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Rroff
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293
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Posted - 2013.08.29 20:55:00 -
[1] - Quote
Guess its time to sell that Kronos - I like the idea but not as an evolution of Marauders :( |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
293
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Posted - 2013.08.29 21:47:00 -
[2] - Quote
So how do you actually kill anything with these in PVP? as they become immobile anything half decent speed can pull range and warp - especially as the kronos and paladin have lost the 90% web bonus, if you've got support to tackle stuff it massively reduces the usefulness of the MJD aside from a GTFO option (tho you'd probably be tackled by that point). |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.08.30 15:43:00 -
[3] - Quote
Yeah definitely should be linked into the dread skill chain IMO.
The more I read about it tho the more I think for PVP action taking away the 90% web bonus is going to massively reduce their use to far more niche roles (and the vargur and golem for not having that bonus at all).
I'm not against the idea itself but so far as an evolution of Marauders I'm seeing more negatives than positives from the change and theres definitely a lot more thinking through the idea required. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.08.30 20:43:00 -
[4] - Quote
Ranger 1 wrote: As already noted, these boys will do fine on their own in small to medium sized engagements, but have been purpose designed to not be the ship of choice for a large fleet battle.
They won't actually kill anything unless they can either alpha it or kill it before it pulls range and warps (even a non-prop mod BS can do this). Leaving the 90% web bonuses intact and adding them to the other 2 marauders might make this feasible however.
So then you have to include tackle which to be useful tackle against the kind of foes this marauder will be useful for will require some logistics to keep it (the tackle) alive. So you might as well just bring more logis and more mobile faction BS.
Or am I seeing this wrong?
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.08.31 16:56:00 -
[5] - Quote
The more I look at the idea the more it seems to me its a great idea hamstrung by being applied to the wrong ships and the wrong platform (marauders).
Its a perfect fit for the hyperion, rokh, maelstrom, etc. hulls - hyperion hull especially would finally get the kind of ability the hull looks like it was designed for, the golem for instance has so many issues with this kind of use.
Can be designed to better fit in with the skill train towards dreads than marauder skills are - which would be a good niche for these type of ships.
Can be priced at a level that would see them used more in PVP - typical marauder prices don't really lend themselves well to this style.
Can be given bonuses and abilities that better enhance the bastion mode to make them useful in both PVE and PVP without the effectiveness being reduced by working around the legacy implementation of the current marauder styles.
All in all seems like the idea would live upto its full potential better by being a new T2 line of battleships than as an evolution of the marauder.
IMO for marauders to live upto what they are supposed to be they need to be made to some extent modular - possibly that means Tech3 but I don't think they need to go to the extent of strategic cruisers i.e. only 2-3 sub-systems per type - the ability to have some granularity between PVP and PVE use in their bonuses is needed as well as the ability to compromise between sensor strength and ewar strength bonuses - along with some kind of overheating bonus/feature which gives them that hard hitting ability but without the capability to sustain it as per the description. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.08.31 18:40:00 -
[6] - Quote
Mr Doctor wrote:Tractor bonus is clearly to keep it useful singleboxing PvE like they said they wanted. I doubt if it was removed that we'd get another replacement so its fine.
I'm not against the tractor beam bonus myself - I don't really use it but I could and I know some people have a use for it. I think tho if its going to have a tractor beam bonus then it needs other relevant bonuses/functionality in the fit to make it a complete package rather than being sidelined by just using a noctis or whatever.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.09.01 00:06:00 -
[7] - Quote
Ganthrithor wrote:
Yeah, this is totally how the tracking formula works, cause there's no such thing as weapon signature size or target sig radius...
With the way the chance to hit formula works the less your struggling to track the less significant the signature difference between the ship and weapon your using is to the point that on a stationary target its academic if theres a difference. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.09.01 00:09:00 -
[8] - Quote
Battle Cube wrote: oh look, chance to hit is different than tracking. Chance to hit includes tracking. Wow, its as if what i just said was entirely accurate.
The point hes trying to make as per my earlier post the other components of the chance to hit formula become less relevant as your ability to track a target increases. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.09.01 00:17:00 -
[9] - Quote
Cade Windstalker wrote: I feel like you are entirely missing the point of the original comment. His implication was that 800 Autocannons would apply damage as well as medium blasters. This is blatantly false.
