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Player Features and Ideas Discussion

 
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Marauders: Underwhelming. Fix Ideas

Author
Joe Risalo
State War Academy
Caldari State
#241 - 2012-03-15 20:10:35 UTC
Verity Sovereign wrote:
Spugg Galdon wrote:
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?


I've also seen comments about giving them bonuses to small weapons, and some weird slot layout (like 4 large guns, 4 small turrets/launchers) to allow them to take out scramming frigs if you lose your drones...
Also comparisons to T3s being better at the more lucrative PvE...

So how about this: +1 warp strength per level of maurader
Forgot those drones and got 2 frigs scramming you in mission? no problem, just warp out and get more drones, you've got +5 warp strength at lvl 5.

Trying PvE in low sec and a ceptor lands on you? no problem, you've got +5 warp strength with good skills.

Or you could give them a T3 ability:
Role Bonus:
Immunity to non-targeted interdiction

Maybe even combine the two...
So yea, you may not be very good at killing other ships PvP, but you can blow through warp bubbles, and only a HIC or a lot of points is going to stop you. You can "maraud" behind enemies lines, decimating their PvE sites, and you've got 4 utility highs, so you can also fit a probe launcher, and a cloak or neuts if you wish (you fly a marauder, you can afford a faction cloak to minimize the scan res penalty)



whaa...I'm not going that far with all this...

Like I've said a million times. I don't want immunity from other players. I don't want no damage from npcs.

I simply feel that npc e-war immunity is the only solution that wouldn't effect pvp. Marauders take a lot more damage than any other ship smaller than a capital that is flying in missions because of their size.

So while npc ewar immunity may seem like an OP suggestion, it's really balanced out by the cost, skill requirements, size, lack of pvp capability, and isk input for these ships.
Even with npc ewar immunity, the size of marauders will make them incapable of soloing high end pve, but, it'll also help to be more effective in pve fleets, so they'll be usable in incurions fleets and other high end pve fleets.

My ultimate goal with npc ewar immunity isn't making these boats the go to ship for all pve, however, it'll make them capable of performing pve where they normally couldn't, but also not effecting pvp at the same time.

So it's kinda a win win. They'll become more capable of pve, but without effecting pvp, thus leaving the pirate bs's as the more versatile option and leaving them uneffected by marauders.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#242 - 2012-03-16 07:07:59 UTC
Its not immunity to other players.

3 scrams and you're stuck
A HIC focused disruptor field, and you're stuck.

And of course, my suggestion was "and/or" with the interdiction nullifier effect.
If you think "and" is OP'd, then go with the "or" - in which case I'd take the +1 warp strength per level, as that has use in PvE - making the scramming frigates much less dangerous (and depending on the site in incursions, you may be able to leroy without your fleet and still warp out)
Spugg Galdon
Federal Navy Academy
Gallente Federation
#243 - 2012-03-16 11:12:13 UTC
Got to admit I do like a +1 warp strength per level bonus for marauders
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#244 - 2012-03-16 15:19:14 UTC
It does fit the "behind enemy lines" role...

Also, whoever was saying why should the Kronos be able to field 5 sentries/heavies. Because every other Mega hull ship can. Mega, navy mega, vindi, all of 'em. Kronos should, too.
Robert Caldera
Caldera Trading and Investment
#245 - 2012-03-16 16:04:15 UTC
Spugg Galdon wrote:
Got to admit I do like a +1 warp strength per level bonus for marauders


I'm all against that, because this would mean no solo kills on marauders anymore.
not supported.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#246 - 2012-03-16 16:46:18 UTC
Robert Caldera wrote:
Spugg Galdon wrote:
Got to admit I do like a +1 warp strength per level bonus for marauders


I'm all against that, because this would mean no solo kills on marauders anymore.
not supported.



