Forums » Suggestions
Merauder/Bohemoth role rebalace sugestion
i've been thinking about the issue with regards to the maud not having much perpus given the existance of the moth. now, the way i see it the moth is a civilian bulc transport (think firefly, or camercial supertanker) whereas the maud is a blockaderunner/pirat ship. So given that why don't we swap the weapon slots on the maud and the moth. (making the moth have 3 S ports, and the maud have 2 L ports).
now i'm not entierly certain what that would do, but i'd expect it to give the maud a lot more punch (2 AGTs or 2 megaposies, or even mines) while reducing the combat effectivness of the moth (it will now be unable to use mines and swarms, thus limiting it to weapons that are less effective given it's poor manuverability). there will still be seeking missiles usable on a moth, and there will still be the posability for mining with a moth (admitedly with the low-end beams and probably a scanner).
what does everyone think?
now i'm not entierly certain what that would do, but i'd expect it to give the maud a lot more punch (2 AGTs or 2 megaposies, or even mines) while reducing the combat effectivness of the moth (it will now be unable to use mines and swarms, thus limiting it to weapons that are less effective given it's poor manuverability). there will still be seeking missiles usable on a moth, and there will still be the posability for mining with a moth (admitedly with the low-end beams and probably a scanner).
what does everyone think?
Interesting idea. However, I would prefer to see the behemoth left at least a single L port. Then again, I would not mind terribly seeing the behemoth (at least the basic version) lose an L port. There is not a reasonable mining ability for any ship without L ports; the only S mining beam is CRAP - the absolute first one everyone has access to, and it blows accordingly/appropriately. Blockade running ships are not supposed to be heavily armed either - they are supposed to be light so they can ... RUN -- so leave the maurader weapon slots alone. Also, the S port seeking missiles are NO comparison to swarms.
"There is not a reasonable mining ability for any ship without L ports; the only S mining beam is CRAP - the absolute first one everyone has access to, and it blows accordingly/appropriately"
well yea, that's true, but for those who turn the beams on and then take a nap a 3 S port moth may still be a good choise (or maybe not i'm not one of those people so i don't realy know) but regardless this is more about making the maud more usable as a pirat ship/blocade runner than about nerfing the moth so i'm farly flexable with regards to the moth end of this sugestion.
"Blockade running ships are not supposed to be heavily armed either - they are supposed to be light so they can ... RUN -- so leave the maurader weapon slots alone"
ok, if you want to keep the maud light you can leave it unloadid, but the posability of adding mines (to cover your escape) or Swarms/jackhammer rockets (to clear a path) doesn't nesesarily conflict with the blocade runner functionm of the maud.
the more inportant change is to the merauder's ability to go merauding (who'd have thjough that was a concern). and that would be grately increased by changing the maud's ports from 3 S to 2 L. i mean just imagin a megaposi maud, or an AGT maud, now that would be a pirat ship. sure you could simulate this with a centaur, but the maud has a smaller profile.
"Also, the S port seeking missiles are NO comparison to swarms."
yea, that's the idea, the moth as a civilian transport shouldn't be able to carry the best weaponry.
well yea, that's true, but for those who turn the beams on and then take a nap a 3 S port moth may still be a good choise (or maybe not i'm not one of those people so i don't realy know) but regardless this is more about making the maud more usable as a pirat ship/blocade runner than about nerfing the moth so i'm farly flexable with regards to the moth end of this sugestion.
"Blockade running ships are not supposed to be heavily armed either - they are supposed to be light so they can ... RUN -- so leave the maurader weapon slots alone"
ok, if you want to keep the maud light you can leave it unloadid, but the posability of adding mines (to cover your escape) or Swarms/jackhammer rockets (to clear a path) doesn't nesesarily conflict with the blocade runner functionm of the maud.
the more inportant change is to the merauder's ability to go merauding (who'd have thjough that was a concern). and that would be grately increased by changing the maud's ports from 3 S to 2 L. i mean just imagin a megaposi maud, or an AGT maud, now that would be a pirat ship. sure you could simulate this with a centaur, but the maud has a smaller profile.
"Also, the S port seeking missiles are NO comparison to swarms."
yea, that's the idea, the moth as a civilian transport shouldn't be able to carry the best weaponry.
