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Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 08:41:15 -
[1] - Quote
Ok, so as it currently stands the paladin is capable of having 11718.75GJ for 750secs at max skills which puts it at the top when it comes to cap warfare for marauders. The issue with this is that other marauders have to compromise between fitting damage application mods or cap mods in PVE whereas the paladin can devote most of its utility slots to cap mods while still hitting comfortably to distant ranges and tanking just as much as the others. While this issue isn't obvious in highsec, it's fairly obvious in wh space where these ships are stretched to their limits in PVE and the paladin is the #1 choice 95% of the time. It's that bad.
My proposal is simple, give the other marauders better base capacitor recharge time than that of the paladin. The paladin still manages to be better thanks to its capacitor amount bonus and available utility slots but the others aren't terrible to use for high end wh PVE.
Other thing to consider would be to give the golem a bonus to missile guidance computers as well as target painters. |

Lugh Crow-Slave
2717
|
Posted - 2016.05.31 08:48:45 -
[2] - Quote
.... but it does need to select damage or cap with the crystals it uses. also the kronos is in no better a position.
while not as well balanced as blops they are in a pretty good spot with one another
and the golem should not be given a bonus to MGC it is not the same as a tp
Citadel worm hole tax
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Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 09:03:37 -
[3] - Quote
Lugh Crow-Slave wrote:.... but it does need to select damage or cap with the crystals it uses. also the kronos is in no better a position.
while not as well balanced as blops they are in a pretty good spot with one another
and the golem should not be given a bonus to MGC it is not the same as a tp The paladin has no problem with cap even when using conflag and while it's locked to a certain damage type, it's certainly not an issue that manifests itself in high end wh PVE as sleepers have similar resists all through.
Cap boosters are far more common in PVP so this doesn't affect that aspect of the game much. What this affects is high end PVE which is what marauders were made for and, currently, there is absolutely no reason to fly any other marauder other than a paladin until a cap balance is made.
You can check the majority of marauder kills in wh space and I can assure you the paladin makes up for 90% of all of them. |

Shallanna Yassavi
Imperial Academy Amarr Empire
205
|
Posted - 2016.05.31 09:05:28 -
[4] - Quote
They could just buff sleeper rat EM/thermal resistance.
A signature :o
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Lugh Crow-Slave
2718
|
Posted - 2016.05.31 09:07:59 -
[5] - Quote
capacitor is a racial advantage all amarr ships have similar to the scan res of minmatar and the sensors of caldari. these things can cause on ship to do better than others in certain areas. Just because in wh PvP 1 marauders to do better than the others is not a reason to upset the balance.
Citadel worm hole tax
|

Serendipity Lost
Repo Industries
2075
|
Posted - 2016.05.31 09:25:21 -
[6] - Quote
What specifically can't you do in the other marauders that you can in a paladin? |

elitatwo
Eve Minions O.U.Z.O. Alliance
1230
|
Posted - 2016.05.31 09:45:38 -
[7] - Quote
Jessie McPewpew wrote:Ok, so as it currently stands the paladin is capable of having 11718.75GJ for 750secs at max skills which puts it at the top when it comes to cap warfare for marauders....
Capacitor has nothing to do with warfare, electronic warfare or mining operations. It is a magic wand for the weak.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
|

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 15:15:22 -
[8] - Quote
Shallanna Yassavi wrote:They could just buff sleeper rat EM/thermal resistance. This renders other amarr ships that are better balanced in their class useless. |

Cyrus Tybalt
Blap n Pew
18
|
Posted - 2016.05.31 15:58:20 -
[9] - Quote
Serendipity Lost wrote:
What specifically can't you do in the other marauders that you can in a paladin?
Wondering the same thing.
I had no problems tanking damage or dealing damage against sleeper rats in a Vargur. |

