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

Stirlsha
Mostly Harmful Pirate Corp Black Core Alliance
1
|
Posted - 2013.09.06 22:34:00 -
[3001] - Quote
I'm still trying to figure out why a Golem with cruise missiles needs webifier bonuses. I'm not saying that it shouldn't, I'm just lost as to why any thought process would lead to this. For the love of baby Joveus can someone explain it to me? |

Onictus
Silver Snake Enterprise Fatal Ascension
471
|
Posted - 2013.09.06 22:42:00 -
[3002] - Quote
Stirlsha wrote:I'm still trying to figure out why a Golem with cruise missiles needs webifier bonuses. I'm not saying that it shouldn't, I'm just lost as to why any thought process would lead to this. For the love of baby Joveus can someone explain it to me?
Why would a rail Kronos or Tach paladin...
....they don't either. |

Arrendis
Northstar Cabal Tactical Narcotics Team
49
|
Posted - 2013.09.06 22:49:00 -
[3003] - Quote
Striscio wrote: First, there are focus complain based on the class name. Sub-cap Industrial ships lack any productivity use, they are hauler, closer to IRL meaning of logistic than industrial. While EvE-Logistic do close to no logistic work at all (even in military sense there are quite distant). So.. not really a point.
It's a recurring problem in EVE, but that doesn't mean it isn't a valid point, especially as 'combat' vs 'attack' ships are further attempting to clarify the idea that there's something to these ship-type names.
So, without getting too derailed, how about:
T1 sub-capital haulers - Commercial Vessels. Or Cargo Ships. T2 remote-repair cruisers - Tender Ships. (Since, you know, that's more or less what they are, only in real(ish)-time during combat.)
|

Naomi Knight
Imperial Academy Amarr Empire
473
|
Posted - 2013.09.06 23:15:00 -
[3004] - Quote
remove the stupid web bonus it is completly unneeded 10-13km web range why would any marauder fight at that short range? for pve it is hardly needed at all for pvp you have buddies to help with webbing
so give them something else smartbomb bonus ?:O +50% dmg/lvl^^ so no frig pilot wants to get close :D
|

Cade Windstalker
Donohue Enterprises Ad-Astra
153
|
Posted - 2013.09.06 23:21:00 -
[3005] - Quote
Naomi Knight wrote:remove the stupid web bonus it is completly unneeded 10-13km web range why would any marauder fight at that short range? for pve it is hardly needed at all for pvp you have buddies to help with webbing
so give them something else smartbomb bonus ?:O +50% dmg/lvl^^ so no frig pilot wants to get close :D
The web bonus is more useful against Frigates.
Also having things come within web-range is very common in PvE situations, whether it's missions, incursions, or scan-sites.
Personally I'm not a fan of the web-bonus because it's a tad over-powered against smaller targets compared to a Target Painter or Web-Range bonus. |

Naomi Knight
Imperial Academy Amarr Empire
473
|
Posted - 2013.09.06 23:31:00 -
[3006] - Quote
Cade Windstalker wrote:Naomi Knight wrote:remove the stupid web bonus it is completly unneeded 10-13km web range why would any marauder fight at that short range? for pve it is hardly needed at all for pvp you have buddies to help with webbing
so give them something else smartbomb bonus ?:O +50% dmg/lvl^^ so no frig pilot wants to get close :D
The web bonus is more useful against Frigates. Also having things come within web-range is very common in PvE situations, whether it's missions, incursions, or scan-sites. Personally I'm not a fan of the web-bonus because it's a tad over-powered against smaller targets compared to a Target Painter or Web-Range bonus. against frigs you have 5 small drones ,and in pve you can easily mjd out and then kill them from range i cant see why do you need web eff bonus at all, is it usefull? yup ,is it needed? nope there are probably a dozen other bonus which would be better suited for these ships
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
716
|
Posted - 2013.09.06 23:41:00 -
[3007] - Quote
Dave Stark wrote:Kelarc Keld wrote:Bastion absolutely needs a huge damage buff to be wort it. or it just needs to have less drawbacks. The drawbacks were worth the advantages when the 30% resists were part of the package in my opinion. |

Maxxor Brutor
Imperial Collective
2
|
Posted - 2013.09.06 23:53:00 -
[3008] - Quote
Metal Icarus wrote:w/e you do, giving them the same web bonus feels like homogenization. Making them similar in that fashion really takes away from their racial flavor.
This, why not just let the Kronos keep the web bonus and give the others something different?
|

