These forums have been archived and are now read-only.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.
12Next page
 

Marauders: EVE's Most Inaccurate Ship Class Description?

Author
Ganthrithor
School of Applied Knowledge
Caldari State
#1 - 2012-04-21 07:16:19 UTC  |  Edited by: Ganthrithor
Quote:
Role: Marauder

Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.


Cue "what society thinks I do" image.

Marauders are billed as, well, Marauders-- ships you can take behind enemy lines to wreak havok. Instead, what we get are ships that only really work for PvE, and even in this role they are objectively inferior to pirate battleships (which, incidentally, are also better "marauding" ships).

I think this should change.

If I had my way, Marauders would be reworked into ships that fit their description. This rework would require a couple of things:

  • Axe the sensor-strength thing. Seriously. No ship that can be perma-jammed by a three day old newbie in an ECM Navitas is going to see extensive use in PvP-- not behind enemy lines, not behind friendly lines, nowhere. You don't need to buff sensor strength as you do for pirate BS, but not-gimping it would make Marauders much more useful.

  • Gear these ships away from active-tanking ability and towards agility. Make them better at skirmish warfare. As it stands, these ships are bonused to active tanking and EWAR, only one of which is useful in small-gang warfare (and is rendered easily-counterable due to Marauders awful sensor strength). In small gang fights, mobility is life. Active tanking is either totally unecessary (if things go well), undesireable (if you take return fire from more than one or two opponents), or utterly worthless (if you actually get caught, active tanking only prolongs your death... slightly). Active tanking is for PvE. Ships that align like a depleted uranium bathtub are for PvE.

  • Consider trading the "salvaging" bonuses for something support-related. Make these ships the hub around which a Marauding gang would revolve, somehow. Salvaging bonuses are only really going to be used for PvE, and in PvE scenarios these abilities are pretty much entirely eclipsed by the abilities of the Noctis. Some possible alternatives to the salvaging bonus could be: a fitting service, some kind of remote-repping ability / bonus, I don't even know. Something that benefits gang members and is more useful than a salvaging bonus. A mobile-warp disruptor carrying bay for supplying a gang with anchorable bubbles. Who knows?


If you want a class of PvE-specialized ships, rename Marauders. Otherwise, I'd be excited if you made Marauders actually excel at marauding. As it is, they're unsuited for deployment in hostile space in pretty much every conceivable way (except their highslot-layout).
Aphoxema G
Khushakor Clan
#2 - 2012-04-21 08:33:20 UTC
You make excellent points here, but I think it's a lot less work to just change the description to something a little less glorifying and misleading.
Ganthrithor
School of Applied Knowledge
Caldari State
#3 - 2012-04-21 08:49:52 UTC
That would be a shame, since an actual Marauder class would be cool, but anything is better than the current situation! :3
LT Alter
The Terrifying League Of Dog Fort
Deepwater Hooligans
#4 - 2012-04-21 08:56:33 UTC  |  Edited by: LT Alter
Ganthrithor wrote:
If I had my way, Marauders would be reworked into ships that fit their description. This rework would require a couple of things:

  • Axe the sensor-strength thing. Seriously. No ship that can be perma-jammed by a three day old newbie in an ECM Navitas is going to see extensive use in PvP-- not behind enemy lines, not behind friendly lines, nowhere. You don't need to buff sensor strength as you do for pirate BS, but not-gimping it would make Marauders much more useful.

  • Gear these ships away from active-tanking ability and towards agility. Make them better at skirmish warfare. As it stands, these ships are bonused to active tanking and EWAR, only one of which is useful in small-gang warfare (and the "other of which" is rendered easily-counterable due to Marauders awful sensor strength). In small gang fights, mobility is life. Active tanking is either totally unecessary (if things go well), undesireable (if you take return fire from more than one or two opponents), or utterly worthless (if you actually get caught, active tanking only prolongs your death... slightly). Active tanking is for PvE. Ships that align like a depleted uranium bathtub are for PvE.

