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Author Topic: Dev Post: [Winter] Marauders Rebalance  (Read 29656 times)

Esna Pitoojee

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #90 on: 04 Sep 2013, 14:16 »

Confirming CCP just nerfed them back into wierd pointlessness. The strangest bit, is that even before the MJD came along people were theorycrafting it as a module you'd hit at the start to jump out to sniping range, rather than a mid-fight ejection seat-module. Now they seemed to propose a ship that really fit with that idea too:

- Grid and CPU for long-range weapons.
- Current usage in situations (i.e., missions and complexes) where this was already a highly viable tactic.
- Further bonus to weapon range and tracking to solidify the role.
- Enhanced tank just in case things did manage to reach you.
- A drawback in a lack of widespread utility options - i.e., other secondary bonuses or large drone bay - fitting with CCP's idea of the T2 ships as a specialized type.

Now not only does it not have a focus, it doesn't seem to be especially good at the intended role. WTF, CCP.

fakedit: I'm kind of confused by the suggestions that the changes were in response to whining from the Incursion community. Considering the appeal in the ridiculous ISK incursions pay up, is it asking to much to accept that other kinds of PvE can have some fancy toys too?

realedit: Ohgod, Anna. Don't even get me started on that. :(
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kalaratiri

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #91 on: 04 Sep 2013, 14:22 »

The incursion whining was mainly based around the removal of the web bonuses.

HOW WILL I BE ABLE TO HIT FRIGATES WITH MY BATTLESHIP GUNS NOW?  :evil:

I would prefer it if Incursions were remodelled to require support ships in the ship of anti-frigate cruisers/BCs rather than being almost completely limited to shiny-BS/logi.
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Morwen Lagann

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #92 on: 04 Sep 2013, 14:25 »

I would prefer it if Incursions were remodelled to require support ships in the ship of anti-frigate cruisers/BCs rather than being almost completely limited to shiny-BS/logi.

They already do. Assault and HQ fleets regularly make use of Lokis to obliterate frigates with the 'finger of death' method used by a lot of nullsec fleets.
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kalaratiri

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #93 on: 04 Sep 2013, 15:01 »

I would prefer it if Incursions were remodelled to require support ships in the ship of anti-frigate cruisers/BCs rather than being almost completely limited to shiny-BS/logi.

They already do. Assault and HQ fleets regularly make use of Lokis to obliterate frigates with the 'finger of death' method used by a lot of nullsec fleets.

Oh good, another 400m (for the hull and subs) isk ship.

/bitter and poor
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Katrina Oniseki

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #94 on: 04 Sep 2013, 15:15 »

https://forums.eveonline.com/default.aspx?g=posts&m=3573200#post3573200

Quote from:  Bullet Therapist
I kind of feel like marauders are being pushed into so many different directions here to try to fill roles that either other ships fill better, or don't really exist in the first place. I know CCP is trying, but it all seems so screwed up right now.

Instead of concentrating so hard on making marauders wildly different from pirate battleships and other parts of the ship line-up why don't they follow the rest of the t2 lineup, and make what changes are needed to keep them on course.

For instance, to separate them from pirate battleships look at what pirate battleships do well. All of the pirate ships have great dps, most are fairly fast (with the machariel being very fast) and three of them have fantastic ewar bonuses. Why not keep this to pirate battleships? If they need to be reworked a little then do so during the pirate rebalance, but keep things like 90% webs, web range, a neuts to pirate battleships.

Whats left over now for marauders? Well why not follow the assault ship/command ship lineup. Keep the marauder's dps about the same, but emphasize their tank and application, but do so without utterly pidgeonholeing the class. Get rid of all of all of the ewar bonuses. ALL of them. No bonus to webs, none to target painters. Just drop them. If we want them, we'll fit them, just don't make us feel like we have to in order to optimize the ship. When you think about ship bonuses realize that people are going to use long and short range weapons on the ship. Keep this in mind. A web bonus is less of a help to people using long range weapons than it is to someone who uses short range ones.

Here's a sample of something that makes sense.

GOLEM

• Role Bonus: 100% bonus to cruise missile and torpedo damage. 70% reduction in Micro Jump Drive reactivation delay. Can fit Bastion modules.

