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Frederick Rommel
Ky's Del The Veyr Collective
0
|
Posted - 2012.06.11 11:08:00 -
[1] - Quote
ok so i look at the golem and just see a regular old raven but painted yellow... we need more from all the training time and isk!
i want my golem to be this compared to everything else! http://www.youtube.com/watch?v=cDoRmT0iRic
so, how do you feel about a marauder remodel? |

leviticus ander
CATO.nss
173
|
Posted - 2012.06.11 16:46:00 -
[2] - Quote
Frederick Rommel wrote:ok so i look at the golem and just see a regular old raven but painted yellow... we need more from all the training time and isk! i want my golem to be this compared to everything else! http://www.youtube.com/watch?v=cDoRmT0iRicso, how do you feel about a marauder remodel? yes, remodel, as long as they also add one of the effects of that marauder, if someone tries to web you, you just drag them along with you. |

Frederick Rommel
Ky's Del The Veyr Collective
0
|
Posted - 2012.06.12 08:42:00 -
[3] - Quote
leviticus ander wrote:if someone tries to web you, you just drag them along with you. 
hahaha! yes! |

Frederick Rommel
Ky's Del The Veyr Collective
0
|
Posted - 2012.06.12 08:42:00 -
[4] - Quote
also add collision damage, run over those pesky frigates. |

Jafit
Dreddit Test Alliance Please Ignore
223
|
Posted - 2012.06.12 10:23:00 -
[5] - Quote
Frederick Rommel wrote:ok so i look at the golem and just see a regular old raven but painted yellow... we need more from all the training time and isk!
You mean more besides the best mission running ship in the game? |

Viceran Phaedra
Phaed Consortium The Watchmen.
6
|
Posted - 2012.06.12 11:10:00 -
[6] - Quote
It was bought up in another thread earlier on (about Stealth Bombers) that T2 ships should look like completely badarse versions of their T1 selves. For all the evidence you need: Kestrel -> Manticore, tbh.
I agree that Marauders should have a remodel, and a fix (seeing as we have the Noctis now we can drop the tractor bonus) because they do represent a helluva lot of effort, and should look pimp! |

Lin-Young Borovskova
Science and Trade Institute Caldari State
191
|
Posted - 2012.06.12 11:19:00 -
[7] - Quote
Jafit wrote:Frederick Rommel wrote:ok so i look at the golem and just see a regular old raven but painted yellow... we need more from all the training time and isk! You mean more besides the best mission running ship in the game?
huh?
Machariels and Tengus are looking at you right now, and they seem a little bit angry about you  brb |

M Overlord
Mirai Yume The Dark Nation
6
|
Posted - 2012.06.12 14:42:00 -
[8] - Quote
This would be very cool! Adding a little more diversity among the ships, I like it  Want new, exciting mission types? New Mission Types
|

Xandralkus
Eos Corporation
10
|
Posted - 2012.06.13 00:50:00 -
[9] - Quote
You know the awesome remodels that stealth bombers got with Inferno?
All T2 and faction variant ships should receive equally massive and epic redesigns. Eve UI wouldn't suck if CCP allowed UI addons. |

Frederick Rommel
Ky's Del The Veyr Collective
1
|
Posted - 2012.06.18 22:19:00 -
[10] - Quote
Xandralkus wrote:All T2 and faction variant ships should receive equally massive and epic redesigns.
well i'm sure that CCP will take this on eventually but to be honest we probly wont see anything like this for a while. |

leviticus ander
CATO.nss
176
|
Posted - 2012.06.18 23:35:00 -
[11] - Quote
Frederick Rommel wrote:Xandralkus wrote:All T2 and faction variant ships should receive equally massive and epic redesigns. well i'm sure that CCP will take this on eventually but to be honest we probly wont see anything like this for a while. yeah, it would take a while. but you know that if they were to do something that good for all of them, it would be so worth the wait. |

