Difference between revisions of "Marauders"
(Removed the redirect and filled the page with content. Moved the information about the bastion module here to be consistent with the triage and siege module. The page could use even more work but probably not by me except that I might extend the history section a bit more.) Tag: Removed redirect |
m (Added Category: Ships) |
||
Line 61: | Line 61: | ||
'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/article/q8tteh/patch-notes-for-18-04-release Patch Notes]) | '''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/article/q8tteh/patch-notes-for-18-04-release Patch Notes]) | ||
* Increased Scan Resolution by 30% for Marauders and Black Ops | * Increased Scan Resolution by 30% for Marauders and Black Ops | ||
+ | [[Category: Ships]] |
Revision as of 18:28, 7 July 2022
Marauders are T2 battleships designed to be damage dealer with a strong local tank. For that, they can fit the Bastion Module which doubles the rate of fire, the local repair amount, improves resistances to damage and EWAR, but at the same time has drawbacks such as making the ship immobile, not receiving remote repairs, and giving a weapon timer. Besides that they have additional strong hull bonuses: A 100% bonus to their corresponding weapon system means that their four hard points correspond to eight unbonused weapon slots which are further improved by skill dependent bonuses. They have a 7.5% bonus to their preferred local tank per marauder skill level which results in 37.5% with maximum skill. Further, they have a 70% reduction of the MJD reactivation delay which changes the delay from 180 seconds to 54. And tractor beams' range and velocity are doubled when fitted to Marauders. The four Marauders are:
The base hit points of marauders are increased compared to their T1 counterparts but not as much as the corresponding navy faction ships. Their EHP is increased through their natural resistances even though those aren’t especially high compared with T2 cruisers.
All Marauders have 19 slots of which 8 are high slots which leaves 11 for mid and low slots. As only 4 of the 8 high slots are used up by weapons (4 hard points), they have 4 utility highs of which one is usually used for the Bastion Module leaving 3 open for other modules.
The lock ranges are big even for battleship ranging from 105.3 km (Vargur) to 123.5 km (Golem). Also their cargo capacity is relatively big with 1125 m³ (Paladin) to 1275 m³ (Kronos).
Bastion Module
The Bastion Module is a high slot module which can only be used by Marauders. Its cycle time is 30 seconds and it gives the following positive and negative effects when active:
- 50% reduction to turret and missile launcher cycle duration, i.e. doubling the rate of fire and thus DPS. This bonus is not stacking penalized.
- +25% Missile Velocity, Turret Optimal Range, and Turret Falloff Range. This bonus is stacking penalized.
- +100% Shield Booster and Armor Repairer amount.
- 30% Shield, Armor, and Structure Resistance to all damage(stacking penalties with Damage Control and Reactive Armor Hardener). This results in more than 40% increase in effective tank.
- 50% resistance to Tracking/Guidance Disruptors, Remote Sensor Dampeners and Target Painters
- +100% Sensor Strength which can be interpreted as 50% ECM resistance. No stacking penalty.
- -100% maximum velocity.
- Cannot dock, tether, or enter warp.
- Applies a 60 second weapons timer. This timer is refreshed constantly during the bastion cycle so it will last 60 seconds after the cycle ends.
- Cannot receive remote repairs or capacitor transmission.
- 95% reduction to friendly Remote Sensor Booster and Remote Tracking Computer effects.
Ship plays a short transformation animation, and stays visibly transformed until the module deactivates. The module description incorrectly states that only the repair bonus is stacking penalized. The rate of fire bonus is not stacking penalized and the resist bonuses are stacking penalized with damage control and reactive armor hardener. Other bonuses are stacking penalized normally.
In effect, the module turns the Marauder into a stationary turret and one-ship army, making the Marauder a long ranged, rapid fire, extremely resilient platform to stand alone versus a small fleet. However, because it blocks all remote assistance, it forces the Marauder to stand and fight alone. Furthermore, while the Bastion Module makes the Marauder highly resistant to most forms of electronic warfare, it offers no resistance to Energy Neutralizers, which can drain the ship's capacitor, shut down its local repair systems, and leave it dead in the water.
Even though Bastion immobilizes the Marauder, the MJD bonus makes up for that. The MJD is ready for use again after 54 seconds which means less than two bastion cycles. This makes it possible to jump 100 km every 69 to 72 seconds (depending on MJD skill level) while being in bastion most of the time. This corresponds to roughly 1400 m/s. As a comparison a Machariel with a meta MWD fitted has a velocity of a bit over 1500 m/s (without extra modules or command bursts). This means that Marauders are actually fairly mobile for a battleship.
Interestingly, while a Micro Jump Drive will not function while the Bastion module is active, the Micro Jump Field Generator of a Command Destroyer is not' blocked, and so Bastioned Marauders can still be booshed around.
While the Bastion Module is similar to Industrial Cores, the Triage, and especially the Siege module, it doesn’t use any fuel. It also doesn’t require any capacitor.
Marauders in bastion can jump Wormholes as normal and are instantly out of bastion on the other side.
Bastion + MWD trick
The Bastion + MWD trick allows marauders to reduce their align time when after coming out of bastion. Hover the mouse on the decycling bastion module to see exactly how long it has left. At the 9 second mark, start cycling the MWD for one cycle and start spamming "warp to" hotkey. After the bastion mode ends you will get one second of MWD that accelerates you to near warp speed and the marauder will warp in 2-3 seconds.
PvE
Marauders are very popular in a wide range of PvE activities. Some examples:
- They really shine in level 4 security missions but can also be used in level 5 missions even though it’s more popular to blitz those in a carrier.
- They can run wormhole sites as high up as class 5.
- They can run nullsec combat sites both anomalies and DED sites.
- Incursion groups have started to use them in their fleets.
- Pochven PvE often utilizes Marauders.
PvP
Marauders are also popular in PvP. They provide a significant amount of DPS in smaller engagements. There it’s also less important that they cannot receive remote reps (while in bastion) as their local tank is so strong. Energy neutralizers are often effective against Marauders as they don’t have resists against those. But the shield based Marauders, Vargur and Golem, can do tanks which don’t require any capacitor at all by using ancillary shield boosters.
History
19.01 Release - 2020-2-23 - "Bastions of War" update (Patch Notes)
- Lock range increased by 30%
- Sensor strength increased by 8
- Buffs to the individual hulls
- Rate of fire bonus for the bastion module which results in twice the DPS when in bastion
- Bastion duration reduced from 60s to 30s
18.04 Release - Build: 1706308 - 2020-04-15 - "Surgical Strike" Update (Patch Notes)
- Increased Scan Resolution by 30% for Marauders and Black Ops