Dave Stark
3571
|
Posted - 2013.09.07 00:00:00 -
[3009] - Quote
Tyberius Franklin wrote:Dave Stark wrote:Kelarc Keld wrote:Bastion absolutely needs a huge damage buff to be wort it. or it just needs to have less drawbacks. The drawbacks were worth the advantages when the 30% resists were part of the package in my opinion.
no it was still a "click here for a 1bn isk+ lossmail" button. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
717
|
Posted - 2013.09.07 00:21:00 -
[3010] - Quote
Dave Stark wrote:Tyberius Franklin wrote:Dave Stark wrote:Kelarc Keld wrote:Bastion absolutely needs a huge damage buff to be wort it. or it just needs to have less drawbacks. The drawbacks were worth the advantages when the 30% resists were part of the package in my opinion. no it was still a "click here for a 1bn isk+ lossmail" button. Depends on how you used it. The locking in place being the only real drawback means using it in places that need scanned rather than anoms or belts. With a boost to sensor strength, which it somewhat needs anyways, this should provide you with some time if you are paying attention and don't let another cycle start. |

Rexxorr
Zero Corp Tax2
40
|
Posted - 2013.09.07 00:28:00 -
[3011] - Quote
Through the eyes of a solo lvl 4 mission runner...
Bastion mode
Increases shield and armor repair amount by 100%:
Nice ! I feel bad for the forum poster who loses a marauder in pve after this, the Forum savages will eat him alive.
Extends all large turret falloff and optimal by 25%:
Better damage app, OK good.
Increases all large missile max velocity by 25%:
Less wasted ammo is always a plus.
Has a cycle time of 60 seconds:
OK, Timing when to bastion, an when to come out, can make it work most likely. Last npc ship dead and your stuck for the next 59 sec....
When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way:
HaHa, sweet death to perma jamming, tracking disruption and sensor damping.
Hull Changes
7.5% bonus to the velocity factor of stasis webifiers per level:
Webs, meh, The web range is too short, When a elite frig is close enough two 90% webs are still not enough for large guns on pali to hit , unless a once in a blue-moon lucky shot happens. The 90% webs do help a flight of drones dispatch elite frigs a bit faster. Best off using some other useful module rather than webs.
100% bonus to range and velocity of tractor beams:
Tractor beams on a marauder are a quality of life improvement, more range plz, does not have to be as good as noctis but just a bit better. Yes Plz.
Reducing their drone bays as they are primarily meant to deliver damage through their main weapon system:
I need just enough room for a flight of lights an salvage drones.
Increasing their maximum targeting range:
I like it.
70% reduction in Micro Jump Drive reactivation delay:
MJD hopping around sounds ok, give me a ship angle indicator relative to the tactical display and I can plot a two jump move with my needed angle and land right on top of that jumpgate 77km away.
They also are receiving full Tech2 resists:
I can live with that, The Osmon marauder ganking gangs will need to bring a few more tornado's.
As a final combo bonus, we also are changing Target Painter cycle time from 10 to 5 seconds:
My Golem is going to make sweet sweet hot sticky luv to you. |

Ralph King-Griffin
Var Foundation inc.
33
|
Posted - 2013.09.07 00:29:00 -
[3012] - Quote
Go to bed features & ideas discussion forum, its late. If in doubt...do...excessively. |

Alticus C Bear
University of Caille Gallente Federation
176
|
Posted - 2013.09.07 00:47:00 -
[3013] - Quote
Ralph King-Griffin wrote:Go to bed features & ideas discussion forum, its late. No even though it is almost 2am I am at work and bored.
And the post.
The lock ranges here are not that great given there ability to jump and engage from 100km.
These could be improved on the hulls or this could be another bonus built into the bastion module. 20 to 25 percent would fit quite well with the general range increasing nature of the bastion module. |

Cade Windstalker
Donohue Enterprises Ad-Astra
153
|
Posted - 2013.09.07 00:54:00 -
[3014] - Quote
Alticus C Bear wrote:Ralph King-Griffin wrote:Go to bed features & ideas discussion forum, its late. No even though it is almost 2am I am at work and bored. And the post. The lock ranges here are not that great given there ability to jump and engage from 100km. These could be improved on the hulls or this could be another bonus built into the bastion module. 20 to 25 percent would fit quite well with the general range increasing nature of the bastion module.
Remember that those are just base lock ranges. A base range of ~90km gives you a bonused range of ~110 km.
Plus ship hulls don't operate in a vacuum. If you need to you can always equip sensor boosting modules. |