Bubbled and webbed a marauder would still be "effed in the A".
Robert Caldera
Caldera Trading and Investment
#247 - 2012-03-16 17:04:32 UTC  |  Edited by: Robert Caldera
Spugg Galdon wrote:
Robert Caldera wrote:
Spugg Galdon wrote:
Got to admit I do like a +1 warp strength per level bonus for marauders


I'm all against that, because this would mean no solo kills on marauders anymore.
not supported.



Bubbled and webbed a marauder would still be "effed in the A".


ship which can produce a bubble cant realistically kill a marauder, as I was referring to solo marauder kills.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#248 - 2012-03-16 17:18:02 UTC
Robert Caldera wrote:
Spugg Galdon wrote:
Robert Caldera wrote:
Spugg Galdon wrote:
Got to admit I do like a +1 warp strength per level bonus for marauders


I'm all against that, because this would mean no solo kills on marauders anymore.
not supported.



Bubbled and webbed a marauder would still be "effed in the A".


ship which can produce a bubble cant realistically kill a marauder, as I was referring to solo marauder kills.


You don't need a ship to make a bubble. You can deploy stationary ones. Small medium or large. 
Robert Caldera
Caldera Trading and Investment
#249 - 2012-03-16 17:28:37 UTC
Spugg Galdon wrote:
Robert Caldera wrote:
Spugg Galdon wrote:
Robert Caldera wrote:
Spugg Galdon wrote:
Got to admit I do like a +1 warp strength per level bonus for marauders


I'm all against that, because this would mean no solo kills on marauders anymore.
not supported.



Bubbled and webbed a marauder would still be "effed in the A".


ship which can produce a bubble cant realistically kill a marauder, as I was referring to solo marauder kills.


You don't need a ship to make a bubble. You can deploy stationary ones. Small medium or large. 


ah yeah ok I got it.
So when hunting ratters and stumbling over a marauder, all I need is asking him to stay on the spot for a minute till I deployed a bubble on top of him, right?
Its hard enough to catch a jewing marauder since the pilots are very careful with them, so a bubble requirement like for a fuggin supercapital is absolute nonsense.
Joe Risalo
State War Academy
Caldari State
#250 - 2012-03-16 18:33:10 UTC
Robert Caldera wrote:

ah yeah ok I got it.
So when hunting ratters and stumbling over a marauder, all I need is asking him to stay on the spot for a minute till I deployed a bubble on top of him, right?
Its hard enough to catch a jewing marauder since the pilots are very careful with them, so a bubble requirement like for a fuggin supercapital is absolute nonsense.


Agreed.

Marauders are specifically SPECIALIZED for pve. Which means they should have very limited pvp capability.

As Marauders sit now, they're perfectly balanced in this aspect. They can defend themselves in pvp, but are quite limited.

Where they lack luster is in their specialized task. However, due to the fact that they're balanced in pvp the way they should be, than any changes to sensors, size, warp, etc. etc. in order to buff pve, will ultimately lead to an imbalance in pvp, thus leading to a nerf in some other aspect that will make them much less effective in pve.

So, this is why I keep stressing that npc ewar immunity is the only way to keep these ships balanced in pvp, but also allow them to be the powerhouses they're meant to be in pve.

Other Changes would be.

All Marauders get a buff related to salvage and tractors, but is based off the Marauders skill.
In other words, 5% bonus to salvager and tractor cycle time per lvl and 45% bonus to the range of tractor beams per marauders lvl.
This means it gets a 78km range with t2 tractors. Good enough for a Marauder to catch any wreck on screen, but still leaves the noctis as the powerhouse in salvaging.

Individual buffs
Golem - Needs a range buff for torps, so at all skills lvl 5, it gets 65km before accel time is factored in, thus allowing it to fit something other than range rigs and or a mwd/burner
Paladin - Needs a RANGE bonus towards webs
Kronos - 125bw for drones and a reasonable drone capacity, RANGE bonus for webs.
Vargur - Needs some type of support bonus, like web, or target painter.

The Golem is the only ship that I'm sure of. Personally, they can take away any bonuses towards cruise missiles for this ship, and make it a specialized torp boat, then take away any torp bonuses from the Navy Raven and make it a specialized cruise missile boat.

