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Arthur Aihaken
Narada
4214
|
Posted - 2015.03.25 04:04:36 -
[1] - Quote
This is a request to have the Marauder bonus for target painter effectiveness changed to missile explosion radius, along with a slight slot adjustment. The Golem is the only T2 Marauder that doesn't receive either a rate of fire or damage bonus, so it basically requires all 4 low slots for ballistic control system modules to maximize damage.
With the removal of the target painter bonus, one mid slot can be transferred to a low to allow the fit of a damage control. Unlike tracking computers or tracking enhancers, target painters require constant micromanagement - not too mention that you need 2 painters minimum for an optimal setup. In addition, even with target painters you often need to run a pair of large warhead rigour catalysts in the rigs - which then precludes the use of large core defines field extenders for rigs instead.
Golem Marauder 50% cruise missile and torpedo max velocity 25% cruise missile and torpedo explosion velocity 25% cruise missile and torpedo explosion radius(replaces 50% target painter effectiveness) 37.5% shield booster amount 25mbit drone bandwidth; 50m3 drone bay 8H, 6M(-1), 5L(+1)
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Anhenka
Infinite Point Nulli Secunda
1309
|
Posted - 2015.03.25 04:30:33 -
[2] - Quote
Kind of missing a "Why" portion.
Golem already has amazing tank, amazing range, and amazing damage. It does more DPS with 200KM cruise missiles than any other marauder can unless they are using close range weapons and t2 close range ammo at stupid close ranges, where they rapidly run into tracking problems.
It has some slight damage application problems against smaller targets, which can be mostly solved by using the TP.
Do I see a compelling reason to allow you to go even further into easy mode by removing the small need to actually use your TP on the primary target and allowing you to roll the slot previously used by now baked in TP into adding even more tank to an already incredibly tanky ship?
Ehhh....no. |

