Marauder Balance Pass

Would this ability make more sense on a smaller ship then?
Like a second T2 E-war frigate with this specific trait? Or a module for dictors/HICs, that can’t be equipped with the warp sphere launchers and warp disruption field generators at the same time. You can either super tackle or cyno jam.
Which one sounds more reasonable?

tbh im not qualified to make that determination bud… but Ill share my opinions on it :slight_smile: I like the idea t2 bastion can prevent cynos within the vicinity… not sure why you would nerf the range on the guns though, as the ship wont be able to move… I think the range should stay. I think the dmg increase should be on both bastion though, the t2 having the better bonus. I think the t2 battleship is a good idea to start with for tackling carriers or dreads. They just wont be alone and will require a faster ship to actually initiate the tackle or to get eyes on the unsuspecting target. the idea that the marauder will be the actual tackle makes sense… it would be a class above heavy tackle… like an armor tech three, for example, I consider a heavy tackle.

cant make battleships warp like an interceptor but cant make interceptors tank like a battleship, unless speed tanking fighters? neuts?

so yea to add a new meta to the game, cyno jammers on battleships which get second warp to suspecting target: capital ships. I think the HIC has enough roles and the EWAR frig is just that… not a cyno jamming role that locks you in place to hold a valuable and heavy target. … I think marauders are perfect for this role.

So maybe, an idea, when t2 bastion is active, no cynos within 100km may be lit … or 1000km, or what, system wide?

To answer your question though at the end there, I wonder if the marauder cant do both… as a new role and new meta.

thing is, is how do you get a scout and a t2 battleship into position and close enough to unsuspecting target without being spotted?

These will help players to be creative with weird and retarded ideas, because the same ol same tactics are old and worn and even now Im becoming aware of them. so new ideas will come, new roles, new tricks or ganks… sandbox?

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Not system wide, that definitely would be OP. On grid effect only, barely within the average combat range of the battleships, I would say.

Cloaky frigate to recon, position it X km from the target and in a way when the target will be between the recon and the battleship. Then the battleship warps to X km to the recon frigate and hopefully lands right on the target.

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Bubbles, gates, rorqs (which are locked in place).

You have a ratting carrier in system, with cloaky eyes, you setup a stop bubble back to their citadel. They warp off into the bubble when system spikes, marauder lands and jams cyno. Other times you just keep it distracted by small ■■■■ and warp the marauder in to immediately tackle/jam.

Could catch them gating between systems.

Also applies to rorqs, which are often locked in place and mostly afk. Hell some can still be locked down by the deployable cause they arent paying attention. So marauder makes it even quicker to prevent cyno support.

The reason why you dont want small ships is there is less of a counter. As much as i hate capitals and this dumb cap meta, EVE is about trying to balance different playstyles. Spending… lets say 100m on a frigate or dessie that can cancel cynos and lockdown a 1b to 100b capital ship isnt a good balance ratio.

Also, think about fleets. Fleets will abuse them if theyre cheap, theyll just throw 50 cyno frigs at a group to prevent reinforcements.

A marauder is a much pricier investment and can already tank a single rorq or carrier somewhat effectively. Its much harder to warrant spending 50b on marauders for a fleet to kill another fleet, than it is to spend 5b on 50 anti-cyno frigs to prevent that titan from getting reinforcements.

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Granted, these are generic and known strategies… a skilled ratter will have implemented measures to prevent these types of weak attacks… though, I know they will work for botters and people not as keen in the minds eye, perception is everything and situational awareness is key. I guess people be lazy or complacent more than Im aware, as Im not hunting in Eve yet… I have yet to realize my own potential. But you are both right, these methods will work. just not for the suspecting few, such as myself.

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Which is fine, an active, mindful player should be able to counter these things. Its the lazy krabs that rely on their supercap umbrella that will get killed by this. Which is the way it should work in EVE.

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Sort of related question: when you have a ship class, say battlecruiser, the faction ones? note the navy harby and fleet cane have quite a bit of difference in powergrid, I was playing with a fit for specific role last night, dual plate, dual med neut, med cap booster… and the rest after, anyway, that fit has a huge tank on the harby, and lacks a lil on the cane. but the main difference with the same fit on both ships is the fitting, the cpu and powergrid. the cane suffered terribly compared to the harby. My question is, why do they vary so much? Is it meant to keep a certain difference between particular ships, classes, or roles? to minimize the abuse, or to maintain an already established balance between damage and tank or what not?

This will help me understand a little more on why re balancing takes place and where to make changes, so as to not negatively affect other areas of the performance or game play, etc. :slight_smile: With regards to the Marauders, I have the same thing happen, just with different fits and hulls. I maybe say will make a fit concept, and mirror it to teh other factions keeping essential items or concept.

dual plate, dual heavy neut, cap booster, is the theme with the battlecruisers.

for the maruaders, depending on role, pve maybe for cap and tank and projection of damage. but when I get a mirrored fit for say from kronos to paladin, and both ships vary greatly enough, what then? Eitehr the cap differs so greatly it cant run the reppers and guns with two reps and the neg effect from mwd… no pwrgrd to fit noss… etc…

I guess like where to begin? when analyzing a ship, or class, for a role … :d cheers.

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Well… its complicated, heh. This is part of EVEs learning curve/depth.

In general, the races are flavored like so:

Amarr: Armor based ships, many more favorable for fleet compositions (higher armor buffer than other armor ships)

Caldari: Shield based ships, many more favorable for fleet compositions (higher shield buffer than other shield ships)

Gallente: Primarily armor based, but also has high base hull buffer. More favorable for solo/small gang, gets armor repair bonuses

Minmatar: Primarily shield based, but do have many armor ships as well. They are flexible and good at skirmishing due to speed. They are not the tankiest in armor like amarr or in shield like Caldari. They are balanced inbetween.