Well, I do agree that the Marauder & Behemoth need some tweaking to better fit their respective roles, but I don't think switching their weapons would work. The 2 L ports in Marauders (3 in the Mining Maud) I think might work well, but 3 S ports in a Behemoth would be worthless. You may as well give it no ports at all, there's really no S port equipment that would be worth equipping in a Moth. The only thing I could see anyone ever equipping would be Gemini missiles, and I personally wouldn't even bother equipping those.
I'm going to leave the discussion of what I think should happen with the Behemoth in the other thread, and here I'm going to talk about what I think the Marauder should be like. I'd say that it's supposed to be a multi-purpose ship, with variants specialized for various roles. It's one of the 3 Nation Special ships, so it should be among the best ships, but it's not right now. It's not bad, but it should be better than it is right now.
Currently, Marauders fit pretty much into the "Light" ship catagory, meaning cargo and equipment mass has a large detrimental effect on maneuverability. This means that Marauders are decent in combat, and decent in trade, but not at both at the same time. Which is the key to making multi-purpose ships worthwhile, they should be decent at multiple roles, simultaneously. If they're not, then you're better off going with a ship more specialized at one role, and not doing anything else until you switch ships. In order to make the Marauder a truly worthwhile multi-purpose ship, it needs to be able to carry cargo and fight at the same time, which means it needs its cargo mass to have a much smaller effect on its maneuverability than it does now. This can be accomplished by either greatly increasing its mass and thrust, moving it into the "Heavy" ship catagory, or else by introducing cargo mass reduction like I've suggested previously: http://www.vendetta-online.com/x/msgboard/3/10737 . I prefer the cargo mass reduction suggestion, as I thing it adds more interesting variety than just making the Marauder a Heavy ship.
Making the Marauder worthwhile as a multi-purpose ship, either as a Heavy ship or with carbo mass reduction, is the big thing that I'd like to see, but there's a few of the Marauder variants that are supposed to be more specialized, losing their multi-purpose advantage, but becoming very good for a specific role. But the way they are now, they aren't really very good for the roles they're supposed to be.
Specifically, the Tunguska Mineral Marauder is supposed to be the Mining variant - but it sucks at mining; and the Corvus Mercenary Marauder is supposed to be the Pirate variant - but it sucks at piracy.
For the Tunguska MMaud, I'd say give it 3 L ports. It now becomes the ship with the best mineral extraction potential. The Behemoth would still have the capacity advantage, but in Mining the extraction/heat rate is (arguably) more important. I'd prefer 3 L ports (possibly with a built-in mineral scanner, or the introduction of a L port scanner), but another option would be 1S & 2L ports, so that it keeps its scanning capability.
On the Corvus Maud, it should IMO be the best solo pirate ship. For that role it needs to be able to do two things: destroy trade ships, and carry their cargo. It is OK at destroying trade ships, but it has the smallest capacity of all the Mauds, so it can't carry much cargo. I'd say its capacity should be increased to at least 40cu. Also, while it is OK at destroying trade ships, I'd like it if it was better than it is now. I'd like it to have the best acceleration of all ships in the game, so that it can handle heavier weapons, and catch trade ships faster. So I'd say increase its thrust to at least 230kN, and its turbo thrust to at least 260kN. Sounds like I'm making it uber, right? I'm not finished yet. I think everything so far is justifiable as being required to fulfill its role as "Best Pirate Ship". But it doesn't need armor to be the "Best Pirate Ship". Cut its armor to 8000, maybe less. This ship isn't designed for a stand-up fight, it's designed to run in, kill the trade ship, grab the cargo, and run away.
Anyway... there's my essay on the subject.
I'm going to leave the discussion of what I think should happen with the Behemoth in the other thread, and here I'm going to talk about what I think the Marauder should be like. I'd say that it's supposed to be a multi-purpose ship, with variants specialized for various roles. It's one of the 3 Nation Special ships, so it should be among the best ships, but it's not right now. It's not bad, but it should be better than it is right now.
Currently, Marauders fit pretty much into the "Light" ship catagory, meaning cargo and equipment mass has a large detrimental effect on maneuverability. This means that Marauders are decent in combat, and decent in trade, but not at both at the same time. Which is the key to making multi-purpose ships worthwhile, they should be decent at multiple roles, simultaneously. If they're not, then you're better off going with a ship more specialized at one role, and not doing anything else until you switch ships. In order to make the Marauder a truly worthwhile multi-purpose ship, it needs to be able to carry cargo and fight at the same time, which means it needs its cargo mass to have a much smaller effect on its maneuverability than it does now. This can be accomplished by either greatly increasing its mass and thrust, moving it into the "Heavy" ship catagory, or else by introducing cargo mass reduction like I've suggested previously: http://www.vendetta-online.com/x/msgboard/3/10737 . I prefer the cargo mass reduction suggestion, as I thing it adds more interesting variety than just making the Marauder a Heavy ship.