Busta Rock
The DawnSoarers
8
|
Posted - 2012.07.04 04:08:00 -
[12] - Quote
I'm actually kind of the opposite in terms of a remodel of the marauders. in particular, I would like to see them re-envisioned in their capabilities to be much more solo-oriented in both PvE and PvP. here is my idea:
we all know just how weak marauder sensors are to ECM... there should be a believable reason for this weakness - that being that marauders should be capable of cyno-less jumps over ranges equivalent to current blackops battleships. their weakness to ECM should be due to their sensor suites being highly optimized for cyno-less interstellar jump navigation (ie sensitive in the EXTREME to EVERYTHING at ranges not even remotely matched by any other ship class in the game). they would have much higher scan resolution than even interceptors (all the better for interstellar navigation), but much lower sensor strength due to the extreme sensitivity of their passive sensor suites. sneeze at 'em the wrong way, and they're blind.
this would possibly be an ideal ship class to mount the new lockbreaker module, which would allow a marauder to break hostile locks, re-acquire lock itself (insanely fast locks even on very low sigrad targets), and get a few salvoes off before it gets blinded again, allowing them to remain dangerous even when cornered by numerous opponents. in addition, marauders would be engineered to have much smaller sigrads than normal themselves - on par with frigates - in large part to shield their own sensors from unwanted interference.
now, before everyone jumps into beat-down mode, allow me to specify just what this additional jump capability would cost marauders.
- - the ability to make interstellar jumps without cynos would come at the cost of a completely random arrival point in the target system - one could end up anywhere from right outside a station, to the furthest reaches of the system, or even a worst possible case of landing inside a planet, moon or star, which would result in instant destruction - and possible headline mention on The Scope to everyone who logs in for the next week. the possibility of jumping into a celestial body could be affected by sensor, probe and jump drive calibration skills, with higher skills resulting in much more consistent arrivals in farther out parts of a system where such collisions are unlikely. as a side effect of this potentially cataclysmic accident risk, marauders are explicitly prohibited from cyno-less jumping into any system of sec status 0.3 or higher.
- - keeping in line with their extreme sensor sensitivity, marauders would be incapable of jumping with a cloaking device both mounted and online - the local gravitational lensing fluctuations produced by cloaks even when inactive would wreak havoc on their accuracy. either dont mount them, or jump with them offline. this means that a marauder would have a significant delay after a jump before it could cloak due to the cap regen requirements for module onlining. of course, they cannot mount covops cloaks at all.
- - in an even bigger way, the same effect as above applies to cyno generators. marauders simply cannot mount them - even offline a cyno generator produces interference that a marauder's sensors simply cannot tolerate due to such a module's close proximity to the sensor suites (ie on the same ship). additionally, marauders cannot jump out when within 4au of an active cyno field.
these changes to marauders would truly allow them to live up to their description as ships ideally suited to travel solo behind enemy lines, be it for pve or pvp
|

Onslaughtor
True Slave Foundations Shaktipat Revelators
2
|
Posted - 2012.07.04 09:25:00 -
[13] - Quote
Busta Rock wrote:I'm actually kind of the opposite in terms of a remodel of the marauders. in particular, I would like to see them re-envisioned in their capabilities to be much more solo-oriented in both PvE and PvP. here is my idea: we all know just how weak marauder sensors are to ECM... there should be a believable reason for this weakness - that being that marauders should be capable of cyno-less jumps over ranges equivalent to current blackops battleships. their weakness to ECM should be due to their sensor suites being highly optimized for cyno-less interstellar jump navigation (ie sensitive in the EXTREME to EVERYTHING at ranges not even remotely matched by any other ship class in the game). they would have much higher scan resolution than even interceptors (all the better for interstellar navigation), but much lower sensor strength due to the extreme sensitivity of their passive sensor suites. sneeze at 'em the wrong way, and they're blind. this would possibly be an ideal ship class to mount the new lockbreaker module, which would allow a marauder to break hostile locks, re-acquire lock itself (insanely fast locks even on very low sigrad targets), and get a few salvoes off before it gets blinded again, allowing them to remain dangerous even when cornered by numerous opponents. in addition, marauders would be engineered to have much smaller sigrads than normal themselves - on par with frigates - in large part to shield their own sensors from unwanted interference. now, before everyone jumps into beat-down mode, allow me to specify just what this additional jump capability would cost marauders.
- - the ability to make interstellar jumps without cynos would come at the cost of a completely random arrival point in the target system - one could end up anywhere from right outside a station, to the furthest reaches of the system, or even a worst possible case of landing inside a planet, moon or star, which would result in instant destruction - and possible headline mention on The Scope to everyone who logs in for the next week. the possibility of jumping into a celestial body could be affected by sensor, probe and jump drive calibration skills, with higher skills resulting in much more consistent arrivals in farther out parts of a system where such collisions are unlikely. as a side effect of this potentially cataclysmic accident risk, marauders are explicitly prohibited from cyno-less jumping into any system of sec status 0.3 or higher.
- - keeping in line with their extreme sensor sensitivity, marauders would be incapable of jumping with a cloaking device both mounted and online - the local gravitational lensing fluctuations produced by cloaks even when inactive would wreak havoc on their accuracy. either dont mount them, or jump with them offline. this means that a marauder would have a significant delay after a jump before it could cloak due to the cap regen requirements for module onlining. of course, they cannot mount covops cloaks at all.
- - in an even bigger way, the same effect as above applies to cyno generators. marauders simply cannot mount them - even offline a cyno generator produces interference that a marauder's sensors simply cannot tolerate due to such a module's close proximity to the sensor suites (ie on the same ship). additionally, marauders cannot jump out when within 4au of an active cyno field.
these changes to marauders would truly allow them to live up to their description as ships ideally suited to travel solo behind enemy lines, be it for pve or pvp
love the idea but
1 the jump should not be random, but always land on the sun 2 yes 3 cynos should act like 2 |

Onslaughtor
True Slave Foundations Shaktipat Revelators
2
|
Posted - 2012.07.04 09:34:00 -
[14] - Quote
actually, I take back my opinion on your call for the marauder for not being aloud to use cynos. because they could jump on their own they could get past gate camps and then be used to bridge the fleet.
so either not be allowed to fit it, or some kind of cyno warm up where it shows them in system, but no one can use it for a amount of time, say 3 mins |
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