Most of the “Hero Marauder” videos show a solo Marauder tanking a swarm of frigates and cruisers. The Marauder gets a few kills and is able to wait and wait (and wait) until help finally arrives.
The thing is that if you gave BS a 100% buf on damage or in tank, they still wont be used, because lack of damage or tank is not the reason they are not used.
You need to give them somethig that makes them stand out. Something that hurts logistic will definitly make them present on the battlefield.
The old ECM was very powerful. You could perma-jam a ship and they couldn’t do anything. The Marauders were immune from that, which was a huge advantage. Once they rearranged ECM, the Marauder no longer had much of an edge. Now energy neuts have somewhat taken the place of ECM (somewhat) and the Marauders have no unique defense against that.
That rather depends on how the marauder is being used.
I mean reduce the industry cost (cost price) and the market will sort out prices.
Yes and no. I’m comparing capacitors between T1 Minmatar BS and Vargur, between T1 Gallente BS and Kronos. Marauders are Cap weak, in my opinion. For a ship designed this way, the should have some cap resistances as Bastion bonus or at least one-two addition mid slots for a battery or addition cap booster. How you are going to fit a 4 mid slot BS for PVP purposes?
A Vargur has 6 mid slots. You need to distribute them between tanking modules and E-War modules. To catch targets more effective you have to scarifice your ship’s tanking modules. Therefore, what is the purpose to use a tanky BS in this scenario? There isn’t sense to use a 1.8B ISK tanky hull, to put into its tanking slot modules PVP utilities and get a relatively low output dps.
Huh, “Hero Marauder vs The World”? Well, I don’t believe in those EVE videos when someone in a bling ship just burns incoming fleets without a problem. Maybe he just know how to choose enemies or those attackers are just paid actors. The guys which “shredded” you for that should jump in a PVP Marauder and try thing by themselves. It’s like a PVP Deimos. LOL. Nobody will engage you until they’ll bring something which will instantly crush your vessel.
You are right and I was not very accurate in my statement. For Bastion I the tanking should be downgraded a bit and the dps should be upgraded a bit. For Bastion II increase the stats even more, but make access to that module through a “skill expensive”, it should require something like Tactical Light Weapon Reconfiguration into V or Skirmish Command V. Also I’d like to see a 20% Cap resistance in Bastion I and around 30-35% Cap resistance for Bastion II. It could be usefull for PVE in WH c4-c5 and very useful in PVP.
Either as a ship in a fleet/gang, or don’t. They were aimed, in the direct t2 “specialization and more power” dichotomy, at PVE. That they’re useful/usable for PVP is a secondary benefit of their tough tank and excellent projection and application of moderately high damage.
Solo marauder isn’t the intended use.
There is quite a consensus that marauders need a good bump specially in cap,
but please, discuss also my idea.
a logistic - blocking module.
I don’t dislike the idea, but don’t like the idea of it on marauders, as it complicated their balancing significantly by giving them two intended niches. It also doesn’t fit the fluff unless it’s like a logi nos, stealing a portion of any incoming logistics, which then fit s the “advanced repair systems” lines somewhat.
But given that the marauder concept is aimed primarily at having strong local tank, and good damage application, it doesn’t fit having a way to also tone down logi. I think the idea would be better served with dedicated hulls, maybe a new set of t2 Attack battlecruisers and t2 battleships devoted to this as their primary niche based on what was the tier 3 battleships pre-tieracide (Rokh, Maelstrom, hyperion, Abaddon).
Fix BLOPs first.
Just sayin
I agree 100% with you,
lets have T2 versions of the Rokh, Maeltrom, Hyperion and abadon to disrupt the logistics.
Cant catch and “maraud” anything when the highlight of Marauders - the “Bastion” module roots you in place.
Core concept of the ship is wrong: by the name Marauder should be an attack/DPS platform - fast and deadly ruthless. “Bastion” should be a whole new type of ship focused on defense and/or self-sustain.
Correct, the “core concept of the ship is wrong”. You are right.
I did some Marauder tests on SiSi server, as I remember. You can burn with an overheated MWD towards a target until Scram range and point it, then turn on a Web, Grapler and the Bastion and play a “turtle style” after that. Therefore, traditional Ewar can’t stop you, nor either ECM jamming, but Neuting can stop you. It’s possible to play a Dread style, but Marauders have much lower EWAR control and damage (inability to 1 shot ships) at medium ranges. So, everyone will outplay you and will warp away at right moments.