Making the Marauder worthwhile as a multi-purpose ship, either as a Heavy ship or with carbo mass reduction, is the big thing that I'd like to see, but there's a few of the Marauder variants that are supposed to be more specialized, losing their multi-purpose advantage, but becoming very good for a specific role. But the way they are now, they aren't really very good for the roles they're supposed to be.
Specifically, the Tunguska Mineral Marauder is supposed to be the Mining variant - but it sucks at mining; and the Corvus Mercenary Marauder is supposed to be the Pirate variant - but it sucks at piracy.
For the Tunguska MMaud, I'd say give it 3 L ports. It now becomes the ship with the best mineral extraction potential. The Behemoth would still have the capacity advantage, but in Mining the extraction/heat rate is (arguably) more important. I'd prefer 3 L ports (possibly with a built-in mineral scanner, or the introduction of a L port scanner), but another option would be 1S & 2L ports, so that it keeps its scanning capability.
On the Corvus Maud, it should IMO be the best solo pirate ship. For that role it needs to be able to do two things: destroy trade ships, and carry their cargo. It is OK at destroying trade ships, but it has the smallest capacity of all the Mauds, so it can't carry much cargo. I'd say its capacity should be increased to at least 40cu. Also, while it is OK at destroying trade ships, I'd like it if it was better than it is now. I'd like it to have the best acceleration of all ships in the game, so that it can handle heavier weapons, and catch trade ships faster. So I'd say increase its thrust to at least 230kN, and its turbo thrust to at least 260kN. Sounds like I'm making it uber, right? I'm not finished yet. I think everything so far is justifiable as being required to fulfill its role as "Best Pirate Ship". But it doesn't need armor to be the "Best Pirate Ship". Cut its armor to 8000, maybe less. This ship isn't designed for a stand-up fight, it's designed to run in, kill the trade ship, grab the cargo, and run away.
Anyway... there's my essay on the subject.
an interesting post Beolach. i do agree that 3 s ports on a moth is basicly usless. that was actualy the point of my sufesting the change. the moth should be prety much defencless.
as for the maud, i like the idea for a 3 L port mineral maud. but i'm not certain if i like the cargo mass reduction (because it would take more time and effort to add than the previous sugestions, and i'm on the fence about whether or not it's abeficial change)
as for the maud, i like the idea for a 3 L port mineral maud. but i'm not certain if i like the cargo mass reduction (because it would take more time and effort to add than the previous sugestions, and i'm on the fence about whether or not it's abeficial change)
This is a joke thread, right?
You guys really want hyper-agile proms out there with twin AGTs?
You guys really want hyper-agile proms out there with twin AGTs?
Marauders have only one big problem: they suck when loaded with cargo and cant escape someone chasing it even in an ec88.
Re: UncleDave
No. First, the only Marauder that I really think needs L ports is the Mining variant; if it's supposed to be a good mining ship it needs at least 2 L ports, preferably 3, or else the Behemoth and Centaur are going to make it pretty much worthless as a mining ship, especially considering the near universal availability of Centaurs and Behemoths compared with the MMaud only being available at Tunguska stations. I'd like the MMaud to be so good at mining, that I'd consider going and getting one, even when the spot I'm going to mine is in Deneb. And the MMaud is not hyper-agile, and I don't think it ever should be.