On a tricked out vargur say versus a deimos - given both having same on paper dps and ignoring resists against say a crucifier the only thing thats different is the range at which the crucifier can get under their guns - on optimal the damage application is as close as makes no difference identical (yes it really is) despite the differences in gun signature compared to the target.
Cade Windstalker wrote: Not really, if anything it becomes more relevant because it becomes harder to get additional boosts to tracking and you start losing a larger relative percentage of damage to signature resolution. Due to stacking penalties at a certain point you're likely to be better off adding a Target Painter than another tracking computer depending on the signature size of the target.
Thats true to a certain extent but for most intents and purposes if your not having to worry about tracking then sig differences make very little odds in damage application - the formula does not work the way people think it does. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.09.01 01:00:00 -
[10] - Quote
Cade Windstalker wrote:
For a start, I'm actually very well versed in how the formula works, I've spent the last week playing with it in various spreadsheets to figure out the implications of the HAC MWD bonus (it's pretty darn awesome).
Second if you drop the tracking on the Auto-Cannons to .15 and throw a 30% sig buff on a 140 sig target you actually gain more DPS than with the .17 tracking and no sig buff.
Wasn't specifically talking about your knowledge - but yeah its not completely cancelled out until transversal hits 0 but the effect of sig is much reduced as you get closer to perfect tracking and the difference in weapon size has a much more limited effect on your quality of hit - conversely As your tracking becomes more imperfect the more the difference in weapon size becomes a factor.
Ganthrithor wrote:
You're missing the point: this dude comes in and says, "my 800mm ACs will have the same rad/sec tracking as my medium blasters, ergo they will apply damage just as well." The point is that he's wrong since tracking is only one determiner of hit quality.
Only he not (for the most part) wrong. The other factors that affect how well you hit are much reduced when your rad/sec tracking is comparable. |
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.09.01 01:10:00 -
[11] - Quote
Jack Miton wrote:You should give them a fuel bay and make them use fuel. Using their mini siege mode for free forever makes them virtually impossible to kill solo, or even with small numbers.
Scram, get under guns, wait til they get bored? :P |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.09.01 15:39:00 -
[12] - Quote
DSpite Culhach wrote:I was actually expecting the Marauder changes to add more ... flexibility to the hulls. I kinda feel that putting them in "Siege mode" is going the other way,
Thats what the description says and also what my understanding of a "Marauder" is - something that has a degree of versatility and can perform a variety of roles behind enemy lines.
While their main focus is looting/salvaging they do have a PVP element also - the whole idea of them is getting in, getting the job done and getting out without doing anything for even a second that would commit them to the battlefield - so MJD bonus = good, module that ties them down for 60+ seconds = bad. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.09.01 15:57:00 -
[13] - Quote
fenistil wrote:Well here is the thing... You are very well aware of what marauders can do. Engage it without proper intel and you deserve the hotdrop. But cyno can be fitted on pretty much aything. Difference is, that the marauder is more likely to survive.
You'd generally worry less about survivability and use cheaper bait and pick your targets as much as possible, if your going to throw a 1bn odd ISK hull in there then there are options even now that can run a mad tank i.e. rattlesnake.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
299
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Posted - 2013.09.01 16:14:00 -
[14] - Quote
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.
Applied to the former tier3 battleship hulls as a new T2 battleship line it has a nice fit, marauders not so much. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
300
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Posted - 2013.09.02 16:28:00 -
[15] - Quote
Cade Windstalker wrote: A rather massive spike in the price of the Kronos says people are really excited about this. Granted this is the Eve markets and they may be betting against what they think the idea will turn into but this at least shows a fair amount of interest in the concept.
Also that special snowflake situation would be most level 4 missions and probably a good number of low and null scan sites.
The spike in Kronos prices are almost entirely the work of 2 people who are manipulating the market on the speculation and from all accounts already made a tidy amount from it. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
300
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Posted - 2013.09.02 17:04:00 -
[16] - Quote
Cade Windstalker wrote:[quote=Rroff] I would be somewhat interested in seeing a source for this. While it's not a large market it's a rather expensive one and the timing coincides almost exactly with the start of this thread.
