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Tramar
Pator Tech School Minmatar Republic
0
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Posted - 2013.10.16 11:37:00 -
[1] - Quote
The Djego wrote: It is a great shame that marauders don't get her a single of core problems revisited(quite similar to hybrids) and instead get dumped down into a even smaller niche, lose her appeal for her old applications and will overall end up as ineffective lazy mode ships. Overall one more time that CCP shows that they have little understanding of the use of her ships and the overall game mechanics, and completely ignoring feedback for people that actually use the hulls in a halve decent way.
So true, this new update makes them even more situational than they were before, especially in null/low. |

Tramar
Pator Tech School Minmatar Republic
1
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Posted - 2013.10.16 13:12:00 -
[2] - Quote
baltec1 wrote:[quote=The Djego] These ships have been taken out of a limited use as incursion runners and a few mission areas to viable in most pve and very viable in pvp. It doesn't, they are still much more expensive than standart BSs while not really getting a good pvp benefit. It still leaves them very situational at best. |

Tramar
Pator Tech School Minmatar Republic
1
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Posted - 2013.10.16 13:13:00 -
[3] - Quote
Tramar wrote:baltec1 wrote: These ships have been taken out of a limited use as incursion runners and a few mission areas to viable in most pve and very viable in pvp.
It doesn't, they are still much more expensive than standart BSs while not really getting a good pvp benefit. It still leaves them very situational at best.
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Tramar
Pator Tech School Minmatar Republic
2
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Posted - 2013.10.16 17:07:00 -
[4] - Quote
gascanu wrote:Quote:CCP Ytterbium
Why would I want to use Marauders in Incursions now that the web bonus is gone?
There are other advantages to Marauders - internal play tests have shown us than kitting through the MJD bonus is very effective, as NPC warp scramblers don't stop you from using it. Plus their tank is good enough not to require Logistic support. Bottom line is, we are not willing to leave a web bonus on Marauders to cater to ultra-specialized Incursion fittings when that conflicts with our design goals and their role as a whole. Especially when alternative tactics exist that make them still very effective in Incursion
also: did your internal play test have shown how ******** easy is to gank one of those "kiting trough the MJD" marauders? i gues you didn't really have gankers on your "internal paly test" eh? They didn't, with bastion it becomes the most easy to gank ship to find in anomalies, unless the EW immunity lasts some seconds after the bastion is shut down, but even that won't save it from a proper gank, 100km is very easy to cover with a fast ship before the maradeur manages to warp away. |

Tramar
Pator Tech School Minmatar Republic
2
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Posted - 2013.10.16 17:40:00 -
[5] - Quote
baltec1 wrote:Dinsdale Pirannha wrote: Plus, I created threads on the test feedback forum and mission forum about getting people together to test. I have tested with less than optimal quantities, and that alone showed how bad these changes are.
No it just shows yet again the attitude of the average pve player. They never test anything then whine for months that things changed even if that change benefits them. Literally the only people not happy with this change are the incursion runners who want marauders to do the job of pirate battleships.
making maradeurs still useless exept for some situational pvp and even more for null/low pve isn't that much of a change. |

Tramar
Pator Tech School Minmatar Republic
3
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Posted - 2013.10.17 04:57:00 -
[6] - Quote
Serge SC wrote: Main differences are play style. The Vargur demands a more fixed position, but that adds to the strategy of where to position yourself to pull enough aggro and be able to hit stuff, or when to reposition to make your guns effective once more. The Machariel on the other hand relies on kitting and constantly moving to survive and manage your triggers.
It also makes Vargur a sitting target practice for any roam to come by if it's farming anomalies. And their strong point were usually ACs, arty fit is quite meh.
As it stands: T2 ships have a specific role and can outshoot their t1 counterparts and mostly even their faction variants.
What do we have with Maradeurs with proposed balance?: We get an outmatched ship with outdated bonuses, without a distinguished role.
What do we have from a player perspective?: Cause of the capital skill tree remade we get a ship unworthy the train time and isk without that much of a necessary role it pvp/pve fleets. You can still get even a cheaper faction BS or a little bit more expensive pirate BS which will both perform better (in most of the cases) in pvp and pve. The bastion mode also makes them pretty much useless in null/low pve, because 60 sec sitting target for that kind of area is not entirely good.
Imo: Maradeurs need to get their outdated bonuses sorted out and to get an overall hull buff first. Getting a role for them is interesting, but it won't sort out anything and still leaves maradeurs very situational and doesn't make them worth the training time/isk. |

