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Thread Statistics | Show CCP posts - 30 post(s) |
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CCP Ytterbium
C C P C C P Alliance
2385
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Posted - 2013.08.29 19:34:00 -
[1] - Quote
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.
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Before we look at the hulls, here are the details about the Bastion module itself:
BASTION MODULE
- 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 100%
- Extends all large turret falloff and tracking by 25%
- Increases all large missile max velocity by 25%
- Has a cycle time of 80 seconds. Cycle is reduced by 5% for each level of Bastion module skill to a minimum 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
- 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.
BASTION TRANSFORMERTHINGIEGäó SKILL(name not final)
- Rank 8
- Perception, Willpower as Primary / Secondary
- Requires Advanced Weapon Upgrades 5 (that's needed to fly a Marauder anyway)
=================================================================================================
Giving a new deployed mode is not enough however, as some modifications need to be made on the hulls themselves. First, we wanted to encourage Marauders to use Micro Jump Drives to move around, and as such have reduced mobility next to their Tech1 counterparts (bit higher mass and lower max velocity). We are also reducing their drone bays as they are primarily meant to deliver damage through their main weapon system. They also keep the resistances they have right now instead of gaining full Tech2 resists, otherwise the combination with the bastion module would be quite over the top.
However, we realize Marauder hulls have a certain number of issues; as such we are significantly increasing their fittings so that they can fit Large Micro Jump Drives plus Heavy Capacitor Boosters with more ease (the Vargur especially needed more fitting options). We also are increasing their high slots to 8 to compensate for the slot allocation of the bastion mode. We also are increasing their maximum targeting range and scan resolution a bit to make use of the increased damage projection, while decreasing their signature radius.
As a final combo bonus, we also are changing Target Painter cycle time from 10 to 5 seconds, and reducing their cap usage to compensate - waiting for the Target Painter cycle to finish before swapping targets is quite annoying on the Golem.
Detailed changes below.
PALADIN
- Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
- Amarr Battleship Skill Bonus:
5% bonus to capacitor capacity 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
- Marauder Skill Bonus:
7.5% bonus to repair amount of armor repair systems 5% bonus to large energy turret damage per level
- Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
- Fittings: 16500 PWG (+3000), 530 CPU (+30)
- Defense (shields / armor / hull) : 6300(-500) / 8000(-200) / 7700(+400)
- Capacitor (amount / recharge rate / cap/s) : 8000(+2375) / 1000s (+76.1s) / 8 cap/s (+2)
- Mobility (max velocity / agili...
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Claire Raynor
NovaGear Limitless Inc.
176
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Posted - 2013.08.29 19:44:00 -
[2] - Quote
I really didn't expect this! Interesting - won't help me for PvE though!
EDIT - WOW - this is my first ever First :)) |
Zhilia Mann
Tide Way Out Productions
1486
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Posted - 2013.08.29 19:45:00 -
[3] - Quote
Wow. Mini dreads. Ok.... |
SkupojHren
Deep Core Mining Inc. Caldari State
0
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Posted - 2013.08.29 19:45:00 -
[4] - Quote
THIRD |
HiddenPorpoise
BG-1 The Craniac
58
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Posted - 2013.08.29 19:46:00 -
[5] - Quote
Not sure how well it works for PvE, but it doesn't suck next to other battleships now. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2623
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Posted - 2013.08.29 19:47:00 -
[6] - Quote
This could be a lot of fun, but I am gonna miss the drones that were cut down.
Sentinels in particular would be a great compliment to an immobile gun platform. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
Blodhgarm Dethahal
Transcendent Sedition Dustm3n
24
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Posted - 2013.08.29 19:48:00 -
[7] - Quote
umm... wow? -Bl+¦d
Wormholes are the best Space.. |
NEONOVUS
Saablast Followers
476
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Posted - 2013.08.29 19:49:00 -
[8] - Quote
You will be adding replacement pants to the NEX store now, right? |
Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
660
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Posted - 2013.08.29 19:49:00 -
[9] - Quote
w00t Page 1 ! :) HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |
Zhilia Mann
Tide Way Out Productions
1487
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Posted - 2013.08.29 19:49:00 -
[10] - Quote
Forget Bastion. Should totally be called Stand Your Ground modules. |
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Volitaire
3-Strikes Nulli Secunda
10
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Posted - 2013.08.29 19:51:00 -
[11] - Quote
I'm getting rather tired of every ship 'upgrade' having a new, or multiple, associated skills go along with it. |
Zhilia Mann
Tide Way Out Productions
1487
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Posted - 2013.08.29 19:54:00 -
[12] - Quote
Volitaire wrote:I'm getting rather tired of every ship 'upgrade' having a new, or multiple, associated skills go along with it.
This may not be the thread for it, but why? There are definitely people running out of things to train and -- let's face it -- this one in particular is far from a mandatory skill for most purposes. Unless you make a habit of removing high sec towers it seems pretty niche. |
Maximus Aerelius
PROPHET OF ENIGMA
471
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Posted - 2013.08.29 19:54:00 -
[13] - Quote
So far I like. Will wait for the Round 2 and for them to appear on SiSi before a full "YEEHAA!". I'm a Golem Pilot and I like this "In-between" role for the Marauders.
