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Mush Morton
Caldari Wolf Echelon Combined Planetary Union
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Posted - 2007.11.01 04:59:00 -
[1]
Edited by: Mush Morton on 01/11/2007 05:03:50 Without covering some of the complaints already raised in depth by others here on the forums, I'd just like to express my sincere disgust with the current dps of Marauders.
Since I fly Caldari boats, I'll restrict my discussion to that race's relevant ships and capabilities. However, I understand analogs can be found for the other races as well.
1) A Golem will produce the same raw damage as that of a Raven. Granted you gain some flexibility with your high slots, and reduce your ammo consumption; but the net effect is only marginally more impressive than the Raven and disappointing when compared with the CNR.
2) A Golem does only 20% more damage than a Widow (a bloody Black Ops ship). WTF y'all? Seriously, the Marauders were advertised by CCP as battleships optimized for massive damage output, and for spearheading assaults deep within enemy territory. With a rather large cargo bay, I can visualize the latter. The optimization algorithm they used for the former could use a little work though.
I'd like to start a petition for those pilots anxiously awaiting Marauders, and who feel their current damage-dealing capabilities are lacking.
Save the Marauders from irrelevance and mediocrity! Increase their DPS! 
/signed
----------------- Molon Labe! |

Syriano Keldon
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Posted - 2007.11.01 05:03:00 -
[2]
ummmmm buddy, 100% dmg to weapons, plus your other stuff, so it can do the dps of 8 torps, which only the state raven has, plus it has a little more stacking so even MORE dps. although yes i wouldnt mind more dps on all of them, the golem gets the best dps boost.
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Mush Morton
Caldari Wolf Echelon Combined Planetary Union
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Posted - 2007.11.01 05:06:00 -
[3]
Edited by: Mush Morton on 01/11/2007 05:07:00 CNR has 7 missile launchers with a 25% rof bonus --> 9.33 effective missile launchers Golem has 4 launchers with 100% damage bonus --> 8 effective missile launchers
9.33 > 8.00 => CNR out-damages a Golem for raw dps ----------------- Molon Labe! |

Pattern Clarc
Infinitus Odium The Church.
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Posted - 2007.11.01 05:09:00 -
[4]
yeah the golem is boned in terms of raw dps, increases t the drone bandwifth and bay size would be easy ways of fixing this.
The target painter bonus on the golem should be a torp range bonus tbh.
Quote: [02:31:17] ISD BH Kestrelprime > The Pally is powerful enough. [02:31:27] ISD BH Kestrelprime > All it needs is a hearthstone so it can Bubblehearth.
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Mastin Dragonfly
Absolutely No Retreat The Red Skull
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Posted - 2007.11.01 06:34:00 -
[5]
Originally by: Mush Morton 2) A Golem does only 20% more damage than a Widow (a bloody Black Ops ship). WTF y'all? Seriously, the Marauders were advertised by CCP as battleships optimized for massive damage output, and for spearheading assaults deep within enemy territory. With a rather large cargo bay.
The Redeemer, the Amarr Black Ops has the same amount of turret damage as their Marauder the Paladin, and a bigger dronebay...
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Mush Morton
Caldari Wolf Echelon Combined Planetary Union
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Posted - 2007.11.01 06:55:00 -
[6]
Edited by: Mush Morton on 01/11/2007 06:59:17 That's rough.
It's noteworthy that the Scorpion's T2 upgrade (the Widow) did indeed receive a damage buff. With 5 missile launchers and a 25% bonus to rof and 50% bonus missile velocity, the Widow's offensive capabilities are only marginally reduced from that of a Raven!
Rephrasing this, the Widow receives the same bonuses as Raven and has only one less missile launcher, while adding the cloaking, ew, and jumping capabilities of the Black Ops. I'm not arguing that this should be changed, just that it's really quite sad that the Golem couldn't expect a similar increase in damage potential.
Give the Marauders a rof bonus, and increased damage bonus, or more drone capabilities to increase its dps. Perhaps a mini-siege module would be another alternative?
----------------- Molon Labe! |

Hectaire Glade
Forum Jockey
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Posted - 2007.11.01 07:48:00 -
[7]
the drone bay size/bandwidth is a more sensible solution and would increase the ship suse in PVE as well, better solution than a flat damage boost
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Dragon Lord
Caldari Caldari Provisions
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Posted - 2007.11.01 08:52:00 -
[8]
signed
give us the rof bonus on the golem and maybe a light time bonus as well? id settle for an explosive radius reducing skill instead of the target painter skill since u cant use torps in missions after rev 3
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Futureface01
Gallente Federal Navy Academy
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Posted - 2007.11.01 09:10:00 -
[9]
/signed
Mission runners have been confined to a few ships for ages, once they release Marauders its a safe bet it'll be another 3 or 4 years before mission runners get any new toys. I'd like my one toy to work right out of the box since it'll be the last one I get until Eve 2!  State of the Golem Oct 25, 2007 |

ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.11.01 09:28:00 -
[10]
Originally by: Pattern Clarc The target painter bonus on the golem should be a torp range bonus tbh.
Erm, if they do change something, they should change the missile explosion velocity to range, not the target painter bonus!
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Leandro Salazar
The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.11.01 10:37:00 -
[11]
Originally by: ElCoCo
Originally by: Pattern Clarc The target painter bonus on the golem should be a torp range bonus tbh.
Erm, if they do change something, they should change the missile explosion velocity to range, not the target painter bonus!
Tbh it should be another missile velocity bonus to help cope with the defender problem. But yes, get rid of the worthless exp velo bonus, keep the good painter bonus.
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Den McConan
Caldari Silver Spike Corporation Ultima Rati0
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Posted - 2007.11.01 10:49:00 -
[12]
/signed
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.11.01 11:01:00 -
[13]
Originally by: Leandro Salazar Tbh it should be another missile velocity bonus to help cope with the defender problem. But yes, get rid of the worthless exp velo bonus, keep the good painter bonus.
Why would that help with the defender problem? I don't see cruise missile users choosing the golem (at it's current state) over the CNR anyway. Now if besides that, the shield boost ammount bonus was changed to a rof one.... what would you avid CNR users do? 
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Leandro Salazar
The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.11.01 11:05:00 -
[14]
Faster missile = less time for the defender to hit the missile I thought.
And yeah, even if the worthless bonus gets replaced by something useful, it still will be gimped compared to the CNR if it does not get a dps bonus. Maybe replace shield boost amount with +5% damage instead of RoF to not make it too powerful. Would mean 10 effective launchers compared to the CNRs 9.33.
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Nasair
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Posted - 2007.11.01 11:07:00 -
[15]
1.Put offline modules as heatsinks between your launchers 2.overheat them and get more damage 3.??? 4.profit
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.11.01 11:10:00 -
[16]
Originally by: Leandro Salazar Faster missile = less time for the defender to hit the missile I thought.
Well the defender accelerates almost instantly so the missile will have to be very very close for the defender to "miss", that's what I'm saying. Oh and lol about overheating 
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twit brent
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.11.01 11:14:00 -
[17]
Amarr marauder paladin is outdamaged by the amar black ops ship. Same damage as the navy apoc which has the same dmg as the tech 1 apoc.
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Nasair
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Posted - 2007.11.01 11:15:00 -
[18]
Originally by: ElCoCo
Originally by: Leandro Salazar Faster missile = less time for the defender to hit the missile I thought.
Well the defender accelerates almost instantly so the missile will have to be very very close for the defender to "miss", that's what I'm saying. Oh and lol about overheating 
Lol? Have you tested the effect of putting 3 heavy nos between the launchers?
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.11.01 11:36:00 -
[19]
Originally by: Nasair Lol? Have you tested the effect of putting 3 heavy nos between the launchers?
We're talking about the missioning prowess of the marauders here... soooo... your highslots lasting 6 whole minutes firing just won't cut it 
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Nasair
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Posted - 2007.11.01 12:54:00 -
[20]
Originally by: ElCoCo
Originally by: Nasair Lol? Have you tested the effect of putting 3 heavy nos between the launchers?
We're talking about the missioning prowess of the marauders here... soooo... your highslots lasting 6 whole minutes firing just won't cut it 
Modules will be repairable in space, so 6 mins on, repair, 6 mins on, repair. 6 mins is usually enough to get through a large part of the BS rats in a room, especially with the skills/setups we are talking with tech II BSs.
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Doomed Predator
Xoth Inc Firmus Ixion
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Posted - 2007.11.01 12:59:00 -
[21]
/signed
Buff marauder dmg and maybe remove the resistance bonus to balance it. Since marauders should be all about dmg and very little tank.
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Buyerr
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Posted - 2007.11.01 13:04:00 -
[22]
Edited by: Buyerr on 01/11/2007 13:04:21 signed although i think it should be closer to 200%. and hac res ty
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.11.01 13:25:00 -
[23]
Originally by: Nasair
Originally by: ElCoCo
Originally by: Nasair Lol? Have you tested the effect of putting 3 heavy nos between the launchers?
We're talking about the missioning prowess of the marauders here... soooo... your highslots lasting 6 whole minutes firing just won't cut it 
Modules will be repairable in space, so 6 mins on, repair, 6 mins on, repair. 6 mins is usually enough to get through a large part of the BS rats in a room, especially with the skills/setups we are talking with tech II BSs.
We don't have a clue how much repairing in space will cost, but it will probably be expensive. So probably not worth using in anything other than pvp.
The golem need a second torp range bonus or a damage/rof bonus. ------------------------------------------
What is Oomph? It the sound Amarr players makes when they get kicked in the ribs. |