As for the Marauder that I did say should be hyper-agile, the Corvus variant that I think should be the best pirate ship, I never said it should have any L ports. I just said it "might work well". And this is one of the big reasons I'd rather see the Mauds have cargo mass reduction rather than an increase in mass and thrust; the way I suggested cargo mass reduction, only the cargo mass would have a smaller effect on maneuverability, weapon mass would still have the full effect. So the if the Corvus Maud I suggested (230kN thrust, 260kN turbo thrust) had L ports, this is how it'd work out:
Current SCP, 2xSunFlare, 1xAGT
Mass = 10000kg + (2 * 1000kg) + 1400kg = 13400kg
Thrust = 535kN
Acceleration = 39.925m/s2
Hull Armor = 21000
Suggested Covus Marauder, 2xAGT
Mass = 4000kg + (2 * 1400kg) = 6800kg
Thrust = 230kN
Acceleration = 33.824m/s2
Turbo Thrust = 260kN
Turbo Accel. = 38.235m/s2
Hull Armor = 8000
Still think that'd be too uber, UncleDave? I don't. In fact, now that I've actually done the math, I'd say it should have even more thrust, say 260kN normal thrust and 300kN turbo thrust. [edit] No, keep it 230kN normal & 260kN turbo thrust; the AGT isn't the best pirate weapon, pirates are better off w/ MegaPosi, AAP, Neutron blasters, as they have better DPE & mass less. [/edit]
Re: bojansplash
Exactly. That's what my cargo mass reduction suggestion is supposed to help with. The other option would be to turn it into a heavy ship, with much higher mass and thrust, but I don't like that as much because (1) it would turn the Marauder into a Heavy Combat ship as well as a Heavy Trade ship, while cargo mass reduction would keep it a Light Combat ship, while also being (effectively) a Heavy Trade ship, and if it's a Heavy Combat ship, then we can't give it as high an acceleration as I'd like without making it unbalanced; and (2) I think the Maud having cargo mass reduction would make it more interesting than just being Yet Another Heavy Ship; and of course (3) I suggested it, so I'm biased.
No. First, the only Marauder that I really think needs L ports is the Mining variant; if it's supposed to be a good mining ship it needs at least 2 L ports, preferably 3, or else the Behemoth and Centaur are going to make it pretty much worthless as a mining ship, especially considering the near universal availability of Centaurs and Behemoths compared with the MMaud only being available at Tunguska stations. I'd like the MMaud to be so good at mining, that I'd consider going and getting one, even when the spot I'm going to mine is in Deneb. And the MMaud is not hyper-agile, and I don't think it ever should be.
As for the Marauder that I did say should be hyper-agile, the Corvus variant that I think should be the best pirate ship, I never said it should have any L ports. I just said it "might work well". And this is one of the big reasons I'd rather see the Mauds have cargo mass reduction rather than an increase in mass and thrust; the way I suggested cargo mass reduction, only the cargo mass would have a smaller effect on maneuverability, weapon mass would still have the full effect. So the if the Corvus Maud I suggested (230kN thrust, 260kN turbo thrust) had L ports, this is how it'd work out:
Current SCP, 2xSunFlare, 1xAGT
Mass = 10000kg + (2 * 1000kg) + 1400kg = 13400kg
Thrust = 535kN
Acceleration = 39.925m/s2
Hull Armor = 21000
Suggested Covus Marauder, 2xAGT
Mass = 4000kg + (2 * 1400kg) = 6800kg
Thrust = 230kN
Acceleration = 33.824m/s2
Turbo Thrust = 260kN
Turbo Accel. = 38.235m/s2
Hull Armor = 8000
Still think that'd be too uber, UncleDave? I don't. In fact, now that I've actually done the math, I'd say it should have even more thrust, say 260kN normal thrust and 300kN turbo thrust. [edit] No, keep it 230kN normal & 260kN turbo thrust; the AGT isn't the best pirate weapon, pirates are better off w/ MegaPosi, AAP, Neutron blasters, as they have better DPE & mass less. [/edit]
Re: bojansplash
Exactly. That's what my cargo mass reduction suggestion is supposed to help with. The other option would be to turn it into a heavy ship, with much higher mass and thrust, but I don't like that as much because (1) it would turn the Marauder into a Heavy Combat ship as well as a Heavy Trade ship, while cargo mass reduction would keep it a Light Combat ship, while also being (effectively) a Heavy Trade ship, and if it's a Heavy Combat ship, then we can't give it as high an acceleration as I'd like without making it unbalanced; and (2) I think the Maud having cargo mass reduction would make it more interesting than just being Yet Another Heavy Ship; and of course (3) I suggested it, so I'm biased.
Oh, and another special variant Maud that really doesn't fit its role is the Valent Revision B Marauder, the "Increased Hold" variant. It has INSANE license requirements, 8/?/?/13/?, and isn't even the largest capacity Maruader (the Tunguska MMaud has 4 more cu, 60 to 56). Either it needs its license requirements lowered, or else it needs more cargo capacity (I'd suggest at least 69cu). Actually, I'd say it needs both: drop its Combat license requirement to 4 or 5 (why does the "Increased Hold" variant have the highest Combat requirement?), and its Trade requirement to 11, and increase its capacity to 69cu.
