, atm only the pala gets used for the reason that it got a armor tank compared to the NM with the shield tank.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Spugg Galdon
Federal Navy Academy
Gallente Federation
#6 - 2012-01-31 11:40:05 UTC
I'm not sure if a salvaging bonus would help marauders that much. I was thinking something more like a capacitor helping module like a Nos bonus or cap booster bonus or rep cap usage bonus. 

Why must a ship be purely PvE? Also the EWAR immunity idea fits well. If CCP gives EAFs the ability to use EWAR on ships that are immune then they become very valuable fleet assets. Coupled with the low sensor strengths of the marauder it will still be very easy to use EWAR to good effect. Which means the EAF would be very effect vs a marauder. 
Also, if you're EWAR immune, npc EWAR isn't going to effect you. This would mean that Marauders have an advantage over faction battleships for PvE. 
The Marauder would also be very useful for low sec PvE as you could only be tackled by a HIC infinite point on a gate or an EAF at a mission site. 
Chrizz NiKunni
Suicide Mining Corporation
#7 - 2012-01-31 11:48:04 UTC
As pilot of a Paladin Marauder, I often wonder if it was a good idea to spend so much ISK on a ship. The only reason to use the Paladin and not an Abaddon for example, are those 50% less amunition need. I don´t even have fitted a salvager, because as said before it is much faster to change to a noctis after the mission to clean up. It is not only the less time a noctis needs for all those wrecks in a lvl4 mission, it is also the fact that a noctis can carry all of the loot of a mission at once, and a marauder can´t.

What would be nice to have instead of the tractor-bonus would be some bonus for anything that can help a Marauder pilot to kill those webbing/scrambling frigates in missions. If you accidentally ran out of drones (forgot them in the room before) it can get very hard to finish a mission because there are only two scrambling frigs left 3km away, but you don´t hit them with your big guns....


So +1 to any idea to make marauders to what they are supposed to be, the gods of pve...

Some pilots need a high-five..... in their face...... with a chair.....

Spugg Galdon
Federal Navy Academy
Gallente Federation
#8 - 2012-01-31 12:32:25 UTC
Then hit the like button. That way a CCP slave can see the posts people like.

Saying "+1" doesn't register Sad
Chrizz NiKunni
Suicide Mining Corporation
#9 - 2012-01-31 12:48:26 UTC
Spugg Galdon wrote:
Then hit the like button. That way a CCP slave can see the posts people like.

Saying "+1" doesn't register Sad



I could hit "unlike", but I think that would not help much ;)

Some pilots need a high-five..... in their face...... with a chair.....

Fidelium Mortis
Minor Major Miners LLC
#10 - 2012-01-31 15:02:05 UTC
Spugg Galdon wrote:
I'm not sure if a salvaging bonus would help marauders that much. I was thinking something more like a capacitor helping module like a Nos bonus or cap booster bonus or rep cap usage bonus. 

Why must a ship be purely PvE? Also the EWAR immunity idea fits well. If CCP gives EAFs the ability to use EWAR on ships that are immune then they become very valuable fleet assets. Coupled with the low sensor strengths of the marauder it will still be very easy to use EWAR to good effect. Which means the EAF would be very effect vs a marauder. 
Also, if you're EWAR immune, npc EWAR isn't going to effect you. This would mean that Marauders have an advantage over faction battleships for PvE. 
The Marauder would also be very useful for low sec PvE as you could only be tackled by a HIC infinite point on a gate or an EAF at a mission site. 


Anyone who has been in combat with SCs or sieged/triaged caps can attest to the annoyance of EWAR immunity. Give it to a sub cap ship with decent damage and EWAR capabilities of its own, and you're looking at a very overpowered ship.

ICRS - Intergalactic Certified Rocket Surgeon

Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#11 - 2012-01-31 15:32:37 UTC
I think just some little things would help, slightly better speed, agility, and lock time to facilitate us out side of empire missioning.
They need their weakness, but to help them be more viable in PvP putting them all up to 8 high slots would go a ways I bet.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Spugg Galdon
Federal Navy Academy
Gallente Federation
#12 - 2012-01-31 19:10:34 UTC
Fidelium Mortis wrote:

Anyone who has been in combat with SCs or sieged/triaged caps can attest to the annoyance of EWAR immunity. Give it to a sub cap ship with decent damage and EWAR capabilities of its own, and you're looking at a very overpowered ship.


EWAR immunity could be coming to an abrupt end though now that CCP are looking at giving the EAF the ability to negate this bonus. I feel that giving this bonus to a select few sub-capital ships would benefit not only the ship that had the bonus but also the proposed new EAF as it would have value outside of capital ship fleets
Hans Momaki
State War Academy
Caldari State
#13 - 2012-01-31 21:37:28 UTC
Sorry, but no to your Ideas.

Marauders need a pure dmg buff, and a buff to dmg application and dmg range.
They should be the best option for subcap PvE, and they are clearly not.

