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Prepare to be AMAZED!

Prepare to be AMAZED!

As CCP promised, Marauders were on the list for a second look.  Sure enough, just as I was going to bed, I saw this post from CCP Ytterbium detailing something new…

As we have hinted several times before, Marauders are next on the Tech2 to-do list. And guess what? It’s feedback time!

Marauders were initially released during the Trinity expansion in 2007 and were aimed for PvE activities. However, as time passed and we rebalanced other classes, especially the Pirate Battleships, they lost appeal as a whole.We also believe that designing them for a very specific activity doesn’t fit the emergent nature of EVE, and as such we wish to expand their use to PvP as well. Of course, their high price, low mobility will always ensure their role remains a niche one, but we at least can make that purpose more appealing than a simple “jam me now and forever” target dummy.

As such, after much internal and CSM discussion, we have designed Marauders with two modes of operation, specialized in harassing tactics.

  • In regular mode, they work approximately on the same fashion as on TQ, but are capable of using Micro Jump Drive at a faster rate than usual to quickly relocate on the battlefield.
    • In deployed mode (we call it bastion), their hulls transform (they will have fancy visible animations like the Rorqual does when deploying) and they become fixed weapon placement with a bonus to resistances, tanking, damage projection and receiving EW immunity. However, like Dreadnoughts, they cannot be remote assisted or even move when that happens. They also cannot use Micro Jump Drives in that mode.

The combination of both results in a ship that can jump 100km away to quickly react to a shifting environment, then go into bastion mode and use its increased damage application to deal with opposition while absorbing damage. However, due to the lack of remote assistance in that mode and isolating nature of Micro Jump Drives, they will still die easily in larger fights where DPS is concentrated. Remember that the spool up nature of the Micro Jump Drives plus the time needed to align will give opponents a window of opportunity to tackle them before they can jump again.

This also provides a stepping stone between sub-capitals / capital and their various siege / triage operation. It is noteworthy to remember we don’t necessarily want them to out-damage or go faster than Pirate Battleships – instead, they tank and project damage better.

Words escape me for the moment.  So, I will paste what they talked about next, the Bastion Module:

BASTION MODULE

  • Provides 30% shield, armor and hull resistances when activated, which function on the same way than Damage Control modules (not stacking penalized)
  • Increases shield and armor repair amount by 100%
  • Extends all large turret falloff and optimal by 25%
  • Increases all large missile max velocity by 25%
  • Has a cycle time of 80 seconds. Cycle is reduced by 5% for each level of Bastion module skill to a minimum 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 receives a weapons timer that prevents station docking or gate jumping
  • Only one may be fitted per Marauder, cannot be deactivated before cycle ends
  • Uses 10 CPU and 100 powergrid to fit
  • Uses no specific fuel or capacitor – we were discussing the use of Heavy Water as fuel. However, it doesn’t really provide any gameplay (as CCP Rise mentioned, capacitor is the main limiting factor in combat with those ships). Plus it adds more consumables to a class that already commonly uses charges for weapons, cap boosters and need to keep cargo for possible salvaging.

BASTION TRANSFORMERTHINGIE™ SKILL(name not final)

  • Rank 8
  • Perception, Willpower as Primary / Secondary
  • Requires Advanced Weapon Upgrades 5 (that’s needed to fly a Marauder anyway)

I am too tired to take this all in right now, but this addition has possibilities… and this is even before we get to see the changes to the Marauders:

Giving a new deployed mode is not enough however, as some modifications need to be made on the hulls themselves. First, we wanted to encourage Marauders to use Micro Jump Drives to move around, and as such have reduced mobility next to their Tech1 counterparts (bit higher mass and lower max velocity). We are also reducing their drone bays as they are primarily meant to deliver damage through their main weapon system. They also keep the resistances they have right now instead of gaining full Tech2 resists, otherwise the combination with the bastion module would be quite over the top.

