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Marauders: Difference between revisions

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Update for Version 23.01 Release 2025-09-09.1 Remove MJD cooldown role bonus.
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{{Update|Review text for the removal of the MJD cooldown bonus}}
'''Marauders''' are T2 [[battleships]] designed to be damage dealers with a strong local tank. For that, they can fit the [[#Bastion Module|Bastion Module]] which doubles the rate of fire, the local repair amount, and improves resistance to damage and [[EWAR]], but at the same time has drawbacks such as making the ship immobile, not receiving remote repairs, and giving a [[Timers#Weapon_Timer|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 un-bonused weapon slots which are further improved by skill-dependent bonuses. The Paladin, Golem, Kronos, and Babaroga have a 7.5% bonus to their preferred local tank per marauder skill level which results in 37.5% with maximum skill. The Vargur receives a 5% per level bonus for both armor repairs and shield boosting, resulting in a 25% bonus to both at max skills. And tractor beams' range and velocity are doubled when fitted to Marauders. The five Marauders are:
'''Marauders''' are T2 [[battleships]] designed to be damage dealers with a strong local tank. For that, they can fit the [[#Bastion Module|Bastion Module]] which doubles the rate of fire, the local repair amount, and improves resistance to damage and [[EWAR]], but at the same time has drawbacks such as making the ship immobile, not receiving remote repairs, and giving a [[Timers#Weapon_Timer|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 un-bonused weapon slots which are further improved by skill-dependent bonuses. The Paladin, Golem, Kronos, and Babaroga have a 7.5% bonus to their preferred local tank per marauder skill level which results in 37.5% with maximum skill. The Vargur receives a 5% per level bonus for both armor repairs and shield boosting, resulting in a 25% bonus to both at max skills. And tractor beams' range and velocity are doubled when fitted to Marauders. The five Marauders are:
* {{Sh|Paladin}}
* {{Sh|Paladin}}
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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 [[Capacitor Warfare|Energy Neutralizers]], which can drain the ship's capacitor, shut down its local repair systems, and leave it dead in the water.
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 [[Capacitor Warfare|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 one bastion cycle. 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.
Even though Bastion immobilizes the marauder, <s>the MJD bonus makes up for that. The MJD is ready for use again after 54 seconds which means less than one bastion cycle. 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</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.
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.