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Marauders: Underwhelming. Fix Ideas

Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#101 - 2012-02-18 09:55:22 UTC
Well, at least we agree on buffing the damage bonus from 100% to 120-125%.

In the end, CCP Tallest (if he thinks they need it) will review Marauders sooner or later and hopefully will consider some of our suggestions.

The majority of people in here do believe Marauders need to be looked at though so hopefully this issue will be brought to CCP's attention
Amaroq Dricaldari
Ministry of War
Amarr Empire
#102 - 2012-02-19 03:37:56 UTC
I hope CCP Tallest checks out this thread. I also hope CCP merges all of these 'Buff Marauders' threads, since it is getting to hard for me to keep track of all of them.

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

Kolya Medz
Kolya Inc.
#103 - 2012-02-19 04:21:21 UTC
Paladin needs its cap bonus swapped for a range bonus like the apoc. Then its base cap needs to be changed to 7000.

The Kronos keeps its tracking bonus from the Megathron. So why doesn't the Paladin get a range bonus like the apoc?

Also, it needs more grid. This ship is supposed to be the pinnacle of that empire's battleship technology, it shouldn't have fitting problems with basic fits. ..and god forbid you try and get a prop mod on there lol.


Spugg Galdon
Federal Navy Academy
Gallente Federation
#104 - 2012-02-19 10:52:46 UTC
Kolya Medz wrote:
Paladin needs its cap bonus swapped for a range bonus like the apoc. Then its base cap needs to be changed to 7000.

The Kronos keeps its tracking bonus from the Megathron. So why doesn't the Paladin get a range bonus like the apoc?

Also, it needs more grid. This ship is supposed to be the pinnacle of that empire's battleship technology, it shouldn't have fitting problems with basic fits. ..and god forbid you try and get a prop mod on there lol.




Quote:

[Paladin, PvE Lv4's]
Corpus X-Type Large Armor Repairer
Corpum C-Type Energized Adaptive Nano Membrane
Corpum C-Type Energized Adaptive Nano Membrane
Corpum C-Type Energized Adaptive Nano Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink

Tracking Computer II
Tracking Computer II
Cap Recharger II
100MN Afterburner II

Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Small Tractor Beam II
Salvager II
Salvager II

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II


Ogre II x2
Hammerhead II x2
Hobgoblin II x1


........and this is difficult how?
I think a lot of people who use laser turrets believe that tachyons are the top tier weapon. I hate to break it to you but they aren't. They're an "extra" tier. This is why they're so difficult to fit. I remember people arguing about this a long long time ago with reference to a sniper fit thread.
A Mega Beam Laser gives you almost identical performance as a 425mm railgun when fit to their respective marauders.
The Vargur works so much better with AC's than Arty but it is still too difficult to fit 1200mm guns though
Joe Risalo
State War Academy
Caldari State
#105 - 2012-02-19 16:47:50 UTC
Spugg Galdon wrote:

[Paladin, PvE Lv4's]
Corpus X-Type Large Armor Repairer
Corpum C-Type Energized Adaptive Nano Membrane
Corpum C-Type Energized Adaptive Nano Membrane
Corpum C-Type Energized Adaptive Nano Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink

Tracking Computer II
Tracking Computer II
Cap Recharger II
100MN Afterburner II

Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Mega Beam Laser II, Imperial Navy Multifrequency L
Small Tractor Beam II
Salvager II
Salvager II

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II


Ogre II x2
Hammerhead II x2
Hobgoblin II x1


It's funny how the only way to build an acceptible lvl 4 mission fit for any Marauder is by using faction/dedspace mods.
It's pretty much a requirement to have at least one tank mod as such in order to be able to properly run lvl 4 missions.

One thing that could help ALL Marauders to be able to build a more sufficient fit would to give them a 3rd rig slot. I know it's odd for a t2 ship to have 3 rig slots, but I think it would help Marauders in their fitting quite a bit.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#106 - 2012-02-19 21:19:42 UTC
Oh right, they're "extra" tier. Just like 425mm rails (yeah right)? /sarcasm

Tach's are top tier. Paladin is one of the very few ships that can actually fit them and use them. Pulses are a waste. Not to mention, pulses have that whole range issue. Most of the rats I fight are just at the edge of scorch range.. So you can mostly forget anything besides scorch. And that one BS that likes to spawn out at 108km and get stuck on some structure? Trollololol
Spugg Galdon
Federal Navy Academy
Gallente Federation
#107 - 2012-02-20 05:47:47 UTC
@m3talc0re X
I love it when people take what others say out of context. Like I said, when compared to their respective Marauders, as in the Kronos, MBL's perform just as well as 425mm Railguns.

