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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Tekki Sandan
Sacred Templars
0
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Posted - 2013.08.11 08:18:00 -
[421] - Quote
Doesn't have to be massive changes
Sensor Strength + Role Bonus damage 125%-150% (25%-+50% more than previous) Increase resists to HAC resists to make viable for PvP
Nothing else is really needed and it won't effect PvE but it will give it a plus 1 on faction BS.
Simple changes would work best. Kronos could be an outstanding ship for a PvP pilot if it had a few tweaks! Just don't go nuts on them they need a buff remember. Sit back look at the role they are meant to fill. |
PavlikX
You are in da lock
80
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Posted - 2013.08.11 08:51:00 -
[422] - Quote
Very true. In case CCP will not change marauder's main goals mentioned changes in previous post will be perfect.
If they will switch marauder's roles in space, then.... |
Rikimaru Ichikawa
Imperial Academy Amarr Empire
12
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Posted - 2013.08.11 14:20:00 -
[423] - Quote
Tekki Sandan wrote:Doesn't have to be massive changes
Sensor Strength + Role Bonus damage 125%-150% (25%-+50% more than previous) Increase resists to HAC resists to make viable for PvP
Nothing else is really needed and it won't effect PvE but it will give it a plus 1 on faction BS.
Simple changes would work best. Kronos could be an outstanding ship for a PvP pilot if it had a few tweaks! Just don't go nuts on them they need a buff remember. Sit back look at the role they are meant to fill.
These tweaks at a minimum, plus better tractor beam (300% minimum) and salvager bonuses. |
Caleb Seremshur
Angel of War
48
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Posted - 2013.08.11 15:11:00 -
[424] - Quote
You seriously don't see 10-12 unbonused weapons as being over powered? Are you crazy?
I understand that the energy required to make a marauder work is high and that you want them to be the best battleships but this is not a method I can condone. Tweaks to raw stats are needed sure but ramping them up to > 11 will not help.
At best I'll concede that the paladin sets the precedent with the 25% damage bonus so maybe we should give all marauders that opportunity instead of getting ridiculous 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. |
Mina Sebiestar
Mactabilis Simplex Cursus
395
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Posted - 2013.08.11 15:31:00 -
[425] - Quote
Somehow i don't think they will make marauders over the top dps with t2 resist with sick booster bonus heaving 300% tractor bonus and bonus salvagers!!!!
Now only thing that is missing is cyno jamming,bomb launchers and cov-ops cloak just to spice things up.
You ppl have serious issue understanding how buff/balance/reality works.
Thanks god CCP will do it and even they screw it up sometimes. http://i.imgur.com/1N37t.jpg
http://i.imgur.com/KTjFEt6.jpg I dont always fly stabber but when i do...
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Caleb Seremshur
Angel of War
48
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Posted - 2013.08.11 17:29:00 -
[426] - Quote
Thanks for your insightful input.
You deserve a banana sticker 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. |
supernova ranger
The End of Eternity Ad-Astra
59
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Posted - 2013.08.11 18:18:00 -
[427] - Quote
I'm hoping for a last star fighter approach where the thing spins around and kills everything in sight |
Xequecal
Ministry of War Amarr Empire
31
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Posted - 2013.08.11 19:00:00 -
[428] - Quote
Tekki Sandan wrote:Doesn't have to be massive changes
Sensor Strength + Role Bonus damage 125%-150% (25%-+50% more than previous) Increase resists to HAC resists to make viable for PvP
Nothing else is really needed and it won't effect PvE but it will give it a plus 1 on faction BS.
Simple changes would work best. Kronos could be an outstanding ship for a PvP pilot if it had a few tweaks! Just don't go nuts on them they need a buff remember. Sit back look at the role they are meant to fill.
Vargur is already borderline overpowered for PvP. The low grid keeps it from being truly broken but when you combine a shield boost bonus and a damage bonus on ships with spare highs you create a monster.
