Marauder Balance Pass

IMO Marauders are in reasonable shape. More cargo space is always welcome of course.

If marauders are going to get a buff, how about this:

  • 350% range bonus for remote capacitor transmitter (Paladin and Golem)
  • 150% optimal range bonus for remote armor repairer (Paladin and Kronos)
  • 150% optimal range bonus for remote shield booster (Golem and Vargur)

This should allow marauder RR to become a thing but shouldn’t let them eclipse the T1 & T2 logistics cruisers.
Giving the Kronos and Vargur the remote capacitor transmitter shouldn’t be unbalancing but might be out of character with respect to existing logistics setups.

You can already run RR non-bastion marauders just fine if you have a caldari or amarr T1 or T2 logistics cruiser as a buddy, this just expands the possibilities.

Doesnt realy fit the role of a weapons plattform.

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Not sure about the remote rep bonuses.

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considering RR marauders are already hard as hell to kill we don’t need a bonus that lets them rep each other from a distance that puts ships attacking one at a distance that makes them easier tracked by another

Aren’t Marauders already prevented from being remote-rep’d while in Bastion? Or were you thinking when out of Bastion? (Yeah, I can see how a handful of Marauders spider-tanking each other could be problematic)

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few ways you can do it. some are set to always spider tank (and take full advantage of the mjd bonus) others only spider tank when there is heavy nuets on one of the ships. they will cycle out of bastion and get reps from the others keeps from wasting cap charges keeping the local tank running

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I always feel issue around golem are mainly on Missile system itself rather than hull.

No experience with other 3 so can’t speak for them

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the missiles make it great for PVE and indispensable in group Marauder PvP even before RHML

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I don’t say Missile is terrible, I said any issues I see with Golem in my experience revolve around missile itself rather than an issue with the hull in term of PG/CPU/slots/Bonus

Torpedo Launcher have a few problems and Golem can do so much to make up for Torpedo shortcoming.

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idk seems a lot of ships use torps pretty damn well. from the phoenix to the bomber. You just need to know what you’re doing and make sure your fleet is supporting it

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medium slot would be very nice, or a mass multiplayer when in bastion mode (perhaps it is time to design bastion t2? little dmg mod or tracking up ?)

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Take an OP ship class and make it more OP while taking nothing away from it. Im sure that CCP will take your ‘balance pass’ as the joke i hope it was intended to be, have a good chuckle and go on about their business.

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“OP” until a single carrier, Curse, Bhallgorn, or whatever else with neuts shows and kills it while it’s completely immobilized.

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I want four lows for gyros and the remaining two for cpr’s… the falloff bonus to grapler would be tits… and why remove the time from the bastion module? you get a timer from activating the triage or siege module yea? added cargo is nice, and would love to see polarized guns with no penalty to resists. would be a good punch in the face like its meant to be… being a T2 battleship.

the locking range on the vargur could be extended please. being most fits use a mjd and thats around 100km jump range. might as well consider the Marauder a 100km ship to begin with, … adding the capability to ext damage out that far with long range ammo.

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Without providing any evidence or facts as to how marauders are an OP ship class, it is your post that seems fairly pointless.
Seeing as how T1 battleships just got a boost by the devs “while taking nothing away from it”, just may show that the battleship meta likely needed a buff. If that was the case, then it is a fair question to ask “Well, what about T2 battleships?”
The marauder by itself is not much better than a faction or pirate battleship. It’s the bastion module that can really make it shine. In fact, without bastion, you see a lot of posts in forums saying, “forget about getting a marauder, just get a rattlesnake” or such, due to the sheer price tag and training involved. And a lot of mission runners don’t use bastion, except for maybe tight spots, because of the drawbacks of the module.
Personally, I really like the bastion module despite its drawbacks, it happens to suit my play style for mission full clears, but I still understand it doesn’t suit other people’s play style.

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It looks like OP removed this request. I think the argument for removal was that the timer was more a nuisance than an effective drawback.
Personally, I think the timer is fine except it should be modified per my earlier post. I don’t think it was intended behavior that, depending on when bastion cycles over, you can’t dock for 61 seconds or up to two minutes, it seems really random. I would argue for a game mechanic with more consistent behavior, like exactly one minute of no docking.

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It was, but since a majority seem to feel that it’s warranted for Bastion I figured there wasn’t any point in clinging to the idea.

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Don’t get me wrong, I am not opposed to getting rid of the combat timer either. It’s just it seems like it might be too much to ask to completely remove a drawback that the devs intended. I just think they didn’t implement it right, and seems more like a workaround. :sweat_smile:

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make a t2 bastion…

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weapon timer was there on bastion to stop station game, however unable to do combat refit was collateral damage on Marauder to nerf Capital combat refit

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