The opinion of the guns 'tier' is each our own but Tachyons have extremely good stats that seem a little out of wack when comparing them to the other guns which is probably why they're always hard to fit to any hull.

Also, you do know that your ship can move once it's in a mission don't you? I fly a torp Golem. I don't hit out to 100km. I get about 60km at best. I do get to select my damage type though which is really helpful but still. I have to move and I use my afterburner to get there and it assists my tank. So if you fit pulse lasers, yes you have to move but guess what; you can!

If the Paladin received an optimal bonus pulse lasers would give you fantastic range anyway!
Joe Risalo
State War Academy
Caldari State
#108 - 2012-02-20 07:58:17 UTC
It doesn't matter which way you cut it, marauders are lacking.
The noctis has made their salvage ability obsolete. Pirate battleships have matched their dps with stronger sensors and faster locking. And t3 cruisers have matched or exceeded their tank with better spleen and a much smaller sign, not to mention much more effective dps before factoring tracking mods and/or tp's and webs.

So basically, Marauders are obsolete at this point by equal or grater effective ships that are equal or lower costs.

So Ccp has 3 options.
Make them better at what they're supposed to do.
Redesign meant to bee pvp ships.
Or remove them from the game.

Either way has the same outcome.... Marauders change.
Katalci
Kismesis
#109 - 2012-02-20 08:14:49 UTC
Give them a decent sensor strength and scan resolution so they can actually be used for PvP
Bubanni
Corus Aerospace
#110 - 2012-02-20 08:20:34 UTC
I think your ******** saying that the marauder is underwhelming just because of the introduction of the noctis.

The marauders strenght comes from "Salvage as you go" = you can salvage while doing the mission/ratting, and not have to come back afterwards... when your done with one site, you can simply begin the next one... that is much more effective than changeing ship, returning to old site to salvage... return to station and change ship again... regardless of how fast the noctis salvages because the isk/hour of the marauder from killing rats is higher (considering you can still salvage the battleships while killing the rats)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Spugg Galdon
Federal Navy Academy
Gallente Federation
#111 - 2012-02-20 09:39:48 UTC
Bubanni, try doing 3 or 4 missions, bookmark the wrecks and come back in a Noctis to salvage them all in one go. The efficiency is way higher than trying to do it "on the go".

Also; what is your counter argument for faction battleships causing Marauders to be inefficient/underwhelming or have you ignored that part of this thread aswel?
Joe Risalo
State War Academy
Caldari State
#112 - 2012-02-20 09:51:55 UTC
Bubanni wrote:
I think your ******** saying that the marauder is underwhelming just because of the introduction of the noctis.

The marauders strenght comes from "Salvage as you go" = you can salvage while doing the mission/ratting, and not have to come back afterwards... when your done with one site, you can simply begin the next one... that is much more effective than changeing ship, returning to old site to salvage... return to station and change ship again... regardless of how fast the noctis salvages because the isk/hour of the marauder from killing rats is higher (considering you can still salvage the battleships while killing the rats)


The problem isn't just the noctis, but it is part of it. For example, Marauders don't have good enough tractor range to reach out and grab the very wrecks of creates. They also don't really have the cap to maintain tank, dps, and salvage at the same time.
Not to mention, they don't have the cargohold to collect loot as well, which can often be more profitable than the salvage.

However, the majority of their issues aren't even related to salvage. Currently I run caldari missions in a tengu and occasionally I'll get jammed for a short period of time where in a marauder I would be perma jammed. Now, I've also run missions in a Drake that I couldn't in a golem because I was way too large and slow of a target. A specific mission being "Smash the Supplier" against Amarr.