As to your observations between the cane and harb. The harb being a mainline fleet ship and armor based means its designed around plates. So its fitting is better suited to handle the needed grid for plates, cap booster etc.

The cane is faster than the harb, and autocannons use less fitting, so inherently it doesnt get as much grid. However, with artillery, it will use almost all its grid, which leaves room mainly just for a shield tank (uses less grid than armor tank). The cane with artillery and shield tank will be faster and more manueverable than a plated harb, but the harb will sport a better tank.

So, for whatever role youre choosing, you need to pick the proper ship that aligns its strengths to that role. Same thing applies to the Paladin/Kronos.

They share similar bonuses and layout, but their racial flavor is the real distinction. You can get a paladin to over 1 million EHP with plates/resists, that is capital EHP territory. A Kronos cannot get that EHP amount, as gallente are not focused on armor buffer like amarr are. The Kronos can still manage a decent active tank and will brawl better, as blasters inherently track better than lasers and do more dps. Meanwhile the paladin can project farther, but does less damage.

So, in a simplified nutshell, that is the difference.

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It’s not an issue with role playing, but since many play styles depend on the target painter bonus and it’s unlikely to be replaced - revising the explosion velocity bonus to explosion radius is a reasonable compromise.

I think most would agree that the Golem would be overpowered with an 8th mid slot just like any of the turret ships would be overpowered with an 8th low slot. The Paladin and Kronos are at a distinct disadvantage compared to the Golem and Vargur due to the number of mid slots but also because their weapons do not require capacitor.

The reason for suggesting a low slot is in fact so that both the Golem and Vargur could effectively armor tank or have more options for capacitor or maneuverability.

Yes, and Marauders also don’t receive their full T2 resistance profile until placed in Bastion (unlike all other T2 hulls). You’ve stated you don’t like the suggestion (which is fine) - but without offering any alternatives you’re really just saying I don’t like it because.

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I would also like to add that the main downside to bastion is NOT immobility. Once I’ve decided on a spot to plop down bastion, I really don’t care if I move or not. Mobility is not a game changer. Also, the bastion timer is kinda random anyways. If you’re lucky, sometimes when you need it, you look down at bastion module and there is only one second left… SWEET!!!:sweat_smile::sunglasses:

Arguably, the main downside to bastion is no warping, and weapon timer. You can’t escape while bastioned. And you can’t refit while weapon timer is active. The consequences of which are sometimes deadly. And no one is requesting a change to warp lockdown for active bastion.

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Which the golem at least doesnt need.

  1. This entire post is just your opinion so that concept goes out the window at the get go.

  2. You made an opinion post and proper argumentative form only requires that i address what you said, it does not require me to make counter proposals especially when doing so in a sense proclaims that i believe in the slightest that marauders need a buff, which they do not.

Then we disagree on what exactly makes the bastion module more dangerous to use. Since you believe that mobility isnt that big an issue then we can agree it doesnt need removal.

Whoa I really like that idea of the cyno jammer marauder. Would justify its ludicrous price tag. The no rr while bastion is on thingy would make it pretty balanced imo can still neut em out or blow em up. Would make the cyno jamming another high slot not combined with bastion, only usable with bastion on though. I’d make range the whole grid.

I happened to do some experimenting with active bastion mode recently. Others may already know this, but I never tried it assuming speed is zero anyways when bastion is on. Propulsion mods can be activated, except for LMJD. Knowing this, and in regards to a possible Bastion Module II, is the proposed velocity modifier appropriate if afterburners or MWD’s affects velocity? I’m good with the suggested value, was just curious… :sunglasses:

Bonuses work like multipliers. The -100% bonus is a simple “multiplied by 0”. So yes, unless you make specific rules about that too, the ship will receive any velocity multiplier from the prop mods, and the reduction from the bastion II, resulting 75% of the speed it should have without bastion II.

It would also be easy enough to keep a Bastion II module the same and just give it a 5% damage bonus, more tracking and missile application.

The velocity modifier I felt was a good idea, I hope my previous post didn’t imply otherwise. Some form of movement allowed for more skilling seems fun.

Not sure about adding a tracking bonus to bastion would fit, as it’s role appears to be ranged. But a new type of siege module based on tracking and missile application may be intriguing. Maybe even allow fitting both types of siege modules simultaneously to be able to switch roles in the field(but can only use one at a time). :thinking:

Just make it script based.

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been flying around with 3 paladins on sisi this week. Ive just stepped into this hull from the vargur, and do consider it an upgrade, however, it does struggle on cpu and powergrid a bit. it only needs a little more to get fits similar between the other marauders. I do run a single rep setup which works okay but sometimes i get volleyd to half armor from near full armor in some of the sites, or waves. and really feel a double rep is ideal. comparing hte numbers, I get a 2k dps tank on the vargur but only 1500 dps on teh paladin taking into account fitting. wihtout fitting restrictions I can get the tanks identical in performance. just around 2k dps …

ill keep on the testing with the kronos and golem as well i the coming weeks.

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That’s a great idea, may be easier to implement by the devs.

After more thinking though, I was figuring on a separate siege module for tracking bonus to act as a point defense role. To be able to shoot down frigs, but at reduced damage maybe. But it would require about a 10000% bonus to be able to achieve that I believe… :sweat_smile:

But yah, if a separate tracking siege module doesn’t make the cut, I’m cool with the scripting idea, even if with a modest bonus. :sunglasses:

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