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 16:36:36 -
[10] - Quote
[quote=Serendipity Lost]
What specifically can't you do in the other marauders that you can do in the paladin?[quote].
Compared to other battleship classes, the marauder class has the amarr ship having better base capacitor and recharge rate. Other races tend to have equal or lower capacitor recharge rate compared to the amarr variant which tends to have a higher base cap mount.
In tbe case of marauders, This allows the paladin to be decent while the others struggle a lot, especially with really heavy neuting by sleepers, despite the paladins much heavier cap usage. It's not a huge change, it just allows other marauders to perform at an acceptable level for a marauder in highend wh PVE while the paladin still reigns supreme in cap management as it should be.
This allows for more flexibility in ship choices for highend wh pvp. All marauders should excel at highend PVE. This is what they are made for but at the moment only the paladin performs acceptably hence why it's used the most. |

Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
16065
|
Posted - 2016.05.31 16:48:33 -
[11] - Quote
Hang on, you are complaining about cap in tge same class as the vauger andbthe golem ... That dont need cap -at all- ...
Better the Devil you know.
=]|[=
|

Ran Dimaloun
Order and Prosperity
9
|
Posted - 2016.05.31 17:08:32 -
[12] - Quote
Paladins are supposed to be top of the line vessels, and remember, this is amarr. Lasers + active rep + prop mod eats a TON of cap. They are in no way unbalanced since all you can ever deal is em/thermal, as with most amarr ships. And increasing em/thermal resistance of rats would simply make turn them into harmless tanks. Not a huge fan of the idea. |

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 17:10:10 -
[13] - Quote
Please, refrain from commenting if you havent flown all 4 marauders in highend wh PVE. |

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 17:19:12 -
[14] - Quote
Ran Dimaloun wrote:Paladins are supposed to be top of the line vessels, and remember, this is amarr. Lasers + active rep + prop mod eats a TON of cap. They are in no way unbalanced since all you can ever deal is em/thermal, as with most amarr ships. And increasing em/thermal resistance of rats would simply make turn them into harmless tanks. Not a huge fan of the idea. Im not refering to highsec PVE where rats deal puny damage or low class wh PVE. The original post states highend wh PVE. Please, read. |

Ran Dimaloun
Order and Prosperity
9
|
Posted - 2016.05.31 17:26:05 -
[15] - Quote
Jessie McPewpew wrote: Im not refering to highsec PVE where rats deal puny damage or low class wh PVE. The original post states highend wh PVE. Please, read.
Still, why would you take away the advantage of one ship over another in a certain field? It's like wanting to give beams more alpha damage so that you don't only see tornados ganking, but oracles aswell. |

Cyrus Tybalt
Blap n Pew
18
|
Posted - 2016.05.31 17:47:44 -
[16] - Quote
Jessie McPewpew wrote:[quote=Serendipity Lost]
What specifically can't you do in the other marauders that you can do in the paladin?[quote].
Compared to other battleship classes, the marauder class has the amarr ship having better base capacitor and recharge rate. Other races tend to have equal or lower capacitor recharge rate compared to the amarr variant which tends to have a higher base cap mount.
In tbe case of marauders, This allows the paladin to be decent while the others struggle a lot, especially with really heavy neuting by sleepers, despite the paladins much heavier cap usage. It's not a huge change, it just allows other marauders to perform at an acceptable level for a marauder in highend wh PVE while the paladin still reigns supreme in cap management as it should be.
This allows for more flexibility in ship choices for highend wh pvp. All marauders should excel at highend PVE. This is what they are made for but at the moment only the paladin performs acceptably hence why it's used the most.
Does it look like this Vargur is "struggling"?
http://youtu.be/KbN4RY1vHvM
Seems to me that you're simply not fitting your other Marauders right, if you feel that they're "struggling" against neut sleepers. |