Nasair
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Posted - 2007.11.01 13:50:00 -
[24]
Originally by: Shadowsword
Originally by: Nasair
Originally by: ElCoCo
Originally by: Nasair Lol? Have you tested the effect of putting 3 heavy nos between the launchers?
We're talking about the missioning prowess of the marauders here... soooo... your highslots lasting 6 whole minutes firing just won't cut it 
Modules will be repairable in space, so 6 mins on, repair, 6 mins on, repair. 6 mins is usually enough to get through a large part of the BS rats in a room, especially with the skills/setups we are talking with tech II BSs.
We don't have a clue how much repairing in space will cost, but it will probably be expensive. So probably not worth using in anything other than pvp.
The golem need a second torp range bonus or a damage/rof bonus.
Expensive?
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.11.01 16:00:00 -
[25]
Where did they say that you'll be able to repair modules inspace?
And 6minutes is an educated guess including max "heat" skills so you can't count on that.
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Daelin Blackleaf
Aliastra
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Posted - 2007.11.01 16:02:00 -
[26]
Originally by: Shadowsword
We don't have a clue how much repairing in space will cost, but it will probably be expensive.
If the mechanic for repairing modules in space takes ISK I will be highly unimpressed.
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Exlegion
Caldari New Light Hydra Alliance
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Posted - 2007.11.01 16:05:00 -
[27]
Originally by: Daelin Blackleaf
Originally by: Shadowsword
We don't have a clue how much repairing in space will cost, but it will probably be expensive.
If the mechanic for repairing modules in space takes ISK I will be highly unimpressed.
It costs to repair modules in station now. So it only makes sense it will cost to repair in space as well.
One of us equals many of us. Disrespect one of us, you'll see plenty of us. - Guru |

ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.11.01 16:15:00 -
[28]
Originally by: Exlegion
Originally by: Daelin Blackleaf
Originally by: Shadowsword
We don't have a clue how much repairing in space will cost, but it will probably be expensive.
If the mechanic for repairing modules in space takes ISK I will be highly unimpressed.
It costs to repair modules in station now. So it only makes sense it will cost to repair in space as well.
If it's going to cost something it will be like mechanical parts or some other similar thing. My question is, where did they say that and even more, that it will be available in rev3/trinity/wherever?
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Pattern Clarc
Infinitus Odium The Church.
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Posted - 2007.11.01 16:26:00 -
[29]
Originally by: Exlegion
Originally by: Daelin Blackleaf
Originally by: Shadowsword
We don't have a clue how much repairing in space will cost, but it will probably be expensive.
If the mechanic for repairing modules in space takes ISK I will be highly unimpressed.
It costs to repair modules in station now. So it only makes sense it will cost to repair in space as well.
It will be exactly like remote repairing armor/hull - ie all it will cost is cap.

Quote: [02:31:17] ISD BH Kestrelprime > The Pally is powerful enough. [02:31:27] ISD BH Kestrelprime > All it needs is a hearthstone so it can Bubblehearth.
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Saris Dadra
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Posted - 2007.11.01 16:37:00 -
[30]
Originally by: Pattern Clarc
Originally by: Exlegion
Originally by: Daelin Blackleaf
Originally by: Shadowsword
We don't have a clue how much repairing in space will cost, but it will probably be expensive.
If the mechanic for repairing modules in space takes ISK I will be highly unimpressed.
It costs to repair modules in station now. So it only makes sense it will cost to repair in space as well.
It will be exactly like remote repairing armor/hull - ie all it will cost is cap.

Actually repairing modules in space takes "nanite repair paste" it tells you this when you try to repair a module in space on SiSi (or at least it did last time I checked). The repair paste hasn't been seeded yet but here is the description:
"Nanite Repair Paste
A thick, heavy liquid, typically stored in tanks or container systems intended for liquids. It is composed of billions of nanites that can be programmed to repair damaged ship modules on the fly. The paste is simply applied to the damaged area, and the nanites meld into an exact copy of the damaged area, thus effecting repairs upon the module. This is a one-time process, as the nanites use themselves up along with the trace elements mixed into their carrier fluid.
The Repair Paste is generally only used for emergency on-site repairs. It is then recommended to have the damaged components looked at by a certified technician at first opportunity."
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