Arthur Vega
Tenacious Tendencies
0
|
Posted - 2013.09.07 01:12:00 -
[3015] - Quote
I don't even know where to begin. Next to the changes in the leadership bonuses that have completely nerfed the whole point of being a fleet commander, this is the worst change I have seen since I started playing Eve.
If I wanted a Dread, I'd buy a Dread. I use my marauder, as probably most players do, to brun through missions and make isk as quickly as possible and rack up the LP.
You say you don't want them to compete with the pirate battleships. Fair enough, I suppose. But good luck taking your pirate faction BS anywhere but HS or null that your alliance completely controls. Those ships are trophy kills for anyone, and we all know that.
The "original design" for the Marauders, as the OP mentioned, was PvE---so, why the heck does CCP feel the need to change it's role almost completely? I'm not gonna be using a 2B isk ship in PvP.... Sorry, just not worth it. But using it in PvE, I mission burn.
Honestly, I'm getting tired of logging on after an update and not being able to undock becasue a fit I've been using for months, or even longer, is now no longer viable.
If it ain't broke, don't fix it.
These changes suck. Leave the Marauders alone. They work fine, they do what they were designed to do, and a "mini-siege" mode? Who was smoking what when you thought that was a good idea? That has very little practical use in PvE, and, as the OP mentioned, the timings will still make you an easy target to kill in PvP.
I'm losing drone capacity and bandwidth, I'm losing shield, armor, and hull, and gaining no additional resistance.
Hurray, let's make a great ship suck. Stop messing with the damn game. If you want a bunch a pubescent whiners playing, then go make as space-based WoW.
Arthur (I guess now I'm officially a "bitter-vet" |

Balloq Tiberius
Deep Space Logistics
0
|
Posted - 2013.09.07 01:16:00 -
[3016] - Quote
First round of ideas were better as the marauders could rep with thier original bonuses regardless of the bastion mod now you need to become a brick just to tank better than a t1 alternative. Also these bonuses are not making the marauders value for money and they will probably never get flown by anyone unless they are a carebear who thinks he can own the world.
P.S The golem having both a web and target painter bonus is a bit useless as you are not going to be solo and in a gang your going to have other stuff to tackle and web for you same for the rest of the marauders. |

ConranAntoni
Empyrean Warriors Insidious Empire
78
|
Posted - 2013.09.07 01:31:00 -
[3017] - Quote
I want to like these changes as the mini siege module and transformation thing sounds incredible fun. However at this time, with this web bonus on ALL the hulls makes it feel like some confused transvestite ship unsure wether it's male or female.
Stuff seems confused. Honestly, i'd relook at the entire concept and rework. |

Just Lilly
119
|
Posted - 2013.09.07 01:37:00 -
[3018] - Quote
How about some AOE web, with a 50 km reach...
Deploy siege mode and behold the world around you in slow mo X) Powered by Nvidia GTX 690 |

Alticus C Bear
University of Caille Gallente Federation
176
|
Posted - 2013.09.07 01:48:00 -
[3019] - Quote
Cade Windstalker wrote:Alticus C Bear wrote:Ralph King-Griffin wrote:Go to bed features & ideas discussion forum, its late. No even though it is almost 2am I am at work and bored. And the post. The lock ranges here are not that great given there ability to jump and engage from 100km. These could be improved on the hulls or this could be another bonus built into the bastion module. 20 to 25 percent would fit quite well with the general range increasing nature of the bastion module. Remember that those are just base lock ranges. A base range of ~90km gives you a bonused range of ~110 km. Plus ship hulls don't operate in a vacuum. If you need to you can always equip sensor boosting modules. Obviously depending on the direction you jump 110km gives a very narrow window and given the limited mid-slots on the Paladin an Kronos a sensor booster or even a signal amp seems a waste of a slot when it could be factored into the balance if the bastion module. |

Cade Windstalker
Donohue Enterprises Ad-Astra
153
|
Posted - 2013.09.07 01:54:00 -
[3020] - Quote
Alticus C Bear wrote:Obviously depending on the direction you jump 110km gives a very narrow window and given the limited mid-slots on the Paladin an Kronos a sensor booster or even a signal amp seems a waste of a slot when it could be factored into the balance if the bastion module.
Then don't jump in a direction that puts you that far away from targets.
Ships aren't supposed to be complete in and of themselves and 90km base sensor range is the longest of any sub-cap in the game, even sniper hulls like the Rokh and Maelstrom. (90km and 75km respectively)
The two hulls you mention are both armor tanked therefor they have four utility mids to play with for targeting range and other uses. Excluding sniping in Incursions and *very* long range rat spawns (which tend to be between 100 and 120km away, allowing you to aggro the pocket) there is no point where a base targeting range longer than 110km is needed in PvE. |