If they boosted the Vargur's PG, for example, you could do ridiculous **** fits with two XLASBs and three neuts in the highs. >1000 DPS, neuts 75 cap per second, tanks 4000 DPS. 5000 DPS tank with blue pill, or you can "settle" for a 2500 DPS tank so you can reload one XLASB while running the other one. 1150m3 cargohold so you'll never, ever run out of charges for those boosters. That's before crystal implants too, it just gets more and more ridiculous from there.
Those numbers are with the current resists BTW, if you added full HAC resists it would be even more ridiculous. |
Caleb Seremshur
Angel of War
48
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Posted - 2013.08.11 19:43:00 -
[429] - Quote
Exactly. This is precisely why if the marauder stays the same as it is now it won't get full hac resists. Decent sensor strength would be your only guarantee. I know for a fact that a Kronos will murder a vindicator in 1v1 already can you imagine one with full 65/80 resists on thermal/kinetic? It would totally broken.
Once again I put forward to the community that we must modify their utility. Without introducing a new function based on modules you doom this ship class to competing with others that have the same features and role. Bomb launchers as a featurw isn't a novelty it's a fundamental rewrite of gow and where to use a marauder. If anyrhing missions in null become that much easier while pvp becomes riskier and more spontaneous 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. |
General Guardian
The Guardian Knights Lost Obsession
31
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Posted - 2013.08.11 21:08:00 -
[430] - Quote
Let's give them a NUCLEAR WARHEAD. (like from unreal tournament) that once fired the player takes control of the missile but can't navigate his ship at the same time.
Awwww yeaaah |
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Pidgeon Saissore
Sacred Templar Knights Metatron Inc. Alliance
27
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Posted - 2013.08.11 22:02:00 -
[431] - Quote
Unlike all the other t2 ships at present marauders aren't specialized. The tractor beam bonus really doesn't do anything except when running missions solo. I suggest giving bonuses to the various things that can be put in the extra high slots. Golem: Double range smartbombs and they don't hurt your drones/fleet members or non criminals in highsec Vargur: Bonus to range and/or power of remote reps Paladin: Nuet/Nos range Kronos: Drone control units and increase to allow for 8 heavy/sentry drones in bay/bandwidth
Just throwing some ideas out. Please don't scream op too much. I know some of them are unless they are done carefully. |
Apelacja
Gods products
27
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Posted - 2013.08.11 22:18:00 -
[432] - Quote
just give them some more resistances..... With such as huge size they have so few EHP right now |
Caleb Seremshur
Angel of War
48
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Posted - 2013.08.11 23:29:00 -
[433] - Quote
Reduce sig radius to 350?
This way they take reduced damage while moving from other battleships and helps their active tanking profile a bit more. Better than resists if you ask me. 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
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Posted - 2013.08.12 10:32:00 -
[434] - Quote
Perhaps a dev could interject here and give us another taste at what we might expect to see? C'mon CCP, we're dying here... Due to my stupidly low sig strength I actually did in a PVP fight - mind you, it was a 1x vs 6 man gang. |
The Djego
Hellequin Inc. Mean Coalition
143
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Posted - 2013.08.12 15:01:00 -
[435] - Quote
Tratari wrote: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.
This is only true for shield fittings, since the Vargur can't use artillery without gimping the fitting and locks a lot slower than the mach. The Golem is actually really good with the painter bonus and proper gang links it becomes a extreme useful ew platform while still dishing out high dps with CMs and being able to snipe stuff at 150km, even when the missiles handicap it in contests. If it is missile speed riged it will hit any target within 60km(4s) if it is not a insta kill in a contest and painter apply instantly what gives your gang a huge advantage if you go for another target than the other gang. Plus both got the general problem when it comes to fit shield RR by the high CPU use of this modules, reducing her flexibility compared to armor fitted marauders.
