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

Ralph King-Griffin
Var Foundation inc.
3
|
Posted - 2013.09.01 08:35:00 -
[1] - Quote
Jenn aSide wrote:I was just reading a post in the Missions and Complexes forum and something one poster said made me chuckle. The Bastion module should be renamed to "CAM-B" module, because once you activate it it's like saying "Come at me, Bro"  . Could have dropped me a like, Cheers for the acknowledge though ,C-BAM great . If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
3
|
Posted - 2013.09.01 09:25:00 -
[2] - Quote
Galdrak wrote:CCP Ytterbium wrote: As we have hinted several times before, Marauders are next on the Tech2 to-do list. And guess what? It's feedback time!
Marauders were initially released during the Trinity expansion in 2007 and were aimed for PvE activities. However, as time passed and we rebalanced other classes, especially the Pirate Battleships, they lost appeal as a whole.
We also believe that designing them for a very specific activity doesn't fit the emergent nature of EVE, and as such we wish to expand their use to PvP as well. Of course, their high price, low mobility will always ensure their role remains a niche one, but we at least can make that purpose more appealing than a simple "jam me now and forever" target dummy.
As such, after much internal and CSM discussion, we have designed Marauders with two modes of operation, specialized in harassing tactics.
- In regular mode, they work approximately on the same fashion as on TQ, but are capable of using Micro Jump Drive at a faster rate than usual to quickly relocate on the battlefield.
- In deployed mode (we call it bastion), their hulls transform (they will have fancy visible animations like the Rorqual does when deploying) and they become fixed weapon placement with a bonus to resistances, tanking, damage projection and receiving EW immunity. However, like Dreadnoughts, they cannot be remote assisted or even move when that happens. They also cannot use Micro Jump Drives in that mode.
The combination of both results in a ship that can jump 100km away to quickly react to a shifting environment, then go into bastion mode and use its increased damage application to deal with opposition while absorbing damage. However, due to the lack of remote assistance in that mode and isolating nature of Micro Jump Drives, they will still die easily in larger fights where DPS is concentrated. Remember that the spool up nature of the Micro Jump Drives plus the time needed to align will give opponents a window of opportunity to tackle them before they can jump again.
This also provides a stepping stone between sub-capitals / capital and their various siege / triage operation. It is noteworthy to remember we don't necessarily want them to out-damage or go faster than Pirate Battleships - instead, they tank and project damage better.
This is a total fail for 2 reasons -FOZZIE and KILL2 are not the people to be rebalancing the marauders, hence this folly of taking these ships into a greater pvp role. you dont send a killer to weed your garden. the marauder is a pve ship, the time and commitment to training all the skills has to make this class of ship the highest edge of battleships, everything else should come way below the level of this class. not everyone playing this game is interested in ship pvp.
i dont have a grudge against fozzie or kill2 they are both very skilled in the art of ship pvp. but the marauder is not a pvp ship, you want to make them pvp ships then open a new factory and build a different version . today i get 1560 dps at 32k with conflag and sentries. after the changes come in i will see just how much dps i have lost in this rebalance.
Not to be a **** but I'm doubt you could do better, also they're not locked in a room for the duration of the re-balance, disallowed contact with frends or family till the task is complete, their work is ccp, they are going to be conferring with their co- workers about this as part of a creative redesign process, especially about something as skill and isk intensive as marauders. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
3
|
Posted - 2013.09.01 10:12:00 -
[3] - Quote
Dinsdale Pirannha wrote:Meyr wrote:I'm thinking that a few Carriers and Dreads at all IV, and able to be fully insured, will be preferable to an equal number of Marauders (even at all V), in the eyes of most 0.0 alliance leaders or FC's.
Honestly, I'm not sure why CCP feels the need to go in this direction. There has been ample need for a higher-end PVE ship for years, as evidenced by the way these ships are used. There are any number of hulls that are very good at PVP, but absolutely suck rocks at PVE. If you're okay with that, it stands to reason that you should be equally happy with a bare few ships that are too expensive for true PVP, but work well as a PVE investment.
If you want a way for your Goon buddies to grief hisec carebears, how about simply creating a new hull category, like you did with Tier 3 BC's, and leave what had been a marginally successful hull series focused upon its original purpose - turning rats into ISK.
Unless you're going to revamp the gate-to-gate footprint of half of the mission maps, your proposed changes are worse than useless. Micro Jump Drives will put you 40 kilometers PAST the gate, decreased mobility makes getting to the next gate an even more lengthy proposition (but I'm guessing you're okay with that, since it gives the mission gankers more time to scan down and kill those evil mission runners), you take away the drone bays (REALLY? ONE flight of Medium Drones for a Gallente battleship? At long last, have you no shame?), no added CPU (meaning that your gankers will still get sexy drops), and you expect the mission-running player base to be happy?
The only ones happy with this are your true target audience - Goons, and those like them, who hate everyone they refer to as 'carebears', and who go out of their way to grief them. You've given them the perfect platform with which to grief small, non-aligned, 2 & 3-man industrial corps doing T2 invention in a hisec POS.
The Law of Unintended Consequences - look it up. Meyr, it is a waste of time even discussing this. The pandemic legion guy is involved in wrecking this ship class, and he HATES PvE. He is used to massive moon goo as income, and has zero use for anyone who grinds to pay for anything. (This is the same guy who said on the forums that anyone who did not vote in the CSM elections he does not have to listen to) This is the same guy who wrecked small and heavy drones in missions, and ignored over 100 pages of people screaming how bad an idea it was, (and still is). He will ignore any feedback on this, just as he does about any PvE mechanic. I use a Paladin in Incursions, and it is losing about 8% DPS(120 DPS lost from going from 3 Garde II"s to 1), its ability to web frigates in close (2 webs at 90% effectiveness slowed down a ship to 1% of its base speed, now it will be 16%, a 16 fold drop in effectiveness). The improvement in optimal range? Who ******* cares? I was already shooting stuff in optimal at 20 km with a properly fit Paladin. Further, it will be impossible to micromanage the timing on that bastion module (60-64 seconds minimum timer) to have it time out the precise moment the incursion finishes, so we will have entire fleets sitting their holding their manparts, while all the timers run out, before moving to the next site, hence another big loss in ISK/hour. When you factor in the 30 plus % nerf to armour bonuses , and the 30 plus % nerf to web range bonuses next week, and THEN the loss of the OGB (which the pandemic legion guy has guaranteed is happening soon), anyone using a Paladin or Kronos in an Incursion is righteously screwed in armour incursion fleets. This was another premeditated attack on high sec income, since the null sec cartels apparently can't make enough money now, and need to drive more serfs into null for the cartels to maintain their income stream. (btw, listen to the Crossing Zebra's industry podcast near the end where one of the goon CSM members says that the moon goo drop in prices is a temporary thing) Some one slap him, he's hysterical. Its a rebalancing man, calm down
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
3
|
Posted - 2013.09.01 13:10:00 -
[4] - Quote
Tobias Hareka wrote:Cade Windstalker wrote:Neither of those contain anything :| (insert joke about cloaky T3 fight here) Now that you have seen at least one battle report with a lot of Tengus it's not enough. You want to see battle reports with 100 cloaky Tengus? id want to see that If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
3
|
Posted - 2013.09.01 16:21:00 -
[5] - Quote
Rroff wrote:Mournful Conciousness wrote: It has been mentioned many times in this thread that 'legitimate' use of the bastion module will not (cannot) be made.
It was a nice first try at an idea, but I respectfully feel that the idea is flawed.
The idea itself is great - shoehorning it onto marauders is whats ruining it.
Hmmmm kinda, i wouldn't say ruining. definitely not flawed. Waaaaaaaay too early to tell. personally i like it If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
4
|
Posted - 2013.09.01 18:24:00 -
[6] - Quote
Mournful Conciousness wrote:Here is a counter-proposal:
"The marauder class battleship is an evolution of tried and tested hulls, designed for extended sorties behind enemy lines. Marauders focus on dealing damage and evading capture by the enemies of the empire. As such, marauders have built in technology that gives them:
5% bonus to base speed per level 18% per level reduction in effectiveness of inbound webifiers Microwarp drives immune from the effects of warp scramblers.
(note, they still may not enter warp if disrupted or scrambled)
Emissions from these bulky and unstable high-tech propulsion units has a debilitating effect on sensor arrays and thus the sensor strengths of these ships is known to be weak, leaving them susceptible to battlefield interference. (sensor strength unchanged)"
Web bonuses replaced with 5%/level cap recharge bonus.
Now the marauder can carry on PVEing nicely, has a chance to slip through gate camps/get back to gate, can apply a little battlefield dps until neutralised with ECM and can slip away - justifying the price tag.
It can also get between mission gates more quickly, so isk/hr goes up a little. The extra cap allows use of MWD for better positioning with short range weapons.
Now what do I buy? A vindicator/machariel that does PVE very quickly but which if caught, must fight and die? Or a marauder which is not overly suited to PVP, but can generally slip away if things are not going well?
and ye wonder why ccp ignore you... If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
4
|
Posted - 2013.09.01 18:46:00 -
[7] - Quote
 If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
4
|
Posted - 2013.09.02 20:17:00 -
[8] - Quote
I'm on board with it, however,if my npoc can out dps a paladin ill have reservations about dropping over twice the isk. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
4
|
Posted - 2013.09.02 20:36:00 -
[9] - Quote
Mephrista wrote:just flat out immaturity. personal slander...pot ....kettle If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
5
|
Posted - 2013.09.03 19:56:00 -
[10] - Quote
baltec1 wrote:Cade Windstalker wrote:James Amril-Kesh wrote:"Marauders are going to be useless for PVE/PVP!"