  • Consider trading the "salvaging" bonuses for something support-related. Make these ships the hub around which a Marauding gang would revolve, somehow. Salvaging bonuses are only really going to be used for PvE, and in PvE scenarios these abilities are pretty much entirely eclipsed by the abilities of the Noctis. Some possible alternatives to the salvaging bonus could be: a fitting service, some kind of remote-repping ability / bonus, I don't even know. Something that benefits gang members and is more useful than a salvaging bonus. A mobile-warp disruptor carrying bay for supplying a gang with anchorable bubbles. Who knows?



Obviously you have never flown a marauder in pvp, the kronos with a deadspace fit can solo tank with a fleet booster 5000-8000 depending on skills, implants, and boosters and with just 1 remote eccm and 1 personal eccm + the ganglink you can get 67 sensor strength. With your 4 mids on a kronos you fit a fed navy web, eccm, fit a booster and an afterburner, 3 nos will take care of the rest of your cap needs, even if you have to nos your buddy. it still does 900 dps which isn't bad. Also have you ever seen a vargur tank? These ships just require good pilots to use them right, anyone else just says they suck.
Ganthrithor
School of Applied Knowledge
Caldari State
#5 - 2012-04-21 09:04:15 UTC
LT Alter wrote:
[quote=Ganthrithor]Obviously you have never flown a marauder in pvp, the kronos with a deadspace fit can solo tank with a fleet booster 5000-8000 depending on skills, implants, and boosters and with just 1 remote eccm and 1 personal eccm + the ganglink you can get 67 sensor strength. With your 4 mids on a kronos you fit a fed navy web, eccm, fit a booster and an afterburner, 3 nos will take care of the rest of your cap needs, even if you have to nos your buddy. it still does 900 dps which isn't bad. Also have you ever seen a vargur tank? These ships just require good pilots to use them right, anyone else just says they suck.


Yes, by all means, let's balance all ships based on what they can do while deadspace fit with Legion armor bonuses. Let's also fit afterburners on our small gang PvP ships, because throwing a 5b isk, easily-jammed bricks around hostile space makes a lot of sense.

I know you don't like the fact that I called out your bad blackops BS idea, but that doesn't mean you have to come **** on me every time I post.
LT Alter
The Terrifying League Of Dog Fort
Deepwater Hooligans
#6 - 2012-04-21 09:12:02 UTC
Throw 5 bil at a 1 bil hull is fine with me, anybody who want's to be successful with a marauder does it. I'm not shitting on your post's because of that bud, I'm shitting on the sheer stupidity of them. You need to back up your statements for anyone to take them seriously. Know the topic you are posting about, don't use guesswork.
Ganthrithor
School of Applied Knowledge
Caldari State
#7 - 2012-04-21 09:40:48 UTC
LT Alter wrote:
Throw 5 bil at a 1 bil hull is fine with me, anybody who want's to be successful with a marauder does it.


Because Marauders suck? I don't need to deadspace fit my pirate BS to field it successfully.

I'm just pointing out that there is a whole class of ships that claims to be designed to fit a specific role, yet finds itself objectively inferior in that role to a host of other generalized ships. Does that seem right to you?

