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

Vivi Udan
Multiplex Gaming Li3 Federation
0
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Posted - 2013.08.30 03:42:00 -
[1] - Quote
Sarmatiko wrote:"100% bonus to range and velocity of tractor beams" is an outdated bonus, especially after Noctis introduction. Either make this bonus dependent from Marauders skill to achieve Noctis-like results, or increase this value to 500%. After all, now we have reduced MJD reactivation and 40km tractor range is not viable anymore with 100km jumps. And I'm not even going to mention highly demanded salvaging bonus..  Other than that.. AWESOME!
I definitely agree with Sarmatiko's statement, and to some extent, I feel like the proposed reductions to mobility will overly restrict the ships.
I do have to say, these look like some great changes that will drastically change the demand for these ships. My Vindicator was in someways better than my Kronos. Keep in mind a brand new character could sit in a Vindicator in about a week versus approximately 115 days to sit in a Kronos. It's about time all those extra 'necessary' skills paid off.
I CAN'T WAIT TO TEST THESE CHANGES ON THE TEST SERVER.
THANK YOU CCP =] |

Vivi Udan
Multiplex Gaming Li3 Federation
0
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Posted - 2013.09.06 15:42:00 -
[2] - Quote
CCP Ytterbium wrote:Update here. BASTION MODULE Increases shield and armor repair amount by 100%
Extends all large turret falloff and optimal by 25%
Increases all large missile max velocity by 25%
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 set to 0 m/s, mass is increased by a factor of 10, 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
Uses 10 CPU and 100 powergrid to fit
Uses no specific fuel or capacitor - we were discussing the use of Heavy Water as fuel. However, it doesn't really provide any gameplay (as CCP Rise mentioned, capacitor is the main limiting factor in combat with those ships). Plus it adds more consumables to a class that already commonly uses charges for weapons, cap boosters and need to keep cargo for possible salvaging.
Skill requirements: High Energy Physics 4 and Energy Grid Upgrades 5
Role Bonus: 100% bonus to large (specified) weapon damage,
100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay (Specified) Battleship Skill Bonus:
5% bonus to capacitor capacity 7.5% bonus to Large (specified) optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level) Marauder Skill Bonus:
7.5% bonus to the velocity factor of stasis webifiers per level 5% bonus to large (specified) damage per level
I feel really bad for you CCP. The Marauders are currently close to mid range ships and you are proposing to continue that characteristic but several things cause problems.
1. Close range combat ships with a micro jump drive bonus...  2. 7.5% bonus to webs per level [A player can fly a Vindicator in LESS than HALF the time it takes to get in a Marauder] 3. 5% damage bonus per level [again, Vindicator = bigger bonus + LESS than HALF the training time] 4. I don't know what other people used the utility slots for but put some Energy Vampires on there and you are cap stable so the capacitor bonus makes Energy Neutralizes the only module worth using. (This is a great opportunity to make Marauders more PVP 'friendly' (irony) but makes 3 high slots useless in PVE.) 5. As the proposal for the Bastion module stands now, it is only useful for long range combat and if a player plans on using close close range combat they might as well fly a Faction Battleship. [again, Faction BS = bigger damage bonus + bigger web bonus + LESS than HALF the training time] 6. The 2 qualities that make the current Marauder useful are their utility high slots and their repair bonus. If a player needs to equip a module to get the repair bonus then the ship is a lesser Faction Battleship with a glorified 'repair' module.
I have to admit, the Marauder change needs to happen but what that balance of old and new is going to be is not clear to anyone right now  |

Vivi Udan
Multiplex Gaming Li3 Federation
0
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Posted - 2013.09.08 04:57:00 -
[3] - Quote
Mer88 wrote:i believe the original idea of the marauder was so that you can salvage loot and do the mission at the same time. This was the reason for such a long training time, but now with the intro of noctis, the newer players started to question the reason for long training time for marauder when other ships can do the same and better. I think it is only fair that the marauder get a nice boost to its salvage + tractor beams to keep the tradition.
The problem with a salvaging bonus goes against what eve is all about, which is flying one ship that does something well. AKA not allowing players to do ridiculous things like creating the ultimate laser fitted raven and have them survive.
Whether you use a Marauder for mission running or for 0.0 Ratting (which I have done and is quite tricky) you are naturally dealing with players who want a ship that is going to min/max. Because of this, the literal definition of 'marauder' fits the playing style of get in, get out, rinse and repeat. As stated before, tractor beams on marauders currently work for min/maxing when you use them on battleships and on other occasional high priority wrecks. To salvage, even in a Noctus takes time (with T2 salvage rigs and all skills 5, I could salvage any null sec site in about 4 minutes). To sit in a site with only 3 or even 4 slots for tractor beams and salvagers is going to take FOREVER, and so a salvage bonus is impractical. |