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 18:26:40 -
[17] - Quote
Cyrus Tybalt wrote:Jessie McPewpew wrote:[quote=Serendipity Lost]
What specifically can't you do in the other marauders that you can do in the paladin?[quote].
Compared to other battleship classes, the marauder class has the amarr ship having better base capacitor and recharge rate. Other races tend to have equal or lower capacitor recharge rate compared to the amarr variant which tends to have a higher base cap mount.
In tbe case of marauders, This allows the paladin to be decent while the others struggle a lot, especially with really heavy neuting by sleepers, despite the paladins much heavier cap usage. It's not a huge change, it just allows other marauders to perform at an acceptable level for a marauder in highend wh PVE while the paladin still reigns supreme in cap management as it should be.
This allows for more flexibility in ship choices for highend wh pvp. All marauders should excel at highend PVE. This is what they are made for but at the moment only the paladin performs acceptably hence why it's used the most. Does it look like this Vargur is "struggling"? http://youtu.be/KbN4RY1vHvM
Seems to me that you're simply not fitting your other Marauders right, if you feel that they're "struggling" against neut sleepers. C4 is not high end PVE. All marauders can run in C4 holes even with negative wormhole effects to their tank. Properly fit pirate battleships will breeze through it as well. This is not the same for C5s, the neuting forces other rauders to fit more cap mods when their damage application is already worse. The paladin is not phased by any of this understandably but a little tweak goes a long way in helping other rauders compete. |

Roenok Baalnorn
Sadistically Sinister
80
|
Posted - 2016.05.31 18:36:11 -
[18] - Quote
Jessie McPewpew wrote:Ok, so as it currently stands the paladin is capable of having 11718.75GJ for 750secs at max skills which puts it at the top when it comes to cap warfare for marauders. The issue with this is that other marauders have to compromise between fitting damage application mods or cap mods in PVE whereas the paladin can devote most of its utility slots to cap mods while still hitting comfortably to distant ranges and tanking just as much as the others. While this issue isn't obvious in highsec, it's fairly obvious in wh space where these ships are stretched to their limits in PVE and the paladin is the #1 choice 95% of the time. It's that bad.
My proposal is simple, give the other marauders better base capacitor recharge time than that of the paladin. The paladin still manages to be better thanks to its capacitor amount bonus and available utility slots but the others aren't terrible to use for high end wh PVE.
Other thing to consider would be to give the golem a bonus to missile guidance computers as well as target painters.
Jessie McPewpew wrote:Please, refrain from commenting if you havent flown all 4 marauders in highend wh PVE.
The reason they have more cap is because they use 3 times more cap than gallante each time they fire their weapons. Minmatar and caldari use 0 cap to fire weapons. You can run minmatar and caldari ships as "cap careless" and thus unaffected by nuets. Despite what you may think nueting a paladin can put it into trouble very quickly as it can pretty much all amarr ships.
I |

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 19:25:02 -
[19] - Quote
Roenok Baalnorn wrote:Jessie McPewpew wrote:Ok, so as it currently stands the paladin is capable of having 11718.75GJ for 750secs at max skills which puts it at the top when it comes to cap warfare for marauders. The issue with this is that other marauders have to compromise between fitting damage application mods or cap mods in PVE whereas the paladin can devote most of its utility slots to cap mods while still hitting comfortably to distant ranges and tanking just as much as the others. While this issue isn't obvious in highsec, it's fairly obvious in wh space where these ships are stretched to their limits in PVE and the paladin is the #1 choice 95% of the time. It's that bad.
My proposal is simple, give the other marauders better base capacitor recharge time than that of the paladin. The paladin still manages to be better thanks to its capacitor amount bonus and available utility slots but the others aren't terrible to use for high end wh PVE.
Other thing to consider would be to give the golem a bonus to missile guidance computers as well as target painters. Jessie McPewpew wrote:Please, refrain from commenting if you havent flown all 4 marauders in highend wh PVE. The reason they have more cap is because they use 3 times more cap than gallante each time they fire their weapons. Minmatar and caldari use 0 cap to fire weapons. You can run minmatar and caldari ships as "cap careless" and thus unaffected by nuets. Despite what you may think nueting a paladin can put it into trouble very quickly as it can pretty much all amarr ships. PS: you should learn basic game mechanics before you post things like the second quote. I understand clearly why the Paladin has more capacitor amount but in the case of marauders, the paladin is still far and away more cap stable than the other marauders can ever be even when firing conflag and tanking. The paladin has enough to do its job in highend PVE while the others do not.
As I said earlier, it's not a huge change but it brings the other marauders inline by the smallest of margins. The paladin still manages to have 3800 more GJ than the golem and vargur, and 3000GJ more than the kronos but the capacitor recharge rate will all be the same and maybe lower for the kronos since its weapons require capacitor but not that much. That is my proposal and not a nerf to the paladin that is the only decent one.
Also, I'm pretty sure, I said high end PVE not PVP. This change doesn't affect that since most will be using cap boosters regardless. |

