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Author |
Thread Statistics | Show CCP posts - 30 post(s) |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
333
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Posted - 2013.08.29 21:51:00 -
[1] - Quote
I want to like these ships but I'm not really all that impressed. With all the training these ships require (MJD's, bastion mod, marauder skill) you can pretty much get into a solid dread that will outperform it outside of high sec. If the goal was to make the ship less PvE oriented I think you failed, as I have a hard time imaging the niche for a high tanking immobile battleship that can't receive remote reps.
The idea is neat and all, but I think this is just going to be a second rate level 4 PvE ship behind pirate battleships. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
334
|
Posted - 2013.08.29 23:02:00 -
[2] - Quote
Sven Viko VIkolander wrote:I'd really love to see some numbers of what the local rep / EHP of Marauders in Bastion mode might look like, and compared with relevant alternatives (e.g., how many logistics it would take to make it more attractive to stay out of Bastion mode). Anyone? Numbers? Anyone?
I would guesstimate: 2 logi for single XL-shield booster 3 logi for single XLASB 5.5-6 logi for double XLASB setups |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
334
|
Posted - 2013.08.29 23:06:00 -
[3] - Quote
I'm just going to get this out of the way, because I know it's going to be asked sometime in the future.
Paladin cap bonus gets rolled into the hull, add tracking bonus. Because just about every other cap bonus has been rolled into the hull for a "real" bonus. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
334
|
Posted - 2013.08.29 23:45:00 -
[4] - Quote
I wonder if bastion modules are the pheonix buff we've been promised for years. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
335
|
Posted - 2013.08.30 05:07:00 -
[5] - Quote
Aus Unit727 wrote:Battle Cube wrote:Ravasta Helugo wrote:Battle Cube wrote:... its not good in L4s... Wat its not higher damage, so it doesnt do L4s faster then current ships, so it has higher tank....which is unnecessary, so yeah, its not any better than current ships for L4s Higher tank equal's more damage mods and damage applaction mods high run time please unstuipd yourself.
How many more damage mods can you fit on a mission ship?
Most level 4 mission runner ships I've seen have 4 damage mods and 2 or 3 range/application mods. With stacking penalties you're not going to get much more out of a focused level 4 runner even if you had another slot. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
336
|
Posted - 2013.08.30 08:34:00 -
[6] - Quote
It would be nice if the golem range bonus would be looked at. The range bonus isn't very useful for cruise missiles because engagements don't happen at those ranges, and the range bonus isn't enough to make torpedoes a solid choice either. It would be nice if it was either changed to something else so the ship supported more of a cruise missile play style, or if it had double range bonuses so that torpedoes were a good option. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
336
|
Posted - 2013.08.30 09:03:00 -
[7] - Quote
CCP Ytterbium wrote:PALADIN
Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
Marauder Skill Bonus: 7.5% bonus to repair amount of armor repair systems 5% bonus to large energy turret damage per level
Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers Fittings: 16500 PWG (+3000), 530 CPU (+30) Defense (shields / armor / hull) : 6300(-500) / 8000(-200) / 7700(+400) Capacitor (amount / recharge rate / cap/s) : 8000(+2375) / 1000s (+76.1s) / 8 cap/s (+2) Mobility (max velocity / agility / mass / align time): 85 m/s(-20) / .119(-0.009) / 111665000(+6465000) / 18.42s Drones (bandwidth / bay): 25(-50) / 50(-25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10 Sensor strength: 12 Radar Signature radius: 420(-80)
The capacitor amount number is way off. The current base capacitor is 7031, so one of the two numbers is off.
/my guess is 8000 capacitor is correct, 9406 seems like an extremely strange and not round number |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
336
|
Posted - 2013.08.30 09:42:00 -
[8] - Quote
Cade Windstalker wrote:This still leaves Marauders in a crap spot being basically everything the new T2 ships are not supposed to be. They have a solution here as things stand and it seems to be fairly popular so why shove them back to the drawing board just because you don't like that a ship-class has "baggage".
It's not like this is their first prototype iteration, this is what they came up with after crossing off lots of high-concept and probably even fairly fleshed out ideas. It's then been refined to the point that they were ready to show it to us as a first-pass, and your argument is... that you don't like the ship model? Take it up with the art department.
The problem is that they're trying to shove marauders into a niche that doesn't exist so they can stand by their crappy "tech 2 are specialized and worse than pirate ships" picture.
I wish they had never made that picture because it has caused more harm than good. "Specialization" makes sense when you're talking about EWAR, interdiction, and cloaky ships, but what the hell is the difference between a "specialized" brawler/kiter ship and a more generic brawler kiter ship? Did CCP somehow forget that blood raiders ships are highly specialized in cap warfare when making the more general comment?