Except I can think of how amazing a Kronos would be running Guristas sanctums, or how great these ships would be in an elite "Top-Gun" style skirmish doctrine. These ships have never been focused on mobility, if you want a "Skirmish Doctrine" then I suggest A-HAC gangs. Megathrons wern't built for frigate gangs either but I fly in them non the less. The kronos will do just fine with skirmish fleets. He gets it. If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
6
|
Posted - 2013.09.04 15:26:00 -
[11] - Quote
90 % of this thread https://www.youtube.com/watch?v=LHpdgHTINik&feature=youtube_gdata_player If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
7
|
Posted - 2013.09.04 15:33:00 -
[12] - Quote
I bought my sons (nearly 3) new boots for the winter, they reacted like this.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
8
|
Posted - 2013.09.04 16:25:00 -
[13] - Quote
Ravasta Helugo wrote:CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes. Woah. Uh, I kinda wanted that non-stacking 30% though. It would have been a huge F U to gankers. Tech II resists... damn. Uh, I'm not sure how I feel about this. In one fell swoop you just make these things way less tanky and ... replaced it with a web bonus... This is going to make my Paladin slightly worse than it is now, won't it? I just... I need to evaluate these changes in depth and stop rambling. My first reaction is NOT supportive though. Don't cave so easily to the haters.
this, a thousand times this. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
12
|
Posted - 2013.09.04 23:16:00 -
[14] - Quote
Forum warriors, go to bed! If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
18
|
Posted - 2013.09.05 09:50:00 -
[15] - Quote
James Amril-Kesh wrote:Evanga wrote:can we please drop this stupid thread and start buffing the blops? I dont care about no stupid marauder aaaaye Why not care about the marauder changes? The way I see it, if you don't currently use marauders you should definitely be interested in the changes, because you really should want a reason to use them. I want a reason to use them. With the first iteration of the proposed changes I definitely would. Not so sure about this latest iteration. Hense my lurking here for days If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
19
|
Posted - 2013.09.05 11:35:00 -
[16] - Quote
Iv already suggested this but to reiterate https://www.youtube.com/watch?v=i0GW0Vnr9Yc&feature=youtube_gdata_player If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
19
|
Posted - 2013.09.05 14:40:00 -
[17] - Quote
CCP Ytterbium wrote:To quote this other post. CCP Ytterbium wrote:We haven't decided on anything regarding Marauders yet regarding web bonuses, remember until release this is an open discussion we're having.
We will still be running internal tests on both proposed versions on the Marauder thread, as well as some other variations - so consider yourself warned if things evolve in the future. And by that we mean, Winter release is still quite some time away, we want to take our time to shape those things right, and see them on public testing before coming up with a final decision. Theory crafting is nice, but they also need to be put into practical situations. I Gota say man, I don't envy your position right now. what's that saying "Hell hath no fury like the scorn of a sp/isk invested mmorpg community" If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
19
|
Posted - 2013.09.05 15:14:00 -
[18] - Quote
Silvetica Dian wrote:What this thread most reveals is the need for a dislike button. Likes received, dislikes received and net like/dislikes. Even including Harry's posting this thread has been the one where i wanted it most. The 'one-line bad idea' thread If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
19
|
Posted - 2013.09.05 16:35:00 -
[19] - Quote
Hatsumi Kobayashi wrote:Hahahaha
oh man what a hilarious thread and turn of events
ytterbium you should quit doing games and jump into politics, you'd be great The thought had crossed my mind that hes ******* with the lot of Ye for ***** n giggles If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
20
|
Posted - 2013.09.05 17:33:00 -
[20] - Quote
Mr Wiklo wrote:Mia Restolo wrote:I don't know what direction marauders are supposed to be taking any more, and it seems neither does CCP. So many changes coupled with the addition of the bastion module with its set of bonuses doesn't seem to work out while trying to keep all the marauders on even footing for lvl4s, incursions, null PvE, and PvP.
So with proposed changes we have a ship with low mobility that can blink 100km often with range bonuses that seem to push it towards sniping, but then it also gets a massive brick tank and a web bonus that is far more useful point blank. A tractor beam bonus that reaches about half way between the two.
Bastion seems to be in for sure, but I think it should be balanced with itself, not mesh with a nerfed marauder hull or compensate with its shortcomings. FIRST improve the hulls, leave them similar to TQ, retain the fitting buffs, buff sensor strength, maybe T2 resists. THEN do the bastion module pass with much smaller bonuses than currently proposed, maybe even two different modules with one set for defense that nerfs offense and one that does the opposite, or tailored to fighting style (long/short maybe?) CCP give this guy a job And this man a cookie If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
22
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Posted - 2013.09.05 17:37:00 -
[21] - Quote
Dave Stark wrote:CCP Ytterbium wrote:To quote this other post. CCP Ytterbium wrote:We haven't decided on anything regarding Marauders yet regarding web bonuses, remember until release this is an open discussion we're having.
We will still be running internal tests on both proposed versions on the Marauder thread, as well as some other variations - so consider yourself warned if things evolve in the future. And by that we mean, Winter release is still quite some time away, we want to take our time to shape those things right, and see them on public testing before coming up with a final decision. Theory crafting is nice, but they also need to be put into practical situations. is this basically you saying "yeah we haven't got a clue what we want marauders to do, but we've got plenty of time to flip a coin on it"? More of a diplomatic way of saying we haven't a clue how to avoid roving nerds with pitchforks and torches... If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
24
|
Posted - 2013.09.05 18:41:00 -
[22] - Quote
Ranger 1 wrote:Dave Stark wrote:CCP Ytterbium wrote:To quote this other post. CCP Ytterbium wrote:We haven't decided on anything regarding Marauders yet regarding web bonuses, remember until release this is an open discussion we're having.
We will still be running internal tests on both proposed versions on the Marauder thread, as well as some other variations - so consider yourself warned if things evolve in the future. And by that we mean, Winter release is still quite some time away, we want to take our time to shape those things right, and see them on public testing before coming up with a final decision. Theory crafting is nice, but they also need to be put into practical situations. is this basically you saying "yeah we haven't got a clue what we want marauders to do, but we've got plenty of time to flip a coin on it"? Honestly, I think it's more like "We have theory crafted several different options that would not imbalance game play. We'd like to bounce a few off of you to see which you like best." Seriously, would you rather they don't give us a few options to comment on?
While its nice that they have, there is a bit of this going on https://www.youtube.com/watch?v=GWuHLvlPqaw&feature=youtube_gdata_player I'd have liked to see a test run of it b4 the feedback started
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
24
|
Posted - 2013.09.05 18:47:00 -
[23] - Quote
Dave Stark wrote:Wolfgang Achari wrote:Dave Stark wrote:MeBiatch wrote:Kasuko Merin wrote:Sssooo they have all kinds of bonuses to make them work better at range and be better at getting to that range...
...and a web bonus that can only be applied if you're at short range. Dafuq is with the scattershot bonuses? certain people who play incursions used tier many alts to ***** about the loss of the web bonus because they do not want vindicators.... well, when a vindicator has more damage, better webs, and an extra mid slot over a kronos... where's the incentive to use a marauder? Better applied damage due to the increased optimal+falloff, better tanking because of t2 resists (and rep bonus in Sebastian mode), better mobility because of MJD role bonus, available utility high-slots, and better cap come to mind. I do have to agree though, the current proposed changes are kind of coming from left field. Likewise it homogenizes all the marauders to be the same ship with different weapon systems/slot layouts. i'm going to reply strictly from the view of incursions because frankly; that's all i care about. the increased optimal and falloff is irrelevant because in incursions you can sit on the spawns and they spawn within optimal range, if you're slightly out of optimal range, getting in range is trivial with 90% webs. t2 resists aren't a bonus when the vindicator has an extra mid slot allowing it to use an extra invuln to completely negate the t2 resist bonus. bastion module is an "i want a 1bn isk loss mail" in incursions. nobody uses mjds in incursions, there's simply no need for them. sure the utility highs are nice, but the vindicators damage and webs will clear sites faster and give you more isk/hour. I don't know what CCP want marauders to do, but it's certainly not be incursion ships. Now that's funny If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
24
|
Posted - 2013.09.05 18:57:00 -
[24] - Quote
Xqpvqsvs Qr'atyuqink wrote:My proposal is to add two scripts to bastion module, so we could decide which characteristics of ship we want to boost.
This is the most common suggestion in the thread and has my money as the best way forward, adds versatility and diversity.
The specifics need refining by a LONG THUROUGH playtest and more feedback but its definitely got my money If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
25
|
Posted - 2013.09.05 19:21:00 -
[25] - Quote
maGz wrote:Haven't read the entire thread so maybe this has been suggested: Why not just make the Bastion module the equivalent to both Triage and Siege Modules and control it using scripts. Give us a proper stepping stone to both carriers and dreads (albeit a costful (SP-wise) stepping stone); Triage script with bonus to remote rep range etc., siege script with dmg bonus but tracking penalties etc.. Make the reload of scripts take 5 mins or something, so you have to commit to one or the other. There's probably a ton of flaws with such a module, but it'd be different from the current ambiguous version. Plus it may give us a proper anti-cap ship that isn't another cap.
Just an idea... here it is again, I'd be rather surprised if the next iteration isn't something along this line
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
29
|
Posted - 2013.09.05 20:24:00 -
[26] - Quote
Ewersmen wrote:Maaloc wrote:And I can't help myself from saying that: are you this low on creativity? Let's give a siege module to all the ships in the game! I like what this guy said .....^^^^ Wtf do I need webbers on my golem are you ******** .....F*u*c*K ccp just make another bs for you ******** bastion mode . Gonna sell mine before there stuffed' To many figjams on this thread https://www.youtube.com/watch?feature=player_detailpage&v=mzqk0BiP0C4 If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
29
|
Posted - 2013.09.05 20:33:00 -
[27] - Quote
xTru wrote:I want my marauder skill points back . lol If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
32
|
Posted - 2013.09.06 19:26:00 -
[28] - Quote
Iome Ambraelle wrote:To be honest, when I read the first version of the bonuses and the bastion module I had one thought. Flexibility.
With that combination you could go light tanked, load up on damage application and projection mods, jump out 100K, bastion, and rain death on your enemies. And once they regrouped, you jump away and do it all over again. What fun!
or
You could way over tank it with limited damage application and MJD right into the middle of a nasty furball, spewing close range hell while your enemies ran for cover. You probably couldn't kill any of them, but they would likely want to relocate. This of course would all begin with the time honored battle shout:
"Hey! Hold my beer and watch this!!!"
Both of these roles could be had with the original version of the proposal. I would give anything to have an occasion to scream that phrase above, even to the annoyance of my real life neighbors. lol If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
33
|
Posted - 2013.09.07 00:29:00 -
[29] - Quote
Go to bed features & ideas discussion forum, its late. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
34
|
Posted - 2013.09.07 13:04:00 -
[30] - Quote
marVLs wrote:Do we get completely new ship models?
Just redone?
Or maybe not even touched?
