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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
supernova ranger
Mercurialis Inc. RAZOR Alliance
48
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Posted - 2013.07.20 14:27:00 -
[331] - Quote
These isn't a ship that fills the "lone wolf" role.
Give them a mini super weapon that stops them from warping on use, a tough tank, and penalty to incoming reps. Voila, more targets in low and null.
marauders are raiders and pve is covered adequately by other ships... |
Arthur Aihaken
The.VOID
49
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Posted - 2013.07.20 14:52:00 -
[332] - Quote
supernova ranger wrote:These isn't a ship that fills the "lone wolf" role. Give them a mini super weapon that stops them from warping on use, a tough tank, and penalty to incoming reps. Voila, more targets in low and null.
I like the idea of a Marauder-specific weapon. How about a 100% cap nullifier with a 10-minute recharge? As for reps, a -100% penalty should suffice. |
DSpite Culhach
Corp 54 Curatores Veritatis Alliance
136
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Posted - 2013.07.20 19:48:00 -
[333] - Quote
When I was very new at EVE, and I only just barely knew about Marauders, I just knew about the insane training times, I also later came across this mission
http://wiki.eveonline.com/en/wiki/Centus_Assembly_T.P._Co.
and I remember going back to read up on Marauders thinking "this is the sorta stuff those ships must be designed to handle". Nope. But they SHOULD. If only the damn things had ultra flexible resist profiles. Hint hint. I suddenly woke up thinking I had a nightmare, then remembered I can't even fly Amarr Battleships. I add bits to this when I'm bored https://www.dropbox.com/s/foijsawsqolarom/EVE_Online.html |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
376
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Posted - 2013.07.20 20:47:00 -
[334] - Quote
Jureth22 wrote:Jonas Sukarala wrote:Alvatore DiMarco wrote:With the exception of some possible minor adjustments to T1 ships, T2 are up for rebalancing now that Tiericide is over. They'll start with T2 frigates and move upward through the ship sizes just like they did with T1 ships. Don't expect any mention of T2 battleships before October. They haven't got too haulers and pirate ships yet. true.sansha ships need a buff like theres no tommorow.just a short fact : i have seen a succubus once in so many years of playing.and the last one i seen was like 3 years ago or 4.not to mention phantasm.nightmares are being used,but they are also pretty rare to spot. blood : cruor is just meh.i have seen one last year and he died too fast.ashimmu is meh aswell.bhaalgorn is good but that needs a look at aswell guristas : worm : i have never seen one in space.gila is ok`ish.rattlesnake is good too.but the problem with these ships are mainly drones.i have 12m sp in drones and i cant say i`m happy with them.they are just too easy to kill and vulnerable.the only advantage they have is that if you ship gets jammed,they will keep firing serpentis : daredevils are common,vigilants are ok`ish.vindi is good,but it just doesnt feel like being a high end battleship. angel : dramiel is just awfull after the nerf it had a while back.cynabal is good but lacks capacitor.mach has the same capacitor problem. but then again.thats just my opinion.
this a thousand times |
Rikimaru Ichikawa
Imperial Academy Amarr Empire
10
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Posted - 2013.07.23 14:21:00 -
[335] - Quote
Referring to all suggestions posted before the definite weaknesses of the Marauder class are the resists, sensor strength and utility function is sub par with the requirements needed for the time to train for the skills and Isk required. There are some great suggestions here already and it would be great if CCP were to drop us a little more than a teaser so we can start to give constructive feedback. I would definitely like to see better bonuses on the tractor beams and salvage cycle times/loot chance even. Even an extra utility slot but especially sensor strength is in need of a major buff - perhaps not to the navy faction level but significantly more than it currently stands. With all skills at V inc radar compensation for a Paladin, the gurista missions are ridiculous. (Anyone with enough isk to pvp in these hulls might have more to add on this note... I've not tested this side but I imagine it would be like bringing a fancy butter knife to a sword fight. ) I'm definitely interested to see what changes as the Marauder is what I spent over 18months training towards. (Before I knew their current limitations compared to pirate and recently the navy faction BS hulls) |
Mole Guy
Xoth Inc Pandorum Invictus
273
|
Posted - 2013.07.23 19:37:00 -
[336] - Quote
Rikimaru Ichikawa wrote:Referring to all suggestions posted before the definite weaknesses of the Marauder class are the resists (only referring to the aforementioned post that is) sensor strength and utility function is sub par with the requirements needed for the time to train for the skills and Isk required. There are some great suggestions here already and it would be great if CCP were to drop us a little more than a teaser so we can start to give constructive feedback. I would definitely like to see better bonuses on the tractor beams and salvage cycle times/loot chance even. Even an extra utility slot but especially sensor strength is in need of a major buff - perhaps not to the navy faction level but significantly more than it currently stands. With all skills at V inc radar compensation for a Paladin, the gurista missions are ridiculous. (Anyone with enough isk to pvp in these hulls might have more to add on this note... I've not tested this side but I imagine it would be like bringing a fancy butter knife to a sword fight. ) I'm definitely interested to see what changes as the Marauder is what I spent over 18months training towards. (Before I knew their current limitations compared to pirate and recently the navy faction BS hulls) 18 months? i have 2 toons with marauder 5.. =\
been waitin for years....