Arthur Aihaken
Narada
4214
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Posted - 2015.03.25 04:48:23 -
[3] - Quote
Anhenka wrote:Kind of missing a "Why" portion.
Golem already has amazing tank, amazing range, and amazing damage. It does more DPS with 200KM cruise missiles than any other marauder can unless they are using close range weapons and t2 close range ammo at stupid close ranges, where they rapidly run into tracking problems.
It has some slight damage application problems against smaller targets, which can be mostly solved by using the TP.
Do I see a compelling reason to allow you to go even further into easy mode by removing the small need to actually use your TP on the primary target and allowing you to roll the slot previously used by now baked in TP into adding even more tank to an already incredibly tanky ship?
Ehhh....no. "Easy mode"? Every other single Marauder does more raw DPS, has more drone capability and can run both a shield or an armour tank. If you run an armour tank on a Golem you give up about 25% of your theoretical DPS. In fact, all the other Marauders can run a shield tank with three passive tracking enhancers for easy "F1" mode. By comparison, with the Golem you need to run rigors and a minimum of 2 target painters just to get decent damage application against cruisers. This is in addition to lead time while you're counting volleys to avoiding losing even more DPS. That's a lot of micromanagement.
And no, target painters do not remedy problems with missile damage application against frigates and drones - regardless of range. You need rigors, target painters and usually webs. With the proposed change, the Golem will have only slightly better base damage application over a Navy Raven. Considering T2 Marauders are supposed to be specialized, this isn't that much of a stretch.
I am currently away, traveling through time and will be returning last week.
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Anhenka
Infinite Point Nulli Secunda
1309
|
Posted - 2015.03.25 05:48:44 -
[4] - Quote
Oh certainly. On an equal damage mod for mod basis My Vargur does more raw damage with Hail than the Golem does with Furies.
That 3.8Km optimal though on the autos. Oh and the -30% tracking speed. Wonderful.
And the Kronos does more with Spike than Golem does with Furies. That 23Km optimal though, with incredibly bad tracking.
The Paladin does more with Conflag than a Golem does with Furies. As long as you only want to hit slow moving targets at 26 KM or so. I suppose you could Tach fit it if you don't care about tracking anything faster than an iceberg.
Even with an optimal scripted tracking computer and a TE, Vargur does about the same damage at 30 KM (using either Hail or Barrage) as Golem gets with even t1 cruise missiles. And far less than fury or faction missiles. And it just gets worse in comparison as the range stretches past that.
Paladin is very good tbh. Bit less tank than the Golem, with scorch DPS about halfway between t1 missile and Fury missile DPS. Course it also has to deal with finicky cap issues, tracking, tracking disruption rendering it useless, and weakness to neuts. And limited damage types.
Kronos is ****, outside of situations where you know your targets won't be leaving null range (if blasters), or that they will traveling directly at you (if rails). Mediocre DPS, mediocre tank, mediocre projection, limited damage types, similar weakness to everything as the paladin without the great tank, DPS, or projection.
Golem is ok. Yes it has application issues. Yes it typically uses at least one, typically two of it's mid/tank slots for damage application.
I'm sure none of the other ones need to use slots to effectively apply damage though. Something the Golem doesn't have to worry about, since even the closest range ammo on a Golem goes over 200KM.
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Mechanical Infidel
Republic Military School Minmatar Republic
2
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Posted - 2015.03.25 05:52:28 -
[5] - Quote
Do you think the Golem would be better If they were to homogenize all the marauder bonuses then with the following problem;
Arthur Aihaken wrote: By comparison, with the Golem you need to run rigors and a minimum of 2 target painters just to get decent damage application against cruisers.
I don't think you should give any marauder a dual tracking bonuses but atm the target painter bonus does that already at better performance then swapping it to 25% sig reduction. I do think the explosion velocity should be swapped to explosion sig radius however.
Homogenizing marauder bonuses would give you the following bonus set; Damage Bonus Range Bonus - Repair Boost Tracking Boost
Good change for the paladin as well but would you still want the Golem tracking bonus to be for the target painter or sig/explosion velocity. Golem would also be better against same size targets this way.
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FireFrenzy
Satan's Unicorns
285
|
Posted - 2015.03.25 06:37:29 -
[6] - Quote
72km torpedo golems are flipping sweet...
Now i've never really looked into them but you can tank a vargur startelingly effectively with a pith xl booster, a SBA and a dc and fitting no tank and massive gank... I dont see a reason you couldnt do the same with a golem... But then i really do not speak missles... |

afkalt
Republic Military School Minmatar Republic
969
|
Posted - 2015.03.25 08:06:55 -
[7] - Quote
Why in the name of all that is holy would you want to at or tank a golem (or vargur) you mad bugger? |