A lot of the older armor FCs prefer a marauder instead of a pirate BS for Incs, because they offer more utility(spare cap transfer, RR reps to prevent ship loses and be more flexible with the logi choice) and you can throw anything you need(ore, spare ammo, sniper fitting, a shuttle) in the cargo if you move around a lot. The T2 resists make them excellent omni tankers(Paladin doesn't have the big explosive hole and can be fully EANM tanked, Kronos just patches explosive with a rig and can use 1-2 EANM archive 70+ across the board). At least the armor marauders are quite often used for Incursions, even as full marauder gang setups in case of the paladin.
Marauders need a few tweaks(lock speed, sensor strength, being able to fit shield RR), rework the Vargur to being able to fit artillery, rework the Kronos to be become a true dedicated rail/sentry platform, trade the active tanking bonus for another damage application bonus and a small buff to her utility features, like written a 2 pages ago. Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
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Tratari
Broke Sauce
0
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Posted - 2013.08.12 19:53:00 -
[436] - Quote
So no changes on the Test Server for 1.1? |
Tratari
Broke Sauce
0
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Posted - 2013.08.12 19:54:00 -
[437] - Quote
The Djego wrote: This is only true for shield fittings,
Which is all that matters since Armor Fleets are rare and slower than Shield fleets in Incursions. |
The Djego
Hellequin Inc. Mean Coalition
143
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Posted - 2013.08.12 22:51:00 -
[438] - Quote
Tratari wrote:The Djego wrote: This is only true for shield fittings,
Which is all that matters since Armor Fleets are rare and slower than Shield fleets in Incursions.
There are over 300 people in TDF and they run gangs 23/7 with less wait time then the big HQ channels. If you have good ships and good pilots in the gang the site times are fairly equal from my pov(I flown both more than enough). Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
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Galdrak
Interplanetary Trade Federation
0
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Posted - 2013.08.13 07:34:00 -
[439] - Quote
EXIA MIKOSZ wrote:If Someone like to change anything in marauders then that must be at first: SENSOR STRENGHT SCAN RESOLUTION SIGNATURE
Marauders have already their Role and we no need changes in Ship Bonuses
+1 |
lachrymus
Czerka. WHY so Seri0Us
20
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Posted - 2013.08.13 09:15:00 -
[440] - Quote
Yeah, I spent MONTHS skilling Marauders only to find (as a carebear at the time) that a Domi could out-tank and out-DPS a Kronos. Maybe I wasn't doing it right. Sold the Kronos, |
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Mina Sebiestar
Mactabilis Simplex Cursus
396
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Posted - 2013.08.13 12:47:00 -
[441] - Quote
"Name: Kronos Hull: Megathron Class Role: Marauder
Geared toward versatility and prolonged deployment in hostile environments focused on out hunting rather than out running , Marauders represent the cutting edge in today's warship technology. While especially effective at incursion in enemy space and mapping enemy movement, 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 tools for roaming galaxy's no matter in what part of space pilot found him self to be.
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
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%(debatable) increase to scan strength of probes per lvl and 7.5% bonus to large hybrid weapon tracking per level Role Bonus: 100% bonus to large hybrid weapon damage, 100%(debatable) bonus to combat probe flight time and scan speed Fitting or fitting (option 2)7 lows (7)4 med (5)6 high (5)4 turret slots-á2 rig slots
drone bay 125/130
hit points and or resist profile buffed to compensate removal of local boost bonus,sensor strength buffed to some degree i do think they should retain some weakness to jams.-á
Increased agility to match pirate counterpart,speed unchanged, ship warp speed 6 to 13 au(debatable)
In this way ppl that using ship in missions still have their carebearmobile they lost boost bonus but gain resist one making tanking this monsters still easy job.but ship can brake from that pve tomb it is now.While local monster tank can have it perks in pvp it is often confined to docking games or rare few solo actions and considering skill amount that you need to fly this ship it should be more usable anyway in various situations.And there is nothing stopping you to fit booster or ASB it is just not ship focus anymore.And in this form i do think wh ppl can use ship as early warning system as well as being potent pvp asset as well as pve shooter too when farming sleepers."
