Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 [14] 15 16 .. 16 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Aglais
Liberation Army
313
|
Posted - 2013.08.02 02:11:00 -
[391] - Quote
I like your changes, though I did notice that mass (and agility) were not mentioned. Those also are quite important with respect to ship mobility as well, and having reduced masses compared to other battleships could also aid in trying to give them the feel of a 'marauder'- basically a freight train from nowhere. I do think though that the focus of 'balance' should be on PvP, however, and that afterwards, PvE content is molded into a shape that's less grossly seperate from PvP (which is one of the reasons why there's such a huge gulf between PvE and PvP fittings, and why missioners are... Well, the easiest possible targets next to miners, and usually loaded down with the shiniest of gear.) |
Arthur Aihaken
The.VOID
103
|
Posted - 2013.08.02 11:01:00 -
[392] - Quote
Endeavour Starfleet wrote:Just want to say again that the Golem needs to be rebalanced into a high tank, low dps, ship designed to attract NPC attention for use in PVE content.
How about, um... no. |
The Djego
Hellequin Inc. Mean Coalition
137
|
Posted - 2013.08.02 11:24:00 -
[393] - Quote
Caleb Seremshur wrote:unless marauders gained 5% bonuses to links where would the incentive to fly one over a command ship or T3 be present? that's also before considering that command ships I think take even longer to train in to than marauders...
I think that the discussions on marauders have pretty much come full circle. the RR bonus proposal has surfaced again. this is not a niche that needs filling I think. there are t2 logi ships for this or even umder the current stats you can use the high slots for remote energy transfer to generate free cap for the local repa to consume.
Even with the bonus, you would need the mind link and in gangs, command ships do the job better and are harder to crack(survivability is everything for a gang bonus ship on grid).
The RR utility makes them fantastic in gangs, logi disconnects are no issue at all for us in Incs, using marauders(you can also swap out Guardians for Oneiroses, since you don't need a logi for capping ships up after neuting). If you pair it up with a Logi you can fit buffer tank on both and remote + cap transfer between both ships what is a lot more effective and cheaper than to use a pimped active tank for WH, L5 or plexes. While it might not be the most useful thing for L4, it clearly separates them for faction BS for other pve stuff and makes them really good if you use them there. Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
|
Cadius Vect
Hax. Game Over.
1
|
Posted - 2013.08.03 23:06:00 -
[394] - Quote
Personally as a pilot of all 4 of the marauders I think they just need a few changes.
- Better sensors, both scan res and sensor strength - A 4th utility high, so you can have 2 salvagers and 2 tractors 2/1 is an annoying compromise - A bonus to salvaging, 30% to access difficulty, the equivalent of 2 built in T2 salvage rigs - 300% bonus to rage and velocity of tractor beams instead of 200% - Golem needs better range or damage application with torps
If they do change marauders to something completely different from what they are now, I'll finally have a good excuse to sell all 4 of mine along with their fittings, I can't bring myself to sell them while they still manage a million isk/minute solo in high sec. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2271
|
Posted - 2013.08.04 14:06:00 -
[395] - Quote
Here is an interesting twist.
Have each Marauder immune to targeting by it's racial type.
Example: Golem can not be targets by any Caldari ships. Paladin cannot be targeted by any Amarr ships. Etc.
(Pirate ships are exempt, not affected) 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. |
Rikimaru Ichikawa
Imperial Academy Amarr Empire
11
|
Posted - 2013.08.06 11:02:00 -
[396] - Quote
It's going to be interesting to see where CCP goes with Marauders. They take longer to train for than a pirate equivalent yet the pirate equivalents are that much more powerful, the difference being the utility bonus generally speaking. Definitely need a 4 than utility slot, more bonus amount to tractor beams (300% minimum), and also a salvage bonus (something light like5% per level). Sensor strength is so appalling it is completely unbalanced. Resists need to be slightly buffed on top of current armour/shield stats, perhaps to 4% per level either to shield or armour depending on race. DPS is fine currently imo. Base speed needs increasing as well and the sig radius to be bought in line with the navy variants. I mean compare the navy hulls to the marauder equivalent. Really not a good look. Where is the extra training justified? I say this based on having trained Marauders to V already.