• Caldari Battleship Skill Bonus:
10% bonus to cruise missile and torpedo velocity
5% bonus to cruise missile and torpedo explosion velocity per level

• Marauders Skill Bonus:
5% bonus to the cruise missile and torpedo explosion velocity per level
4% bonus to shield resistances per level


• Slot layout: 6H, 7M, 5L; 0 turrets, 4 launchers
• Fittings: 8500 PWG, 715 CPU
• Defense (shields / armor / hull) : 8000 / 6100 / 7000
• Shield resists: 0% EM / 50% EX / 70% KIN / 80% THERM
• Armor resists: 50% EM / 10% EX / 62.5% KIN / 86.25% THERM
• Capacitor (amount / recharge rate / cap/s) : 6325 / 1150s / 5.5 cap/s
• Mobility (max velocity / agility / mass / align time): 85 m/s / .12 / 114195000 / 19s
• Drones (bandwidth / bay): 25 / 50
• Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km / 105 / 10
• Sensor strength: 28 Gravimetric
• Signature radius: 450

And a bastion module that makes sense. Its pretty powerful, but again, its balanced against the fact that you COMMIT. No logi, can't move, can still be neuted, and anyone can run away from you.

BASTION MODULE

• Increases shield and armor repair amount by 25%
• Increases shield, armor and hull by 25%
• Extends all large turret falloff and optimal by 25%
• Increases all large missile max velocity by 25%
• Increases damage from large missiles and turrets by 25%
• When activated, the bastion module repairs the marauder for 25% of its maximum capacitor, armor, shield, and hull hp.
• Has a cycle time of 60 seconds.
• When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way
• When in bastion mode, Marauder speed is set to 0 m/s, mass is increased by a factor of 10, cannot warp. Also

When its activated, we're parked. We commit. When we turn this thing on its either win or die, so it better be worth it.

Its useful with the bastion module. Its useful without it. It has enough slots to make good fitting choices. It can be buffer tanked or active tanked. It has good application, which can be made better with TPs or webs, but it doesn't NEED to fit them.

Perfect. This is exactly what a 1.5b Isk ship ought to be. Fucking worth the price.

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #95 on: 04 Sep 2013, 15:34 »

What's so different from the first draft ? Looks pretty much similar...
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Caellach Marellus

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #96 on: 04 Sep 2013, 16:12 »

Cuts down on the rep bonus,  gets a damage boost.

Gotta say, I prefer it to either CCP iteration.
« Last Edit: 04 Sep 2013, 16:15 by Caellach Marellus »
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Katrina Oniseki

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #97 on: 04 Sep 2013, 16:16 »

Cuts down on the rep bonus, doesn't have the resist bonus, gets a damage boost.

Gotta say, I prefer it to either CCP iteration.

Don't forget, 20% (4% * 5) resist bonus rolled into the hull. Another 25% raw HP bonus across all tanks.

Caellach Marellus

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #98 on: 04 Sep 2013, 16:31 »

Cuts down on the rep bonus, doesn't have the resist bonus, gets a damage boost.

Gotta say, I prefer it to either CCP iteration.

Don't forget, 20% (4% * 5) resist bonus rolled into the hull. Another 25% raw HP bonus across all tanks.

I dislike this, because it means either I'm losing the damage bonus on my Kronos or the tracking. Likely the former.

Edit: Wait, didn't realise that the Bastion mode had been changed to 25% extra HP, not 25% resists.

Eh, it's still better than anything CCP have put forward so far, but I'd tweak it a little.
« Last Edit: 04 Sep 2013, 16:33 by Caellach Marellus »
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Myyona

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #99 on: 05 Sep 2013, 01:49 »

This is a good start for the winter expansion. But I seriously need new content to play with before I become excited in my pants. :|
After the announced change, I am no longer in eager anticipation mode. Winter expansion turned sour already. :ugh:
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DeadRow

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #100 on: 05 Sep 2013, 06:45 »

Would rather have a resist bonus on the bastion module rather than a HP increase. Can just see that in a close fight where you finish in hull, turn off bastion and boom goes your Marauder due to the HP decrease :D
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kalaratiri

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #101 on: 24 Sep 2013, 11:47 »

Unfinished, and unconfirmed from any official sources. Don't start whining yet folks :P

Bastion mode animations for the Kronos and Vargur:





Vargur appears to be a timer. Fins down is normal, fins go up when Bastion engaged, and slowly slide back in as the module cycles. Should be a nice visual way to see how far through the cycle they are.
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Silas Vitalia

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #102 on: 24 Sep 2013, 11:55 »

So the Kronos is more of a..... lowrider on hydraulics?

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Katrina Oniseki

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #103 on: 24 Sep 2013, 12:10 »

Those are a tiny bit disappointing.

kalaratiri

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Re: Dev Post: [Winter] Marauders Rebalance
« Reply #104 on: 24 Sep 2013, 12:11 »

* kalaratiri waves the disclaimer all over the place
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