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Thread Statistics | Show CCP posts - 4 post(s) |

Mecinia Lua
Galactic Express Burning Horizons
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Posted - 2009.03.25 02:24:00 -
[1]
As a stealth bomber pilot this is a bad idea.
Rather than switching to torpedos just remove the limit on bomb launchers. It will have the same effect.
What you are proposing basically means that a stealth bomber will be practically useless.
Bomber decloaks, fires torpedos.
Battleship looks over sees torpedos and stealth bomber. Switches its drones to the stealth bomber, stealth bomber dies after second volley. Battleship having only suffered some minor shield damage continues on.
or
Battleship sees torpedos coming, turns on smartbombs. Kills torpedos. Still orders its drones (which are safely out of sb range) to kill the stealth bomber.
You already practically nerfed the stealth bomber with your changes to missiles.
If you want to see more stealth bombers used in fleet action do the following:
1 Allow them to fit the covert ops cloaking device and warp while cloaked.
2. Remove the limit on Bomb Launchers.
Instant Kamikaze.....
(I've flown the Stealth Bomber for over a year, and to date have never used bomb launchers because the limit of one combined with the range deficiencies means they are practically useless.....)
 Thoughts expressed are mine and mine alone. They do not necessarily reflect my alliances thoughts.
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Mecinia Lua
Galactic Express Burning Horizons
|
Posted - 2009.03.25 10:42:00 -
[2]
Originally by: Spurty Give em TP bonus as well ;0
Good lord, this will be a ton of fun if you do it!
Would be nice...but perhaps overpowering :) (Even without a bonus we probably use one in our fits :) )
 Thoughts expressed are mine and mine alone. They do not necessarily reflect my alliances thoughts.
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Mecinia Lua
Galactic Express Burning Horizons
|
Posted - 2009.03.26 05:09:00 -
[3]
Originally by: CCP Chronotis We are also taking an opportunity to look at stealth bombers in light of the changes over the past years and seeing if we can make them more useful overall. We would like your feedback on this idea and thoughts on this new approach.
It's all about torpedoes!
The main way we are looking at changing the stealth bombers is switching them to fit siege launchers and use torpedoes focusing on a anti-battleship role. Each bomber would gain a damage bonus to its racial damage torpedo of 10% per level) in addition to being able to fit 3 siege launchers as now.
The result of this is much higher damage to larger targets such as battleships but at the cost of range as you have to get much closer to your target. This has pros and cons such as much shorter duration before your torpedo hits and being able to cloak or get away faster after firing but also increases the danger as you have to be extremely close to your targets.
Increased cloaked velocity
To help with the manoeuvring into range, we are looking at increasing the cloaked velocity substantially (so the bomber could have a velocity between 750-1200 m/s). This way the bomber could better keep up and get into range faster with targets for a strike.
These changes would come in addition to some powergrid/cpu and velocity tweaks.
Feedback on this idea is welcome! 
Well I posted earlier but I've given it more thought.
Still this won't work not as you have it. Torpedoes are simply to short of range to give the stealth bomber pilot any reasonable chance at survival.
While the increased velocity while cloaked is useful in closing, the bonus to damage is not sufficient to ensure a kill. At most at the range the Stealth Bomber will get 3 volleys of torpedoes off before the Battleships drones or friends take it out. Even with covert ops at Level 5 and the proposed +50% damage it would simply not be enough.
If you insist going this way, you'd need to give a velocity bonus to the torpedoes as well as a damage bonus. Even then it is doubtful that the stealth bomber could kill any but the poorest fit battleship. Limiting the damage bonus to only the 'races' torpedo damage will also be counterproductive and will limit the ships usefulness in some circumstances.
A better fix would be to do the following:
1. Allow the covert op cloak. This increases the ability of the stealth bomber to act as an offensive weapon.
2. Remove the limit on the Bomb Launchers. If allowed 3 bomb Launchers they could significantly act as an anti-blob ship.
3. Code such that even if the stealth bomber leaves the grid it's bombs/missiles still damage the target and generates kill mails. These are suppose to be hit and run ships make them so.
4. Recode bombs so that they launch out the back of the ship not the front ( I mean seriously who wants to drop a bomb where they are going....)
 Thoughts expressed are mine and mine alone. They do not necessarily reflect my alliances thoughts.
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Mecinia Lua
Galactic Express Burning Horizons
|
Posted - 2009.03.28 05:31:00 -
[4]
Originally by: place1 Edited by: place1 on 28/03/2009 05:27:48 I would have to agree with many other post in this thread the Cruise missile SB should not be removed in favor of a Torp SB instead there should be both.
Cruise Missile Stealth Bomber Frig hull Cov op Cloak Long range Glass Cannon Able to fit 3 Cruises + 1 Bomb launcher
Torp Stealth Bomber (Heavy Stealth Bomber) Destroyer Hull Cov Op Cloak Short range Glass Cannon (but not as Glass as the Frig version) Able to fit 4 Torp Launcher + 2 Bomb Launcher
To me this would allow for some very interesting Battles. The Heavy bomber with Bomb Launcher is going to pack a nice damage hit agents any ship in range but it would be slower moving than a Frig and easier to target and hit as it has a larger sig radius. Also this ship requires you to get in very close to do any type of damage greatly increasing the risk of the ship.
Edit. Spelling
I could support his sort of idea.
A heavy stealth bomber based off the destroyer hull for the torp and leave the one we got alone (but fix bombs).
 Thoughts expressed are mine and mine alone. They do not necessarily reflect my alliances thoughts.
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