i agree that there are a lot of good ideas posted here. just give us a direction and we can give feed back which would make balancing easier. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2136
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Posted - 2013.07.23 19:50:00 -
[337] - Quote
The Marauder is already pointed in a specific direction. It implies itself to be the ultimate battleship.
It already has heavier weapons than any other battleship.
The 100% bonus, in addition to any other bonuses present, make each mounted weapon equal to two of it's kind.
Now, to balance this, they cut the number of possible mounts in half. And while it's nice to have utility slots, they don't usually mean as much in a fight compared to turrets and launchers.
So, the real question becomes, what would the ultimate battleship have? Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
Rowells
Unknown Soldiers Against ALL Authorities
44
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Posted - 2013.07.23 20:28:00 -
[338] - Quote
Alvatore DiMarco wrote:Wait a minute. Marauders don't have a T2 resist profile? What do they have then? *checks on this* When the ship gets larger than a cruiser the resists get a little nerf. Still follow the same racial resist pattern though |
Caleb Seremshur
Angel of War Whores in space
26
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Posted - 2013.07.23 22:02:00 -
[339] - Quote
supernova ranger wrote:These isn't a ship that fills the "lone wolf" role.
Give them a mini super weapon that stops them from warping on use, a tough tank, and penalty to incoming reps. Voila, more targets in low and null.
marauders are raiders and pve is covered adequately by other ships...
And what about when entire fleets of these ships are present?
Here's a simpler idea: give them 5 turrets/launchers. All other bonuses remain as is. Capacitor reduced by 20% on all marauders.
Discuss. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2137
|
Posted - 2013.07.23 22:19:00 -
[340] - Quote
Caleb Seremshur wrote:supernova ranger wrote:These isn't a ship that fills the "lone wolf" role.
Give them a mini super weapon that stops them from warping on use, a tough tank, and penalty to incoming reps. Voila, more targets in low and null.
marauders are raiders and pve is covered adequately by other ships... And what about when entire fleets of these ships are present? Here's a simpler idea: give them 5 turrets/launchers. All other bonuses remain as is. Capacitor reduced by 20% on all marauders. Discuss. If this is the most difficult battleship to get into, shouldn't it also be the most effective? Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
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Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2137
|
Posted - 2013.07.23 22:28:00 -
[341] - Quote
Give them immunity to being neuted, and jammed.
While they can be pointed, make them immune to being webbed, including any effects that would hamper a MWD. (Or any other speed diminishing effects)
Theory, except for being able to keep these from entering warp to escape, the Marauder is an unstoppable juggernaut.
Now, make them sustainable on an active tank, which means pumping up the resists on one side, and pumping up the repper on the other, so the two meet.
Unless outnumbered, it should be able to perpetual tank at least one battleship.
These ships need to outperform their faction competition, in my opinion, since the bar to fly one is certainly higher. Why train the skills or pay all that ISK to fly it otherwise? Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
Arthur Aihaken
The.VOID
70
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Posted - 2013.07.23 22:57:00 -
[342] - Quote
Caleb Seremshur wrote:Here's a simpler idea: give them 5 turrets/launchers. All other bonuses remain as is. Capacitor reduced by 20% on all marauders. Discuss.
The damage is fine, but the shield, armor and hull strength need to be buffed - along with the resistances (they're pitiful). As others have mentioned, a bit more speed, sensor strength and possible one or two more attributes would be beneficial. |
Caleb Seremshur
Angel of War Whores in space
26
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Posted - 2013.07.23 23:32:00 -
[343] - Quote
The sensor strength should be a given; the design that restriction was created for no longer exists. The frigate sensor is a relic of a by-gone era.