How complicated animation will be? This id love to know. If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
34
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Posted - 2013.09.07 17:43:00 -
[31] - Quote
Jonas Valence wrote:Didnt notice this in the posts, but I had a question about the Bastion Module. The dev post states an immunity to ewar. Is this across the board, as ive been reading up on HICs and noticed the scripted disruptor bypasses ewar immunity. That's worth an answer.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
34
|
Posted - 2013.09.07 21:08:00 -
[32] - Quote
Wizzard117 wrote:How to rebalance marauders, Wizz style ^^
Version 1
Role: specialized to work under "unsafe" conditions. Can do stuff in PvE due to damage application bonuses.
Role bonus: 100% to damage 25% damage absorbed by overheating modules 25% reduction to nanite paste consumption while repairing modules 20% bonus to modules repair speed while using nanite paste
Racial BS skill bonuses (both indirect damage application of primary weapon system) +7.5% expl radius +7.5% expl velocity or +7.5% tracking speed to respective turret type +5% faloff and optimal
Marauders skill bonuses +7.5% primary tanking type boost amount +5% bonus to overheated module primary effect * *Non-overheated AB gives for example 200m/s, overheated 250, overheated with Marauders5 200+(250-200)*(1+0.05*5) = 262.5
Fits into: survivability in hostile space. Requires a careful selection of what to overheat and when thus requires high piloting skills. t2 resist profile and repair bonus, making it imba sustainable tank, but intentionally left prone to alpha
CCP, tell me u just didn't said u have not enough imagination ^^ I like this , but I doubt itl fly If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
34
|
Posted - 2013.09.07 21:20:00 -
[33] - Quote
Rowells wrote:Omnathious Deninard wrote:hellcane wrote:3-400 omni tank with 1k DPS can clear any mission without warping, unless you are stupid with it Now if you will kindly move your attention to high end cosmic signatures you will notice a substantial increase in the tank needed. I think you need to say it a little louder, nobody seems to see the implications of this. Especially since you're now out-tanking almost every subcap PVE ship with all of their bling, with just a single module. I'm pretty shure that's why this thread has Soo much interest If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
34
|
Posted - 2013.09.08 10:03:00 -
[34] - Quote
Striscio wrote:As some other people already proposed, a good solution could be "scripts". Let's call them something like "Deployment Reconfiguration Protocol" (so Sci-fy and people against name dumbing can be happy). A pair of scripts should be enough. As concept: Marauders (1st edition + T2 resist)
- No Reconfiguration: sort of bastion first edition,however the bouns repair amount is lowered by 37.5%
- "Ship of the Line" Reconfiguration: Lose EW immunity, some resists and local repair bonus, can be remote assisted (incursion/fleet stand)
- "Ironclad" Reconfiguration: No resists (or repair, it should a defense penalty) gain little damage bonus/application and extended EW range.
They would need a lot more of work regard balance but that's the idea. As many,many people have proposed. Far to many for it to go unrepresented ,or at least acknowledged in the next iteration If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
35
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Posted - 2013.09.08 10:41:00 -
[35] - Quote
Striscio wrote:Ralph King-Griffin wrote:As many,many people have proposed. Far to many for it to go unrepresented ,or at least acknowledged in the next iteration The sad part would be that probably none of the proposers really believe it is a solution as much as a damage control.... Well, each has come with a selection of their own game breaking tweaks, but generally people seem somewhat positive about bastion( barring those who consider it a death scentance(can't spell, don't judge)) but having the mod scripted has been mentioned at least every other page of this thread, usually with the notion of allowing other a choice between iterations. (Iv been lurking here for days) . Whatever they comeback with it should at the verry least send some portions of the community into blind hilarious hysteria,and at best be rather interesting. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
35
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Posted - 2013.09.08 11:18:00 -
[36] - Quote
Jonn Titor wrote:
OFF TOPIC (but relevant) : This is one fair solution to the poor value I get when other players are allowed to interfere with what Im doing. Just keep quiet about the sandbox etc. Everyone knows that the griefers are stealing and baiting in order to cause harm and rage.
You could solve this another way : If someone steals mission loot they gain a death warrant from the owner. Mission runner has kill rights plus a countdown timer. When [timer expires] -OR- ninja has been [killed one time] then flags reset. Ninja cannot refit and engage without concord intervention.
Thanx for reading. -T-
if only there were a mechanism in place that could do such a thing.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
35
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Posted - 2013.09.08 13:28:00 -
[37] - Quote
Marco Uvex wrote:I'm wondering a litle bit about the short cycle time of the bastion mode. And if the bastion mode should use fuel... will a Marauder get a fuel hangar? Already stated in the op that fuel probably wouldn't happen If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
35
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Posted - 2013.09.08 19:46:00 -
[38] - Quote
Rowells wrote:James Sunder wrote:Benny Ohu wrote:This is my third post on the topic, so I'm going to sound like a broken record, but
1) Does anyone think the 5% cap bonus on Amarr Battleships for the Paladin is useful or should stay?
2) Can anyone think of why the Paladin should only have three bonuses?
And if you don't like it, and haven't said so, can you say so now? There are many ships that are screwed over by a bonus that should be rolled into the hull/mod or a bonus that can only be used in active tanking and not both active and passive for example. As we know this is in no way balance. But if I have to get over such bonuses, everyone else should also. Ravasta Helugo wrote:The 1 sec crystal ammo change is offset by the fact that lasers can only deal EM/Therm damage. So tell me why hybrid weapons have a 5 sec ammo change when they only do Kin/Therm. Very short range **** loads of dps though But yes it should be rolled into the hull like the t1 If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
35
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Posted - 2013.09.08 20:25:00 -
[39] - Quote
DSpite Culhach wrote:
I still dream of mounting T3 subsystems on one of these things.
With the amount of people calling for a scripted bastion module I doubt your alone If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
38
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Posted - 2013.09.09 08:45:00 -
[40] - Quote
Stirlsha wrote:Zoe Israfil wrote:I initially supported the version one re-balancing ideas, then I was disgusted by the version two revamp. After taking a step back I still think the overall change is positive and I may have been too quick to judge.
I'd like to start within the current paradigm of marauders. Currently the exists as a lvl 4 high sec missioning platform that mostly tailors to users who like to run a single account (some exceptions of course). They are also very solid misisoning ships and perhaps even people who have alts are drawn to them over faction battleships. They have a very limited function outside of this paradigm. Please feel free to correct me if I'm wrong but they are not often used in PVP, they are not a current / past doctrine ship for any fleet op / alliance, they generally are not used within wormholes, and they are not typically used for exploration. There is a major exception for null/low sec players who may use them to run anoms/and possibly signatures. In short, they excel at solo/small gang "elite" PVE.
Enter the "mini-dread" of the future....
The revamped ships gain in damage projection and local tank. I'm still not sure how I would classify the changes to mobility. They should be able to move around grid relatively effectively, though in missions I have reservations about trips 30-50 k ( I know you can use a triangle pattern but how easy/effective that solution is is for me untested). They gain T2 resists. They TRANSFORM! (I like this feature even if it's a vanity).
The T2 resists will make them more viable for missioning level 4's (not really like you're going to need the tank with bastion but at least you have it). Their increased projection should help with bringing mission completion times down, especially if one gets really good at planning triangles. This alone should be a huge buff in the eyes of the high sec marauder-missioner. The T2 resists combined with bastion's local tank bonus also should make them small gang pvp viable / WH viable / anom-combatsignature viable. I think in retrospect the +30% resists were way too strong, and the current option provides plenty of tank for people to explore coupled with a cool idea (transforming is so cool... why ppl h8ting mini dreads that can go through hi-sec?). Furthermore the stationary/sieged dynamic will be a really neat change to PVP (small scale).
I think overall the changes do exactly what CCP was aiming for. Buff the marauder class, while expanding it's potential into other areas of the game (mainly pvp/small gang ops). I think what they have proposed is quite effectively accomplishing this goal. I personally made the mistake of OMG LOSING +30% RESISTS SO THEY MUST SUCK NOW.... After a second look these still look good to me.
Exactly how I feel. Well said. Neither of Ye are paladin pilots are Ye? If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
39
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Posted - 2013.09.09 11:42:00 -
[41] - Quote
I was going to respond to that last point there but I had a feeling you would put it in a Farr more concise manner, good job. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
40
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Posted - 2013.09.09 13:04:00 -
[42] - Quote
Afru Tolm wrote:Does this mean the ships are getting new hulls? or are the same hulls being kept and modified for the deployable mode?
Obviously this is the most important change happening here.
Also if they are now uber tanking machines can I now solo level 5s in them?
CCP Ytterbium I needz to know!!!
Probably not for the paladin, was likely taken into consideration when designing the current hull, bit yes, definitely the burning question.
The first iteration, probably could have, not so shure about the current one, though its anyones guess as to what the next will look like If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
40
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Posted - 2013.09.09 13:33:00 -
[43] - Quote
Edward Olmops wrote:I don't think the combination of web strength bonus and bastion mode is a good idea. What is supposed to stop this behemoth but a bigger number of the very same class?
Normal battleships always have to be afraid of small vessels that manage to get under their guns. Imo it's bad enough that you can hardly counter a Vindicator/Kronos/Paladin now, because they easily create a zone-of-frigate-death around them with their superior webs. Now you introduce MORE of these hulls with stronger webs AND you also give them E-War immunity in bastion mode!
Plus: If I fit Scram+dual web on a marauder and somehow get close to SOMETHING, I can just enter bastion mode while tackling the enemy ship. Even if the web bonus is "just" 7,5% (=37,5% on lvl V), this still means that 2 webs can slow a ship down by 95%!!! (1 web 60%*1,37= 82,5%, 2 webs 82,5% and 0,87*82,5%=72% -> remaining speed = 17,5%*28%=4,9%)
Which means: enemy is tackled, the marauder can't move for a minute, but the enemy won't ever get away with only 5% speed. Take any ship with 500m/s (I consider that rather fast for any cruiser-sized ship). It will be reduced to 25m/s and not be able to get even HALF WAY out of scram range within one minute. Not to mention that the E-War immune supertanking marauder big guns is still sitting next to the nearly unmoving target.