And while I'm ranting about that stupid ass picture what about the entire tech 3 confusion. Tech 3 ships are highly specialized to train for, they take more effort to collect materials for, they require specific and highly specialized industry skills to research and build, and on top of that they're expensive to construct and they're the only ship type that you lose skill points for getting blown up in and yet they're going to make them "more general." WTF does that even mean to be "more general.".
If you've looked at the tiericide re-balance you can see how their little picture hasn't cleared anything up. There are specialized T1/faction/T2 ships, and there are general T1/faction/T2 ships. Every time they've attempted to apply the specialized role to a T2 brawler ships they've failed horribly.
So please, stop referencing that god damn picture. It's a waste of server space when used as a reference of how ships should be balanced. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
348
|
Posted - 2013.09.05 08:42:00 -
[9] - Quote
I think the T2 resist profile is a better solution because it gives the ship something for PvP, where remote reps are used and mobility is important. The first iteration of the ship was a PvE only piece of trash and people were applauding it because they wanted to tank level 4's with 2 slot tanks.
I think there's a lot of room for improvement still, specifically in working out the discord in abilities and bonuses, but I think the new iteration is much better designed even if it doesn't make PvE even easier than the first proposal.
I do think the golem is in a wierd position with both a target painer bonus and a web bonus though. Keep one, ditch the other, and give it a more interesting bonus on the marauder skill (torpedo velocity? explosion radius? Livestock bonus cargo for all the exotic dancers and prostitutes?). |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
352
|
Posted - 2013.09.08 19:37:00 -
[10] - Quote
Dave Stark wrote:Lair Osen wrote:Well folks, he's won an all-expenses-paid trip... back to the drawing board. that's probably the best place to continue the marauder rebalance from. it's clear that with the current proposal CCP have no idea what they want marauders to do.
It's clear that all the players want to make marauders into their own personal solopwn boat. CCP needs to make these ships do into something more well defined and stop trying to make everyone happy with a ton of bonuses that are just a mishmash of legacy and new ideas shoved together. I would even say refund the skill points put into marauders with the update so people will stop whining about "I invested skill points and they're wasted."
Redefine the ship, don't try to please everyone, allow people to invest skillpoints training for it if the ship meets their needs. It really sounds like the easiest way when a ship needs to get redefined. |
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Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
357
|
Posted - 2013.09.09 17:13:00 -
[11] - Quote
Iome Ambraelle wrote:The change to T2 resists only benefit some of the hulls versus their factions rats compared to the active tanking bonuses. The Paladin has received a net loss in tanking potential with the changes. The Amarr T2 profile doesn't enhance EM or Thermal resistances which is what the primary targets of a laser boat are shooting. So the Paladin lost 37.5% repair against their primary targets and gained absolutely nothing outside of bastion. The Paladin only sees an increase in tanking potential against those same NPCs over what they are capable of on TQ with bastion active and they must STAND STILL to get it. The other hulls received enough additional resistances against their primary factions to counteract the lost of local repair boost so they get a net positive both without bastion or with bastion active.
Designing marauders for PvE is what ruined them in the first place. They need to be balanced for PvP because mission runners are just going to pick the ship that runs missions the quickest anyway. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
358
|
Posted - 2013.09.09 18:16:00 -
[12] - Quote
Iome Ambraelle wrote:It would completely invalidate the ISK and SP investment of those players who already use the Marauder class for its current PVE focus.
And this is why I want them to refund marauder training SP with the marauder update. Refunding the SP allows them to fix the ships without having to worry about keeping the "waaaaah I trained marauders for PvE" people happy.
And pirate battleships are already better than marauders for every race except caldari, and have been for quite some time. |

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
358
|
Posted - 2013.09.09 18:35:00 -
[13] - Quote
Ravasta Helugo wrote:The issue with the "resists for rep" trade off is that it works as described for two ships, but two others (to include the Paladin) gain no resist bonus for their regionally prevalent rats to offset the 37.5% reduction in tank- resulting in the need to fit more modules to compensate. This reduces DPS, which reduces the amount of ISK you earn. This makes Pirate Battleships like the Nightmare that much more appealing, which defies the concept of a Tech 2 PvE focused Battleship.
Which is why the new marauders aren't suppose to be PvE focused battleships. Like every other ship in the game they're suppose to be ships that can be used in PvE, but giving them the PvE focus is what ruined them in the first place.
And seriously, if you can't 3 slot tank (4 w/bastion) amarr rats with the paladin you fail pretty hard at this game. |
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