Nice work! Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Alphea Abbra
Grim Determination Nulli Secunda
406
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Posted - 2013.08.29 19:54:00 -
[14] - Quote
Base Floor.
Purty Vargurs comin'! |
a'akanelle
Science and Trade Institute Caldari State
1
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Posted - 2013.08.29 19:56:00 -
[15] - Quote
Very interesting...
On the specifics of the proposal... Can you start to spool your MJD in Bastion mode? Assuming EWar immunity includes Scrams what is to stop a small gang of these in low-sec? Just Bastion mode for 60 seconds, spool your MJD at 55 seconds, and you are gone before you can be tackled.
That said Marauders V finishes in 2 days, so I am looking very much looking forward to flying these. |
Kismeteer
GoonWaffe Goonswarm Federation
300
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Posted - 2013.08.29 19:56:00 -
[16] - Quote
Yeah, because the problem with eve was that level 4 missions were just too slow.
I have no idea why you are buffing empire missioning to such a large degree. |
Katia Echerie
D4RK M00N RISING Standing United.
22
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Posted - 2013.08.29 19:57:00 -
[17] - Quote
Hah... I was gonna say I called it but you posted that as I was writing that very same idea in another thread. So yeah... freken cool! |
The Spod
Center for Advanced Studies Gallente Federation
44
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Posted - 2013.08.29 19:57:00 -
[18] - Quote
Ammo bay please. |
Maximus Aerelius
PROPHET OF ENIGMA
471
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Posted - 2013.08.29 19:58:00 -
[19] - Quote
Will the Skill(s) be seeded to TQ before the Winter Expansion or will it appear all at once? Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Sarmatiko
1362
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Posted - 2013.08.29 19:59:00 -
[20] - Quote
"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 300-500%. After all, now we have reduced MJD reactivation and 40km tractor range is not viable anymore with 100km jumps.
Other than that.. AWESOME! -¥ |
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Milton Middleson
Rifterlings Point Blank Alliance
298
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Posted - 2013.08.29 20:00:00 -
[21] - Quote
Why not have the Bastion module just use Tactical Weapons Reconfiguration? |
adopt
Tr0pa de elite. Pandemic Legion
607
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Posted - 2013.08.29 20:00:00 -
[22] - Quote
Anyone else think that their Paladin is going to go "vertical"
huehuehuehue Shadoo > Always remember to fit Cynosural Field Generator I, have 450 Liquid Ozone in your cargo and convo a friendly Pandemic Legion member if you have a capital or super capital ship tackled.
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Ristlin Wakefield
Pentag Blade Curatores Veritatis Alliance
358
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Posted - 2013.08.29 20:00:00 -
[23] - Quote
Looks like a pretty useful ship for solo ships to clear out higher level DED sites and maybe incursion stuff. I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license. |
Ristlin Wakefield
Pentag Blade Curatores Veritatis Alliance
358
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Posted - 2013.08.29 20:01:00 -
[24] - Quote
adopt wrote:Anyone else think that their Paladin is going to go "vertical"
huehuehuehue
I expect it to change color too and open a bit at the top. I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license. |
Maximus Aerelius
PROPHET OF ENIGMA
471
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Posted - 2013.08.29 20:01:00 -
[25] - Quote
Kismeteer wrote:Yeah, because the problem with eve was that level 4 missions were just too slow.
I have no idea why you are buffing empire missioning to such a large degree.
See the other side of the coin: You may actually see these ow used in Fleet Doctrines\PvP more often given this ability rather than shiny L4 Mission Runners and with that a lot more of them dying on the field. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Kismeteer
GoonWaffe Goonswarm Federation
300
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Posted - 2013.08.29 20:02:00 -
[26] - Quote
The MJD changes? fantastic. Grid changes? great. The extra high slot? meh but good deal. The 'just falloff and tracking' kind gives some turret types a much larger bonus, versus the missile one which is huge.
You are also missing the main bonus to the idea of 'mini-dreads': huge damage increases. Otherwise this is just a minor ammo type change.
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Sun Win
161
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Posted - 2013.08.29 20:02:00 -
[27] - Quote
Claire Raynor wrote:I really didn't expect this! Interesting - won't help me for PvE though!
Why wouldn't the ability to max out your tank for 60 seconds at a time help you in PVE? |
Capqu
Love Squad
206
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Posted - 2013.08.29 20:02:00 -
[28] - Quote
hey how come the siege module only gives missiles one bonus?
guns get application bonus + range missiles get range
doesnt really make sense to me http://pizza.eve-kill.net |
Khori Renalard
Those Once Loyal
0
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Posted - 2013.08.29 20:03:00 -
[29] - Quote
Sounds like bastion mode would scream "VIOLATE ME NAO" if a hostile dread happens to be nearby. |
theDisto
Dreddit Test Alliance Please Ignore
14
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Posted - 2013.08.29 20:04:00 -
[30] - Quote
Wow. I'm not entirely sure what this is, or how it's going to work out, but looks super cool.
It might be worth adding a signature radius bonus to them while under Bastion to help them deal with bombers. |
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