Warlord Cybrid
No Fuhks Given
3
|
Posted - 2013.09.07 02:15:00 -
[3021] - Quote
As it stands right now i get almost double the amount of DPS with my skills vs being in a marauder. I have the skills to pilot all the mara's for every race and while ive tried them all their DPS is horrid even compared to the new rebalance work done on the navy ships.
The navy ships are getting almost 2x as much dps and for a faction of the price. Why would i race in a BMW when i can cruise in a jet plane?
If your going to look into them you need to look into the over-all role of the Mara's themselves... are they a PVE/salvager ship? Are they a PVP ship? What exactly ARE THEY?
Once you have that answer rework them to that. -Seems like you guys have no clue what direction you want to go with them except... "oh, lets randomly shoot in the dark and hope we score a hit!"
Honestly i can say ever since the noctis was introduced the role of a marauder is next to useless. Crappy tank, crappy stats, crappy fittings, horrid sensor str. I rather take the 2mins to dock and reship than anything else.
PVP wise... no one but a huge cow that needs isk milking will fly one.
If you want to improve it:
Come up with something TOTALLY FRESH / UNIQUE / AWESOME and worthy of being put into EVE. Giving us a bootleg sub-cap-cap just seems like you guys are really dropping your game and not trying to come up with creative things.
I would imagine this would throw a wrench to the whole thing but this would be interesting to see:
Have marauders play more with the thermodynamics skill i think you guys have such a wonderful door open with thermo dynamics and yet you don't do anything with it.
Maybe apply "secondary effects" when u overload weapons on marauders. (Secondary effects such ass: crazy missile effects / volleys / maybe continuous laser effects / supression fire projectiles etc.... GET CREATIVE YOU GUYS HAVE BEEN KNOWN FOR INVENTING CRAZY **** NOT REWASHING CRAP. -DO WORK! DONT MAKE THIS GAME INTO ALL THE OTHER CRAP OUT THERE.)
Possibly give them reduction on heat or maybe even PASSIVE heat regen/repair to make it even more used in different situations. |

Baal Zann
Reclamator's KRYSIS.
0
|
Posted - 2013.09.07 02:22:00 -
[3022] - Quote
Right: this new iteration is garbage, the old one was far better, i >currently< use the vargur in pvp, adding webs to it is indeed usefull if ships come close, it is also pointless because of the range of the ship, the vargur plays out in pvp like a versatile assault ship, able to tackle any assault role fairly well, but is also slow and currently has ewar issues and due to that ends up getting picked apart solo, with the old boosts they were boosting the way i play, and have scene played, vargurs in general, cant say for other marauders because i don't fly them mind you, the tank nerf is exceptionally disapointing, as in pvp, the vargur always gets primary, its just shiny like that, and without rr or nice local tank to back you up you just fall apart, now if its the bastions tank that's annoying incursion runners just have the module not run in incursion systems, i could not care less about incursions, and i will not be using a vargur for pve |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 02:39:00 -
[3023] - Quote
Warlord Cybrid wrote:As it stands right now i get almost double the amount of DPS with my skills vs being in a marauder. I have the skills to pilot all the mara's for every race and while ive tried them all their DPS is horrid even compared to the new rebalance work done on the navy ships.
How did you manage to get almost double the dps in a navy BS vs in a marauder? |

Mer88
Royal Amarr Institute Amarr Empire
14
|
Posted - 2013.09.07 02:42:00 -
[3024] - Quote
Baal Zann wrote:Right: this new iteration is garbage, the old one was far better, i >currently< use the vargur in pvp, adding webs to it is indeed usefull if ships come close, it is also pointless because of the range of the ship, the vargur plays out in pvp like a versatile assault ship, able to tackle any assault role fairly well, but is also slow and currently has ewar issues and due to that ends up getting picked apart solo, with the old boosts they were boosting the way i play, and have scene played, vargurs in general, cant say for other marauders because i don't fly them mind you, the tank nerf is exceptionally disapointing, as in pvp, the vargur always gets primary, its just shiny like that, and without rr or nice local tank to back you up you just fall apart, now if its the bastions tank that's annoying incursion runners just have the module not run in incursion systems, i could not care less about incursions, and i will not be using a vargur for pve
so you want the dev to custom make a marauder just for your pvp needs and screw the pve players. ya i am sure the dev would really take your point seriously. |