ShahFluffers
Ice Fire Warriors Escalating Entropy
9994
|
Posted - 2016.05.31 19:43:49 -
[20] - Quote
Quote:I understand clearly why the Paladin has more capacitor amount but in the case of marauders, the paladin is still far and away more cap stable...
Quote:the paladin is still far and away more cap stable...
I think I have found the problem.
OP... have you considered that maybe you shouldn't make a ship "cap stable?" Or that some ships sre not exactly designed around being cap stable? Or that some ships have no need to be cap stable?
I mean... hell... the Vargur and Golem both have access to weapons and tanking mods that don't use any capacitor power (if timed right).
How did you Veterans start?
"Learn how things work. The intricacies, interactions, and hard limits... knowing these things will grant you far more power in the long run."
|

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 20:11:29 -
[21] - Quote
ShahFluffers wrote:Quote:I understand clearly why the Paladin has more capacitor amount but in the case of marauders, the paladin is still far and away more cap stable... Quote:the paladin is still far and away more cap stable... I think I have found the problem. OP... have you considered that maybe you shouldn't make a ship "cap stable?" Or that some ships sre not exactly designed around being cap stable? Or that some ships have no need to be cap stable? I mean... hell... the Vargur and Golem both have access to weapons and tanking mods that don't use any capacitor power (if timed right). Why don't you try running said sites not cap stable then get back to me on how it goes for you? You want to run a C5 site with ancilliary shield boosters or cap boosters? I'd truly love to see how that works for you.
Marauders are designed to shine in these environments, not PVP, and while they all do work, the paladin is really the only decent one. |

Cyrus Tybalt
Blap n Pew
18
|
Posted - 2016.05.31 20:18:32 -
[22] - Quote
Jessie McPewpew wrote:ShahFluffers wrote:Quote:I understand clearly why the Paladin has more capacitor amount but in the case of marauders, the paladin is still far and away more cap stable... Quote:the paladin is still far and away more cap stable... I think I have found the problem. OP... have you considered that maybe you shouldn't make a ship "cap stable?" Or that some ships sre not exactly designed around being cap stable? Or that some ships have no need to be cap stable? I mean... hell... the Vargur and Golem both have access to weapons and tanking mods that don't use any capacitor power (if timed right). Why don't you try running said sites not cap stable then get back to me on how it goes for you? You want to run a C5 site with ancilliary shield boosters or cap boosters? I'd truly love to see how that works for you. Marauders are designed to shine in these environments, not PVP, and while they all do work, the paladin is really the only decent one.
Actually, using a Marauder for C5 or C6 is pushing your luck.
C5 and C6 combat sites is a game for fleets and even capitals. Marauders just aren't enough, nor were they intended to be in relation to C5 and C6 |

Cyrus Tybalt
Blap n Pew
18
|
Posted - 2016.05.31 20:19:48 -
[23] - Quote
Jessie McPewpew wrote:Cyrus Tybalt wrote:Jessie McPewpew wrote:[quote=Serendipity Lost]
What specifically can't you do in the other marauders that you can do in the paladin?[quote].
Compared to other battleship classes, the marauder class has the amarr ship having better base capacitor and recharge rate. Other races tend to have equal or lower capacitor recharge rate compared to the amarr variant which tends to have a higher base cap mount.
In tbe case of marauders, This allows the paladin to be decent while the others struggle a lot, especially with really heavy neuting by sleepers, despite the paladins much heavier cap usage. It's not a huge change, it just allows other marauders to perform at an acceptable level for a marauder in highend wh PVE while the paladin still reigns supreme in cap management as it should be.
This allows for more flexibility in ship choices for highend wh pvp. All marauders should excel at highend PVE. This is what they are made for but at the moment only the paladin performs acceptably hence why it's used the most. Does it look like this Vargur is "struggling"? http://youtu.be/KbN4RY1vHvM
Seems to me that you're simply not fitting your other Marauders right, if you feel that they're "struggling" against neut sleepers. C4 is not high end PVE. All marauders can run in C4 holes even with negative wormhole effects to their tank. Properly fit pirate battleships will breeze through it as well. This is not the same for C5s, the neuting forces other rauders to fit more cap mods when their damage application is already worse. The paladin is not phased by any of this understandably but a little tweak goes a long way in helping other rauders compete.
What gave you the impression that marauders were intended to be enough for C5 and C6?
|