Arthur Aihaken
Narada
4214
|
Posted - 2015.03.25 08:31:59 -
[8] - Quote
Anhenka wrote:Paladin is very good tbh. Bit less tank than the Golem, with scorch DPS about halfway between t1 missile and Fury missile DPS. Course it also has to deal with finicky cap issues, tracking, tracking disruption rendering it useless, and weakness to neuts. And limited damage types. The Paladin gets a capacitor bonus, and Bastion renders it immune from tracking disruption (as well as all forms of electronic warfare). All Marauders have to deal with neutralizers - not just the Paladin.
Quote:Kronos is ****, outside of situations where you know your targets won't be leaving null range (if blasters), or that they will traveling directly at you (if rails). Mediocre DPS, mediocre tank, mediocre projection, limited damage types, similar weakness to everything as the paladin without the great tank, DPS, or projection. I'll have to take you at face value as I've never trained into it, but the general perception seems to be that it's at the bottom of the heap.
Quote:Golem is ok. Yes it has application issues. Yes it typically uses at least one, typically two of it's mid/tank slots for damage application. I'm sure none of the other ones need to use slots to effectively project damage though. [/i]Something the Golem doesn't have to worry about, since even the closest range ammo on a Golem goes over 200KM. You typically need 2 target painters on the Golem unless you run Rigors. And it's not just that you need 2 target painters, it's that you're constantly micromanaging them. It's not like a tracking computer that you can simply turn on and let it run. You keep bringing up the 200km+ range of cruise missiles, but it's just not practical. For starters, you lose another 2 slots to boost your sensor range. Then there's the 10-15 second lead time until target impact. If missiles were so awesome for long-range combat everyone would be using them in fleets. Hmmm...
FireFrenzy wrote:72km torpedo golems are flipping sweet...
Now i've never really looked into them but you can tank a vargur startelingly effectively with a pith xl booster, a SBA and a dc and fitting no tank and massive gank... I dont see a reason you couldnt do the same with a golem... But then i really do not speak missles... It's 84km with hydraulic rigs and Javelin ammunition (while in Bastion, mind you). The problem is that they do less damage and have worse damage application than cruise missiles. In PvE, NPC ships have a tendency to hover just outside your maximum torpedo range. The irony...
I am currently away, traveling through time and will be returning last week.
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Lloyd Roses
926
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Posted - 2015.03.25 10:19:42 -
[9] - Quote
In your whole wall of text you're completely missing out that the Golem is absolutely amazing at hitting targets it actually shouldn't, to a large part thanks to it's TP bonus and 7 mids. Your proposal would do little than hurt that vessel tremendously.
Else, name another marauder that near instablaps a cruiser orbiting it at <500m.
I GÖÑ Sleipnir
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Arthur Aihaken
Narada
4214
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Posted - 2015.03.25 10:24:06 -
[10] - Quote
Lloyd Roses wrote:In your whole wall of text you're completely missing out that the Golem is absolutely amazing at hitting targets it actually shouldn't, to a large part thanks to it's TP bonus and 7 mids. Your proposal would do little than hurt that vessel tremendously. Else, name another marauder that near instablaps a cruiser orbiting it at <500m. Any of the other Marauders can hit anything cruiser-sized and above without issue, so the Golem isn't unique in that respect.
I am currently away, traveling through time and will be returning last week.
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Sean Parisi
Fugutive Task Force A T O N E M E N T
671
|
Posted - 2015.03.25 11:08:25 -
[11] - Quote
Target painter bonus (when equipped with target painter) is vastly superior to a straight up explosion radius. |

Mike Whiite
Geuzen Inc
372
|
Posted - 2015.03.25 11:55:49 -
[12] - Quote
Although I usually see some merits in our posts Arthus, I don't understand this one, there is nothing wrong with the Golem.
TP's are great, not to mention a treat for your entire fleet. |

Arthur Aihaken
Narada
4214
|
Posted - 2015.03.25 11:56:24 -
[13] - Quote
Mike Whiite wrote:Although I usually see some merits in our posts Arthus, I don't understand this one, there is nothing wrong with the Golem. TP's are great, not to mention a treat for your entire fleet. Are Golem's really used that frequently in fleet actions for their target painter bonus?
I am currently away, traveling through time and will be returning last week.
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Kirkra
The Versa-Ex Corp Total Absolution
17
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Posted - 2015.03.25 12:05:48 -
[14] - Quote
Arthur Aihaken wrote:Mike Whiite wrote:Although I usually see some merits in our posts Arthus, I don't understand this one, there is nothing wrong with the Golem. TP's are great, not to mention a treat for your entire fleet. All the other Marauder bonuses are passive, and don't require the same degree of micromanagement. You also don't have to train up an entirely separate set of skills to fully utilize the other Marauders, ie: Electronic Warfare, Target Painting, Frequency Modulation, Long Distance Jamming and Signature Focusing. I'll take a passive -25% reduction in signature radius over an active 56.3-60% signature bloom. And are Golem's really used that frequently in fleet actions for their target painter bonus?
In high class wormholes - yes, pretty much every damn time. Sometimes in null fleets as well, in a BS doctrine (rare, but still). |