This was one reason a lot of us found the first one preferable, while they would have been " I can't believe its not a capital" they did not have the web's If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
40
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Posted - 2013.09.09 13:41:00 -
[44] - Quote
Edit If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
40
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Posted - 2013.09.09 13:48:00 -
[45] - Quote
Wedgetail wrote:Ralph King-Griffin wrote:Edit that's all marauders have always been, pirate battleships are t 1.5 marauders, when people use them as such - anything apirate battleship can do a marauder in the current iteration (on TQ) can match or better, and the things it can't match it makes up for by doing somethign else through utility slots, like remote repair or capacitor warfare the pirate battleships can't carry, they're very good ships when the pilots using em use em for what they're good at :) Anyone got that graph handy? If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
42
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Posted - 2013.09.09 14:22:00 -
[46] - Quote
Wedgetail wrote:Ralph King-Griffin wrote:Wedgetail wrote:Ralph King-Griffin wrote:Edit that's all marauders have always been, pirate battleships are t 1.5 marauders, when people use them as such - anything apirate battleship can do a marauder in the current iteration (on TQ) can match or better, and the things it can't match it makes up for by doing somethign else through utility slots, like remote repair or capacitor warfare the pirate battleships can't carry, they're very good ships when the pilots using em use em for what they're good at :) Anyone got that graph handy? would be convenient wouldn't it? :D get on the horn to fox four and assign him a few fit warriors with someone versed in fleet command, you'll have your graphs sir..oh yes YOU SHALL HAVE YOUR SHINY PICTURES! XD http://content.eveonline.com/www/newssystem/media/8742/1/Shiptech_1920.jpg If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
42
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Posted - 2013.09.09 14:27:00 -
[47] - Quote
I'm reasonably sure thers a dev blog that explains the thought process around moving away from the old tiers.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
42
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Posted - 2013.09.09 14:31:00 -
[48] - Quote
Just read the dev blog and calm down If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
42
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Posted - 2013.09.09 14:48:00 -
[49] - Quote
Wedgetail wrote:Jerick Ludhowe wrote:Wedgetail wrote:
yup, that's about right, though t3 are specialised not generalised, they just have more parts to chose from upon their construction that give them the ability to appear more general, faction ships sit in the center - beign t1, and t2 steer towards one specific idea, the idea of the marauders...is versatility, cuz..you can specialise at being versatile yea? :)
Not really, t3s are generally far more "generalized" compared to t2. They often combine much stronger hulls compared to hacs (with 3 rigs) while also combining it with some form of ewar advantage. Furthermore, t3 are far far far better than pirate faction ships atm, expect a swift kick in the nuts to the whole lot of them. the subsystems for t3 are modelled off of the HAC and force recon equivelents, t3's are "general" cuz they can pick an choose between which ones they want, yes this creates a general purpose hull, but the base components are specialised - hence my interpretation that t3's are specialised hulls that can become generalised by choosing to do so - equally a t3 can become very specialised by picking only the subsystems that aid a single task, it's all down to what you build it to do and how you fly it, it is..what you make of it X) Love the logic. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
42
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Posted - 2013.09.09 15:15:00 -
[50] - Quote
CanI haveyourstuff wrote:Ralph King-Griffin wrote:Wedgetail wrote:the subsystems for t3 are modelled off of the HAC and force recon equivelents, t3's are "general" cuz they can pick an choose between which ones they want, yes this creates a general purpose hull, but the base components are specialised - hence my interpretation that t3's are specialised hulls that can become generalised by choosing to do so - equally a t3 can become very specialised by picking only the subsystems that aid a single task, it's all down to what you build it to do and how you fly it, it is..what you make of it X) Love the logic. no.. you are plain stupid. he has more knowlede and experience.. he knows how to use classy words and anyway.. he knows he's ****. you are total moron to think otherwise http://content.eveonline.com/www/newssystem/media/8742/1/Shiptech_1920.jpgffs look at that picture... pirate BS is t1.5 compared to marauders!!!!  hell.. dem marauders are so specialized atm that all incursion fleets are full of them, marauding and stuff while hauling expensive salvages into cargohold :D they be doing srs business behind enemy lines and marauding all together and stuff. except no one wants them in fleet  lol If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
43
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Posted - 2013.09.09 17:03:00 -
[51] - Quote
Loving how someone always takes up the batton and explains this for each timezone.
Well said sir If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
45
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Posted - 2013.09.09 17:57:00 -
[52] - Quote
Wedgetail wrote:Iome Ambraelle wrote:
I agree with you. However, what I don't want to see happen is the reduction of PVE capability to the point that faction and pirate hulls become better than marauders for that use. It would completely invalidate the ISK and SP investment of those players who already use the Marauder class for its current PVE focus. If modifications to the class to add PVP uses and expand their use into other areas besides level 4 missions can be made while maintaining everything else, great.
it can, but ccp will have to stop focusing on making their changes prioritise defensive tactics, you don't win by isolating yourself from your allies, you don't win by sitting dead still and allowing your enemy to kill you on their terms and you don't win by allowing your opponent the room they need to simply ignore you. you win by crushing them under your heel with unavoidable force, marauders by default fight at long range - with exception of the kronos (which still can but its current bonus set prioritises close quarters) give the marauder hulls their optimal/falloff bonus, give them the rate of fire/damage bonus, the repair amount boost bonus and their tracking bonus - this means the default stance to a marauder is to sit at long range and skirmish (like they already do) allowing them to continue doing what they do already, THEN for the bastion module, invert the role entirely, make its focus an all or nothing attack move, marauders are violent they don't huddle back off in the distance when things get bad they get very angry and aggressive, they defend by attacking indiscriminately - thus removing the thing causing them harm - or perishing in the attempt, this way marauders get a new function, and keep their old one at the same time - all peeps go home happy. Do you need to see the graph again? You should probably read this Are you familiar with the concept of attrition? If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
45
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Posted - 2013.09.09 18:08:00 -
[53] - Quote
Ranger 1 wrote:So perhaps balance the hulls for PVP, and the bastion module for PVE... or vice versa. Or a script for each ( shamelessly stolen from about 2/3 of the posts in this thread) If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
45
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Posted - 2013.09.09 18:15:00 -
[54] - Quote
Wedgetail wrote:you spin me right round baby right round ,like a record baby round round right round.
I'm reasonabley certain that was so cfc can't flood highsec with fleets of the dame things.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
46
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Posted - 2013.09.09 18:43:00 -
[55] - Quote
To quote the op "We also believe that designing them for a very specific activity doesn't fit the emergent nature of EVE, and as such we wish to expand their use to PvP as well. Of course, their high price, low mobility will always ensure their role remains a niche one," If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
46
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Posted - 2013.09.09 19:02:00 -
[56] - Quote
Second, transformation is totally worth the isk/sp, bring it on If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
52
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Posted - 2013.09.10 10:11:00 -
[57] - Quote
Siddicus wrote:Cade Windstalker wrote:
I digress though, this has very little to do with Marauders, which is more or less the point of the last 170 pages...
And it's been 34 pages (coming on a week soon) since the last dev post, pretty much everything to be said about the proposed changes has been said =/ Indeed , ill shout.
CAN WE GET A BLUE TAG HERE PLEASE!!!!!! If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
53
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Posted - 2013.09.10 10:41:00 -
[58] - Quote
Barrogh Habalu wrote:Ralph King-Griffin wrote:Siddicus wrote:Cade Windstalker wrote:
I digress though, this has very little to do with Marauders, which is more or less the point of the last 170 pages...
And it's been 34 pages (coming on a week soon) since the last dev post, pretty much everything to be said about the proposed changes has been said =/ Indeed , ill shout. CAN WE GET A BLUE TAG HERE PLEASE!!!!!! Dude, relax. Blue tag told us that they need to take their time. true enough. I'm happy to wait till November for the next iteration, but the discussion would benefit from a dev update, even just to confirm the concept a little. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
54
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Posted - 2013.09.10 10:46:00 -
[59] - Quote
Barrogh Habalu wrote:To mare wrote:so what? 72 pages w/o updated by CCP Meaning the more we spam, the faster CCP works, eh?  You think ccp fozzie gets a shock every time someone rages in the comments...maby that's what the like button dose.
in all seriousness is rather they take their time,( which was actually the main reason I don'tlike this iteration, seems rushed) If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
56
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Posted - 2013.09.10 13:44:00 -
[60] - Quote
Debora Tsung wrote:chaosgrimm wrote:Just another thought, and admittedly spitballing.
What if the bastion module only kept these traits: standard movement restrictions increased range EWAR immunity cant be remote assisted
removed: the additional tanking attributes
But add: Transforms into a heat + energy efficient, but immobile platform. No penalty for overloading modules while in bastion mode. (or maybe no penalty @ thermal dynamics V) optional: Cap use for all modules decreases by x%. (10% ish?)
+1 because your post lacks the usual rage-whine, it least sounds more interesting than some of those other suggestions, and thinking about your suggestion is not a sure trip to lala-land. Someone proposed something similar a while back,with bonus heat resistance to overloading so as to maintain skill as a requirement for performance, its certainly one of the more interesting ideas.
certainly worth having a look into( not that I'm capable of running numbers ) If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
58
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Posted - 2013.09.10 15:52:00 -
[61] - Quote
Doddy wrote:Mournful Conciousness wrote:MeBiatch wrote:Ager Agemo wrote:either way the bastion mode its a dead sentence, having friends wont help because they cannot even heal or boost you. yes for 60 seconds... and how ehp does that kronos have? how much can it rep? ever heard of a target spectrum breaker... i am glad most of you pubbies think the mod is useless makes it even better for me TSB takes up a midslot of course. That's going to cost you a tracking computer. In any case, if you're in null or w-space, you'll be inside an interdiction field. I would advise you against using bastion mode in w-space or null. But if you do, please be so kind as to let me know where you are... Its only a 1 minute timer. Hics tackling supers (and even dreads in seige tbh) already have to do the rep kiting (get primaried, turn off mod, tank for a minute, get repped back up, enemy changes primary, mod on again) and its a great mechanic that should be encouraged. It requires actual judgement to use. And people facing them will need to switch targets to try and catch someone with cycle just started, overload to break them before they come out etc just like with triage/seige). Of course at a certain fleet size it will become redundant but for small gang stuff it will work well. Sounds awesome, can't wait If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
58
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Posted - 2013.09.10 15:56:00 -
[62] - Quote
You can get alpha'd in anything ,ANYTHING. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
58
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Posted - 2013.09.10 15:59:00 -
[63] - Quote
Ranger 1 wrote:I would like to suggest one change to how Bastion Mode works that might solve a few issues and open up their use in PVE (Incursion) groups and perhaps prompt a few experiments in fleet doctrines and smaller gang PVP.