Balance is always hard to achieve in all scenarios and the previous posts all have valid points to consider. Eg: with radar compensation at V my Paladin has a sensor strength of 14. Pathetic really. Buffs to utilities, sensor strength and resists is where I feel CCP should be looking at these guys based on the current model. Now a new model and/ or newly acquired functions based on the marauder descriptions would not go amiss.
CCP, please give us a hint. Free cookies and milk if you do for all the dev team! |
General Guardian
The Guardian Knights Lost Obsession
24
|
Posted - 2013.08.06 11:15:00 -
[397] - Quote
big miker wrote:My idea about maruaders? Pretty simple. Give them an RR BS role. This consists of 2 new kind of bonus's. The new bonus's will change too for example the kronos: Gallente Battleship skill bonus: 5 % bonus to large hybrid weapon damage and 10% bonus to the velocity factor of stasis webifiers per level. Marauder skill bonus: 7.5% bonus to repair amount of armor repair systems and armor remote repair systems , and 7.5 % bonus to large hybrid weapon tracking per level. Role bonus: 100% to large hybride weapon damage, 100% bonus to range and velocity of tractor beams and 100 % bonus to armor remote repair systems range.This will pretty much buff a Large 'solace' remote armor repairer to the next stats: Armor HP repaired: 384 -> 528 Optimal range: 8400m -> 16,800m Increase sensor strenghte and grid a tiny bit and that's it. This will make them extremely good as a RR BS composition. The range isn't extreme and the rep amount per remote repairer isn't extreme either. The shield remote repair variants require a large amount of CPU. A small tweak or bonus would be needed for those, becuase buffing up the golems or vargurs CPU wouldn't be a smart idea. They'd be able to fit multiple ASB's without fitting issues which shouldn't be happening. Tell me what you think, it's just a random idea I was thinking about
I would love to see Spider tanking marauders. Not because I think it'd be balanced, but because I love people raging at such things.
For this to work, sensor strength would need to be at a level where you don't get permajammed by one ec-300.
Oh god Spider tank Golem fleet Come at me!
|
General Guardian
The Guardian Knights Lost Obsession
24
|
Posted - 2013.08.06 11:17:00 -
[398] - Quote
I will say one thing, I couldn't be bothered flying a few systems to get my shiny torp golem to run a ded 6 recently, so I used my cheap fit Cruise missile raven.
Ran the site in approximately the same time, with about the same effort.
Just sayin CCP (wink wink) |
Rikimaru Ichikawa
Imperial Academy Amarr Empire
11
|
Posted - 2013.08.06 11:18:00 -
[399] - Quote
General Guardian wrote:big miker wrote:My idea about maruaders? Pretty simple. Give them an RR BS role. This consists of 2 new kind of bonus's. The new bonus's will change too for example the kronos: Gallente Battleship skill bonus: 5 % bonus to large hybrid weapon damage and 10% bonus to the velocity factor of stasis webifiers per level. Marauder skill bonus: 7.5% bonus to repair amount of armor repair systems and armor remote repair systems , and 7.5 % bonus to large hybrid weapon tracking per level. Role bonus: 100% to large hybride weapon damage, 100% bonus to range and velocity of tractor beams and 100 % bonus to armor remote repair systems range.This will pretty much buff a Large 'solace' remote armor repairer to the next stats: Armor HP repaired: 384 -> 528 Optimal range: 8400m -> 16,800m Increase sensor strenghte and grid a tiny bit and that's it. This will make them extremely good as a RR BS composition. The range isn't extreme and the rep amount per remote repairer isn't extreme either. The shield remote repair variants require a large amount of CPU. A small tweak or bonus would be needed for those, becuase buffing up the golems or vargurs CPU wouldn't be a smart idea. They'd be able to fit multiple ASB's without fitting issues which shouldn't be happening. Tell me what you think, it's just a random idea I was thinking about I would love to see Spider tanking marauders. Not because I think it'd be balanced, but because I love people raging at such things. For this to work, sensor strength would need to be at a level where you don't get permajammed by one ec-300. Oh god Spider tank Golem fleet Come at me!