Arthur Aihaken
Narada
4214
|
Posted - 2015.03.25 12:07:02 -
[15] - Quote
Kirkra wrote:In high class wormholes - yes, pretty much every damn time. Sometimes in null fleets as well, in a BS doctrine (rare, but still). So the objection is basically because it's a "wormhole thing"?
I am currently away, traveling through time and will be returning last week.
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Kirkra
The Versa-Ex Corp Total Absolution
17
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Posted - 2015.03.25 12:09:03 -
[16] - Quote
Arthur Aihaken wrote:Kirkra wrote:In high class wormholes - yes, pretty much every damn time. Sometimes in null fleets as well, in a BS doctrine (rare, but still). So the objection is basically because it's a "wormhole thing"?
I don't have an objection really. You asked a question, so I answered. Yes, the TP bonus is an incredible boost for WH Dreads and the Golem is used there frequently because of precisely that reason, and that reason only. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
972
|
Posted - 2015.03.25 12:19:13 -
[17] - Quote
Get an alt with the infowar bonus to tping + mindlink :D solves most of the issues. |

Janeway84
Def Squadron Pride Before Fall
154
|
Posted - 2015.03.25 13:07:08 -
[18] - Quote
Don't fiddle with the TP bonus of the Golem, its one of its unique characteristics bonuses!  Was a while since i flew one but the TP really helps against frigates and cruisers to an extent. |

thatonepersone
Son's of Plunder The Marmite Collective
14
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Posted - 2015.03.25 13:16:07 -
[19] - Quote
Terrible idea. The golem is my favorite ship, and this would actually be a nerf to the golem. The target painter is bonus is better than the explosion bonus, I'm sorry you find it difficult to press alt-f1 and the target you are shooting. If you are having problems hitting small targets, try using a target painter or two and a flight of light webing drones. |

Donnachadh
United Allegiance of Undesirables
205
|
Posted - 2015.03.25 14:46:47 -
[20] - Quote
-1
I can get more than 1200 DPS tank average across fittings for all of the NPC races without the bastion module. At the same time I can fit 2 target painters, 4 ballistic controls and I use rigor cats. With fury I can single volley virtually every battle cruiser in every level 4 missions I have ever run at ranges from a few thousand meters to the 118k targeting range. Cruiser destroyer and most frigates go pop in a single volley using the precision tech 2. Leaving only the elite frigates which never take more than 2 volleys although most of them go down in 1, and the BS where the lower DPS of the fury versus torp fit requires 4 and occasionally 5 volleys to take them out.
And all of this using a clone with no implants. If you hare having trouble with insufficient damage, or your damage application your fit is likely the cause of your problems and not the ships bonuses.
Setting all of that aside and dealing with your post specifically you gain nothing. TP increase the sig radius of the target which is functionally the same and decreasing your explosion radius so this change would not gain anything.
You list the bonus as 25% for explosion radius and that would be horrible, smaller is always better so if you want to push your idea better change that to a -25% bonus.
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Catherine Laartii
Crimson Serpent Syndicate Heiian Conglomerate
491
|
Posted - 2015.03.25 15:51:20 -
[21] - Quote
I think something that the OP should clarify as a VERY good point to adding this is range.
The target painting bonus on the golem reaches out pitifully short compared to its max cruise missile range, so having it be bonused to the ship rather than as a separate module not only allows for better ranged damage application, you get a free mid or two out of the deal.
I honestly don't see why anyone is up in arms over this. It's a good idea and would be a reasonable change to the ship. +1 |