However, we realize Marauder hulls have a certain number of issues; as such we are significantly increasing their fittings so that they can fit Large Micro Jump Drives plus Heavy Capacitor Boosters with more ease (the Vargur especially needed more fitting options). We also are increasing their high slots to 8 to compensate for the slot allocation of the bastion mode. We also are increasing their maximum targeting range and scan resolution a bit to make use of the increased damage projection, while decreasing their signature radius.

As a final combo bonus, we also are changing Target Painter cycle time from 10 to 5 seconds, and reducing their cap usage to compensate – waiting for the Target Painter cycle to finish before swapping targets is quite annoying on the Golem.

So, here is what they did:

The Latest Paladin

The Latest Paladin

PALADIN

    • Amarr Battleship Skill Bonus:5% bonus to capacitor capacity, 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level).
    • Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Marauder Skill Bonus: 7.5% bonus to repair amount of armor repair systems.  5% bonus to large energy turret damage per level
    • Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
    • Fittings: 16500 PWG (+3000), 530 CPU (+30)
    • Defense (shields / armor / hull) : 6300(-500) / 8000(-200) / 7700(+400)
    • Capacitor (amount / recharge rate / cap/s) : 8000(+2375) / 1000s (+76.1s) / 8 cap/s (+2)
    • Mobility (max velocity / agility / mass / align time): 85 m/s(-20) / .119(-0.009) / 111665000(+6465000) / 18.42s
    • Drones (bandwidth / bay): 25(-50) / 50(-25)
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10
    • Sensor strength: 12 Radar
    • Signature radius: 420(-80)
The New Golem

The New Golem

GOLEM

    • Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • 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: 7.5% bonus to shield boost amount.  10% bonus to effectiveness of target painters per level
    • Slot layout: 8H(+1), 7M, 4L; 0 turrets, 4 launchers
    • Fittings: 8500 PWG (+2000), 715 CPU
    • Defense (shields / armor / hull) : 8000(-200) / 6100(-1200) / 7000(+300)
    • Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5)
    • Mobility (max velocity / agility / mass / align time): 85 m/s(-20) / .12 / 114195000(+8995000) / 19s
    • Drones (bandwidth / bay): 25(-50) / 50(-25)
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10
    • Sensor strength: 14 Gravimetric
    • Signature radius: 450(-125)
The Illustrious Kronos

The Illustrious Kronos

KRONOS

    • Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage.  10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level).
    • Marauder Skill Bonus: 7.5% bonus to repair amount of armor repair systems.  7.5% bonus to large hybrid weapon tracking per level.
    • Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
    • Fittings: 14000 PWG (+2000), 580 CPU (+30)
    • Defense (shields / armor / hull) : 6600(-200) / 7200(-100) / 8600(+400)
    • Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s
    • Mobility (max velocity / agility / mass / align time): 92 m/s(-28) / .114(-0.0038) / 113160000(+11360000) / 17.8s
    • Drones (bandwidth / bay): 50(-25) / 50(-75)
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10
    • Sensor strength: 13 Magnetometric
    • Signature radius: 420(-80)
The Beautiful Vargur

The Beautiful Vargur

VARGUR

    • Role Bonus: 100% bonus to large projectile weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Minmatar Battleship Skill Bonus:  5% bonus to large projectile turret rate of fire.  10% bonus to large projectile turret falloff per level.
    • Marauder Skill Bonus:  7.5% bonus to shield boost amount.  7.5% bonus to large projectile turret tracking per level
    • Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers
    • Fittings: 12900 PWG(+5000), 625 CPU
    • Defense (shields / armor / hull) : 7500(-100) / 6600(-200) / 6300 (-1000)
    • Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)
    • Mobility (max velocity / agility / mass / align time): 100 m/s(-30) / .112(-0.004) / 116840000(+10740000) / 18.1s
    • Drones (bandwidth / bay): 50(-25) / 50(-25)
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10
    • Sensor strength: 11 Ladar
    • Signature radius: 360(-65)

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These “sub-dreads” would definitely change the game up a bit and I’ll be excited to see these on the test server because it will define a new style of play and counters.  Not sure why they still kept the tractor beam bonus however.

If you wish to see the current debate (about 30 pages long), here is the link.

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