Not sure if they'd want me banding their names about but one posts on here quite a bit so might confirm - talking people who bid 10s of bn on AT prize ships, etc. so they aren't short of ISK by a long shot.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
300
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Posted - 2013.09.02 20:43:00 -
[17] - Quote
Ralph King-Griffin wrote:Mephrista wrote:just flat out immaturity. personal slander...pot ....kettle
He didn't exactly put it very tactfully but so far it seems Ytterbium is hell bent on making a ship thats specialised in running blockade and worlds collide extremely quickly and of little use for anything else (other than some niche roles) ignoring any feedback that isn't agreeing with that goal. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
300
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Posted - 2013.09.02 23:12:00 -
[18] - Quote
Jelani Akinyemi Affonso wrote: Can you post a vid on youtube showing how this is done? thank you
just more of a visual learner
Imagine a 100km radius circle around your ship and another around where you want to get to - you need to jump to either of the 2 points where the edge of those 2 circles intersect and then jump back to your target. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
302
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Posted - 2013.09.04 17:05:00 -
[19] - Quote
DTson Gauur wrote:The first iteration had me excited... This new one is total bull, who needs a web anyway when NOTHING survives to web range? My Paladin even as it currently is on TQ can kill pretty much everything with _TACH BEAMS_ before the rats get closer than 40km. Usually they die before they can get up to speed.
Only things that actually need droned to death are the Mk2 web drones, because they got devhaxx and fly to you @5km/s, and whne mission has them, those are the last ones to take out anyway.
The webs aren't need that much for PVE with the original idea but without some kind of web bonus for PVP they are restricted to very niche useage.
I will say again the original idea is a good one being hamstrung by being shoe horned onto the existing marauders.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
304
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Posted - 2013.09.06 12:39:00 -
[20] - Quote
Rayzilla Zaraki wrote:While I like the idea, somehow having something that can fix itself in space doesn't seem very Maraudery.
When one marauds, one is roaming in search of plunder or prey. That is the aspect that should be looked at.
I get the feeling Marauders was just a fancy name slapped on a line of ships :S and their actual function has little to do with Marauding otherwise you'd get something like this (ish):
Innate bonus to over-heating of some sort, possibly with some tweaks to make it (more) relevant to PVE.
Defensive sub-systems:
-Big active tank, sig reduction bonuses -Medium active tank bonus, cargo/salvaging, etc. inustry related bonuses -Small buffer bonus and full T2 resists
Electronics:
-Higher sensor strength and other sensor bonuses, lower ewar bonus or maybe ewar replaced with tracking/optimal/falloff bonus -Something in between -Higher ewar bonus, lower sensor strength (Some mix of PVE i.e. tractor beam bonuses in there somewhere)
Engineering:
Normal kind of fitting/capacitor compromises and one that supplements the overheating bonus
Offensive:
Some configuration options on drone capabilities and turret/missile damage output
Propulsion sub-systems:
-MJD bonus sub-system -AB bonus - probably fairly large bonus to speed (upto ~75% of normal MWD speed on these ships) -Jump drive - quite limited but used to "get behind enemy lines" and to get out of trouble but very limited range - literally only able to jump 1-2 systems over (might be a bit tricky to balance with the varied range between systems) its not designed for deep insertion or hot dropping like black ops.
IMO something along those lines is needed to make a true marauder but I'm increasingly getting the impression the name as used ingame is misleading and not what what we are actually talking about. |
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
304
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Posted - 2013.09.06 13:41:00 -
[21] - Quote
The Spod wrote:Why this marauder idea is bad:
GÇó capitals are brought on field if subcap fight looks favorable GÇó t2 buffer marauders roflstomp all other subcap fleets (possibly even worse with target spectrum breakers putting the EHP into good use) GÇó only bang for buck counter is dronefleet
What could be done about it:
Make the bastion a siege mode with guns gaining double rate of fire but hopping tracking and resolution to dread levels. This would make marauders an anti-capital power creep mechanism. The bastion mode would only hit structures and capships, for subcaps you use them like normal BS. Cut the t2 resist crap and roll bonus into bastion which now won't work against subcaps. Cut the ewar immunity crap. Keep the damage projection bonus in hull stats to make them decent for pve. Cut the MJD crap.
