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LT Alter
Mostly Wrong Decisions
5
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Posted - 2012.04.21 08:56:00 -
[1] - Quote
Ganthrithor wrote:If I had my way, Marauders would be reworked into ships that fit their description. This rework would require a couple of things:
- Axe the sensor-strength thing. Seriously. No ship that can be perma-jammed by a three day old newbie in an ECM Navitas is going to see extensive use in PvP-- not behind enemy lines, not behind friendly lines, nowhere. You don't need to buff sensor strength as you do for pirate BS, but not-gimping it would make Marauders much more useful.
- Gear these ships away from active-tanking ability and towards agility. Make them better at skirmish warfare. As it stands, these ships are bonused to active tanking and EWAR, only one of which is useful in small-gang warfare (and the "other of which" is rendered easily-counterable due to Marauders awful sensor strength). In small gang fights, mobility is life. Active tanking is either totally unecessary (if things go well), undesireable (if you take return fire from more than one or two opponents), or utterly worthless (if you actually get caught, active tanking only prolongs your death... slightly). Active tanking is for PvE. Ships that align like a depleted uranium bathtub are for PvE.
- Consider trading the "salvaging" bonuses for something support-related. Make these ships the hub around which a Marauding gang would revolve, somehow. Salvaging bonuses are only really going to be used for PvE, and in PvE scenarios these abilities are pretty much entirely eclipsed by the abilities of the Noctis. Some possible alternatives to the salvaging bonus could be: a fitting service, some kind of remote-repping ability / bonus, I don't even know. Something that benefits gang members and is more useful than a salvaging bonus. A mobile-warp disruptor carrying bay for supplying a gang with anchorable bubbles. Who knows?
Obviously you have never flown a marauder in pvp, the kronos with a deadspace fit can solo tank with a fleet booster 5000-8000 depending on skills, implants, and boosters and with just 1 remote eccm and 1 personal eccm + the ganglink you can get 67 sensor strength. With your 4 mids on a kronos you fit a fed navy web, eccm, fit a booster and an afterburner, 3 nos will take care of the rest of your cap needs, even if you have to nos your buddy. it still does 900 dps which isn't bad. Also have you ever seen a vargur tank? These ships just require good pilots to use them right, anyone else just says they suck. |

LT Alter
Mostly Wrong Decisions
5
|
Posted - 2012.04.21 09:12:00 -
[2] - Quote
Throw 5 bil at a 1 bil hull is fine with me, anybody who want's to be successful with a marauder does it. I'm not shitting on your post's because of that bud, I'm shitting on the sheer stupidity of them. You need to back up your statements for anyone to take them seriously. Know the topic you are posting about, don't use guesswork. |

LT Alter
Mostly Wrong Decisions
5
|
Posted - 2012.04.21 09:59:00 -
[3] - Quote
You need to spend some isk on a pirate BS to make it reach it's full potential. You can fit a kronos t2 for maybe 1000-2000 dps tank, which is still more than most other battleships could dream for. If you deadspace dual rep a vindicator you can get a 6000-7000 dps tank and still do 1200 dps. The kronos doesn't have the dps but it has more tank. The point is that the kronos is most utilized with a deadspace fit, when you do this it truly becomes the marauder it is meant to be. Now lets say they buff this ship, now if you deadspace fit it what do you have? Now it's full potential is that much higher and that is when it becomes overpowered, simply making it as good as it is with a deadspace fit now with a t2 fit will just make me and my 10 bil one unbeatable. |

LT Alter
Mostly Wrong Decisions
5
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Posted - 2012.04.21 10:09:00 -
[4] - Quote
I know these threads are coming from the ship balancing of inferno. But the common interpretation I'm seeing in all of all of them is that they are balancing them, not buffing them or nerfing them. That may sound like the same thing but it isn't, rather than make a ship better the idea is to make them play a different single role but not multiple and all roles of it's class. Think about this on both the threads we are posting on. |

LT Alter
Mostly Wrong Decisions
5
|
Posted - 2012.04.21 10:52:00 -
[5] - Quote
Active tanking is the only way to pvp in any marauder honestly, also I see a problem with point of views here. My main point of view is from High sec and low sec in gangs no more than thirty, where as you are a member of goonswarm who I hear loves the 250 man maelstrom alpha fleets. Where an active tank would instantly die. In my world, an active tank is viable. In yours, it might as well be a shuttle with a capital sized rep and a triage module. |

LT Alter
Mostly Wrong Decisions
5
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Posted - 2012.04.21 13:21:00 -
[6] - Quote
You don't have to pvp on undocks in low or high sec. I try to keep things off station as much as I can. The marauder would be useful when taking on a small force behind enemy lines that doesn't have nearby back up. Most fleets are hesitant when engaging a marauder, it has 3 utility highs and any one of them could hold a cyno generator. Also with 170k ehp and a 8000 dps tank it's not dieing any time before whatever it wants coming through that cyno comes through.
Also, a vargur can get a tank above 20k dps if you can pocket change for 40 or so bil. For about 10bil with a faction and deadspace tank it can tank 10k or so dps I believe. |

LT Alter
Mostly Wrong Decisions
6
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Posted - 2012.04.22 05:43:00 -
[7] - Quote
I just give up, everyone posting about the ships don't even fly them. At least not properly. |
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