Catherine Laartii
Crimson Serpent Syndicate Heiian Conglomerate
491
|
Posted - 2015.03.25 15:54:31 -
[22] - Quote
Arthur Aihaken wrote:This is a request to have the Marauder bonus for target painter effectiveness changed to missile explosion radius, along with a slight slot adjustment. The Golem is the only T2 Marauder that doesn't receive either a rate of fire or damage bonus, so it basically requires all 4 low slots for ballistic control system modules to maximize damage.
With the removal of the target painter bonus, one mid slot can be transferred to a low to allow the fit of a damage control. Unlike tracking computers or tracking enhancers, target painters require constant micromanagement - not too mention that you need 2 painters minimum for an optimal setup. In addition, even with target painters you often need to run a pair of large warhead rigour catalysts in the rigs - which then precludes the use of large core defines field extenders for rigs instead.
Golem Marauder 50% cruise missile and torpedo max velocity 25% cruise missile and torpedo explosion velocity 25% cruise missile and torpedo explosion radius(replaces 50% target painter effectiveness) 37.5% shield booster amount 25mbit drone bandwidth; 50m3 drone bay 8H, 6M(-1), 5L(+1)
I don't agree with your assessment about rig and mid slots, but it should free up another mid for extra shielding or targeting range. As I stated in the above post, having the bonus apply to the hull directly is much more beneficial at longer ranges; something I think you should elaborate on in particular is that point since it's the biggest advantage of rolling damage application bonuses into the hull instead of just the TP. |

Arthur Aihaken
Narada
4215
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Posted - 2015.03.25 16:23:32 -
[23] - Quote
Donnachadh wrote:You list the bonus as 25% for explosion radius and that would be horrible, smaller is always better so if you want to push your idea better change that to a -25% bonus. I thought it was readily apparent that the 25% explosion radius bonus was a negative value.
I am currently away, traveling through time and will be returning last week.
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Arthur Aihaken
Narada
4215
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Posted - 2015.03.25 16:29:26 -
[24] - Quote
Arthur Aihaken wrote:Donnachadh wrote:You list the bonus as 25% for explosion radius and that would be horrible, smaller is always better so if you want to push your idea better change that to a -25% bonus. I thought it was a given that the 25% explosion radius bonus was a negative value...
I am currently away, traveling through time and will be returning last week.
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Zan Shiro
Alternative Enterprises
594
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Posted - 2015.03.25 16:36:41 -
[25] - Quote
Arthur Aihaken wrote:This is a request to have the Marauder bonus for target painter effectiveness changed to missile explosion radius, along with a slight slot adjustment. The Golem is the only T2 Marauder that doesn't receive either a rate of fire or damage bonus, so it basically requires all 4 low slots for ballistic control system modules to maximize damage.
personal preference here as always but 4 bcu's stacked is not really maximizing. This for any damage mod imo...I don't run more than 3 gyro, mag stab, etc either. Factor in stacking penalty....I generally find a more support-ish mod a better drop in overall.
Why not digging the 1 mid slot for the low. Being nice and tp is removed for your bonus there'd be quite a few mods that would be better off long run if mids stayed the same. Sebo res scripted comes to mind. Faster locks, faster to get targets to fire. Hell...tp. With the boost to missile TP unbonused even after the change would be of more help. Helps your drones kill frig rats faster at any rate.
Well that and ccp tried this trick (well similar slot shifting modification) with scorpion and it didn't make it get much better really. TBH I'd be happier if my 2nd utility high slot was given back and it dropped the new low slot it got. As I found when not jamming my scorpion was pretty decent as a ghetto logi if fit hit the shan (cap booster required for this ofc). What i used the old 2 utility highs for. 1 hull, 1 armour RR. I know from a few runs I was of more use repping peeps than trying to be a dps dealer. |