Any other bonuses the other 3 ships might need aren't up to me, cause i don't fly those ships. However, reguardless of what changes they make for the individual ships, npc ewar immunity is the one thing they can all for sure use.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#251 - 2012-03-16 18:51:18 UTC
Enhanced warp strength does fit their role though. It would also encourage their use in low sec. Yes, you would need to tackle with a HIC or a gang (to be fair 3 people with scrams could tackle it) or catch them where there is already a bubble set up in 0.0/WH. This isn't really an issue. Another thing that could be considered is that Interdictors (destroyer type) could receive a +1 warp disruption strength per level which would give those ships a role outside of Null/WH space.

I'm not argueing about your NPC EWAR immunity idea Joe. I think it's a good idea but I'm not sure how easily it could be implemented. Also, a Marauder can hardly defend it's self. A single flight of EC-300's and it's perma jammed and it's just a matter of time before it dies. I am also against the idea of a ship being poor at PvP by design just so that it is the best PvE boat out there. I don't think that is a good design concept.
Joe Risalo
State War Academy
Caldari State
#252 - 2012-03-16 19:25:03 UTC
Spugg Galdon wrote:
Enhanced warp strength does fit their role though. It would also encourage their use in low sec. Yes, you would need to tackle with a HIC or a gang (to be fair 3 people with scrams could tackle it) or catch them where there is already a bubble set up in 0.0/WH. This isn't really an issue. Another thing that could be considered is that Interdictors (destroyer type) could receive a +1 warp disruption strength per level which would give those ships a role outside of Null/WH space.

I'm not argueing about your NPC EWAR immunity idea Joe. I think it's a good idea but I'm not sure how easily it could be implemented. Also, a Marauder can hardly defend it's self. A single flight of EC-300's and it's perma jammed and it's just a matter of time before it dies. I am also against the idea of a ship being poor at PvP by design just so that it is the best PvE boat out there. I don't think that is a good design concept.



I would agree, however, that's what CCP designed Marauders to be, the best at pve.. They didn't want them being used in pvp, so they gave them weak pvp capability, however, they didn't anticipate this effecting their pve capability and pretty much making them only effective at Minmatar missions.

While I would like to see them effective in pvp, I think this would lead the nerfs it other capabilities, so they'd either get reduced tank or reduced dps, and they'd probably end up seeing other nerfs as well.

That's why I push the npc ewar immunity. Because if we try to make them more pvp capable, it'll end up getting them nerfed at what they were originally designed for.

Besides, it's nice to have a ship specifically for pve, seeing as how that is all that a large portion of the community does.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#253 - 2012-03-17 06:58:39 UTC
Robert Caldera wrote:
Spugg Galdon wrote:
Got to admit I do like a +1 warp strength per level bonus for marauders


I'm all against that, because this would mean no solo kills on marauders anymore.
not supported.


How about a fixed +2 warp strength role bonus, as found on the T2 industrials?

This isn't so much that you can't solo tackle it (unless it was specifically fit with warp core stabs - but you're not going to solo tackle an abaddon with 8 stabs either...).
But it will help with PvE (you can ignore 1 scramming frig), and it will help encourage them to go into low sec PvE
Spugg Galdon
Federal Navy Academy
Gallente Federation
#254 - 2012-03-17 09:50:06 UTC
Verity Sovereign wrote:


How about a fixed +2 warp strength role bonus, as found on the T2 industrials?

This isn't so much that you can't solo tackle it (unless it was specifically fit with warp core stabs - but you're not going to solo tackle an abaddon with 8 stabs either...).
But it will help with PvE (you can ignore 1 scramming frig), and it will help encourage them to go into low sec PvE


That +2 warp strength role bonus on those T2 Industrials is utterly pointless and too weak to even be useful at blockade running. Does anyone even use those things for anything other than bait? These ships being useless is a different problem though.