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 20:27:03 -
[24] - Quote
Cyrus Tybalt wrote: What gave you the impression that marauders were intended to be enough for C5 and C6?
If you are asking me that question then you have absolutely no idea of what I'm talking about. |

Roenok Baalnorn
Sadistically Sinister
80
|
Posted - 2016.05.31 20:40:38 -
[25] - Quote
Jessie McPewpew wrote:
Also, I'm pretty sure, I said high end PVE not PVP. This change doesn't affect that since most will be using cap boosters regardless.
You mentioned sleepers neuting you. I also see no reason to give other marauders more cap when they require less cap to run overall.
Quote:You can check the majority of marauder kills in wh space and I can assure you the paladin makes up for 90% of all of them.
Zkillboards:
Paladin: Killed =19394, Lost = 4469, Lost to sleepers only since may 20th = 5 Kronos: Killed=21855, Lost= 3164, Lost to sleepers only since may 20th= 1 Golem: Killed =23954,Lost =7320, Lost to sleepers only since may 20th= 5 Vargur: Killed = 30693, Lost= 4412, Lost to sleepers only since may 20th=1
What this data tells me is that the golem and paladin are the most popular for WH PVE, that the vargur is the most popular for pvp, and that the kronos is the least popular ship which is no surprise. I definitely know that the paladin does not make up 90% of marauder kills in WH space.
|

Jessie McPewpew
U2EZ
13
|
Posted - 2016.05.31 21:05:40 -
[26] - Quote
Roenok Baalnorn wrote:Jessie McPewpew wrote:
Also, I'm pretty sure, I said high end PVE not PVP. This change doesn't affect that since most will be using cap boosters regardless.
You mentioned sleepers neuting you. I also see no reason to give other marauders more cap when they require less cap to run overall. Quote:You can check the majority of marauder kills in wh space and I can assure you the paladin makes up for 90% of all of them. Zkillboards: Paladin: Killed =19394, Lost = 4469, Lost to sleepers only since may 20th = 5 Kronos: Killed=21855, Lost= 3164, Lost to sleepers only since may 20th= 1 Golem: Killed =23954,Lost =7320, Lost to sleepers only since may 20th= 5 Vargur: Killed = 30693, Lost= 4412, Lost to sleepers only since may 20th=1 What this data tells me is that the golem and paladin are the most popular for WH PVE, that the vargur is the most popular for pvp, and that the kronos is the least popular ship which is no surprise. I definitely know that the paladin does not make up 90% of marauder kills in WH space. Ok, I did overexaggerate. Obviously, the golem is going to be more popular in lower class whs. It's the next step up from a RNI. Your veteran highsec mission runner venturing into wormholes probably flys a golem for various reasons I hope I don't have to explain but the dynamics changes considerably in whs.
Also, it would be nice if you actually have some experience with said ships before giving me a lame arse excuse like "I also see no reason to give other marauders more cap when they require less cap to run overall." Do me a favor and try all 4 in a basic C5 site on sisi and tell me how that works for you.
I appreciate the effort but I need people with experience commenting on this not keyboard warriors.
|