More speed yeah I can see where you're coming from, they should be reasonably nimble ships. Extra tank I think is a matter of going one way or the other. Pirate ships have the best DPS that much I think can be reasonably assumed so does it stand to reason a marauder should have the biggest tank?
Or should they be the fastest? Immune to MWD disruption (but not immune to being pointed)?
If you want them to be distinct from other vessels simply increasing the tank won't do it.
-50% sig bloom from MWD MWD if fitted is immune to scram (-2 warp still applies) Faster than standard battleship of same race by 20% 15% more agile.
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Fredric Wolf
BSC LEGION Tactical Narcotics Team
15
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Posted - 2013.07.24 00:50:00 -
[344] - Quote
I read most of this if I missed some I am sorry. On marauders I really liked the post about increasing cycle times of TP and Webs. I think this would allow better application of DPS from these ships without increasing the damage out right. I do not have any great ideas for this line of ships however as I am not sure what role they should fill other then the PVE role they have, although I am not a fan of any ship being PVE focused.
As to Malcanis I would say the best way to make Rats harder and more unpredictable would be to change how Rats spawn in a site. CCP should IMO fit rats just like real ships with correct slots and fittings not give ships 8 guns plus defender missiles that we see now. If there was a way to assign Rats points just like in the alliance tournament and then give missions a point pool in which to randomly seed ships for that mission it would give the game the ability to make fights more realistic and harder to fit the defacto min max that everyone loves. This would give missions more risk because every time you enter a site its a gamble if you are fit correctly.
So far I am happy with the re-balancing of ships that has been done and I do not think it will change much going forward. My only problem are the people that want the gap between t1 and t2 to be as large as it was before the whole rebalanced pass. If these people got their way we would be right back to the role of t1 not being viable ships and back to the stale fleet doctrines of old. |
Mole Guy
Xoth Inc Pandorum Invictus
273
|
Posted - 2013.07.24 04:24:00 -
[345] - Quote
i am now fearing the changes of marauders. i have seen what these so called hac changes look like and am now skerd.
my time in eve feels like its drawing to a close over these. i think the command ships are going to be horrible now and those are my fav. i just feel things are going to go to shyt...
its scary |
Debora Tsung
The Investment Bankers Guild
240
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Posted - 2013.07.24 10:17:00 -
[346] - Quote
Mole Guy wrote:i am now fearing the changes of marauders. i have seen what these so called hac changes look like and am now skerd.
my time in eve feels like its drawing to a close over these. i think the command ships are going to be horrible now and those are my fav. i just feel things are going to go to shyt...
its scary
Relax, grab a beer, take a step back and ask Yourself:
Does it blend? Do You really want to go through all the effort of making a big fuss over some small changes in Your interweb space ships? Or would You rather want another beer and some drunken roaming?
Think about it, take your time. There's nothing a million chinese guys can't do cheaper.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |
Caleb Seremshur
Angel of War Whores in space
27
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Posted - 2013.07.24 21:59:00 -
[347] - Quote
Marauders are a sensitive topic because they take literally months to get in to. They're inflexible, slow and weaker than similarly sized ships from the same race.
I for one am certainly not just going to drink beer and let CCP mess this up. |
General Guardian
The Guardian Knights Lost Obsession
16
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Posted - 2013.07.24 22:35:00 -
[348] - Quote
Well half of the thread made for an interesting read. Didn't read the other half
I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time |
Just Lilly
103
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Posted - 2013.07.25 10:29:00 -
[349] - Quote
T2 battleships need more love, for sure. Powered by Nvidia GTX 690 |
Arthur Aihaken
The.VOID
83
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Posted - 2013.07.25 13:55:00 -
[350] - Quote
General Guardian wrote:Well half of the thread made for an interesting read. Didn't read the other half I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time
T3 Flagships! :) |
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Caleb Seremshur
Angel of War Whores in space
27
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Posted - 2013.07.25 15:02:00 -
[351] - Quote
Arthur Aihaken wrote:General Guardian wrote:Well half of the thread made for an interesting read. Didn't read the other half I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time T3 Flagships! :)
No. |
Andrea Griffin
628
|
Posted - 2013.07.25 18:52:00 -
[352] - Quote
CCP Ytterbium wrote:CCP Fozzie wrote:We're working on a pretty cool concept for them but it's too early to announce anything. Ok, we'll tell you, it's less early now. What we currently have planned for them is Whatever it is, I hope it is something more interesting than "it tanks better and does more damage" like the rest of the rebalancing that's been going on.
