
Varion Dalarel
Republic Military School Minmatar Republic
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Posted - 2013.09.02 12:44:00 -
[1] - Quote
Hello,
First of all: Eve Online is a sandbox game where pvp plays a big part. There were and there are pvp and non pvp ships in this game, like freighters, mining barges, industrials, salvaging ships, capital industrial ships...
Every single ship has its own role: A mining barge is used to collect ore from roids, an industrial or an capital industrial (Orca) is ussed to haul this ore and freighters will transport lots of this stuff to a refining station or trading hub. All those ships have there own role and this is no pvp role. Now i come to the point for what marauders were designed originally. They were ment to be pve gods for running level 4 missions. After all the changes to pirate and faction bs hulls they also need some love of course but why changing the role? Eve has ships which arent pvp ships, the marauders are carebaer ships for people who like running missions and don't want to pvp. This game is a sandbox where everyone can do what HE wants to do which makes this game so great so let there be niche ships in this game.
There is also an unused t1 bs hull which could be used for a third T2 bs with a pvp role. From my point of view its better to design the marauders as pve ships and not as 50% pvp and 50% pve ship. The MJD bonus does not work well with the "marauding" role where the capsuler is using the tractorbeams on wrecks to get every valuable stuff from the enemy. If you jump 100km how should you use tractorbeams on large wrecks? Well you could salvage the time in bastion mode but the fact those ships become much more slow boats will **** all players up which are doing missions where gates are not directly at the beacon or are 100km away. Some missions have gates around 40km away from warp in point which makes the MJD very unusefull. Also high dps ships with up to 70km range with short range ammo which can jump every ~60 seconds 100km may be a bit over in pvp.
So my suggestion is: let marauders be the carebaership with a 100% role for solo missions, plexes or ratting and create a 100% pvp T2 hull with the third unused t1 bs hull for all other players who are pvp players. Imho this would be a win for carebaers and pvp players cause everyone gets his own cookie.
Marauders: Role Bonus: 100% bonus to main weapon damage, 100% bonus to range and velocity of tractor beams, 100% bonus to Afterburner speed (instead of 70% reduction in Micro Jump Drive reactivation delay )
Bastion Module [new]:
- Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized)
- Increases shield and armor repair amount by 50% (decreased from 100%)
- Extends all large turret falloff and optimal by 15% (decreaded from 25%)
- Increases all large missile max velocity by 15% (decreaded from 25%)
- Increases turret damage by 5% and missile damage by 10% (added)
- Has a cycle time of 60 seconds.
- When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way
- When in bastion mode, Marauder speed is reduced by 85%, mass is increased by a factor of 5, cannot warp. Also receives a weapons timer that prevents station docking or gate jumping. Weapon time should not require the user to drop weapon safeties in high-sec (being investigated)
- Only one may be fitted per Marauder, cannot be deactivated before cycle ends
- Gives resistances equal to 1 T2 Invul field and a bit more then a true sanshas ENAM => you can fit less tank and activate the module when high ammounts of damage are incomming and use the free slot for utility. DCU + Bastion module will give the ship 90% hull resistance, maybe there should be a stacking penaltie on hull resistances (because 90% is imho a bit over) but not on armor and shields. - 100% with local tank buff are also a bit over from my point of view. Change it to 50% bonus to shield and armor repair amount and nerf cap regeneration a bit less. - reduce rangebonus from 25% to 15% and also look at falloff bonus of the kronos. Even with a 15% bonus you have ~65km blaster optimal+falloff. Missile velocity also changed to 15%. - There should be a small bonus to damage also cause the CNR got another launcher slot which makes the torp damage almost equal to the marauder which had 8 effective launcher slots already. So my suggestion is give a lets say 10% bonus to missiles too and maybe same for turret damage. The falloff and optimal bonus is already a passive damage increase for turrets so i am not sure if they need another damage buff but missiles get absolutely no damage bonus from higher velocity. - Cycle time and EW immunity like in the original module - Reduced ship velocity by 85% and increased mass factor by 4-5 while in bastion mode, cannit warp etc. With this new concept the ships still have a huge range, but to compensate the cutted range they are allowed to move but with extreme reduced speed cause the Bastion mode "uses" almost all energy the ship uses for his engine. This will result in 20-24 m/s speed while in bastion mode and 90-100 m/s with afterburner (meta4) activated in bastion mode. With republic fleet afterburner and deactivated bastion module they can burn with 610 to 736 m/s to a point and go into bastion mode. This concept is imo more flexible then the flat 100 km MJD range.
Please keep in mind this is just a suggestion and attributes can be changed again. Think about giving the marauders the 100% pve role and create a new pvp-role T2 battleship with the unused t1 battleship hull later. Both carebaers and pvp players would get a cookie this way and we may see other nice T2 hulls.
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