Currently Bastion Mode prevents all remote assistance.
I suggest that perhaps it should instead be "Bastion Mode prevents all remote assistance except from other ships in Bastion Mode".
Considering the wealth of utility slots a Marauder has, that opens up some interesting possibilities. that could have some interesting implications. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
59
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Posted - 2013.09.10 17:13:00 -
[64] - Quote
Ravasta Helugo wrote:Jacob Bok'Kila wrote:As an amarr, almost started the training for the paladin as i had the option now in skillplans... saw the changes-->glad that "almost" prevented that.
WIth a Nightmare i use the same mjd-tachsnipe tactics (alt/corpmate salvages) as the first iteration suggested. With the transform fun... With a laser boat, i just skip the missions what has any other factions than sansha/raiders. Whats the point of the t2 resists then? None. Incursions: resist are fine. But wait! We have the nightmare ingame? Yes. Armor fleets got nearly extinct. No point again. The palladin hull costs 50% more than the nightmare. No point again. The first iteration was definitely more enjoyable looking for missioning, and the latest iteration was most definitely catered to incursions at the expense of literally everything else. Don't worry though, they're changing stuff around again. My advice: Most of the secondary skills for Marauders I are skills you should train up anyway. Keep the training plan going. I have faith in CCP to get this sorted out.
yeah, the noise the incursion lads made pales in comparison to the godallmighty shitstorm that followed the update. don't get me wrong, id actually rather happily fork out for one as it stands, I just feel it was a little short sighted and could have been considerd a little longer than the knee-jerk we saw.
I think you nailed it with " don't give in to haters so easily". ither way thers a LOT of good ideas in thes thread, ill be interested to see how they're reflected in the next issue. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
59
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Posted - 2013.09.10 19:17:00 -
[65] - Quote
Ehhh, I like the cap injection bit... If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
61
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Posted - 2013.09.10 23:11:00 -
[66] - Quote
Haifisch Zahne wrote:Some suggestions for the "fancy visible animations" for the various Marauders in Bastion mode:
* Paladin slides into a protective plastic membrane sleeve (aka "C.O.N.D.O.M.") with a "classified" viscous fluid armor coating;
* Golem moves its missile launcher wings in sweeping up and down motion for increased gyrostabilization, and emits piercing squawks to jam enemy electronics;
* Kronos emanates a high pitched tone tuned to oscillate in resonance with its armor plating, as its tines vibrate;
* Vargur becomes enveloped with overlapping webs of black protective heat resistant shielding (aka "D.U.C.T.A.P.E.") and radiates a fine particulate defensive chaff (aka rust). Thats enough internet for tonight. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
62
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Posted - 2013.09.11 10:51:00 -
[67] - Quote
Critical Issue wrote:This thread is still alive ?
I said we need a Juggernaut.
Don't worry, well be home by Christmas. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
62
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Posted - 2013.09.11 11:44:00 -
[68] - Quote
Debora Tsung wrote:Ralph King-Griffin wrote:Critical Issue wrote:This thread is still alive ?
I said we need a Juggernaut. Don't worry, well be home by Christmas. Doctor Who? 1st Battalion of the Mid-Kent Volunteers 1914 If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
63
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Posted - 2013.09.11 13:49:00 -
[69] - Quote
Ohhh, don't worry, thers more to come.
Iv got my popcorn ready for the inevitable flood of rage to follow the next version If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
64
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Posted - 2013.09.11 15:57:00 -
[70] - Quote
Ranger 1 wrote:Aglais wrote:Ranger 1 wrote: Traditionally yes, but this time (probably because they are kicking this around early in their development schedule, and because it's pretty revolutionary) they were pretty specific that they had several other viable concepts to bounce off of us before they chose a path.
I can only hope these other viable concepts they had are in fact more viable than what they've proposed thus far. :\ Agreed, although the first one wasn't bad with a few adjustments. I still think there are other options to look at however, same as you. One of the more interesting proposals iv seen was a pretty big resistance to overheating, not immunity so as to leave you the ability to effectively whelp yourself.
I like the idea that the hull would have an incentive to explore the more advanced aspects of flying and beating you up for overreaching If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
64
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Posted - 2013.09.11 15:58:00 -
[71] - Quote
That's not to say that I want it, just thought it'd be interesting If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
66
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Posted - 2013.09.11 17:52:00 -
[72] - Quote
Ranger 1 wrote:Wolfgang Achari wrote:I've gone ahead and checked out of this discussion, because honestly at this point I'm not seeing the point in increasing the PvP viability of marauders. If the PvE pilots, such as yourself, want a dedicated PvE hull then you're more than welcome to it. Though obviously I'm out of touch with the needs of PvE. That being said... Cade Windstalker wrote:No, no they can't. I invite you to attempt this for, say, 10 missions per hull with every T1 Battleship hull (excluding the Scorpion and Armageddon since they're obvious non-contenders here due to their specialized bonsues). Please film the results for Youtube and see how you do, I'm betting most hulls have to warp out at least once and all of them fail to live up to any expectation of "reasonable completion time", especially when compared to a T2 or Pirate Battleship hull. I'll take you up on this challenge. I'll even go one step further and include the Armageddon and Scorpion hulls as well. The Scorpion I know will take longer to complete missions simply because of its lackluster DPS. The Armageddon on the other hand shouldn't have any issues. Due to time constraints, the videos won't arrive quickly to your inbox. However, if you think any hulls in particular are going to be more likely to fail than others just send me a message and I can do those first. Care to make a wager out of this? :) I always enjoy it when someone effectively says "put your money where your mouth is", and the other person responds with "not a problem".  Cade " raise "
Wolfgang instacall's "all in"
Ill put 100 mil in if you do the whole thing with t2 mods and let me Watch them ( its not much I know but I'm saving for a paladin, lol) If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
66
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Posted - 2013.09.11 19:13:00 -
[73] - Quote
Wolfgang Achari wrote:Kusum Fawn wrote:Wolfgang Achari wrote:I've gone ahead and checked out of this discussion, because honestly at this point I'm not seeing the point in increasing the PvP viability of marauders. If the PvE pilots, such as yourself, want a dedicated PvE hull then you're more than welcome to it. Though obviously I'm out of touch with the needs of PvE. That being said... Cade Windstalker wrote:No, no they can't. I invite you to attempt this for, say, 10 missions per hull with every T1 Battleship hull (excluding the Scorpion and Armageddon since they're obvious non-contenders here due to their specialized bonsues). Please film the results for Youtube and see how you do, I'm betting most hulls have to warp out at least once and all of them fail to live up to any expectation of "reasonable completion time", especially when compared to a T2 or Pirate Battleship hull. I'll take you up on this challenge. I'll even go one step further and include the Armageddon and Scorpion hulls as well. The Scorpion I know will take longer to complete missions simply because of its lackluster DPS. The Armageddon on the other hand shouldn't have any issues. Due to time constraints, the videos won't arrive quickly to your inbox. However, if you think any hulls in particular are going to be more likely to fail than others just send me a message and I can do those first. Care to make a wager out of this? :) what are reasonable completion times? also what skill level are you testing at? What kinds of fits are allowed? (if for the purposes of testing i happen to use an officer mod would that be cheating? Faction ? Meta 4? My guess is roughly half the Battleships will have to warp out in at least one of the missions, and there will be maybe three battleships that can be considered "effective" for a wide variety of missions. Good question. If someone has a database of completion times that we can use as a standard, that would be swell. Otherwise I'll see what I can do to get some quick averages. I will probably do a few trial runs to get an idea of how much time I'm going to need as I'm going to try and do the missions back to back. I will be skipping courier missions. This toon has 100m+ SP, not all related skills are at V but a good chunk of them are. I am going to make it a bit more challenging and limit the fits to T1/T2/Meta modules. Faction charges, implants, nanite repair paste, and combat boosters* are fair game. I won't be using off-grid boosts, fleet window will be visible as proof. I'll also be using out of game tools to appropriately prepare for and run the missions just as anyone else can. No mission will be blitzed and I'll make a reasonable effort to obtain keys for bonus rooms. I have no idea what my standings are, but I'm going to try to run the missions in the appropriate faction space for the ship. Since warping out will count as a failure for the ship, I will not be warping out. I'm interpreting "Most of the ships" as any amount greater than 50%. So to complete the challenge, I will need to successfully run 10 missions without warping out a single time in at least seven of the twelve T1 hulls. Once I have a metric for reasonable completion times, I will be able to compare those as well to determine if I successfully completed that portion of the challenge. Did I miss anything? With some luck I won't be kicked from my corp for doing this.  *I can use combat boosters at any time. If I have not yet requested the first mission out of the ten, I can consume boosters until I get favorable results. If I wait for a combat booster to expire after requesting the first mission, the wait time will be added to the mission time clock. This applies as well if I can't do the missions back to back. For example, if I stop after the fourth mission, I can't consume boosters until I get favorable results before requesting/starting the fifth. Just over 50% is to be fair ,about half, 60-75% is most .