Again though, there are still more issues that I'm not going to dive into cause I'm on a phone, but marauders are severely lacking compared to other ships at what is sopposed to be their primary and only task and that is missions. Hell, I would think that marauders would be the only ships capable of soloing lvl 5 missions, but you're probably better off catching the nearest gate camp.
Bubanni
Corus Aerospace
#113 - 2012-02-20 10:24:02 UTC  |  Edited by: Bubanni
Spugg Galdon wrote:
Bubanni, try doing 3 or 4 missions, bookmark the wrecks and come back in a Noctis to salvage them all in one go. The efficiency is way higher than trying to do it "on the go".

Also; what is your counter argument for faction battleships causing Marauders to be inefficient/underwhelming or have you ignored that part of this thread aswel?


I don't know about that, I don't do missions anymore, havn't for a long time now, but when I was using a marauder I did get a high income than with a normal bs

Yes, a faction bs can potentially do better if you ignore the salvage as you go. an example being the vindicator vs kronos, where the vindicator can do quite a bit more dps (easy to reach 1800-1900+ dps) while the kronos is around 1500-1600 dps using similar fit

however, the the kronos with that fit will have more tank and can salvage the mission at the same time (I personly prefere the vindicator though)

and about salvageing in general, I never bothered doing it, I was always making 30mil isk per 20 mins on average with my vindicator while doing 0.0 sanctums and havens back before the nerf... without salvageing.

years ago when I did missions in high sec, it was common knowledge that blitzing the missions always gave higher profit than comming back to salvage it afterwards (if you truely did blitz the mission within minutes)... if your really really slow at completing a mission, then sure... its worth comming back to salvage it... but when you can complete a Extravaganze or how it was spelled within 15-30mins then theres no reason to go back to salvage it (as you can do the next missions just as fast or faster)

As a side note, some people think they are being smart by using an alt to come back and salvage... they are not, when you could be doing 2 missions and the same time, doubling your profit, or completing the mission even faster by bringing twice as much dps

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Hans Momaki
State War Academy
Caldari State
#114 - 2012-02-20 13:07:48 UTC  |  Edited by: Hans Momaki
Bubanni wrote:
[quote=Spugg Galdon]but when you can complete a Extravaganze or how it was spelled within 15-30mins then theres no reason to go back to salvage it (as you can do the next missions just as fast or faster)


Looting/Salvaging Angel Extravaganza will almost double the income from that mission. It's usually +30 mil in bounty and +25-30 mil in Loot.

However, looting with a marauder is the same pain in the arse like looting with a dessi. Both slow and painfull. Noctis is such a great improvement here and I doubt that your precious "on the fly looting" isn't outclassed by someone in a noctis. You can do 4-5 missions and come back with noctis even if you're playing with only 1 acc, and you will make more money with that than your " I loot BS with a marauder " will ever can.
Joe Risalo
State War Academy
Caldari State
#115 - 2012-02-20 21:04:52 UTC
Running it in the Marauder and coming back to salvage in the Noctis would not only save you time due to the slow boating of the Marauder, but also because the Noctis has 4 salvagers and 4 tractors, plus has a bonus to salvager cycle time. It also has the cargo capacity to be able to salvage AND loot wrecks. With a Marauder in most cases, you don't have enough cargo left over after ammo and cap boosters if you so please, to be able to carry much loot at all.

So overall, you could get the task done faster, and with more payout by using a Marauder/noctis combo.

Now, back to my concerns on Marauders... Personally, they're never going to be able to even remotely compete with a Noctis, so the marauder/noctis combo will always be better.
However, with that thought, I actually say we just completely take away the tractor and salvager bonus and focus on giving them more capability to complete their tasks.

So here are my thoughts on what the Golem could use in order to be the most effective mission ship like it should be.
1) Nullifies the penatly for using t2 missiles/torps. In other words, no reduced speed, or increased sig.
2) A little bit more bonus towards tank. I suggest instead of a shield boost amount bonus, instead, give it a bonus towards resistances, since most people don't and/or can't run a perma tank. When running a non-cap stable fit, resistances are much more helpful than shield boost amount.
3) Either give it a bit more boost in the range of torps, or open up the 3rd rig slot to allow for more range. It shares the same range bonus as a Raven Navy, but the raven has potential for more with the 3rd rig slot. Not to mention the cnr has more potential dps. So The least that could happen is the Golem be able to out-range it.
4) Boost the effectiveness output of target painters from 7.5% to 10%. This way the Golem could potentially be maxed out at 2 target painters instead of 3, because 3 severely hampers your tanking capability.
5) Either give it better sensor strength, or find some slot layout that will better allow it to fit eccm modules to counter mission jamming, or remove jamming from missions entirely.