Vivi Udan
Multiplex Gaming Li3 Federation
0
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Posted - 2013.09.10 14:42:00 -
[4] - Quote
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?)
I like where your idea is heading. My particular idea is kinda a different iteration of your own idea [maybe a little bit] What I am trying to come up with is a way to make Marauders more 'fleet friendly' for small and larger scale PVP or PVE when used with the Bastion Module. [I am aware that half of you wont like it, 1/4 of you will hate it, and everyone else wont even read it.] The idea is to take the existing negatives of a battleship in PVP and create a positive to counteract the existing negative [aka the Bastion module] and to encourage 'marauder like tactics' to avoid being countered during the 'cool down cycle.'
The cool down cycle is specifically to give opponents the opportunity to counterattack or, if the battle is over, encourage the Marauder to loot and/or salvage any wreckage. (Cool down cycle = normal marauder capabilities except warp drive is disabled and bastion module is disabled.)
And for those who want a damage boost can get it, but at the cost of eventually burning out their guns.
BASTION MODULE
25% increase to large turret falloff and optimal range 25% increases to large missile velocity 50% reduction to E-War (Can receive remote assisting bonuses) 50% reduction to Micro Jump Drive distance (Long range = use before entering Bastion mode/short range = use after entering Bastion mode) Additional 10% bonus to the reduction of overheating damage (per thermodynamics skill level) Warp drive is disabled
Can use one of two types of fuel: 'Water' 60 second cycle time with 45 second cool down timer 'Coolant' 120 second cycle time with 90 second cool down timer
Bonuses for the racial battleship skills would have to determined individually. |

Vivi Udan
Multiplex Gaming Li3 Federation
0
|
Posted - 2013.09.20 21:34:00 -
[5] - Quote
Maataak wrote:The only thing that concerns me with any change in ship ability, Is whether or not it can still be used as it was before it was "rebalanced." To have spent 1.5bil+ on a ship that is central to my gameplay, and then one day it can no longer be used as such is at the very least frustrating.
(cough) sentry ratting in Super Caps (cough)
Didn't work out well for the Super Cap pilots so it doesn't mean CCP will make it work well for mission running. I'm not saying it's right or fair, but CCP is responsible for looking at the big picture.
As players we tend to want what's best for us, but I'm sure all Marauder pilots can agree, we spent WAY too much time training to get into a Marauder so CCP needs to be careful about their final iteration for this re-balance. |

Vivi Udan
Multiplex Gaming Li3 Federation
1
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Posted - 2013.09.26 01:01:00 -
[6] - Quote
Joe Risalo wrote:Lair Osen wrote:Where's my locator agent?.... But seriously, who Overloads for PvE?? Better yet, who overloads when their ship and fit worth over 10 billion (probably) relies on those modules working... I wouldn't risk flying that expensive of a ship, and I sure as hell wouldn't risk overloading anything on it. I would stay aligned, with an MJD and be ready to GTFO in a moments notice... Even if I was running a lvl 1 mission, lol
Eve-Central says it's worth approximately $12.6 billion. That's one hell of a shiny loot pinata. I suggest you don't undock anytime soon. And, assuming your character 'NiteNinja' is flying that ship, unless you designed that character from day one to fly the Golem, I would guess the character needs more skills trained before flying that shiny of a ship.
But ConranAntoni IT"S SO SHINY.  |

Vivi Udan
Multiplex Gaming Li3 Federation
1
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Posted - 2013.09.26 21:03:00 -
[7] - Quote
Lair Osen wrote:Well if they're adding a new auto-salvage deployable structure, thats going to make the salvage bonus on the marauder pretty useless.
The deployable module is for tractor beaming not salvaging ...kinda a big difference.
in which case the Marauder bonus is now officially useless.  |

Vivi Udan
Multiplex Gaming Li3 Federation
4
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Posted - 2013.09.30 16:10:00 -
[8] - Quote
Shinzhi Xadi wrote:Anybody notice how CCP put up the original new marauder plan, got 219 pages of feedback, and completely ignored ALL OF IT.
They just said the original plan is going on sisi. WTF do they even ask us for feedback for??
CCP's job isn't to make us happy (because that's impossible). Their job is to tick us off as little as possible... just like every other business out there. But yes, it is aggravating. |

Vivi Udan
Multiplex Gaming Li3 Federation
4
|
Posted - 2013.10.09 01:45:00 -
[9] - Quote
I really like the bastion module on the Kronos. Although some may not like the immobility of the bastion mod, it seems to work well as a 'plan b'. The reduced time of the MJD is amazing at keeping someone within range (I was able to keep a Talos with a MWD in range) and even when you activate bastion mode the optimal and falloff bonus helps keep yourself in the fight.
I briefly tried using the Golem and was (barely) able to make it out alive after being ganked by 4 battlecruisers because of the bastion's resists and rep bonuses and the marauder MJD bonus.
I used to use the Kronos for null sec ratting but always found it hard to keep rats in range even with a duel web fit. With bastion mode it will make a very nice ratting ship even without the webs... although I still like webs.
On a side note, I think the 'transformation' for the Kronos is more like popping the hood on a car and not nearly as impressive as the Golem's transformation. |

Vivi Udan
Multiplex Gaming Li3 Federation
4
|
Posted - 2013.10.09 15:31:00 -
[10] - Quote
Joe Risalo wrote:Vivi Udan wrote:IOn a side note, I think the 'transformation' for the Kronos is more like popping the hood on a car and not nearly as impressive as the Golem's transformation. You think the Golem transformation is impressive? You have low standards....
"AS impressive" does not mean I LOVE IT I LOVE IT I LOVE IT it simply means it's better than. Sorry for the misunderstanding. |
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