I would call bullshite on anything less than 60 If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
66
|
Posted - 2013.09.11 19:20:00 -
[74] - Quote
Grandso, Much respect man, you're a good sport If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
67
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Posted - 2013.09.11 19:47:00 -
[75] - Quote
Ranger 1 wrote: I see terms have been agreed on. Just keep in mind however you determine reasonable completion time the ships contributing to those numbers need to generally follow the same guidelines, otherwise the test is highly weighted in favor of those other ships. There is no way to quantify this factor, but keep in mind that a T1 BS has a much lower likelihood of being suicide ganked as well.  this is true, id say we should let cade weigh in on this one. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
67
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Posted - 2013.09.11 19:50:00 -
[76] - Quote
Mole Guy wrote:the stationary marauder you guys are refering too would be better served calling it a juggernaught class. big brutish and tanky.
the marauder needs to be fast and agile. lightly armored (within reason), heavy dps (like they are now with good application) and high mobility (mjd bonus, burner speed bonus).
more like a (and i hate to say this) tier 3 bc.
maybe not as fast though.
again, scan probe bonus, salvage bonus. descent, balanced resists. maybe not all the way up too t2, but we would have figured out that a balanced approach allow you to fight everyone you encounter and not just racial enemies. as the galaxy grew, they encountered more ships. a need for a more balanced role. add up the numbers on t2 resists and then divide by 4. like you guys did with the gnosis. we can pump it up from there. the dcII gives a steady ammount, the bastion mode (original version) would kick that up another 30% balanced... if you need stacking penalties to keep it down to a reasonable level, so be it.
thats probably true, but thats not what the devs will do, the art assets have already been seen by the csm so they have allready comitted to some extent.
i like the probe strength.
a lot. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
68
|
Posted - 2013.09.11 21:01:00 -
[77] - Quote
Ravasta Helugo wrote:Vrykolakasis wrote:I haven't been reading a ton of this and just checked in to see if there had been any devposts concerning the marauders balance, but I'd like to note that on the topic of t1 battleship hulls, I know that all of them can complete any L4 mission without warping out. I can think of several missions I've run recently where warping out would have been mandatory had I been in an Apocalypse vs. my Paladin. Unless I ran a 5-6 slot tank, that is, in which case mission completion time would have been 2-3x longer. i fell like this has happend b4, lol
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
68
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Posted - 2013.09.11 21:59:00 -
[78] - Quote
Mr Doctor wrote:I Do something crazy with it CCP.
i like this man If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
71
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Posted - 2013.09.12 08:18:00 -
[79] - Quote
Wolfgang Achari wrote:For those interested, I've setup an in game chat channel "MissionChallenge". I'll get things flushed out a bit better in the next day or so, but otherwise I'll be updating the MOTD in the channel with my progress. Kusum Fawn wrote:As the marauder changes are not on Sisi but the current crop of bs are thats where you should be doing this if you havent already decided to do so. I would love to be around when you are running missions and can supply some of the missions if you are so inclined and if its allowable under the rules that you are setting forth.
I would be interested in running competing missions in my marauder as well to see differences in completion times. I was planning on doing it through Sisi because of the convenience the markets provide. If folks would rather see it done on TQ I can work on making that happen instead. As long as you're not providing boosts there isn't an issue. You just need to be in another squad/wing/etc. so I can warp to missions or just drop fleet after initiating warp to the mission. Shoot me a message with the factions you have access to with L4 security missions and we'll go from there. I'm planning on timing the individual missions in addition to the total time for all ten. So everyone can compare the average/individual mission time with their own if they would like to.
I was pondering this lastnight, the ships should probably be put up against each of the pirate factions, ie,I'm currently flying an npoc in caldari space and as such am often up against guristas,not ideal but that's where my corp is.
yeah I'd imagine the test server would be fine
again man, good sport, will hop on that channel next time I'm in
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
72
|
Posted - 2013.09.12 10:35:00 -
[80] - Quote
Debora Tsung wrote:Gazzine TunakTun wrote:Guys, don't you have impression that DEVs have forgotten this topic long time ago ? No, I think right now they're just a little bit sad, maybe even depressed. They had this really cool and new Idea and for sub caps it was really unique and it would've given the marauder a totally new role, apart from it's previous occupation. But all they received was 180 pages of nerd rage, whining and hate... So I guess they'll be drunk and depressed for another week or so before they (hopefully) recover and get back to some marauder iteration that is closer to what they wanted to do before lots of guys clogged this thread with their "I wanna have a web bonus! Marauders are now crap because I can't use them in incursions anymore! I refuse any change at all!" whine threads. Seriously, crying about a ship rebalance (repurpose?) just because it wouldn't have been top notch in incursions or solo roaming afterwards, or just because it had one single situational weakness after the rebalance... That's ridiculous. How does that old saying go, " hell hath no fury like the wrath of an sp invested mmorpg community" If in doubt...do...excessively. |
|

Ralph King-Griffin
Var Foundation inc.
72
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Posted - 2013.09.12 10:55:00 -
[81] - Quote
Wedgetail wrote:first: except that it doesn't - marauders in PVP today already fight the way the bastion module tries to make them fight, so they don't need to use bastion unless they're already well and truly in a position where they're going to die and want to draw it out as long as possible. (which is why ccp tried to shoe horn the rep bonus onto bastion to offer some kind of advantage to using the module)
this meant that ccp stole from the PVE runners the primary reason(s) for owning a marauder in the first place, while simultaneously giving pvpers nothing they didn't already have in exchange for no longer being able to runaway form certain death.
in terms of a single situational weakness, that's a very big problem - one weakness means if these things ever became prevalent that only ever one counter move would be used - it stifles fleet creativity, peeps resort to only using the easiest way to do something as it is, and we want to make this worse by forcing a situation where players must use one doctrine to win? - the ships must have multiple weaknesses and multiple strengths that compensate, as bastion is now, it doesn't offer either.
- only removes the positive strengths of the hulls in both environments for the sake of a laughable MJD dependent role idea that no one uses as it is (despite having the option to do so with the current marauders, or even standard battleships)
mentioned this before, but the ships are not what's broken, they have a role and they're good at it - what's broken are the various game mechanics the ships need to use in order to do what they do - that's the part that's resulting in the appearance that the hulls are unbalanced. (also, the single purpose views of the people that fly said ships - 100 missioners cry that the ships are no good cuz it doesn't do the same thing and all of a sudden ccp gets the impression the ship's broken)
"when i fit armor tank and shield tanks to the same ship why does the shield one always seem better for incursions?"
'cuz armor fits are better at using mid slot subversion and projection modules you don't need in incursions and so you falsely believe that armor is some how deficient, despite both doctrines being capable of the same damage outputs, try fitting low slot mods damage and rig damage on your armor tanks..see what happens'
"why are my marauders only good for missions and not for pvp?"
'cuz you're thinking to fly them the same way you do in missions when you try to use them in pvp....you can't tank against players the same way you tank rats..players hurt more - therefore you must adapt your doctrine for the different environment you'll be facing - even if it means discarding your beloved tractor beam and shield boost bonus'
when you look at balancing a ship in eve, a game where ships can be fit to use almost any role, you have to think of the fittings that sit on the hull before you think of the hull itself - then you build the ship around the kinds of fits you want to work better than others, cuz the fittings you want to use determine good ship skill bonuses, determine PG and CPU values, determine fitting slot layouts.
ill pull you up on one thing
I don't feel that ccp are trying to shoehorn anything, I'd say its an attempt to accentuate their current doctrine in pve and hopefully give some role in peeeeevpeeeee, how effective have they been? Well, nearly 200 pages of bickering obout that hasn't gotten us any closer to an answer . If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
72
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Posted - 2013.09.12 11:14:00 -
[82] - Quote
Wedgetail wrote:Ralph King-Griffin wrote:
ill pull you up on one thing
I don't feel that ccp are trying to shoehorn anything, I'd say its an attempt to accentuate their current doctrine in pve and hopefully give some role in peeeeevpeeeee, how effective have they been? Well, nearly 200 pages of bickering obout that hasn't gotten us any closer to an answer .
aye, though the 200 pages are kinda normal - am thankful there have been a few around that are trying to refine ideas they make as they go - and more importantly help refine other people's i used shoehorn cuz that's honestly what it feels like they're doing - "well this first idea didn't quite fit lets throw it back into the furnace and belt it a few times and maybe that'll fix it, won't matter if the metal becomes brittle"..rather than getting an entirely new block and starting again.
I don't feel they needed to though, but you're more or less on the ball with how the seacond one felt.
I think iteration 2 was more of a stoke than a genuine proposal, if so it feckin worked. Can't wait to see what it ends up as
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
73
|
Posted - 2013.09.12 11:22:00 -
[83] - Quote
CanI haveyourstuff wrote:Debora Tsung wrote:Seriously, crying about a ship rebalance (repurpose?) just because it wouldn't have been top notch in incursions or solo roaming afterwards, or just because it had one single situational weakness after the rebalance... That's ridiculous. No... U ! because then explain me why bother with so long training time and pricetag. crying is 100% legit and rightful.
Gé¼60ish worth of sp + anywhere between Gé¼60 - Gé¼80ish for the hull + that again in mods . Completely legitimate rage. I genuinely feel for Ye who feel disenfranchised with this, which is why its soooooooo dame entertaining. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
75
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Posted - 2013.09.12 17:37:00 -
[84] - Quote
Ravasta Helugo wrote:I support the idea of two separate bastion modules, rather than scripting. Make the pilot commit before undocking. Or just remove the reload function.
I'd be ok with the commitment If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
75
|
Posted - 2013.09.12 19:07:00 -
[85] - Quote
Damian Gene wrote:So, perhaps I'm one of few who would be thinking about this slightly differently, but...
How effective would this be for taking out POS's and POS mods?
A. Highsec Towers? B. Cyno Jammers?
When I first read this "mini dread" idea, I thought that perhaps that is some, most, or all, of the new defined role?
How long would it take to remove a highsec offline tower with 10 (a full squad) of these? How long would it take to remove a cyno jammer with 10 (a full squad) of these?
I do feel though, that perhaps you are giving it too many roles. Could you perhaps turn them into a two ship per race ship class, like command ships, ASFs, HAC,s, Transport ships, etc? I mean, unless the art department were involved... I hear they are kinda overwhelmed with work.
These were actually some of the first things that people were concerned about from iteration 1. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
76
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Posted - 2013.09.12 22:33:00 -
[86] - Quote
Mournful Conciousness wrote:It wasn't just incursion runners. Anyone who could do maths could see the golem and vargur becoming idiotically powerful loltank baitships. And I don't mean in a good way. In a 40,000dps tank way!
There was no way it was going to fly, and rightly so.
yeah that's pretty much why I liked is, nealy wet myself when those numbers showd up.
massive **** tease If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
76
|
Posted - 2013.09.13 11:00:00 -
[87] - Quote
Love it. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
78
|
Posted - 2013.09.13 12:24:00 -
[88] - Quote
The team who lost a deployed marauder gets 2 points (Note: you can self destruct your own marauder to award your team 2 points)
Why, think of it " YEAH, SUCK IT LOOSES....shite!" If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
79
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Posted - 2013.09.13 19:21:00 -
[89] - Quote
Wolfgang Achari wrote:
*Edit* Also, for those curious, I'm going to try and get started on my little challenge tonight. I'm currently looking at around 2100-2200 EDT/0100-0200 Eve, assuming I make it all the way home.