As Caldari pilot, I would prefer CNR over Golem pretty much everytime.

Sinooko
Tharumec
Gespenster Kompanie
#14 - 2012-01-31 22:09:03 UTC
As before mentioned I would only buy a marauder for PvE if it was more effective against those damn scrambler frigates.

I would LOVE to use a marauder in PvP if it had bonuses to remote rep enabling them to spider tank. Also useful in wormholes against sleepers.
Inferna Dragonfire
Advanced Tactical Operations
#15 - 2012-02-01 08:23:45 UTC
Sinooko wrote:
As before mentioned I would only buy a marauder for PvE if it was more effective against those damn scrambler frigates.


In case of the Amarr Marauder Paladin, what about this: Add two turret-slots where only small or medium lasers can be fitted, and instead of that tractorbeam bonus ad a dmg or other bonus for that kind of weapon. Would make the Marauder more flexible against all kind of targets in missions, but has its weak point with that weak sensors....
For all other Marauders could be found a equal solution I guess...
Wolodymyr
Breaking Ambitions
#16 - 2012-02-01 08:28:58 UTC  |  Edited by: Wolodymyr
Well for pvp marauders I like the idea of a neut bonus, remote rep bonus, or something really weird like a smart bomb bonus. Or you could just give em 8 turret slots (or missiles for the caldari one).

Of if you wanted them to be high SP boats you could give each one 4 turret slots and 4 missile slots. Then people would have to train T2 large turrets, and T2 battleship scale missiles.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#17 - 2012-02-01 16:22:12 UTC
This thread is just full of no.

Marauders are not pvp boats. Giving them any kind of bonuses towards pvp would be ridiculous. No spider tanking. HELL no to 8 turret (or missile) points. Using half the ammo of other ships is one of the few good things left about marauders and you want to change that? Seriously?

And god no to cap booster bonuses. I hate cap boosters and I'll be damned if I'm gonna shove them on my mission boat.
All of the marauders have enough drone bay to accommodate more than one flight of drones. Frigates should not be a problem. The Kronos and Paladin also have a web bonus...
They don't need an immunity to ewar, they just need some help against Guristas f'ing jamming. I think it should be removed tbh.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#18 - 2012-02-01 16:46:20 UTC
m3talc0re X wrote:
This thread is just full of no.

Marauders are not pvp boats. Giving them any kind of bonuses towards pvp would be ridiculous. No spider tanking. HELL no to 8 turret (or missile) points. Using half the ammo of other ships is one of the few good things left about marauders and you want to change that? Seriously?

And god no to cap booster bonuses. I hate cap boosters and I'll be damned if I'm gonna shove them on my mission boat.
All of the marauders have enough drone bay to accommodate more than one flight of drones. Frigates should not be a problem. The Kronos and Paladin also have a web bonus...
They don't need an immunity to ewar, they just need some help against Guristas f'ing jamming. I think it should be removed tbh.


Why should a ship be designed purely for PvE? I believe one of the biggest issues in EvE is the fact that PvP and PvE are so different. They require exceptionally differently fitted ships from each other which scares people out of PvE'ing in low/null sec.

A Marauder is supposed to be able to PvE in hostile environments and the current PvE environment requires spider tanking not local active tanking (WH's and Incursions). To that end, wouldn't a remote repair received bonus suit Marauders?

What's wrong with fitting a cap booster to Marauders. With that cargo hold and all the PG left after only using 4 guns they seem to be designed for Cap boosted fits. By the way, I fit my Golem with a cap booster and a mate of mine fits his Paladin with one because it is far more efficient at blasting through missions than a stupid cap stable fit that requires far more slots. The cap booster is only really required when my tank is being tested for prolonged periods or when I've screwed up the aggro.

Do you seriously get a great benefit out of the tractor beam bonus? Wouldn't you prefer something far more useful like a bonus to shield booster or armour repairer cap usage? Or perhaps even like I said, a Cap Booster bonus so you don't burn through so many or require very large cap booster charges.

The current state of Marauders does unfortunately relegate them to second place for PvE as they're outperformed by faction BS's which can do, guess what, PvP AND PvE (Incursions/WH's and solo lvl 4 running).
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#19 - 2012-02-01 18:13:34 UTC
I want the tractor bonus, but I want it improved. Give the marauders the same tractor bonus as the noctis then give them a bonus to cut salvager cycle time in half. That would fix the marauder vs noctis problem.

And you or whoever is using the Paladin is probably using pulses. You have much less PG when you've got tach's fit. I've got 6 spare PG left, that's it.
Hans Momaki
State War Academy
Caldari State
#20 - 2012-02-01 19:40:45 UTC
m3talc0re X wrote:
I want the tractor bonus, but I want it improved. Give the marauders the same tractor bonus as the noctis then give them a bonus to cut salvager cycle time in half. That would fix the marauder vs noctis problem.


And the "Marauder vs faction BS" - problem?
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