+2 really wouldn't be enough. +1 per Marauder level would be enough to give people a warm and fuzzy feeling to use these ships in low sec. Which means more people in low sec which is only a good thing.
Joe Risalo
State War Academy
Caldari State
#255 - 2012-03-17 17:38:41 UTC
Spugg Galdon wrote:
Verity Sovereign wrote:


How about a fixed +2 warp strength role bonus, as found on the T2 industrials?

This isn't so much that you can't solo tackle it (unless it was specifically fit with warp core stabs - but you're not going to solo tackle an abaddon with 8 stabs either...).
But it will help with PvE (you can ignore 1 scramming frig), and it will help encourage them to go into low sec PvE


That +2 warp strength role bonus on those T2 Industrials is utterly pointless and too weak to even be useful at blockade running. Does anyone even use those things for anything other than bait? These ships being useless is a different problem though.

+2 really wouldn't be enough. +1 per Marauder level would be enough to give people a warm and fuzzy feeling to use these ships in low sec. Which means more people in low sec which is only a good thing.


You can give them warp strength all day long but it isn't going to make them used more in low sec by players venturing out.

The reason they won't be more used it low sec is because they only thing in low sec worth risking them on is lvl 5 missions. However, even if they did have npc ewar immunity, and a stronger warp, they'd still be too large to solo, or even tank in a fleet, lvl 5 missions.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#256 - 2012-03-18 02:58:35 UTC
Jesus Christ... I can only read so much lately before I just start skipping all the bulls***. I also find it ******* hillarious that people are bitching and moaning about the ship being able to defend itself in pvp, then crying about how hard it would be to gank it solo. I mean, seriously? Take a step back and read that a few times if you still don't see it.

Also, spugg got it on this one: I am also against the idea of a ship being poor at PvP by design just so that it is the best PvE boat out there. I don't think that is a good design concept.

The ship already fails in its specialized role. Being gimped when they were introduced is somewhat understandable. But NOW, it's unacceptable. NO other ship is so specialized that it has no place whatsoever doing anything other than that one intended role. Sure, there are other ships that are specialized into specific roles, which they do well. But they've also got uses in both pve and pvp. This is excluding industrial ships of course.

Also, npc ewar immunity would be kinda cool, but you can probably forget it. That would probably be way too hard and buggy to implement. Like someone mentioned before, of all the various types of npc's.

There are a few people here on the right track, but I just get annoyed reading this same **** over and over again. Marauders are better as is than with some of these "ideas"... You're all asking for a new ship. Not a buffed marauder in the role they currently serve.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#257 - 2012-03-18 11:19:13 UTC  |  Edited by: Amaroq Dricaldari
Spugg Galdon, you made a critical error:

The word Decimate means to reduce by one tenth, not to completely obliterate. There is a reason my destroyer is called "To Reduce by One-Tenth".

This is my signature. There are many like it, but this one is mine.

Spugg Galdon
Federal Navy Academy
Gallente Federation
#258 - 2012-03-18 11:55:02 UTC
Yay! m3talc0re and I actually agree on something! The universe will now collapse.

Amaroq Dricaldari wrote:
Spugg Galdon, you made a critical error:

The word Decimate means to reduce by one tenth, not to completely obliterate. There is a reason my destroyer is called "To Reduce by One-Tenth".


I'm not sure where I said this so could you please quoate me.

Also, "decimate" means to "damage severely" as well as "to reduce by one tenth".
Buzzy Warstl
Quantum Flux Foundry
#259 - 2012-03-18 16:47:31 UTC
Making marauders more able to disengage from PvP while not giving them any advantage that would help them kill other PvP ships is completely in line with their stated role as PvE kings.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Joe Risalo
State War Academy
Caldari State
#260 - 2012-03-18 17:45:08 UTC
Reguardless of what you think should be done for marauders and whether they should be pvp capable or not is all irrelevant.
The major factor here is that if something isn't done to better marauders, then we might as well remove them from the game and give the players those points back.