Iain Cariaba
3057
|
Posted - 2016.05.31 22:41:48 -
[27] - Quote
Jessie McPewpew wrote:Cyrus Tybalt wrote: What gave you the impression that marauders were intended to be enough for C5 and C6?
If you are asking me that question then you have absolutely no idea of what I'm talking about. I know what you're talking about, and Cyrus is right. C5 and C6 sites were not intended to be run solo, regardless of whether or not a couple instances of a ship introduced after wormholes make them so. The fact that these sites stress the tank of most of the class of high end PvE ships demonstrates this to be true. Marauders don't need a capacitor buff to enable them to solo sites that CCP didn't intend to be soloed.
EvE is hard. It's harder if you're stupid.
I couldn't have said it better.
Hello, Mr Carebear. Would you like some cheese with that whine?
|

Roenok Baalnorn
Sadistically Sinister
81
|
Posted - 2016.05.31 23:21:54 -
[28] - Quote
Jessie McPewpew wrote: Also, it would be nice if you actually have some experience with said ships before giving me a lame arse excuse like "I also see no reason to give other marauders more cap when they require less cap to run overall." Do me a favor and try all 4 in a basic C5 site on sisi and tell me how that works for you.
I appreciate the effort but I need people with experience commenting on this not keyboard warriors.
I can fly every sub capital class of ship and have flown most if not all of them including pirate faction ships, which i prefer. Dont assume because i disagree with you that something needs a boost, that i dont have experience with it.
Quote:I know what you're talking about, and Cyrus is right. C5 and C6 sites were not intended to be run solo, regardless of whether or not a couple instances of a ship introduced after wormholes make them so. The fact that these sites stress the tank of most of the class of high end PvE ships demonstrates this to be true. Marauders don't need a capacitor buff to enable them to solo sites that CCP didn't intend to be soloed.
This is accurate. I remember when WHs came out. Level 1 and 2 was meant to be soloed if you had decent skills in a decent ship with a decent fit. Level 3 and 4 were meant to need a buddy or 2, Level 5 and 6 were meant to need a gang. This was, of course, before everyone stuck faction and deadspace gear on there stuff.
The fact that you cannot solo a level 5 or 6 site means the game is working as intended. |

Serendipity Lost
Repo Industries
2083
|
Posted - 2016.05.31 23:27:43 -
[29] - Quote
Are you trying to solo C5 sites? |

elitatwo
Eve Minions O.U.Z.O. Alliance
1234
|
Posted - 2016.05.31 23:29:06 -
[30] - Quote
Jessie McPewpew wrote: Ok, I did overexaggerate. Obviously, the golem is going to be more popular in lower class whs. It's the next step up from a RNI. Your veteran highsec mission runner venturing into wormholes probably flys a golem for various reasons...
You are funny!
Yes I am a highsec mission runner who ventured into w-space and I am not sorry to tell you that I fly the end of progression. A marauder class vessel is not the end of progression.
And rest assured I fly them for a long time now.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
|

Jessie McPewpew
U2EZ
13
|
Posted - 2016.06.01 00:20:07 -
[31] - Quote
Iain Cariaba wrote:Jessie McPewpew wrote:Cyrus Tybalt wrote: What gave you the impression that marauders were intended to be enough for C5 and C6?
If you are asking me that question then you have absolutely no idea of what I'm talking about. I know what you're talking about, and Cyrus is right. C5 and C6 sites were not intended to be run solo, regardless of whether or not a couple instances of a ship introduced after wormholes make them so. The fact that these sites stress the tank of most of the class of high end PvE ships demonstrates this to be true. Marauders don't need a capacitor buff to enable them to solo sites that CCP didn't intend to be soloed. If it's not intended then CCP will take even more harsh measures to prevent the sites from being done solo by either a marauder or single dread, which is more than capable of killing the drifter by itself. |

Iain Cariaba
3058
|
Posted - 2016.06.01 00:24:34 -
[32] - Quote
Jessie McPewpew wrote:Iain Cariaba wrote:Jessie McPewpew wrote:Cyrus Tybalt wrote: What gave you the impression that marauders were intended to be enough for C5 and C6?
If you are asking me that question then you have absolutely no idea of what I'm talking about. I know what you're talking about, and Cyrus is right. C5 and C6 sites were not intended to be run solo, regardless of whether or not a couple instances of a ship introduced after wormholes make them so. The fact that these sites stress the tank of most of the class of high end PvE ships demonstrates this to be true. Marauders don't need a capacitor buff to enable them to solo sites that CCP didn't intend to be soloed. If it's not intended then CCP will take even more harsh measures to prevent the sites from being done solo by either a marauder or single dread, which is more than capable of killing the drifter by itself. No, it's emergent gameplay. CCP won't nerf it unless it becomes a problem. On the other hand, they won't buff it to make it easier either.
EvE is hard. It's harder if you're stupid.
I couldn't have said it better.
Hello, Mr Carebear. Would you like some cheese with that whine?
|