I don't know if these bonuses would make the Golem OP, but it would help it to become the best Caldari mission boat available, which is the way it should be. Currently, the Golem is being outperformed by the Rattlesnake in tank and flexibility, the Tengu in effective dps, and just about everything else, the CNR by dps, smaller sig, and better scan res, and the SNI sig, and scan res where is come situations this matters, and by the Drake in some small situations like the mission I mentioned earlier.

I fly a tengu in Caldari Missions because I wouldn't dare to use a golem because it's too big a target, and too easily jammed. Not to mention slow as hell with a quite limited range.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#116 - 2012-02-21 01:10:16 UTC  |  Edited by: m3talc0re X
@Spugg Galdon
Alright, lets take your Kronos comparison here:
Kronos vs Paladin, 2x damage mods on both, 1x TE, CX2.5 implant.
Paladin using two TC's with one speed script loaded., Kronos using one with no scripts. Marauders 4. Kronos has a t1 rof rig because it's a lot better on cap.

Paladin: 802 dps / 5873 volley / 40+35 range / 0.02696 tracking with navy mf's (tachyons)
Paladin: 743 dps / 3916 volley / 37+28 range / 0.02965 tracking with navy mf's (mega beams)
Kronos: 779 dps / 4113 volley / 44+42 range / 0.02544 tracking with navy anti-matter (425mm rails)

I would say they're right in line. Especially considering they use 4x more cap per shot than the 425mm rails. Also seeing as they're both the third, top tier, gun in their class. Sorry, totally failing to see your point...

I know my ship can move, it floats to gates if there are multiple pockets for a mission. Does that mean I want to slap on an AB to make it slow-boat a little faster? No. Just because you want to use an afterburner, doesn't mean that and or everyone else does. I don't use one on any of my mission ships other than running the one that used to have the gas clouds (I forget the name -_-). Having to chase **** down is annoying to me. Not fun or even enjoyable.

Also, Marauders do not need their tractor bonus removed. They need it improved and need a salvaging bonus to make their salvage on the fly compete with coming back in a Noctis. Part of the great appeal of Marauders is being able to salvage as you go. As for the argument a few posts up, the Noctis can loot salvage ridiculously fast. I use 3 salvagers and 4 tractors on mine and I can barely lock targets fast enough to keep up with the damn thing. It's THAT fast. I can loot/salvage the entirety of AE in like 3-5 minutes maybe? Don't quote me on that, it's been a couple months -_- So could be longer, not sure, but it IS fast. The Marauders needs bonuses to compete with that. Not to mention the Noctis can reach out to an astonishing 96km with it's tractor beams... vs 48km on a marauder.

Vargur and AC's vs 1200mm Arties:
I personally don't like the Vargur for anything other than Angels. MAYBE Damsel, but I use a Kronos for that. I just don't like the range of the AC's. Honestly, the Vargur's applied dps is pretty weak. Maybe if you fly up to the rats it's dps will be great, but parking like the other ships, no. I used mine once for The Assault vs Guristas and was like -_- are you f'ing kidding me.. Then I got perma jammed and said screw this and came back in a Tengu XD Arties got a bit more range and would be nice to be able to use, but I've suggested another tier (not nerfed or better) of marauders in another thread.

Also, if any of you are curious about my fits, let me know on here and I'll post or shoot me an eve mail and I'll send you the fits.
Hans Momaki
State War Academy
Caldari State
#117 - 2012-02-21 07:48:16 UTC
m3talc0re X wrote:


Also, Marauders do not need their tractor bonus removed. They need it improved and need a salvaging bonus to make their salvage on the fly compete with coming back in a Noctis. Part of the great appeal of Marauders is being able to salvage as you go. As for the argument a few posts up, the Noctis can loot salvage ridiculously fast. I use 3 salvagers and 4 tractors on mine and I can barely lock targets fast enough to keep up with the damn thing. It's THAT fast. I can loot/salvage the entirety of AE in like 3-5 minutes maybe? Don't quote me on that, it's been a couple months -_- So could be longer, not sure, but it IS fast. The Marauders needs bonuses to compete with that. Not to mention the Noctis can reach out to an astonishing 96km with it's tractor beams... vs 48km on a marauder.