Arthur Aihaken
Narada
4215
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Posted - 2015.03.25 16:43:44 -
[26] - Quote
Zan Shiro wrote:personal preference here as always but 4 bcu's stacked is not really maximizing. This for any damage mod imo...I don't run more than 3 gyro, mag stab, etc either. Factor in stacking penalty....I generally find a more support-ish mod a better drop in overall. Most PvE fits will have 4 damage modules. I agree that the 4th module doesn't typically add much, but a 4th T2 damage module that gives you an additional 5% is still cheaper than an implant. If missiles had a ballistic enhancement module I would definitely agree that would be more beneficial.
Quote:Why not digging the 1 mid slot for the low. Being nice and tp is removed for your bonus there'd be quite a few mods that would be better off long run if mids stayed the same. Sebo res scripted comes to mind. Faster locks, faster to get targets to fire. Hell...tp. With the boost to missile TP unbonused even after the change would be of more help. Hopes your drones kill frig rats faster at any rate. With an extra low you could run a signal amplifier, nanofiber, power diagnostic or even an armor tank.
I am currently away, traveling through time and will be returning last week.
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Iain Cariaba
1187
|
Posted - 2015.03.25 17:12:21 -
[27] - Quote
Arthur Aihaken wrote:With an extra low you could run a signal amplifier, nanofiber, power diagnostic or even an armor tank. I'm kinda curious how you imagine you could build an effective armor tank out of that without further reducing the DPS that you're already whining about. Last I checked, two modules, allowing that the 5% reduction in DPS by dropping one BCU is acceptable, did not make an effective armor tank.
EvE is hard. It's harder if you're stupid.
I couldn't have said it better.
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Agondray
Avenger Mercenaries VOID Intergalactic Forces
268
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Posted - 2015.03.25 17:20:30 -
[28] - Quote
As a golem pilot I find this post offensive as it has hurt Twilight's feelings
All ships give up damage when you use the lows for tank
I don't even know where to go about micro management with painters, seriously? do you use auto targeting missiles on your golem? you know you can move the module layout around that's on the right of your hud right? is pushing F1 to much for you?
I have missiles for F1, painters 1-3 are F2,F3, and F4.
I MJD out to my want and roll my fingers from F1 to F4 and GG My tank consist of a large shield booster and 2 invul IIs My lows a DC II and 3 BCU IIs, it doesn't need a damage boost in place of a painting boost, the painting boost mixed with missile is the best thing ever, since like the whole invention of the sliced bread and some other inventions in there. The TP bonus allows me to go with out the use of drones that die as soon as they are deployed because everything wants to lock on to my lights now, and I can 1 hit frigates with a missile, my full tanked CNR cant do that and you want to make it armor tank for even less DPS?
GTFO of here
Now I have to go attend to twilight and buy her something nice, Ships have feelings to you know...
edit: cathrine give a good point but its still being lazy to be an F1 monkey
"Sarcasm is the Recourse of a weak mind." -Dr. Smith
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Arthur Aihaken
Narada
4215
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Posted - 2015.03.25 17:30:42 -
[29] - Quote
Agondray wrote:As a golem pilot I find this post offensive as it has hurt Twilight's feelings Yes, apparently I touched a nerve... I give up. I didn't realize it was heresy to suggest changes to the Golem.
I am currently away, traveling through time and will be returning last week.
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Lloyd Roses
926
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Posted - 2015.03.25 18:16:32 -
[30] - Quote
Arthur Aihaken wrote:Agondray wrote:As a golem pilot I find this post offensive as it has hurt Twilight's feelings Yes, apparently I touched a nerve... I give up. I didn't realize it was heresy to suggest changes to the Golem.
Replacing a flexible TP bonus that scales beyond solo-pve with a exploradius that only affects yourself, overall netting identical results, is just a very meager proposal.
Some people are reluctant to your proposal because some people use/have used the golem for exactly that bonused TP (think of cyno+2 TPs+Dreads to back you up) coupled with a really solid tank ranging from 4k/s to 12k/s depending on your dedication.
Then the comment about Marauders being able to hit within 500m is horsecrap. The Golem can do it because it blows up cruisers to the 350m+ sig required to apply torp damage. Unlike popular believe, any turret marauder will not ever hit a cruiser up-close (<500m), given the cruiserpilot is not a brainless idiot. At that range, the Golem still hits for about full damage.
I GÖÑ Sleipnir
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