Baal Zann
Reclamator's KRYSIS.
0
|
Posted - 2013.09.07 02:43:00 -
[3025] - Quote
Mer88 wrote:Warlord Cybrid wrote:As it stands right now i get almost double the amount of DPS with my skills vs being in a marauder. I have the skills to pilot all the mara's for every race and while ive tried them all their DPS is horrid even compared to the new rebalance work done on the navy ships.
How did you manage to get almost double the dps in a navy BS vs in a marauder?
easily, marauders bar the golem do not put out massive dps, they just apply it easier, and track smaller targets
EDIT: forgot the kronos, and both can be out dps'd by a navy ship |

Baal Zann
Reclamator's KRYSIS.
0
|
Posted - 2013.09.07 02:47:00 -
[3026] - Quote
Mer88 wrote:Baal Zann wrote:Right: this new iteration is garbage, the old one was far better, i >currently< use the vargur in pvp, adding webs to it is indeed usefull if ships come close, it is also pointless because of the range of the ship, the vargur plays out in pvp like a versatile assault ship, able to tackle any assault role fairly well, but is also slow and currently has ewar issues and due to that ends up getting picked apart solo, with the old boosts they were boosting the way i play, and have scene played, vargurs in general, cant say for other marauders because i don't fly them mind you, the tank nerf is exceptionally disapointing, as in pvp, the vargur always gets primary, its just shiny like that, and without rr or nice local tank to back you up you just fall apart, now if its the bastions tank that's annoying incursion runners just have the module not run in incursion systems, i could not care less about incursions, and i will not be using a vargur for pve so you want the dev to custom make a marauder just for your pvp needs and screw the pve players. ya i am sure the dev would really take your point seriously.
not quite, the pve players have it fine, the old iteration barely touched the old marauder setups bar some buffs here and there, now its being ripped apart, also again not quite, ccp likes to cater to what a ship becomes, this is the role that has seemingly evolved for the vargur |

Tyberius Franklin
Federal Navy Academy Gallente Federation
719
|
Posted - 2013.09.07 03:02:00 -
[3027] - Quote
Baal Zann wrote:Mer88 wrote:Warlord Cybrid wrote:As it stands right now i get almost double the amount of DPS with my skills vs being in a marauder. I have the skills to pilot all the mara's for every race and while ive tried them all their DPS is horrid even compared to the new rebalance work done on the navy ships.
How did you manage to get almost double the dps in a navy BS vs in a marauder? easily, marauders bar the golem do not put out massive dps, they just apply it easier, and track smaller targets EDIT: forgot the kronos, and both can be out dps'd by a navy ship Paladin beats the NApoc and NGeddon in effective turrets., though the latter 2 have 1 more low. Vargur falls well behind the damage potentials of the NTempest and NPhoon admittedly with their capacity for fitting mixed weapons and more lows for damage mods in shield tank setups Kronos has more effective turrets than a NMega but with 1 less lowslot.
The leads are not near enough in most cases to double DPS unless you failfit the marauders. |

Catherine Laartii
Providence Guard Templis Dragonaors
33
|
Posted - 2013.09.07 03:04:00 -
[3028] - Quote
CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes.
What, you're not knocking out the tractor bonus? What possible use is that when we have the glorious Noctis in which to salvage the field? |

Baal Zann
Reclamator's KRYSIS.
0
|
Posted - 2013.09.07 03:07:00 -
[3029] - Quote
Catherine Laartii wrote:CCP Ytterbium wrote:Time for another update.We discussed the Marauder situation further and came with the following changes:
- Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.
- We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.
- Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.
I will change the OP to match the changes. What, you're not knocking out the tractor bonus? What possible use is that when we have the glorious Noctis in which to salvage the field?
salvaging pvp wrecks? javascript:insertsmiley(' ','/Images/Emoticons/ccp_pirate.png') |

Catherine Laartii
Providence Guard Templis Dragonaors
33
|
Posted - 2013.09.07 03:10:00 -
[3030] - Quote
I am also hoping that they swap the Paladin's cap amount bonus for tracking. It's already getting a giant increase in base cap and regen, so while cap-stable large reps on a boat without really trying is nice, I think the tracking would be very nice, as it would give excellent viability with beam lasers, specifically Tachyons. The Apoc in general has become very strong in pvp and pve with said tracking bonus, and I see no reason why it shouldn't carry over into its T2 version. |
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