Jessie McPewpew
U2EZ
14
|
Posted - 2016.06.01 02:55:47 -
[33] - Quote
Nvm, can confirm that moar cap batteries go a long way in making this situation much more manageable. Thanks for the comments guys. |

Iain Cariaba
3060
|
Posted - 2016.06.01 03:01:03 -
[34] - Quote
Jessie McPewpew wrote:Nvm, can confirm that moar cap batteries go a long way in making this situation much more manageable. Thanks for the comments guys. So, you basically used the tools already provided, and discovered that they worked just fine?
EvE is hard. It's harder if you're stupid.
I couldn't have said it better.
Hello, Mr Carebear. Would you like some cheese with that whine?
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Lugh Crow-Slave
2726
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Posted - 2016.06.01 05:59:12 -
[35] - Quote
Iain remember where you are ppl come here to whine and complain B4 they look into things not after
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Rek Seven
Art Of Explosions 404 Hole Not Found
2235
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Posted - 2016.06.01 06:43:08 -
[36] - Quote
The bastion module should give 25% neut resistance or cap recharge.
The wishlist is pretty much complete...
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Lugh Crow-Slave
2728
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Posted - 2016.06.01 06:47:50 -
[37] - Quote
no it should not neuts are generally the only counter to these things in pvp
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Rek Seven
Art Of Explosions 404 Hole Not Found
2235
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Posted - 2016.06.01 08:04:09 -
[38] - Quote
True. I just think the armour based marauders need something to balance their dependants on cap. Their guns are heavily reliant on cap and unlike ancillary shield boosters, ancillary armour repairers still require cap, for so reason.
It all results in there only being a couple viable fits for each ship, which is boring IMO.
The wishlist is pretty much complete...
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Lugh Crow-Slave
2740
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Posted - 2016.06.02 06:37:21 -
[39] - Quote
Armor tanks in general require less cap and not only do the armor Marauders have an easier time fitting better capacitor modules but they have a better base cap
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Mike Voidstar
Voidstar Free Flight Foundation
1150
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Posted - 2016.06.02 07:00:42 -
[40] - Quote
Rek Seven wrote:True. I just think the armour based marauders need something to balance their dependants on cap. Their guns are heavily reliant on cap and unlike ancillary shield boosters, ancillary armour repairers still require cap, for so reason.
It all results in there only being a couple viable fits for each ship, which is boring IMO. The reason stated for not making AAR work without Cap is that they didn't like the fact that the ASB was immune to hostile player disruption. So they didn't let you have more than one AAR, and they made sure it always used Cap so it could be Neuted.
Now, the better question is why didn't they go back and change the ASB to meet those same standards, having already come out and said that the way it behaved was not something they wanted to happen?
I will agree that Cap dependency is a harsh mistress when you consider being locked in place by Bastion mode. I think it should end immediately upon your capacitor hitting zero, maybe. At least then you can run if not tackled. |

Lan Wang
Knights of the Posing Meat FETID
3058
|
Posted - 2016.06.02 08:10:03 -
[41] - Quote
Rek Seven wrote:The bastion module should give 25% neut resistance or cap recharge.
that would be crazy!
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Joe Risalo
State War Academy Caldari State
1258
|
Posted - 2016.06.02 08:17:18 -
[42] - Quote
Of all the ship classes in the game, I think the Marauders are probably the most well balanced class amongst themselves.
I for one feel that Marauders are what they should have been years ago. Basically, the kings of solo PVE, yet a good pilot can make good use in PVP but is at extreme risk of loss due to the nature of the ship being solo oriented. |