I can see many of your points, so don't get my wrong.

Looting in a noctis is so damn fast compared to everything else, yes. Every other ship competing with it needs to have atleast the same bonus's AND a near equal ammount of Highslots dedicated for looting. This is only one part of the problem. <--

I've allways asked myself, how on earth do you want to salvage during combat? YOu have locked up targets, and incase of the golem, you have the next 3 targets locked up too (TP Juggling).. it would be a hell of a hassle to sustain salvaging if you buff the salvage cycle-time on marauders. This would be so hilariously complicated...

Get rid of the odd Salvage-bonus. Those prety ships are over penalized for something not even worth to touch. And yes, salvaging on the fly is >completey< useless since the noctis, and you can't fix that on a ship which primary role is doing damage anyway.

Give them a fifth turret/Launcher point to give them viable dps, and change active tanking bonus into resists.
The golem would need a bit more, but that's another issue.



Sam Bowein
Sense Amid Madness
#118 - 2012-02-21 09:29:14 UTC  |  Edited by: Sam Bowein
From personnal experience with the Golem, the annoying thing is having to lock wrecks. That's a lot of micromanagement and often a lot of mistakes (who has never shot his wrecks Lol).

I think the salvaging perk of the marauders should stay, but with a special salvaging module:
- that does not require locking wrecks
- that has an area of effect, any wreck within 40km is automatically salvaged

That would give marauders a clear advantage on PVE while not stepping on the Noctis role Big smile

Of course, you would probably need a similar area effect tractor beam to loot the wrecks Cool
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#119 - 2012-02-21 13:50:45 UTC
The salvaging bonus is not completely useless. Even though I have other ships to choose from and I have a noctis I could come back with, I still tend to use my marauders lately. I guess mostly because I CAN use them... But the ability to salvage while I kill ships is much easier than coming back for ****. Also, marauders can lock 10 freakin' targets, you shouldn't have problems. I've shot the occasional wreck though -_- It's mostly because of the way targets are changed/selected after one has been destroyed/salvaged. That kinda bugs the **** outta me sometimes.

And Sam, keep dreamin' :P
Joe Risalo
State War Academy
Caldari State
#120 - 2012-02-21 18:28:00 UTC  |  Edited by: Joe Risalo
So I posted on another marauder thread my golem fit I used to use and all the stats.

While it's quite tanky, with quite a lot of dps, it's still weakened by it's size and sensor strength.

In noting that I realized, apart from tractor and salvager bonuses, most of it's issues could be adjusted without actually adjusting the marauders themselves.

In the case of the golem, the only issues I had were as noted, sensors and size. However, my sensor strength could easily be fixed by removing jamming from most high sec missions except for the occational special mission where it would fit in good as a challenge. Now, my size could be adressed by simply removing the t2 misisle penalties the same way they did with other t2 ammo. This means that i'll be able to go normal speed when using javelin and speed can help tank some, then with rage i'll still have the same sig radius, so more tanky.
personally, apart from salvage and tractor, that's the only 2 adjustments the golem could use and the suggested changes don't effect the functionality of the ship or the weakness CCP gave it to keep it a pve ship.

Now, everyone that is has a different style Marauder, you obviously won't have to worry about jamming if they take out most jamming missions, so you sensor strength is figured out, and we know we all want a salvage and tractor bonus, so that is figured out, but what other issues does you ship have? Is it range, is it tank, is it cap, or cpu, or what?

Perhaps instead of filling this thread with problems problem problem, we can simply say, here's the problem, and here's a possible simple fix. Example

Golem
Problem - size
Fix - Take away penalty for t2 missiles

Problem - Sensor strength
Fix - Remove jamming from all but a small, select few missions.

I would suggest changes for other ships, but I have no idea what they need cause I don't fly them...