:: Current ::
Marauder Basic -/-/-/8/- 13000 HP; 48 cu; 3S
4800kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
Axia Armored 7/-/-/8/- 16500; 44 cu; 3S
5000kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
TPG B Upgraded -/-/-/8/- 14000; 48 cu; 3S
4500kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
TPG X Upgraded -/-/-/9/- 11500; 42 cu; 3S
4000kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
Corvus Assault 5/-/-/6/- 13000; 28 cu; 3S
4000kg; 210 N; 65 m/s; 7.0 Nm; 220 m/s; 60/s
Tunguska Mining 5/-/-/9/4 10000; 60 cu; 1S 1L
5500kg; 200 N; 65 m/s; 7.0 Nm; 180 m/s; 50/s
Valent Rev B +Hold 8/-/-/13/- 14500; 56 cu; 3S
5200kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
:: Suggested ::
Marauder Basic 4/4/-/8/- 13500 HP; 48 cu; 3S
6500kg; 355 N; 65 m/s; 8.5 Nm; 210 m/s; 50/s
Axia Armored 7/4/-/8/- 16500 HP; 44 cu; 3S
6800kg; 360 N; 65 m/s; 8.5 Nm; 220 m/s; 55/s
TPG B Upgraded 4/4/-/8/- 14500 HP; 48 cu; 3S
6100kg; 355 N; 65 m/s; 8.5 Nm; 210 m/s; 50/s
TPG X Upgraded 4/4/-/9/- 12000 HP; 42 cu; 3S
5400kg; 355 N; 65 m/s; 8.5 Nm; 210 m/s; 50/s
Corvus Assault 5/5/-/6/- 13500 HP; 28 cu; 3S
5400kg; 355 N; 65 m/s; 8.5 Nm; 235 m/s; 60/s
Tunguska Mining 5/-/-/9/4 10400 HP; 54 cu; 1S 1L
7400kg; 335 N; 65 m/s; 8.5 Nm; 195 m/s; 50/s
Valent +Hold 8/-/-/13/- 15000 HP; 60 cu; 3S
7000kg; 355 N; 65 m/s; 8.5 Nm; 210 m/s; 50/s
The basic Marauder should be halfway between a Prometheus and a Valkyrie, and be almost strictly better than its closest non-special relative, the Atlas. The armored ship variants average about 120% of the armor of the basic model and are otherwise better than the original, but have a higher turbo drain. Also, the increased hold variant now actually has the largest hold, and the mining variant does compare favorably to the Centaur Aggresso. Otherwise, I have tried to keep each variant's general % changes to the original design the same.
P.S. I need to check up on the Valent one; are those levels really right!?
Marauder Basic -/-/-/8/- 13000 HP; 48 cu; 3S
4800kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
Axia Armored 7/-/-/8/- 16500; 44 cu; 3S
5000kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
TPG B Upgraded -/-/-/8/- 14000; 48 cu; 3S
4500kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
TPG X Upgraded -/-/-/9/- 11500; 42 cu; 3S
4000kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
Corvus Assault 5/-/-/6/- 13000; 28 cu; 3S
4000kg; 210 N; 65 m/s; 7.0 Nm; 220 m/s; 60/s
Tunguska Mining 5/-/-/9/4 10000; 60 cu; 1S 1L
5500kg; 200 N; 65 m/s; 7.0 Nm; 180 m/s; 50/s
Valent Rev B +Hold 8/-/-/13/- 14500; 56 cu; 3S
5200kg; 210 N; 65 m/s; 7.0 Nm; 200 m/s; 50/s
:: Suggested ::
Marauder Basic 4/4/-/8/- 13500 HP; 48 cu; 3S
6500kg; 355 N; 65 m/s; 8.5 Nm; 210 m/s; 50/s
Axia Armored 7/4/-/8/- 16500 HP; 44 cu; 3S
6800kg; 360 N; 65 m/s; 8.5 Nm; 220 m/s; 55/s
TPG B Upgraded 4/4/-/8/- 14500 HP; 48 cu; 3S
6100kg; 355 N; 65 m/s; 8.5 Nm; 210 m/s; 50/s
TPG X Upgraded 4/4/-/9/- 12000 HP; 42 cu; 3S
5400kg; 355 N; 65 m/s; 8.5 Nm; 210 m/s; 50/s
Corvus Assault 5/5/-/6/- 13500 HP; 28 cu; 3S
5400kg; 355 N; 65 m/s; 8.5 Nm; 235 m/s; 60/s
Tunguska Mining 5/-/-/9/4 10400 HP; 54 cu; 1S 1L
7400kg; 335 N; 65 m/s; 8.5 Nm; 195 m/s; 50/s
Valent +Hold 8/-/-/13/- 15000 HP; 60 cu; 3S
7000kg; 355 N; 65 m/s; 8.5 Nm; 210 m/s; 50/s
The basic Marauder should be halfway between a Prometheus and a Valkyrie, and be almost strictly better than its closest non-special relative, the Atlas. The armored ship variants average about 120% of the armor of the basic model and are otherwise better than the original, but have a higher turbo drain. Also, the increased hold variant now actually has the largest hold, and the mining variant does compare favorably to the Centaur Aggresso. Otherwise, I have tried to keep each variant's general % changes to the original design the same.
