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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Allandri
Liandri Industrial Liandri Covenant
55
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Posted - 2013.08.16 09:19:00 -
[451] - Quote
Commander TGK wrote: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. Then the price has to go up as a result |
Lephia DeGrande
Luxembourg Space Union
30
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Posted - 2013.08.16 10:34:00 -
[452] - Quote
Marauders should be, slower and expensiver but deathbringing horror machines that come and leave only doom and hate. |
Mole Guy
Xoth Inc Pandorum Invictus
313
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Posted - 2013.08.16 13:59:00 -
[453] - Quote
Nikk Narrel wrote: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!! hahahahahahahahahahahaha
this is awesome! we would need a larger cargo hold tho. say, orca sized =)... this would actually be so freakin kewl all joking aside!
and double damaged strip miners. they cut 2x rock. =) so 6 strippers, 8 guns and goooood tank. lololol |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2444
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Posted - 2013.08.16 14:19:00 -
[454] - Quote
Mole Guy wrote:Nikk Narrel wrote: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!! hahahahahahahahahahahaha this is awesome! we would need a larger cargo hold tho. say, orca sized =)... this would actually be so freakin kewl all joking aside! and double damaged strip miners. they cut 2x rock. =) so 6 strippers, 8 guns and goooood tank. lololol Ooooo, you just tasked an engineer, you realize, lol...
Ok, the minimum size for the ore hold would be equal to the return on one cycle of the strip miner, plus 1 so it doesn't read full and offline. The pilot would need to stagger the output cycles as a result, and dump into a can. Otherwise you evict either the hulk or the mackinaw from service completely, if it can actually hold enough for all to cycle.
Can mining, shifts the risk from the mining vessel to the can, meaning a nasty could race in and steal your ore, even though they could not seriously threaten your mining ship itself.
They would need to race out too, or be cut to ribbons by your weapons.
Ironically, this could really work, and be balanced. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
Mole Guy
Xoth Inc Pandorum Invictus
313
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Posted - 2013.08.16 21:44:00 -
[455] - Quote
1-2 of these sitting right beside a rorqual, no risk, high output, lots of pewpew when they stumble into your belt.. =) |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2450
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Posted - 2013.08.16 22:27:00 -
[456] - Quote
Mole Guy wrote:1-2 of these sitting right beside a rorqual, no risk, high output, lots of pewpew when they stumble into your belt.. =) I don't think they will take it seriously... and that is kinda something that needs to be overcome.
You populate a mining op with these, and the Rorqual can suddenly be on grid, too.
Hostile: I got a Rorqual scanned down at a belt, warping in to open the cyno now. Hot Drop Leader: Awesome! Let me know when that cyno is lit! (60 seconds later) Hot Drop Leader: What are you doing back here, in your med clone.... Hostile: 10 Marauders.... by the Rorq.... they popped me, and before they podded me, they said ...SEND MORE PLEASE.... Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
LtTrog
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
16
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Posted - 2013.08.18 12:52:00 -
[457] - Quote
ok 2isk, I can only speak for the golem as I cant fly the others but here goes
fix sensor strength and locking time, same speed and slots as the RNI slighty improve resist profile but keep fat sig, a drone bay that can fit full flight of lights salvage (perhaps with bonus cos salvage drones are slow as hell), meds and a couple of spare lights, improve tractor range and salvager cycle time and you have a good ship.
to give it something new and fun give it a jump drive and modest fuel bay. the ability to jump to covert cyno would be cool but regular cyno would work too, dont let it bridge only jump but perhaps it needs the same mod as blops use to have jump capability.
this gives it a unique role, that of chasing down escalations and the ability of deploying for prolonged periods in hostile territory. this enhances its current role that everyone has already invested in and means it can also have pvp viable fits.
id say dont make its sensor strength too high but with the extra mid it could choose a eccm and have better than average sensors an improved locking time means a regular cloak (not covert) is viable, maybe give it the blops faster when cloaked ability and give blops proper covert cloak.
Also give torps the same love cruise have been given (but thats for another thread) make blops more than a mobile bridging platforrm (again for another thread).
there you go nothing too extreme or silly fits its current role and expands it to something fun and a reason to use in pvp too. Did I just win Eve? |
LtTrog
Lonetrek Blacksoul Federation Blacksoul Tribal Nation
16
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Posted - 2013.08.18 12:59:00 -
[458] - Quote
to add to my earlier post keep there relatively low base hp or with the improved resists they would be OP |
Arthur Aihaken
The.VOID
119
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Posted - 2013.08.18 18:06:00 -
[459] - Quote
LtTrog wrote:to add to my earlier post keep there relatively low base hp or with the improved resists they would be OP
They should be slightly better than the pirate faction ships, which at the moment they are not. |
Ubat Batuk
Garoun Investment Bank Gallente Federation
51
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Posted - 2013.08.18 18:47:00 -
[460] - Quote
Use Marauders for missions and balance them so that you get something good for the massive ISK you have to fork out when compared to standard Battleships. They should be able to solo L4 missions with just T2 mods without having to invest billions on expensive modules. |
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Gabriel Karade
Noir. Noir. Mercenary Group
117
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Posted - 2013.08.21 13:18:00 -
[461] - Quote
Fozzie! you immense teasing so and so...stop blue-balling us!.....