Would be cool. A fleet of spider tanked Paladins. Lazors everywhere. |
Rikimaru Ichikawa
Imperial Academy Amarr Empire
11
|
Posted - 2013.08.06 11:23:00 -
[400] - Quote
General Guardian wrote:I will say one thing, I couldn't be bothered flying a few systems to get my shiny torp golem to run a ded 6 recently, so I used my cheap fit Cruise missile raven.
Ran the site in approximately the same time, with about the same effort.
Just sayin CCP (wink wink)
Yeah good point. With the recent balancing Navy variants just seem to do it better, let alone tech 1 BS's.
I get the feeling we'll see a difference once the modules are finished being rebalanced. Nice work CCP on the turrets and armour reppers, much better for the fitting side of thing seven with maxed skills.
|
|
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
123
|
Posted - 2013.08.06 12:42:00 -
[401] - Quote
Some of the ideas here sound horrifically imbalanced and hilarious, but much better than just boosting the current stats.
I don't fly them myself (no real use in wormholes for the most part) but I'd love to have a reason to. For me just making their sensor strength better with some higher resists probably won't make the difference. I'd like to see some really unique abilities.
Some of the ideas like being able to jump between adjacent systems to avoid the actual gates could make for some really interesting gameplay in empire space. It fit's in with some of the requests to make them more useful in dangerous space. They'd be able to get between systems for either PvE or PvP in relative safety, but in a completely different way to a nullified T3. I like this a lot :) Not sure how you'd make the mechanics work in terms of required modules/scripts, time delays etc however.
As for the tractor beam / salvage requests. How about a special Marauder only tractor beam that automatically starts salvaging when they are in range and scoops any loot? Would actually make the bonus half useful? (Plus it'll make all the Noctis pilots upset) |
Jill Antaris
Imperial Academy Amarr Empire
55
|
Posted - 2013.08.07 07:12:00 -
[402] - Quote
Rikimaru Ichikawa wrote:Would be cool. A fleet of spider tanked Paladins. Lazors everywhere.
We already fly this fleet setup in Incursion.
They don't really need more remote rep but cap use bonus for remote repair modules and a bit more range would be cool. |
Rikimaru Ichikawa
Imperial Academy Amarr Empire
11
|
Posted - 2013.08.07 09:57:00 -
[403] - Quote
Jill Antaris wrote:Rikimaru Ichikawa wrote:Would be cool. A fleet of spider tanked Paladins. Lazors everywhere. We already fly this fleet setup in Incursion. They don't really need more remote rep but cap use bonus for remote repair modules and a bit more range would be cool.
Ah, tell me more... I was wondering if this was done already. Never flied in a proper Incursion fleet before, soloed belts in incursions, but I know that's not the same
|
Jill Antaris
Imperial Academy Amarr Empire
55
|
Posted - 2013.08.07 11:24:00 -
[404] - Quote
Rikimaru Ichikawa wrote:Jill Antaris wrote:Rikimaru Ichikawa wrote:Would be cool. A fleet of spider tanked Paladins. Lazors everywhere. We already fly this fleet setup in Incursion. They don't really need more remote rep but cap use bonus for remote repair modules and a bit more range would be cool. Ah, tell me more... I was wondering if this was done already. Never flied in a proper Incursion fleet before, soloed belts in incursions, but I know that's not the same
You can try the channel "The Ditanian Fleet", it is the biggest armor Incursion channel with lots of gangs, I think they try to form a paladin fleet atm to. The Paladin fleet(9 Paladins, 2 Oneiroses) is flown by a smaller armor channel and we use the RR ability's often to help the logis out(since we utilize the RR ability's to drop most of the tank and only use 2 logis) or to keep the ships alive if logis are late or disconnect. It is a pretty impressive gang format and would probably not work with faction BS, since they lack the remote rep ability's and the extra T2 resists on the armor to work with our fitting concept(1550 dps puls BS with 62k EHP). |
Dinsdale Pirannha
Pirannha Corp
1139
|
Posted - 2013.08.07 12:13:00 -
[405] - Quote
Jill Antaris wrote:Rikimaru Ichikawa wrote:Jill Antaris wrote:Rikimaru Ichikawa wrote:Would be cool. A fleet of spider tanked Paladins. Lazors everywhere. We already fly this fleet setup in Incursion. They don't really need more remote rep but cap use bonus for remote repair modules and a bit more range would be cool. Ah, tell me more... I was wondering if this was done already. Never flied in a proper Incursion fleet before, soloed belts in incursions, but I know that's not the same You can try the channel "The Ditanian Fleet", it is the biggest armor Incursion channel with lots of gangs, I think they try to form a paladin fleet atm to. The Paladin fleet(9 Paladins, 2 Oneiroses) is flown by a smaller armor channel and we use the RR ability's often to help the logis out(since we utilize the RR ability's to drop most of the tank and only use 2 logis) or to keep the ships alive if logis are late or disconnect. It is a pretty impressive gang format and would probably not work with faction BS, since they lack the remote rep ability's and the extra T2 resists on the armor to work with our fitting concept(1550 dps puls laser marauder with 62k EHP).