They'd still die ridiculously fast against dreads tho - from the logfile of taking down a POCO recently:
78142 - Penetrates 121413 - Smashes 70811 - Penetrates 97167 - Smashes 102970 - Smashes 73963 - Penetrates
And thats a fairly typical of any section of the log - even factoring in resists very little sub-capital thats sitting dead still will survive against that let alone against 2 or more dreads and that wasn't even a gank fit moros.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
305
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Posted - 2013.09.06 15:33:00 -
[22] - Quote
The Spod wrote: This is a good thing. The difference in range, lock timeand numbers still vastly favor the marauder blob. It's not supposed to solo kill a capital, that would just be redundant power creep.
It's the subcapital anti-capital wing.
Dropping dreads on 200 marauders each pushing 2000-3000dps against capitals, each sporting target spectrum breaker to make the dread pilots hate their lock time... Not a good move.
Don't underestimate the range of dreads - most pack a selectiong of sebos and tracking computers and can quite handily push out dps to 100+km - in the given scenario tho people are more likely to drop a carrier blob rather than dreads.
Xequecal wrote: The first Vargur iteration could local tank three sieged dreads. The Golem could tank four.
Being able to tank the dps numbers is one thing - 3 dreads will alpha through most sub-caps if they are sitting still - only takes a few good quality hits and even with 300-400K EHP the dreads can push past the tank - I've seen a dual plate, slaved vindi die under triage reps just coz the dreads got some good quality hits in a row. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
305
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Posted - 2013.09.06 16:02:00 -
[23] - Quote
Xequecal wrote:
I never said it was a good idea to do this, I just said it was possible in response to the other guy's criticism that the posted strategy wouldn't work because local tanking dreads was/is impossible.
You can't go by the EFT volley damage tho - the formula allows for upto 1.49x (don't think 1.5x is actually possible but could be wrong) damage for normal shots and a moros wrecking shot could be almost 200K volley and a decently fit moros will be doing an average of about 70k raw alpha ignoring resists against a stationary target - even one could potentially get enough lucky shots to push through the tank unless the EHP is really massive and 2-3 almost definitely will against all but the most extreme tanked most sub-caps. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
305
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Posted - 2013.09.06 16:08:00 -
[24] - Quote
Mournful Conciousness wrote: I don't disagree that T2 brawling battleships might be interesting, but PVE marauders are probably not a good place to start.
Thats the problem with this thread - you essentially have different camps something like:
-Those that want a T2 PVP battleship -Those that want an actual marauder with PVE and PVP application -Those that want a highsec PVE monster |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
306
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Posted - 2013.09.06 21:07:00 -
[25] - Quote
Mole Guy wrote:wait a tick.
think about the name...Marauder. from wiki- ma-+raud-+er /m+Ö-êr+¦d+Ör/ noun
noun: marauder;GÇâplural noun: marauders
1. a person who marauds; a raider. "a band of English marauders were surprised and overcome" synonyms: raider, plunderer, pillager, looter, robber, pirate, freebooter, bandit, bandito, highwayman, rustler;
to me, this sounds like a ship thats designed to get in fast, strike hard and leave. they should not be tanky bricks, they should have t2 resists, be as fast as command ships, strike with lethal force and fade. they should have mobility and the mjd bonus fits that well. low sensor str is one thing, but it needs high scan res. has to lock and dish out the pain. the sensor str being limited and only pumped up in bastion mode actually fits this play style. "forget electronics..when we hit bastion mode, NOTHING CAN STOP US!" lesser tank (not minimal) is ok, if we have good resists. somewhere between a command ship and a t1 bs with a bonus attached similar to the damnation.
now, we can add the bastion mode which would give whatever bonuses you guys determine, but a marauder is a quick striking ship. this train of thought would fit right in with the mjd/sniper mode. or, one could set it up for gank with burner/mwd and speed in to orbit. it doesnt need more damage bonuses, it need application. more tracking, more range, explosion radius or velocity or just:
-make the golem a hybrid platform and just have gun mode in all things. bastion gives good gun bonuses along with tank or rep. the golem was made when the raven was a beast of a torp boat...old skewl. -take some armor, give us the 7.5% rep rate back. -give it an rr bonus similar (but way less) than logi. maybe out to 20k on large reppers. -how about similar to the damnation, a 7.5% bonus to armor or shield per lev? we have less armor than normal, but through experience, we learn to "fight the ship"?
this way fits a marauder style better. to go in, wreak havoc, patch each other up and leave. self reliance as an individual or a team.