(and for the love of god, don't make the same mistake as 2007....)
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
Debora Tsung
The Investment Bankers Guild
294
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Posted - 2013.08.21 13:28:00 -
[462] - Quote
Ubat Batuk wrote:Use Marauders for missions and balance them so that you get something good for the massive ISK you have to fork out when compared to standard Battleships. They should be able to solo L4 missions with just T2 mods without having to invest billions on expensive modules.
They already ARE able to solo L4's with just T2 Modules? 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. |
Abyss Azizora
The Nation of VeldSparta
47
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Posted - 2013.08.21 14:11:00 -
[463] - Quote
Debora Tsung wrote:Ubat Batuk wrote:Use Marauders for missions and balance them so that you get something good for the massive ISK you have to fork out when compared to standard Battleships. They should be able to solo L4 missions with just T2 mods without having to invest billions on expensive modules. They already ARE able to solo L4's with just T2 Modules?
Is that a question? Or and answer?
But yes, marauders can solo 4's very easily with T2 mods, hell you can probably do most of them with T1 mods. If your not able to, your using/fitting it wrong.
That said, with the recent rebalance on other ships, marauders and now worse at level 4's than navy issues and some standard BS's. That's what needs addressing, they need to either have a whole new role, or be buffed to at least being on-par with the new navy issues which are beating the hell out of them in blitzing 4's. |
Mole Guy
Xoth Inc Pandorum Invictus
324
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Posted - 2013.08.21 15:52:00 -
[464] - Quote
i can run level 4's in my retribution. takes a while, especially with the webbing frigs, but once i take them out, its on to killin...slowly, but dead is dead.
we need something that can tank and dish it out. better than navy because thats the chart we are using. except if they get a unique role. then they dont have to be more powerful, but if they are just t2 bs's as the name implies, they will gain a ton of power to keep in line with current ships.
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Rikimaru Ichikawa
Imperial Academy Amarr Empire
13
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Posted - 2013.08.22 11:01:00 -
[465] - Quote
Mole Guy wrote:i can run level 4's in my retribution. takes a while, especially with the webbing frigs, but once i take them out, its on to killin...slowly, but dead is dead.
we need something that can tank and dish it out. better than navy because thats the chart we are using. except if they get a unique role. then they dont have to be more powerful, but if they are just t2 bs's as the name implies, they will gain a ton of power to keep in line with current ships.
Lets hope so at the very least!
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Rikimaru Ichikawa
Imperial Academy Amarr Empire
13
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Posted - 2013.08.25 12:46:00 -
[466] - Quote
Any news from CCP |
Ubat Batuk
Garoun Investment Bank Gallente Federation
56
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Posted - 2013.08.25 15:58:00 -
[467] - Quote
Debora Tsung wrote:Ubat Batuk wrote:Use Marauders for missions and balance them so that you get something good for the massive ISK you have to fork out when compared to standard Battleships. They should be able to solo L4 missions with just T2 mods without having to invest billions on expensive modules. They already ARE able to solo L4's with just T2 Modules?
LOL where? fitting please. |
Ubat Batuk
Garoun Investment Bank Gallente Federation
56
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Posted - 2013.08.25 16:01:00 -
[468] - Quote
Mole Guy wrote:i can run level 4's in my retribution. takes a while, especially with the webbing frigs, but once i take them out, its on to killin...slowly, but dead is dead.
we need something that can tank and dish it out. better than navy because thats the chart we are using. except if they get a unique role. then they dont have to be more powerful, but if they are just t2 bs's as the name implies, they will gain a ton of power to keep in line with current ships.
With the kind of isk we pay for them I want to see way batter than this. |
Cade Windstalker
Donohue Enterprises Ad-Astra
39
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Posted - 2013.08.25 18:04:00 -
[469] - Quote
Ubat Batuk wrote:With the kind of isk we pay for them I want to see way batter than this.
As much as I like Marauders and want them to get some attention:
- Cost is not a good balancing factor and effectiveness should not correlate linearly to cost as a result.
- They currently cost about as much or a little less than Pirate Battleships and the Kronos is currently slightly less effective than the Vindicator which correlates well with its cost.
Also you very much can solo L4 missions with a T2 fitted Marauder, you just have to have the skills to fly it well and you're not going to fall asleep doing the mission and survive with just T2 modules.
It's also worth noting that the local rep changes should help all mission ships quite a bit. |
FlinchingNinja Kishunuba
Crunchy Crunchy Zero Hour Alliance
138
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Posted - 2013.08.25 18:48:00 -
[470] - Quote
Allow them to make normal jump bridges. Give them a cap booster hold with capacity bonus. MJD bonus. Cyno jammer module, for class only. Smartbomb bonus. WH mass reduction bonus. Mixed sized weapon slots, plus loads more.
If we guess right does CCP confirm? |
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Rikimaru Ichikawa
Imperial Academy Amarr Empire
13
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Posted - 2013.08.29 11:27:00 -
[471] - Quote
Any updates form CCP? Seems like the changes to marauders are not going to be put into Odyssey 1.1, can CCP Fozzie give us an estimation? |
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