Ill be comprehensively sh**faced by that time so ill be relying on YouTube for this, any notion which one your Gona start with? If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
89
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Posted - 2013.09.22 12:25:00 -
[90] - Quote
"Can 1 ccp guy give a **** and read all this **** and give us a reply .."
Not with that attitude.
Be gratefull they are taking this long at LEAST....
If in doubt...do...excessively. |
|

Ralph King-Griffin
Var Foundation inc.
89
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Posted - 2013.09.22 20:41:00 -
[91] - Quote
Gargantoi wrote:Ralph King-Griffin wrote:"Can 1 ccp guy give a **** and read all this **** and give us a reply .."
Not with that attitude.
Be gratefull they are taking this long at LEAST....
Thats what they get paid for bro ...like it or not eve is a service that has costumers...if no one would play eve would go bankrupt ..so yeah like the other 100+ people that replyed to this we would like an answer on how this is going ..even if they say : we are still testing bla bla ..but still is an answer ...with the bs's they posted before fan fest the patch notes ..replyed then after fan fest no reply and they went on and did it ..so lets hope the same **** doesent happen here and we get golem with webs and other ******** **** like that
your local doctors, police,civil servants,teachers,lecturers not to mention any and all service persons you deal with in day to day life get paid for whatever services they make available to you.
Their entitlement to courtesy is in no way diminished by making a living from it.
I agree that an update would be nice but not at the behest of the usual irate consumer **** , calm down, don't hurt yourself , its just a ship rebalancing.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
89
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Posted - 2013.09.22 20:42:00 -
[92] - Quote
Just Lilly wrote:I want some of that blue feedback
Thank you This guy gets it. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
89
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Posted - 2013.09.22 20:55:00 -
[93] - Quote
JC Anderson wrote:Ralph King-Griffin wrote:"Can 1 ccp guy give a **** and read all this **** and give us a reply .."
Not with that attitude.
Be gratefull they are taking this long at LEAST....
GRATEFUL!?!?! But this is EVE!!!!
Check the bf3 "forums" , puts this community to shame in terms of eloquent articulation of views and opinions.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
92
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Posted - 2013.09.23 11:20:00 -
[94] - Quote
Apogeddon wrote:marVLs wrote:Some peps forget about important thing. Second iteration was a nerf to nerfed marauders... why? By removing 37.5% rep bonus  You will say: "bu bu but they give full T2 resists". But there's two problems with that: 1. T2 resists are worse than 30% res bonus on bastion to all damage types, and they were applied even to hull  with first bastion version, golem gets at least those 30% to EM, paladin gets better for em, therm, but now it has terrible resists, totally useless for PVE. 2. Let's take golem, without bastion, firstly if You fight against EM damage type rats You tank them a lot better thanks to 37.5% rep bonus, now You got only little better thermal res, so not even close good to first version... Same for paladin. Im still voting for making marauders biggest raw DPS BS's, and Pirate BS's to be fastest, biger buffer, and better aplication BS's. For PVE You don't need incredible tank, or PVP modules, so lacks in application bonuses should be counter by fitting slots with those modules (TC's etc), and for PVP thanks to bonuses to application pirate BS's could use slots for PVP modules. Another Bastion idea:
- it buffs You'r DPS
- gives EWAR immunity
- gives omni resists but not so much, let's say 20%
- allows remote reps...
but... completely turn off local reps for entire duration of the cycle
Could be cool, will You risk incoming DPS for Your DPS boost? Will Your buffer hold on for 1min when You will kill NPC's faster? Will You risk? Of course You can bring friend with logi, and that's good, afterall it's MMO game. Multiboxing? Ok, more cash for CCP thanks to another subscribed account. That's something good, approved +1. Someone say it will nerf solo but i say no, without bastion they will work just like now (just bring them back rep bonus, and give more speed they have even before nerf). This Bastion gives possibilities, it buffs PVE in many scenarios for solo, but not everytime (so its not OP). In my opinion it's good, it wont make switching bastion everytime, over and over again so player will not get bored with it. And it connects player to ship even more, You need to know Your ship, how much it can take, it creates better player-ship connection, and bringing something new to missions, because You must learn them from scratch to be able to know when You can enter bastion.
eeeeeeeehhw, no.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
93
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Posted - 2013.09.24 09:28:00 -
[95] - Quote
Tlat Ij wrote:Cade Windstalker wrote:I think you may be reading a different FaID Forum than the rest of us. Yes, if they go silent right before an expansion that generally means things are finalized, that's sort of to be expected since they're going to be working on final polish and pushing things live. This is months out though and our last word was "we'll have more for you later but nothing new for a bit". I don't know how you're getting "this is what's going to Live" from that...  Judging from past threads while CCP is reviewing/testing things they respond to the threads, once they stop responding (last CCP post here is #2721 from CCP Rise nearly 3 weeks back) that seems to be what gets put on Sisi and once something is put on Sisi they seem to ignore most feedback and it gets put on TQ with very few, if any changes from the Sisi version. And yes the expansion is probably ~2.5-3 months away but the according to CCP Ytterbium they want public testing before they finalize things and given their track record on changing things in response to feedback from Sisi that would mean that the new marauders would need to be on Sisi soon (not SoonGäó) or else they simply won't have time to make any changes before it goes to TQ, especially since they still have to do artwork for the new ships. Art assets are done, csm has apparently seen one of the transformations, which would lead me to think that this is being driven by some **** cool design as oppose to bastion actually having merit in and of itself,(don't get me wrong, I still want it,) you can kinda see this in the disparity between iterations , "well, its Gota do something" If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
101
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Posted - 2013.09.26 11:44:00 -
[96] - Quote
chaosgrimm wrote:Joe Risalo wrote: TBH, they want even more than this. They want Marauder tank, pirate dps, pirate mobility,pirate utility bonuses, bastion bonuses, and Marauder utility highs..
Basically, they want an extremely OP ship that should never exist in game.
I think what u meant to say is that ppl who took the extra time to train into marauders, don't want to see their pve effectiveness drop. If CCP is planning on a general buff as indicated by the first iteration bastion mode, pg on vargur, mjd bonus, etc, give the pve ppl who trained for it better pve performance. It feels like they are making some of the pve loadouts less effective in order attempt to give them a pvp role. If you assume the majority of ppl who trained and use marauders did so for pve, its kinda a slap in the face.
bingo
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
101
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Posted - 2013.10.02 17:42:00 -
[97] - Quote
CCP Ytterbium wrote:Hey people, We've been away from this thread for a while to let things cool down a bit. With Rubicon coming to Singularity soon, we've decided to revert Marauders to the original design for now, as we want to see how they actually fare in practice within player hands before committing to the version 2 change. We will let you know if and when we move to version 2 again. WeGÇÖll most likely open a new thread when they appear on Singularity as this one has become quite convoluted. That means:
- Shield, armor and hull resists in Bastion Mode only
- Keep the 37.5% tank bonus on the Marauders, no web bonus
We are also aware this won't please everyone here - regarding their comparison with Pirate Battleships, especially the Machariel, please remember we have stated many times Pirate hulls were due for a rebalance, with Angel Cartel being on the front line for tuning changes. Thanks for your time. Fantastic
Edit: genuine about that If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
106
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Posted - 2013.10.11 09:48:00 -
[98] - Quote
Dinsdale Pirannha wrote:Well, ran another test tonight on Sisi. The Paladin looks to be finished as a viable boat in Vanguards. Thanks CCP. Why can't you guys just come out and say "**** you high sec". Every one of your actions displays what you think.
Oh, and will the new Marauders tank L4's? Very easily. Will they finish them any faster? Doubt it.
You guys always whine about how this is an MMO, and we are supposed to play with others. Of course, then you wreck a ship class that was used in groups, that being Incursions.
Will the Marauders still work in Incursions? Yup. no doubt. But the DPS is such a joke now, there are umpteen boats that are much cheaper, and skill-intensive, yet now outclass the Marauders in performance in Vanguards.
And for all you clowns gloating about this, remember, the same guys wrecking this class are coming after your Vindi's. Machs, and Nightmares soon.
Someone slap her , she's hysterical If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
106
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Posted - 2013.10.11 09:49:00 -
[99] - Quote
Calm down and don't hurt yourself, it's a game. We'r ment to be having fun her. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
107
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Posted - 2013.10.12 17:48:00 -
[100] - Quote
Cassius Invictus wrote:baltec1 wrote:Cassius Invictus wrote: 2) PvP: a gang of 20+ T3 and Commands will eat your tank instantly. Hell, they may even alpha you. Also a lone dread will just obliterate any number of marauders
What makes you think you should have an easy time taking on 20+ T3 ships or a dread (which wont get dropped on you outside of sisi) solo? Coz my T3 or command will get rr and marauder wont...? A dread wont be dropped on me? Man you clearly have no idea about wh warfare... Has it accrued to you that they'r not ment to. If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
107
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Posted - 2013.10.13 11:21:00 -
[101] - Quote
Xequecal wrote:Dinsdale Pirannha wrote:You really don't get it, do you?
First off, the tank on Marauders is fine as is. Any buffs to the resist base, while nice, is hardly mandatory, and simply results in overtanked ships, with zero gain in performance.
Where the ship suffers, is in the huge huge nerfs to effective DPS, which is what PvE is all about. Who cares if I can tank something even more easily than I am already tanking, if my time to run a site takes 25% longer?
Secondly, as part of this effective DPS nerf of the removal of of the web bonus, armour Maruaders NEED a tracking bonus to be even remotely decent in sites. Given the 92% nerf to webs (yeah, do the testing on Sisi and compare the speed of NPC frigs dual webbed), Marauders will not even be remotely viable unless they get a huge huge tracking bonus.