For PVE, you need a well tanked vessel with good damage projection and higher dps. To make it useful, you need to “bling” the Marauder, and a “blinged” PVE Marauder is an easy target for gankers. It’s a good target due to its hull price even.
In PVP scenarios you need to burn towards an important target, scram it in place and turn the ship into “turtle” (Bastion). So, the target will not escape. From this concept, you need a DED MWD, a Heavy Scrambler (6-8 scram strength), a Grapler, a Web and one or two Heavy Neuts. To keep these modules online in addition with your active tanking modules, you need like one Cap booster and a Battery or two cap boosters. A PVP concept, when Marauders can be used to aim important targets in small or mid fleets, like T3 cruisers, Hics, T2 logistics, T2 BCs and special warfare BSs. Ewar resists and a Heavy Scrambler must be a condition that the target will not escape even with 6 Warp Core Stabilizers under ECM drones and Falcon support. For this Marauders haven’t enought speed, dps, mid-slots, enought tanking to sustain a small or mid-fleet size dps under the continuous Neuting pressure.
Just remove bastion capability. Make them like T2 cruisers, let them use ADC. Also reduce the production cost a bit. Then they might be worth using in PVP.
they could also have a bonus on web/grappler similar to the serpentis faction ships, that will help them a lot. But their role in a gang is dps and tank not tackler. They get out-dps by their T1 versions, the thing is so bad that the vargur has a hard time passing 1k dps, while the tempest reaches 1.4 if you fit it for damage.
They could also use their utility high for neut, but they have no cap to do so…
The whole class needs a serious buf.
Also, T2 is more about specialization than power, anti logi gives that. There is currently no way to counter logi. There is a way to counter ECM, sensor dampening, cap warfare, tracking disrupting, but no way to counter logi.
Marauders are fine. Try actually PVPing in one before you come here making half-baked suggestions. OR you could search before you post to see that this gets posted every few weeks. All of these posts just boil down to some idiot credit card warriors who want a pay2win ship class. Marauders are incredibly powerful, you just lack the skill to fly one in PVP and you’re afraid to lose one learning it. Tough ■■■■. HTFU
5th mid slot for a Kronos please.
I second this. MWD while being in bastion (Immune to ewar effects) turns them into an actual marauder, but unable to warp for balance sake. Would make it fun and benefit both pvp and pvers.
Save the siege suicide for dreadnaughts (which with HAWS are just like the better marauder)
In an age of Ramjag, Rapier, Hyena and Keres there is no escape from being hardtackled. Most commonly marauders are shoehorned into a ‘brawl’ and consistently have frigates holding scram.
The magic in the past was the MJD and pairing with the 60s Bastion made it so enemies had to be attentive. It allowed MWD’s to be operational for a few seconds giving vital range for weapons to apply better.
I say Marauders in their current form are exceptionally powerful in the right hand, but due to the increase in gang size (and the Bhaalgorn being so cheap there’s no excuse to not use it) it’s less competitive.
Like any fight there is: Being alone is the disadvantage. Solo Marauder pilots are rare, most have other support and they function merely as a form of highly applicable and projected DPS for a gang.
I’ve flown a ‘kitey’ Vargur (gang and solo) for many months - the enemy will use the same steps to catch you:
1: Get hard scram with cheap as ■■■■ ship (Jaguar / throwaway Interceptor)
2: Bring (insert neuting ship) + DPS
3: Competent Logistics pilots ensured no-one dies who is vital for hard tackle
4: Engage until Marauder is dead, be incredibly risk adverse in what you fly.
Neuts to a Marauder are the worst problem. Armageddon has a bonus to range and the Bhaalgorn doesn’t give a ■■■■. If they are even smarter they fit an MJD and simply warp to structure to repair and then instantly return.
If Marauders were going to be made competitive again I’d see a Bastion overhaul as the best method.
- Immunity from Electronic Warfare (Scram / Web / Disruptor) - Within Bastion
- Capacitor Warfare Resistance Bonus - Within Bastion
- Immunity from Damps - Within Bastion
The amount of damage a Marauder can repair is still very high, but with the recent nerf to resistances it could be considered to increase base resistance profile for marauders.
Don’t know if this issue is well known, just hope there is some improvement for Marauders!
This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.