I understand that adding new and interesting features to ships would require some code work from your incredibly talented development staff, but I'd rather wait for a ship class to be rebalanced and give it something really unique than make changes now and just get "more tank, more dps". CCP Sreegs is my favorite developer. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2151
|
Posted - 2013.07.25 18:57:00 -
[353] - Quote
Andrea Griffin wrote:CCP Ytterbium wrote:CCP Fozzie wrote:We're working on a pretty cool concept for them but it's too early to announce anything. Ok, we'll tell you, it's less early now. What we currently have planned for them is Whatever it is, I hope it is something more interesting than "it tanks better and does more damage" like the rest of the rebalancing that's been going on. I understand that adding new and interesting features to ships would require some code work from your incredibly talented development staff, but I'd rather wait for a ship class to be rebalanced and give it something really unique than make changes now and just get "more tank, more dps". I agree with this.
The faction ships in particular have the tanking and dps covered well enough, if the standard hulls weren't enough.
This ship needs a special feature or function, that other ships cannot duplicate. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
Qalix
Long Jump.
28
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Posted - 2013.07.25 19:49:00 -
[354] - Quote
It's time for fresh hints from the devs and/or Malcanis. |
Arthur Aihaken
The.VOID
85
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Posted - 2013.07.25 22:36:00 -
[355] - Quote
All I'm mainly interested in is if any proposed changes to Marauders and Black Ops will make it into Odyssey 1.1. |
Just Lilly
103
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Posted - 2013.07.26 04:00:00 -
[356] - Quote
A feature to be able to generate your own random opening into wspace, well suited for a marauder
or a bops for that matter Powered by Nvidia GTX 690 |
Mole Guy
Xoth Inc Pandorum Invictus
275
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Posted - 2013.07.26 04:35:00 -
[357] - Quote
General Guardian wrote:Well half of the thread made for an interesting read. Didn't read the other half I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time if i werent trying to keep this post and my name clean i would bring out my cussing sailor side.
stay the hell away from me with that t3 crap. we need to purge them from game not bring in more. i dont care about how usefull they are or what u prefer...make a t3 bs in eve 2.0, but stay away from my marauders... |
Naomi Knight
Imperial Academy Amarr Empire
439
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Posted - 2013.07.26 06:10:00 -
[358] - Quote
give them 50% reduction in Signature Radius Penalty from Microwarp Drives role bonus if it worked for AF-s then they should work for marauders too :)
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Mole Guy
Xoth Inc Pandorum Invictus
275
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Posted - 2013.07.26 06:15:00 -
[359] - Quote
lol |
General Guardian
The Guardian Knights Lost Obsession
19
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Posted - 2013.07.26 09:55:00 -
[360] - Quote
Mole Guy wrote:General Guardian wrote:Well half of the thread made for an interesting read. Didn't read the other half I think we should give marauders the 3rd rig slot, and incorporate sub system technology in to them. Turn them in to strategic battleships. Oh that would be fun and justify the training time if i werent trying to keep this post and my name clean i would bring out my cussing sailor side. stay the hell away from me with that t3 crap. we need to purge them from game not bring in more. i dont care about how usefull they are or what u prefer...make a t3 bs in eve 2.0, but stay away from my marauders...
Ah ha ha!
But seriously, the only reason people dislike t3's so much is because they were made a little too strong, and probably shouldn't be cloaky. For a battleship obviously all the options would be much more different. At least you would see a lot more of them in pvp because of the guessing factor.
I am a Marauder pilot myself, and yes I don't feel that using them was worth all the training time when most of the other things I can fly would be just as effective at doing what the marauder was designed to do. I wouldn't mind at all if they were converted to a T3 or at least somewhat more customizable than a regular Hull.
Perhaps they can be given much greater advantages for wormhole exploration/site running. But I am not sure how many people would want to risk their Marauder in a WH without some sort of greater Defensive mechanism.
Here's another quick idea
Immune to the system wide wormhole effects and A) Covert cloak or B) Interdiction Nullified.
This will see quite a few more marauders in WH Space giving it a new specialty.
And once again, give them the 3rd rig slot!
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