P.S. I need to check up on the Valent one; are those levels really right!?
Ok having read all this, as someone that flies a maud almost exclusively, I have no problem as was mentioned here, running and escaping pursuers while loaded with ctc cargo when I did ctc. I use it for fighting, for pirating, for everything. I prefer the Tung Maud for mining because it has a small and a large port. This way I can scan as well as mine, beats having to use one ship to try to find ore and then jump to another to collect it.
As for messing with the armor, the maud has already had the armor cut, which I thought was a mistake, so leave it be. I dont fly the UiT version because it doesnt have the armor and has more mass than the TPG which is what I fly constantly.
The Corvus maud is a good fighter because it has better thrust and is lighter, but not having infini boost makes it bad for chasing or running.
I havent had a chance to fly the Valent Maud as of yet, but looking at the stats, it too will be a good fighter but will be terribly heavy loaded with weapons at over 7k mass.
Basically the maud is a good ship, with variants for all purposes, maybe fix the thrust a wee bit, maybe up the armor, but otherwise, leave it alone.
As for messing with the armor, the maud has already had the armor cut, which I thought was a mistake, so leave it be. I dont fly the UiT version because it doesnt have the armor and has more mass than the TPG which is what I fly constantly.
The Corvus maud is a good fighter because it has better thrust and is lighter, but not having infini boost makes it bad for chasing or running.
I havent had a chance to fly the Valent Maud as of yet, but looking at the stats, it too will be a good fighter but will be terribly heavy loaded with weapons at over 7k mass.
Basically the maud is a good ship, with variants for all purposes, maybe fix the thrust a wee bit, maybe up the armor, but otherwise, leave it alone.
That is what I attempted to do, MysticRogue. :) I upped the N/100kg thrust by about 1 (4.4 -> 5.5), SLIGHTLY increased the armor (HP), and, by moving the mass of the ship into the medium range from the high end of the light ship spectrum, reduced its performance loss for carrying cargo. It is then very much NOT a wannabe anything, just a rather good all-purpose vessel.
Re: MysticRogue
My problem isn't that it's a "bad ship" - like you say, it's not - my problem is that it's not really a "good ship" either, and I think it should be. Yes, it can run and escape from pursuers while loaded with CtC Xith - but not as well as other ships. Yes, it can scan and mine - but not as well as other ships. Quite frankly, the Centaurs are IMO just as good or better at just about everything, so there goes the Marauder as "best multi-purpose craft", and Centaurs also have the universal availability advantage over Mauds.
About the armor, I agree that it shouldn't have been cut when it was, but only because there was no improvment to any of the other stats to balance the drop in armor.
> Basically the maud is a good ship, with variants for all purposes
I would say it's a decent ship (decent < good), but should be good; and I'd say it has variants that are supposedly better for certain purposes, but they actually don't fit their roles very well.
My problem isn't that it's a "bad ship" - like you say, it's not - my problem is that it's not really a "good ship" either, and I think it should be. Yes, it can run and escape from pursuers while loaded with CtC Xith - but not as well as other ships. Yes, it can scan and mine - but not as well as other ships. Quite frankly, the Centaurs are IMO just as good or better at just about everything, so there goes the Marauder as "best multi-purpose craft", and Centaurs also have the universal availability advantage over Mauds.
About the armor, I agree that it shouldn't have been cut when it was, but only because there was no improvment to any of the other stats to balance the drop in armor.
> Basically the maud is a good ship, with variants for all purposes
I would say it's a decent ship (decent < good), but should be good; and I'd say it has variants that are supposedly better for certain purposes, but they actually don't fit their roles very well.