1. The addition of a range bonus (on the hull AND on bastion) is a far greater boost to applied DPS than the loss of two unbonused sentry drones. 2. Manually shooting frigs one at a time via webs is absurdly inefficient. You pop them at range or you use drones. Webbing them and waiting for them to speed down is a phenomenal waste of time. Just fire off your MJD and blap them from 100km away, you got a range bonus, use it. Oh, right, you're not going to fit that, you're going to insist on burning around with a MWD and pretend you're flying a Mach, and then complain how whatever you're flying is worse than the Mach. Bastion opens up the possibility of soloing 10/10 plexes, high class WH anomalies, L5 missions, and moving Logistics ships out of Incursion sites in favor of more DPS because they can local tank full aggro. The current tank is insufficient for all of those. But, of course, you don't care about any of that, because you either don't do any of that content or faceroll it with your five boxed Logi alts. Then you get incensed when others are happy with a ship that lets them do things on one account. People in this thread are actually using arguments like, "OMG, with the align time nerf it now takes 5 seconds longer to enter warp, which means 20-30 more seconds to move from the mission to the agent! These ships are WORTHLESS now. They were godlike when it took 20 less seconds, but now they're WORTHLESS blah blah blah blah" ROFL, " but my mach is better at being a mach than these ships, F*** YOU CCP" If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
107
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Posted - 2013.10.13 18:42:00 -
[102] - Quote
baltec1 wrote:Arthur Aihaken wrote:Ralph King-Griffin wrote:ROFL, " but my mach is better at being a mach than these ships, F*** YOU CCP" Pretty sure the Mach is next in line for the nerf bat... It is. Which makes the whining all the sweeter If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
107
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Posted - 2013.10.13 18:47:00 -
[103] - Quote
Arthur Aihaken wrote:Ralph King-Griffin wrote:Which makes the whining all the sweeter Oh man, you're not kidding about that aspect... If we thought 5000+ comments on the Marauder rebalance was epic, just wait until the Machariel rebalancing. Can't wait If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
107
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Posted - 2013.10.14 11:29:00 -
[104] - Quote
Shivanthar wrote:In order to make Marauders more viable pve and pvp option is to fix its core problems:
- Fixing scan resolution (%70 pvp, %30 pve) - Fixing sensor strength (%80 pvp, %20 pve) - T2 Resists (%50 pvp, %50 pve)
- Just fixing these will make them more considerable option for pvp. They really needed nothing else. - Salvaging mechanics are already be taken care of so no problems there. - Remove mjd bonus. Put a cap recharge bonus per marauder level instead. (mwd+ab+active tank friendly) - For the bastion module (not mentioning falloff+optimal bonus); a - Reducing heat by ((marauders level * 16) + (high energy physics * 2)) percent. (makes 90 percent at most) b - Remove ewar immunity (went for constant sensor strength increase + scan res. instead) c - Remove mobility penalty. d - Remove local repair bonus while in bastion if it still has one in its current iteration. e - Powergrid boost is fine since it will give people more choices. f - Remove that extra +1 high. +1 med slot for ST marauders, and +1 low slot for AT marauders.
What about this?
ZZZZZZZZZZZZZZ current iteration is interesting, this isnt. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
110
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Posted - 2013.10.14 12:53:00 -
[105] - Quote
Apologies for the absence there, (getting the kids down) The new marauders don't fit into any current sub-cap fleet doctrine and will need a new one, thus bring something interesting to the game.
Harmonizing with the established ones brings nothing new, If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
110
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Posted - 2013.10.14 13:21:00 -
[106] - Quote
Shivanthar wrote:"New Marauders" Where? There are no new Marauders. Actually the last idea of Joe Risalo, which I also agree with is really about "new marauders". This is the thread of current marauders, and about re-balancing them. Re-balance means they're out-balanced in time, their stats need some work in order to keep up with the game. This is not necessarily about a new ship. What design team did is that they just put a module that transforms you. People have been using Marauders for pve missions, and their current ship is getting a nerf without transformation. What I suggest is a re-balance proposal, not a new ship or module. That was my point of view. But then, Debora Tsung kindly said that what I proposed was simply a slow mach, which was indeed close. I failed to propose the right thing, but again, that didn't also justify the new design brings something enjoying in the arsenal. I mean I have to jump-sit-jump-sit during missions from now on :( I really wanted to clash my shield into enemies' hull. I want to hear the scream of my shields when being low, I want to fight in a way that I've been fighting so far without getting nerfed! I want to fight like: http://youtu.be/MXcLybhbChQThat was my enjoyment :P, now I will have to snipe in order to maintain isk/hour... :( You know you can jump towards the enemies If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
111
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Posted - 2013.10.14 13:29:00 -
[107] - Quote
Shivanthar wrote:Ralph King-Griffin wrote: You know you can jump towards the enemies
It would be cool if I can adjust how further I jump. Unfortunately, you'll mostly fall behind the enemy, sometimes much far away. Even if I jump right into them, since my ship got nerfed, I will get more damage on my little lesser hull, I have to reduce risk by pushin saveMeButton, which will immobilize me :( This will reduce the enjoyment of being actively manuavering between enemy hulls. Sitting is simply boring. And I haven't been sitting so far with my Marauder. So, I am not proposing something that have never been here. I just want to move! Ofc without getting nerfed.
I would also love to see an variable jump distance.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
111
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Posted - 2013.10.14 13:57:00 -
[108] - Quote
Vulfen wrote:Ralph King-Griffin wrote:Apologies for the absence there, (getting the kids down) The new marauders don't fit into any current sub-cap fleet doctrine and will need a new one, thus bring something interesting to the game.
Harmonizing with the established ones brings nothing new, I disagree they can fit nicely into some armour doctrines in low sec and would be a good replacement for faction BS gangs - you don't need to use bastion (though i'd still fit it and use it on occasions) and these ships can provide a good defence vs dread drops. while still dealing enough DPS across the field. In 0.0 they would need to find a new doctrine - but i doubt they will be used. People who plan on taking on the high sec Pvp that will come with POCO ownership will probably fly the shield versions in small active tanked fits vs un-organised foes as it may allow them to use a much smaller fleet and bait these people into a fight they would not normally do. while happy to stand corrected, dose bastion fit into any? If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
115
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Posted - 2013.10.15 08:09:00 -
[109] - Quote
Debora Tsung wrote:Arthur Aihaken wrote:Tyberius Franklin wrote:We have yet to necessarily confirm that. Stored in cargo, drags loot to a central location, frees up x number of high slots for smart bombs, etc. Sounds good on paper anyway... What's the range of that tractor/salvage module? Given the new platypus and dead goose models I'd vote for a "bumping ugliess " repost. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
115
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Posted - 2013.10.15 17:08:00 -
[110] - Quote
baltec1 wrote:Octoven wrote:
I like the ideal of having a sniping T2 BS but that should have been an added class, not destroying a perfectly working class to replace it with ****.
They have never been a working class outside of missions and even then they suffered badly to E-war. The new ships are great fun in pvp and I already have several fits ready to go in November. Webs are simply not needed as its a long range boat and when coupled with the new E-war frigs you will be blapping frigs trying to burn to you at 60 to 80km. The ability to tank a 50 man frig gang while dishing out death is hilarious.
Hell yes, can't wait.
If in doubt...do...excessively. |
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Ralph King-Griffin
Var Foundation inc.
115
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Posted - 2013.10.15 17:37:00 -
[111] - Quote
baltec1 wrote:Octoven wrote:
Easy enough to say when you are playing around with a grand total of 4,000 isk. Hope you enjoy the same level of "awesomeness" when its 2.5 billion on the line and blob fleets.
These arn't made for big fleet fights, they are made for small scale combat and yes, I will be enjoying my billion isk hulls because, unlike you, I don't care about risking some internet spaceship pixels to have fun. Ha! If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
116
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Posted - 2013.10.22 11:13:00 -
[112] - Quote
Debora Tsung wrote:Mr Chop-Chop wrote: Jesus christ. You're like a besserwisser with a 70 IQ. It's been grand talking to you, but my efforts are needed elsewhere.
 Really? You won't even try to make your case? " sh*t ,rational argument.......scarper!!!!" If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
116
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Posted - 2013.10.22 11:51:00 -
[113] - Quote
Debora Tsung wrote:Ralph King-Griffin wrote:Debora Tsung wrote:Mr Chop-Chop wrote: Jesus christ. You're like a besserwisser with a 70 IQ. It's been grand talking to you, but my efforts are needed elsewhere.
 Really? You won't even try to make your case? " sh*t ,rational argument.......scarper!!!!" Yea, I was actually waiting for the part were I could make the suggestion that he should start to use a vindicator if his normal playstyle really got so severely impacted. But meh. Workload in the office is increasing so I don't think I'll really care anymore. Pitty, that was shaping up to be a nice little back and fourth.
If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
116
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Posted - 2013.10.22 20:11:00 -
[114] - Quote
Arthur Aihaken wrote:What's the point, really. There's been almost zero interaction from the devs and almost 6,000 odd posts later we're back at a slightly modified version of the first iteration. This has been the case for almost every rebalancing effort, ie: what you first see is more or less what you're going to end up with.
Which I'm fine with. But let's dispense with the guise that this actually provides an opportunity to have any kind of real input or interaction with CCP devs. This is a basically an announcement forum for changes that are more or less already carved in stone, with the "features and ideas" aspect basically here for us to entertain ourselves with.
This isn't our game - we're merely tourists. We are back here with the first iteration for a reason. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
116
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Posted - 2013.10.22 20:15:00 -
[115] - Quote
Arthur Aihaken wrote:Ravasta Helugo wrote:The feedback from this thread has gotten the speed increased, agility increased, a very sizable EHP bump, and the Drone bay back where it should be. And it got the disaster that was the 2nd version thrown into the trash heap. That's a justification of this thread's existence if I ever saw one. I think this can largely be attributed to testing on SISI than anything informative suggested on here. The thread added an extra " we told you so" element to the sisi tests I think. If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
116
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Posted - 2013.10.22 20:18:00 -
[116] - Quote
Arthur Aihaken wrote:Ralph King-Griffin wrote:We are back here with the first iteration for a reason. Yeah, because certain elements were always set in stone. Lol, probably closer to the truth than you'd like to think,  If in doubt...do...excessively. |

Ralph King-Griffin
Var Foundation inc.
116
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Posted - 2013.10.25 00:39:00 -
[117] - Quote
Kagura Nikon wrote:Shinzhi Xadi wrote:DSpite Culhach wrote:So is the new tactic to drop into people running gate camps, turn on Bastion, activate a Target Spectrum Breaker and FoF them to death? Lol, I can imagine the lulz and tears this would produce, bravo for a brilliant stratagy.  PLease try this useles tactic.. another free marauder kill for us or some other entity. WTF people? Peopel are just hat blind to the realization that being static measn no one has to be inside your range if you are dangerous? That means that ALL fights that you effectively do fight... are the ones that you are sure to loose!
adapte...
If in doubt...do...excessively. |
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