As per an earlier post I made I think Marauders was just a cool name they slapped on a line of T2 BS and there isn't an intention to make an actual proper marauder :(
RE the Golem/hybrids thing it again comes back to the idea being applied to the wrong ships really - hyperion, maelstrom, rokh and baddon hulls are much more suited to this kind of use. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
318
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Posted - 2013.09.12 22:30:00 -
[26] - Quote
Iome Ambraelle wrote: Pretty much this. I didn't understand either until I started running the numbers for myself. I thought my spreadsheet was broken lol. Thus my signature.
They don't have the capacitor or EHP to back it up tho - relatively easy to neut that tank off and unless it has approaching capital levels of EHP that 40K dps tank isn't (always) very useful in situations where your actually taking a good percentage of that dps. Granted it does mean you need a half decently setup fleet to take them down. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
327
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Posted - 2013.09.25 14:23:00 -
[27] - Quote
Joe Risalo wrote:
Please, find me a definition ANYWHERE that specifies that Marauders are a fast moving force. Well, at least anywhere apart from writing your own definition.
Throughout history, Marauders have been used in many different situations. They've been used as hit and run tactics to steal valuables to try and shut down their opponents supply lines. They've been used in castle sieges. They've been used to raise villages, including slaughtering the people.
By definition, anyone who enters somewhere in search of loot or booty is a Marauder.
I can break into your house, and I am a Marauder. I can rob a bank, and I am a Marauder. I can siege FT Knox, and I am a Marauder.
All of these require different speeds and tactics, and the last actually would require heavy armor and vehicles. This isn't exactly fast, but it's still Marauding.
And yes, if I come to your castle with the intent of looting, then reguardless of what weapons I bring to get into your castle, I am still a Marauder... Even if I bring a trebuchet..
Just breaking into a house doesn't make you marauder, sieging a castle doesn't make you a marauder. Marauding is the practise of a sustained campaign of hit and run, looting and pillaging usually behind enemy lines though doesn't have to literally be as part of a war - it could be outlaws or even post the break up of the rule and law of a civilisation.
By the very nature of most of those tasks and the requirements of not being caught operating in a foreign or hostile landscape theres a requirement that the force be mobile, agile and to some extent fast moving.
I really really wish CCP would rename these away from being marauders and give us something more inline with the name of marauders as its obvious now that marauders was just a cool name slapped on a line of ships. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
327
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Posted - 2013.09.25 16:57:00 -
[28] - Quote
Joe Risalo wrote: That is not in the definition, but is however, covered by the definition.
I had a list of definitions, but for some reason, I can't post with those attached definitions. Just google Marauder definition.
Not one of the definitions specifies hit and run tactics.
However, to be exact, they more specifically refer to "attacking" and/or "raiding". Neither of these two words specify hit and run tactics either. You can "attack" or "raid" a castle. The only thing specific to Marauders is that they are there specifically in search of loot/spoils/booty/whatever other word you want to use.
As Marauders are now, they easily fall under the aspect of being a Marauder by definition. Players use them in missions specifically because of their tractor, salvaging, and cargohold. They can loot and salvage while killing... I.E. a Marauder.
Actually, by definition, their use in PVP is less like a Marauder than their current PVE use. This is because they typically aren't used to loot and salvage in PVP.
Therefore, they're more likely raiding/pillaging in PVP. Very few players use them in PVP with their Marauding capability, but rather by-pass marauding for more utility.
So, IMO, if you want a hit and run ship, then CCP needs to create a new class of BSs that are Raiders or Pillagers. They come onto the map specifically to destroy.. Whether this includes speed with hit and run tactics is up to CCP.
You (in a general sense) need to look at what it means to maraud before reading too much into the definition of a marauder. Inherent to the definition of marauding comes the requirement in the vast majority of cases of being able to avoid or evade the current law or force controlling the area. Which pretty much means by extension you need hit and run tactics in the majority of cases.
TBH tho its mainly the versatility (if your making something thats supposed to be a marauder in the true sense) that I have issues with which kind of means making something that is to some degree a tech 3 ship - to quote your post "Throughout history, Marauders have been used in many different situations." and so on with the rest of the examples you gave - being able to hit and run just one combination they need. |
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