Lugh Crow-Slave
2743
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Posted - 2016.06.03 11:03:41 -
[43] - Quote
nah blops are the most well balanced there is not a single one i can point to and say "i would never fly that" with marauders there is definitely an imbalance in their main role (pve) where the Kronos is kinda meh. When it comes to pvp the Kronos is still kinda meh.
I however do not fly them nearly as much as i do blops so there may be something about the Kronos i don't know but over all yes they have a very good both within their class and in the rest of eve
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Mike Voidstar
Voidstar Free Flight Foundation
1152
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Posted - 2016.06.03 15:40:31 -
[44] - Quote
Lugh Crow-Slave wrote:nah blops are the most well balanced there is not a single one i can point to and say "i would never fly that" with marauders there is definitely an imbalance in their main role (pve) where the Kronos is kinda meh. When it comes to pvp the Kronos is still kinda meh.
I however do not fly them nearly as much as i do blops so there may be something about the Kronos i don't know but over all yes they have a very good both within their class and in the rest of eve
That's hybrids for you. If they were a bit more agile they might really shine with the micro-jump and blaster combo, but Bastion makes blasters half pointless except in pve, where the immobility leaves them as just...meh. Alternatively Rails and the microjump would be great too, but they really just don't pack enough punch to be really effective, though they do have good range.
Sin is weird too, as drones don't interact well with cloaks. Seems like they should switch weapon focus, except I don't know that Mauraders would fare any better with drones unless Bastion did something to them as well, and I am pretty sure someone would faint if the Kronos started putting out some flavor of rattlesnakeish super drone. |

Joe Risalo
State War Academy Caldari State
1258
|
Posted - 2016.06.03 20:04:00 -
[45] - Quote
Mike Voidstar wrote:Lugh Crow-Slave wrote:nah blops are the most well balanced there is not a single one i can point to and say "i would never fly that" with marauders there is definitely an imbalance in their main role (pve) where the Kronos is kinda meh. When it comes to pvp the Kronos is still kinda meh.
I however do not fly them nearly as much as i do blops so there may be something about the Kronos i don't know but over all yes they have a very good both within their class and in the rest of eve That's hybrids for you. If they were a bit more agile they might really shine with the micro-jump and blaster combo, but Bastion makes blasters half pointless except in pve, where the immobility leaves them as just...meh. Alternatively Rails and the microjump would be great too, but they really just don't pack enough punch to be really effective, though they do have good range. Sin is weird too, as drones don't interact well with cloaks. Seems like they should switch weapon focus, except I don't know that Mauraders would fare any better with drones unless Bastion did something to them as well, and I am pretty sure someone would faint if the Kronos started putting out some flavor of rattlesnakeish super drone.
Yeah, that's more an issue with hybrids combined with immobility over the kronos just being bad.
However, while the Kronos may seem to underperform, what you must consider is that within its range, it eats EVERYTHING.
That said, hybrids aren't designed with immobility in mind. It does perform a bit better with rails, but not so much in pvp.
However, a Golem is virtually crap with torps in any situation due to aplication, fails at PVE with rapid heavies due to reload and range, and fails with cruise in pvp due to all kinds of reasons. So, torps are useless for everything except structure bashing, cruise are only good for PVE, and repaid heavies are only good for pvp.
All in all, I'd say they all have some flaws, though the minmatar (brain fart) is the most versatile, which is to be expected with mini ships. |

Lugh Crow-Slave
2776
|
Posted - 2016.06.07 19:29:19 -
[46] - Quote
Mike Voidstar wrote: Sin is weird too, as drones don't interact well with cloaks. Seems like they should switch weapon focus, except I don't know that Mauraders would fare any better with drones unless Bastion did something to them as well, and I am pretty sure someone would faint if the Kronos started putting out some flavor of rattlesnakeish super drone.
Drones give the sin it's niche making it the only blops that can apply damage instantly after jumping and able to apply full damage to all classes. I also dobby know how good drones would work for a marauder I could see people popping its drones then just sitting on it while it's in bastion.
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