If you want a more fact-based argument, I could show you a comparison of the Vargur to the Mach, or the Kronos to the Vindicator (hint, both the pirate ships are vastly superior skirmishers than their "behind enemy lines" equivalents).
LT Alter
The Terrifying League Of Dog Fort
Deepwater Hooligans
#8 - 2012-04-21 09:59:44 UTC
You need to spend some isk on a pirate BS to make it reach it's full potential. You can fit a kronos t2 for maybe 1000-2000 dps tank, which is still more than most other battleships could dream for. If you deadspace dual rep a vindicator you can get a 6000-7000 dps tank and still do 1200 dps. The kronos doesn't have the dps but it has more tank. The point is that the kronos is most utilized with a deadspace fit, when you do this it truly becomes the marauder it is meant to be. Now lets say they buff this ship, now if you deadspace fit it what do you have? Now it's full potential is that much higher and that is when it becomes overpowered, simply making it as good as it is with a deadspace fit now with a t2 fit will just make me and my 10 bil one unbeatable.
LT Alter
The Terrifying League Of Dog Fort
Deepwater Hooligans
#9 - 2012-04-21 10:09:10 UTC
I know these threads are coming from the ship balancing of inferno. But the common interpretation I'm seeing in all of all of them is that they are balancing them, not buffing them or nerfing them. That may sound like the same thing but it isn't, rather than make a ship better the idea is to make them play a different single role but not multiple and all roles of it's class. Think about this on both the threads we are posting on.
Ganthrithor
School of Applied Knowledge
Caldari State
#10 - 2012-04-21 10:19:33 UTC  |  Edited by: Ganthrithor
Well really, to reach their "full" potential, any ship in the game must be officer fit, right?

You say you can T2 fit a Kronos to tank 1-2k dps. Congratulations, you can tank 3-6 drakes. Or 1-2 tech 2 fit, tech 1 battleships. Or 2-3 Talos. Active tanking is seriously inferior in 99% of PvP scenarios (the other 1% being the subject of famous youtube videos involving deadspace/officer fit ships with multiple bonus T3s positioned in advance, drugs, and in-fight cap booster deliveries). This is especially true "behind enemy lines," where odds are that if you get tackled, you're gonna get dogpiled by a gang 10x the size of your own, and your local tank isn't going to make the tiniest shred of a difference.

My point with this thread (and the other one) is that T2 battleships are bizarrely-implemented ships whose bonuses and stats don't jive at all with their stated roles. Marauders are ostensibly PvP ships designed for fighting in hostile space, yet their attributes leave them almost totally unsuited for PvP. Blackops battleships are supposed to be sneaky, behind-enemy-lines cloaky gang support ships, but can't move around cloaked and can't even carry enough fuel to keep themselves running for more than a couple of days in hostile space. It's just kind of dumb.
LT Alter
The Terrifying League Of Dog Fort
Deepwater Hooligans
#11 - 2012-04-21 10:52:20 UTC
Active tanking is the only way to pvp in any marauder honestly, also I see a problem with point of views here. My main point of view is from High sec and low sec in gangs no more than thirty, where as you are a member of goonswarm who I hear loves the 250 man maelstrom alpha fleets. Where an active tank would instantly die. In my world, an active tank is viable. In yours, it might as well be a shuttle with a capital sized rep and a triage module.
Ganthrithor
School of Applied Knowledge
Caldari State
#12 - 2012-04-21 11:12:54 UTC
LT Alter wrote:
Active tanking is the only way to pvp in any marauder honestly, also I see a problem with point of views here. My main point of view is from High sec and low sec in gangs no more than thirty, where as you are a member of goonswarm who I hear loves the 250 man maelstrom alpha fleets. Where an active tank would instantly die. In my world, an active tank is viable. In yours, it might as well be a shuttle with a capital sized rep and a triage module.


We also have to deal with things like bubbles, and occasionally PvPing off of undocks, so yes, active tanking battleships are pretty much worthless in hostile space... which is why I was suggesting the ships be changed to work there, since that's what they claim they're "for."
LT Alter
The Terrifying League Of Dog Fort
Deepwater Hooligans
#13 - 2012-04-21 13:21:12 UTC  |  Edited by: LT Alter
You don't have to pvp on undocks in low or high sec. I try to keep things off station as much as I can. The marauder would be useful when taking on a small force behind enemy lines that doesn't have nearby back up. Most fleets are hesitant when engaging a marauder, it has 3 utility highs and any one of them could hold a cyno generator. Also with 170k ehp and a 8000 dps tank it's not dieing any time before whatever it wants coming through that cyno comes through.