Above I wrote some time ago as one of option for teh marauder in current form they are nerfed by ccp because dual tank8ng bonus coupled with 3 uty high and triple dmg bonus.
What I believe I did with em is removed dual tank but not butcher it and removed extra high ffor some additional perks opening ship for all space and still limiting ship with au speed.
you either send it in first brick tanked for everybody to ignore or last u cant flex muscle with them in main fleet(no mass blob) they need to run in packs with other marauders. http://i.imgur.com/1N37t.jpg
http://i.imgur.com/KTjFEt6.jpg I dont always fly stabber but when i do...
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Rikimaru Ichikawa
Imperial Academy Amarr Empire
12
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Posted - 2013.08.14 10:21:00 -
[442] - Quote
CCP Fozzie wrote:We're working on a pretty cool concept for them but it's too early to announce anything.
:ultra tease:
2 months on... still too early to announce anything?
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Dav Varan
Spiritus Draconis Sicarius Draconis
47
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Posted - 2013.08.14 11:53:00 -
[443] - Quote
Just make em 1B isk BS Hacs , Its what everyone want's |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
131
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Posted - 2013.08.14 12:50:00 -
[444] - Quote
I seem to vaguely remember during Fanfest talking about the new Apocalypse model that all new ships being modelled have parts that can move/deploy. Read into that what you want! Siege Marauder! :p |
Pankora t'Pastamancer
Adhocracy Incorporated Adhocracy
0
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Posted - 2013.08.14 13:20:00 -
[445] - Quote
John Ratcliffe wrote:Mole Guy wrote:salvage king? I would be very keen for the salvage bonus to be completely removed from Marauders, there is no need for it at all. Any serious mission runner will either use a Noctis alt, or sub-contract their wrecks to Pro-Synergy. Give more useful bonuses to the ships instead. And remove pointless utility highs (no ship needs more than one IMHO) and give either more launchers/turrets or more Mids & Lows.
-1.
Some of us actually like having the tractor bonus on combat ships! Go fly your noctis alt and be happy.
Of course, if the base stats on tractor beam modules were improved instead, that would be cool too. |
EXIA MIKOSZ
Strike Birds Zero
9
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Posted - 2013.08.14 16:22:00 -
[446] - Quote
Cadius Vect wrote: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.
Same Here if they change them completely i will be forced to make big changes in my Play Style
Anyway i got 3days left in Marauders V and i will be very dissapointed if they screw up My Golem |
Mole Guy
Xoth Inc Pandorum Invictus
313
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Posted - 2013.08.15 21:22:00 -
[447] - Quote
they dont have to have t2 hac resists. what about this:
descent/balanced resist profile better than normal t1 good sensor str double damage role like they have enough pg/cpu for descent fittings a jump drive for mobility. =) |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2439
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Posted - 2013.08.15 23:45:00 -
[448] - Quote
I got it... its so obvious now in hindsight...
They can fit strip miners onto the accessory slots!
So, 4x weapon mounts, plus 3x strip miners!
It's the new battle exhumer!!
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
Octoven
Phoenix Productions Headshot Gaming
171
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Posted - 2013.08.15 23:54:00 -
[449] - Quote
CCP Fozzie wrote:We're working on a pretty cool concept for them but it's too early to announce anything.
:ultra tease:
Yeah, so CCP's idea of cool concepts usually turn out to be, remove ship from current role and place in an ass backward role. As long as you dont nerf the **** out of them im grand with the change. |
Commander TGK
The Deep Space Armada
7
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Posted - 2013.08.16 08:29:00 -
[450] - Quote
The biggest problems with Marauders currently boil down to two things, sensor strength and lack of resists. Change that and they become much more viable. However some added utility would be great. |
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