Tramar
Pator Tech School Minmatar Republic
3
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Posted - 2013.10.18 17:15:00 -
[7] - Quote
Maradeurs need a boost to be more or less attractive both in pvp and pve, the forced long range role won't work. There are still ships which can do everything better. |

Tramar
Pator Tech School Minmatar Republic
3
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Posted - 2013.10.22 14:03:00 -
[8] - Quote
Joe Risalo wrote:
OOH, ooh, ohohohohohoh!!!!!!
I have an idea!!!! It's so crazy that CCP actually implemented it on the ships!!!! I mean, if not for the words, I would never have thought about it!!!
If you're in a mission where rats spawn on top of you... wait... I'm too excited... I need to calm down....
Ok, I'm better..... you can...... MJD!!!!
I KNOW!!!!
Crazy right????
Good luck MJDing from an enemy pilot in null while waiting for the bastion mode to finish and seeing him in grind in about 20-30s.
This new update just makes it yet another mjd highsec carebear ship, still inferior in dps and tank to navy(CHEAPER)-pirate BCs, while having a high skill requirement. Still with outdated bonuses. |

Tramar
Pator Tech School Minmatar Republic
3
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Posted - 2013.10.22 14:03:00 -
[9] - Quote
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Tramar
Pator Tech School Minmatar Republic
4
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Posted - 2013.11.19 13:50:00 -
[10] - Quote
Quish McQuiddy wrote:Brib Vogt wrote:
.. some nice analysis ...
Arty vargur was a disgrace. it took me so much longer that i didn't flew extra pocket. So much clicking. All guns ungrouped + Targetpainter (yes i know it is unusual but it works much better than a third tc) makes 5 things to switch on and off. terrible.
.. some revealing conclusions ...
So in the end:
If i leave minmatar space to fly in areas where e-war is more common i need to use bastion more often which will translate into less isk/hour.
Yes - as I sit here waiting for the end of my time using a Marauder in all mission, I know that I wont use it anywhere. Artillery is terribad and gets nothing from the changes, and 'flying' ships seems to be getting nerfed with the MJDbastion doctrine. I never ran missions for pure speed, just as a time killer in some respects. The vargur flew nicely and killed that time pleasurably - perhaps the only BS doing it with flair ... the speed nerf makes it feel like a Maelstrom .. and this is what they made it! Yep, after this rebalance Vargur is the Maradeur which lost the most and gained the least. |

Tramar
Pator Tech School Minmatar Republic
4
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Posted - 2013.11.19 14:16:00 -
[11] - Quote
Mer88 wrote:
what it lose ? a little bit in top speed? it is no worst than the old vargur. I rather take the bastion vargur everytime. now all i need is 2 slots to tank + bastion the rest can be for mwd, cap booster, tracking comps.
Btw, i think they ninja in 50 bandwidth so now you can use 2 sentry drones in vargur.
It's now a totally inferior Maradeur it lost a lot of it's speed in mvd/ab setups, gained a useless bonus for an mjd and gains the least from bastion bonuses compared to other ships. It's also less cap-stable now |

Tramar
Pator Tech School Minmatar Republic
4
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Posted - 2013.11.20 09:54:00 -
[12] - Quote
Dinsdale Pirannha wrote: Not so sure about this. The Paladin and Kronos are totally finished in Incursion VG's. And the Paladin was always terrible in 3 of the 4 racial mission types, and that has not changed.
The best part is 2 bloggers, one of them a CSM member, are already starting up the campaign to nerf the Marauder or Bastion module, since it is OP, in their opinion.
The CSM member's reasons were classic. One was that the ships are now "risk-free" in high sec.....yup, a ship with about a quarter the EHP of a freighter is always safe. And the other reason, which is the best reason, is because they are OP for alliance tourneys....you know, those contrived fights that affect less than 1% of the player base.
Well loosing the web-bonus is bad, but still they outperform Vargur in other aspects completely.
Nerfing the Maradeurs? - they are still worse than pirate ships and even some navy ships. Also they are the only t2 combat ship not seen/not needed in pvp, so yeah, lets nerf them! |
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