Also, a vargur can get a tank above 20k dps if you can pocket change for 40 or so bil. For about 10bil with a faction and deadspace tank it can tank 10k or so dps I believe.
Veshta Yoshida
PIE Inc.
Khimi Harar
#14 - 2012-04-21 13:47:52 UTC
Goddess forbid that descriptions have a bit of roleplaying and thematic content.

Where is it written that "behind enemy line" means behind the cyno jammed system with a blob in it?

Let go of the preconception that everything must be a reference to what we player do/are and it makes more sense than you realise.

In short: No change needed. It is accurate and to the point.
Celeritas 5k
Connoisseurs of Candid Coitus
#15 - 2012-04-21 16:32:19 UTC
Ganthrithor wrote:
Active tanking is for PvE.


False.
Tobiaz
Spacerats
#16 - 2012-04-21 17:41:34 UTC
If it was really supposed to be a ship that could go deep into risky territory and 'maraud' away, it should have things like a natural +1 warp core stabilizer per level, or have the T3 bubble nullifier ability (because seriously, do null-sec tacklers even use interceptors anymore these days? Their killboards are all dictors and hics).

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

masternerdguy
Doomheim
#17 - 2012-04-21 18:02:23 UTC
[Golem, Golem - The New Drake]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Stasis Webifier II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Warp Disruptor II
Large Shield Extender II
Large Shield Extender II
Prototype 100MN MicroWarpdrive I

Torpedo Launcher II
Torpedo Launcher II
Torpedo Launcher II
Torpedo Launcher II
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Medium Energy Neutralizer II

Large Ancillary Current Router I
Large Core Defense Field Extender I


Warrior II
Hornet EC-300
Warrior TP-300

Things are only impossible until they are not.

leviticus ander
The Scope
Gallente Federation
#18 - 2012-04-21 19:15:01 UTC
HELLBOUNDMAN
Aliastra
Gallente Federation
#19 - 2012-04-21 19:34:09 UTC  |  Edited by: HELLBOUNDMAN
Ganthrithor wrote:
Quote:
Role: Marauder

Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.



Unfortunately, I think this description describes its ability to get behind NPC enemy lines and wreak havok on them, but not so much getting behind pvp enemy lines.

However, even when you factor them as being purely pve centric ships, they still suck. My tengu can pull just as much dps as a golem using javelin torps and do so with better tank, more effective dps, more speed, more sensor strength, and better scan res.



He started that specific thread because he wanted Marauders to be better at what their initial design was for. While CCP did set pirate faction ships above t2 ships in effectiveness, their effectiveness is supposed to be more towards a balanced approach, where as Marauders should be the over kings of pve combat, to be outperformed by no other ship, unless that ship has a significantly higher isk put into it, such as a fully dedspace fitted pirate bs.

I'll state what the best parts of balancing marauders in pve would be to me, as listed in that thread.

1) Npc ewar immunity - this is so they can be the kings of pve without effecting pvp
2) remove rep % per level bonus for a resistance % per level bonus, thus making them better buffer tank ships(cause they're hard to fit stable)
3) Give them a 150% tractor bonus, which means with t2 tractors they hit 60km
4) Bonus towards salvager cycle time per level

Ther rest of the buffs they could use are specific to the ships themeselves such as web range, target painter % bonus, drone bw and bay, etc. etc.
Wolodymyr
Breaking Ambitions
#20 - 2012-04-22 01:20:56 UTC
Aphoxema G wrote:
You make excellent points here, but I think it's a lot less work to just change the description to something a little less glorifying and misleading.

"Marauders are primarily expensive grinding machines that are used to kill vast swarms of inferior pirate ships and salvage the wrecks directly. This makes them a very lucrative investement but they are not very usefull against ships piloted by other capsuleers."


I'd like to see the salvaging tractor beam carebearing bonuses get replaced by something that would actually be used in combat, like neuts or something.

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

12Next page