It is indeed good, except the FC is mean. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
Gareth Burns
Reclamator's KRYSIS.
24
|
Posted - 2013.08.07 17:43:00 -
[406] - Quote
Is there a way we can like... Petition you to spill the beans!
I'm dying to get some sort of hint about whats going to happen to my ship! Noblesse Oblige Gū¦ Gareth Burns |
Vtra
The Scope Gallente Federation
0
|
Posted - 2013.08.07 19:00:00 -
[407] - Quote
My idea... may be dumb but I yeah....
How about old Blops range for jumping but making them ONLY able to jump to lowsec, specificly special lowsec beacons that you would have to place in the system\s before hand? That way they could jump into lowsec but only to beacons that you have setup before hand , possibly limit the amount of Beacons, say 5 with Cyno 5 skill? Again just trying to think outside the box. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2315
|
Posted - 2013.08.07 19:07:00 -
[408] - Quote
Vtra wrote:My idea... may be dumb but I yeah....
How about old Blops range for jumping but making them ONLY able to jump to lowsec, specificly special lowsec beacons that you would have to place in the system\s before hand? That way they could jump into lowsec but only to beacons that you have setup before hand , possibly limit the amount of Beacons, say 5 with Cyno 5 skill? Again just trying to think outside the box. Is this for Marauders? 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. |
Vtra
The Scope Gallente Federation
0
|
Posted - 2013.08.07 19:18:00 -
[409] - Quote
Yes sorry i did not specify. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2315
|
Posted - 2013.08.07 19:28:00 -
[410] - Quote
Vtra wrote:My idea... may be dumb but I yeah....
How about old Blops range for jumping but making them ONLY able to jump to lowsec, specificly special lowsec beacons that you would have to place in the system\s before hand? That way they could jump into lowsec but only to beacons that you have setup before hand , possibly limit the amount of Beacons, say 5 with Cyno 5 skill? Again just trying to think outside the box. Why only low sec?
I can understand not in high sec, nothing jumps to that area, but are you wanting to leave out null sec? 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. |
|
Vtra
The Scope Gallente Federation
1
|
Posted - 2013.08.07 19:31:00 -
[411] - Quote
No real reason, Just thinking and the more I think about it I guess 0.0 wouldnt be an issue either and would make Mauraders actually live up to their descriptions. |
Arthur Aihaken
The.VOID
106
|
Posted - 2013.08.08 09:00:00 -
[412] - Quote
I'd be ecstatic with an original idea/theme for Marauders. |
Rowells
Unknown Soldiers Against ALL Authorities
69
|
Posted - 2013.08.08 09:32:00 -
[413] - Quote
First the marauders tease and now the CS model tease....CCP is a cruel sadistic mistress |
Caleb Seremshur
Angel of War
41
|
Posted - 2013.08.08 13:03:00 -
[414] - Quote
Gareth Burns wrote:Is there a way we can like... Petition you to spill the beans!
I'm dying to get some sort of hint about whats going to happen to my ship!
I have just recently achieved the ability to fly a marauder but to be honest unless they walk out of rebalancing with some kind of actual unique feature like bombs or wormhole junction capacity then I wont even train the skill past level 1. Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread Mining in game, from the perspective of an IRL miner. |
Gareth Burns
Reclamator's KRYSIS.
25
|
Posted - 2013.08.08 13:35:00 -
[415] - Quote
Caleb Seremshur wrote: I have just recently achieved the ability to fly a marauder but to be honest unless they walk out of rebalancing with some kind of actual unique feature like bombs or wormhole junction capacity then I wont even train the skill past level 1.
