![]() ![]() Marauders are extremely cheap for what they do and can escape with the MJD if troubled. This is a common situation in nullsec and in wormhole space. Their only decision is to leave and nobody gets to have fun. Sure, a small fleet might survive with a few logi, but they’re never going to scratch the tank of a triple XLASB Vargur or five. Now consider that people tend to drop multiple of these Vargurs on grid at a time. It’s only a matter of time before some idiot ruins all the fun by swinging a Vargur onto grid. You log on for a few hours after work and just want some fun fighting other groups out in low or in nullsec. This is the kind of projection that really hurts groups who are just heading out for a fun fleet. With barrage, that cheap Vargur can push 700 DPS out to 90km, too. Even an Orthrus maintaining a perfect 90˚ orbit at max point range takes over 1,000 DPS. What I do know, however, is just how well an autocannon Vargur applies. 11 years of EVE doesn’t make me good at manual piloting and maintaining grid awareness. I’ll be the first to confess that I am a terrible small gang pilot. We’re going to step through different scenarios one by one and see how these incredibly cheap powerhouses shut down content. 18 months ago I was the same, throwing my artillery Vargur into fights at 120km and giggling at the power of my artillery volleys.įor a moment, though, humour me and think about what these insanely powerful ships do to the meta. They are the best in every category except base velocity/agility so I can 100% understand the desire to fly one. They do the most DPS of any subcap to the longest range with incredible tracking and the best possible tank. ![]() I know I’m fighting an uphill battle here because the majority of people who fly marauders love them. They’re simply the best option for any situation. Alongside that, we’re looking at incredible stats across the board with absolutely no equal. They can and should be strong but counters must exist.Īt the heart of the problem lies the extremely short and non-committal 30 second bastion timer. Do not mistake me in saying that ships cannot be strong. It is boring, it instantly turns fun fights into everyone warping off to dock up, and there are very very few counters. If tracking is an issue or you need a shield hull, send in 5 Vargurs instead. If you have a problem, just throw some Paladins at it. They dominate every area of space in any size of conflict. The latter issue is what we are facing right now with marauders, or more specifically, Paladins. The patch in late 2022 addressed some of the former issues, especially around HACs. Players are forced to either join them, die, or not bother undocking at all. Clear outliers emerge from the pack with no competitor.There are few new ideas and outcomes can be predicted with ease given a few calculations. The meta becomes stale and innovation is nearly impossible when everything is figured out.Failing to do this results in two major problems: What we want is to continuously improve and update ships to keep them fresh and interesting. This train doesn’t have a destination instead it keep going, updgrading and improving at each stop. The point of balancing ships and modules in a game like this is not in the search for the perfect balance. If you’ve followed my blog for any length of time, though, you’ll know I want more frequent balance passes as the norm, not an exception. We do, at least, have CCP Aurora who has been doing some great work lately in pushing for positive change (CCP Rise 2.0, anyone?). ![]() ![]() Ever since the quiet disappearance of Team Talos, a team dedicated to regular balance updates, updates to address the balance have been somewhat sparse. ![]()
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