I'm currently training it to V.
I seriously have no idea why, I think I'm just hoping they get some sort of actual good buff. They don't need to be extremely overpowered. Just live up to their name instead of being a slightly shittier version of faction ships.
Also a real role bonus would be key. not that I don't like the salvage bonus but we have there are now specialized ships for salvaging.
Perhaps, on a low end scale of specialization, they would get some sort of bonus to Micro-Jump Drives. Like -50% capacitor use and cool down time.
On the high end scale allow them to open up a smaller jump-bridge.
Noblesse Oblige Gū¦ Gareth Burns |
Caleb Seremshur
Angel of War
41
|
Posted - 2013.08.08 14:08:00 -
[416] - Quote
in all seriousness and without thought towards new featurea I think that based on current rebalancing trends you'll probably see the marauder class get a bit tougher, have the sensor strength increased and have the role bonus changed to 50% mwd and possibly toward agility.
If it does go that way not only will I be not flying one ever but I will be extremely disappointed at the total lack of creativity when it comes to a ship that literally takes more than 2 months to spec to 5 even with a +5 clone. They don't need to be mini dreadnoughts with siege modules or any other gimmicky crap that belongs on capitals. They need a reason to exist outside of highsec and a reason to actually pick a fight instead of always waving a big "gank me!" sign. If CCP genuinely intend to fix this class they need to ignore the attempts at making marauders in to battleship T3 or dreads and move the class towards being the centre piece for a gang. Reduce their utility in big fleets and make them very strong 1v1 for a tech 1 battleship. If that means rr powers then so be it but I still don't see that getting them into low or null when t1 stuff does the same job much cheaper.
that is why I suggested bomb launchers because its a null only feature which. if marauder role bonuses were the ability to shoot bombs and jump through covert bridges and could fit a 5th weapon that would add a lot more value to them as back line killers than they themselves being the cyno ship or being able to cycle mjd faster Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread Mining in game, from the perspective of an IRL miner. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2354
|
Posted - 2013.08.09 19:18:00 -
[417] - Quote
Ok, new vision:
Marauder gets a bonus to smart bomb range.
Something like 10%, maybe 20% per level.
Thoughts? How to Fix Local Chat, then hunting cloaked ships: https://forums.eveonline.com/default.aspx?g=posts&m=2369739#post2369739 https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453 |
Caleb Seremshur
Angel of War
47
|
Posted - 2013.08.09 22:54:00 -
[418] - Quote
It could work.
Perhaps take HAC bonuses and transpose on to marauders? Kronos gets %5 capacitor bonus per level when a MWD is fit Golem gets +10% velocity and +10% flight time bonuses. Maybe also gimp with kinetic damage bonus only? Vargur: more stupid projectile bonuses. Paladin: 10% capacitor use bonus for lasers
Simple changes like that will define the ship. It follows a sensible progression from earlier designs. Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread Mining in game, from the perspective of an IRL miner. |
Rikimaru Ichikawa
Imperial Academy Amarr Empire
12
|
Posted - 2013.08.10 10:26:00 -
[419] - Quote
Caleb Seremshur wrote:It could work.
Perhaps take HAC bonuses and transpose on to marauders? Kronos gets %5 capacitor bonus per level when a MWD is fit Golem gets +10% velocity and +10% flight time bonuses. Maybe also gimp with kinetic damage bonus only? Vargur: more stupid projectile bonuses. Paladin: 10% capacitor use bonus for lasers
Simple changes like that will define the ship. It follows a sensible progression from earlier designs.
Good on all points I think, perhaps the Kronos gets a base 5% capacitor per level regardless of MWD fit or not?
I don't expect CCP to completely overhaul the Marauders, but I am quietly waiting to see what they have in mind. |
Tratari
Broke Sauce
0
|
Posted - 2013.08.11 06:56:00 -
[420] - Quote
I screwed up skilling Marauder....Because of Incursions I have no need for Missions(The ONLY thing Marauders excel at). Also Marauders are inferior to Pirate Hulls in Incursions and go unwanted in fleets. Sure would like an Incursion buff or Wormhole role for Marauder. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 [14] 15 16 .. 16 :: one page |
First page | Previous page | Next page | Last page |